TEXT: 1
  
  2
  Introduction
  Author
  J. Evans Payne
  Character Art
  Ethan Slayton
  Scene Art
  Jack Kaiser
  Iconography 
  J. Payne
  Design & Concept
  Jason Payne
  Developer
  Jason E. Payne
  Producer
  Jason Evans Payne
  Editor
  J. E. Payne
  Layout and Graphic Design
  Jason E. P.
  Cover Art and Logos
  Enyap Nosaj
  Cartography
  J. Evans Payne
  Typesetting
  J. Snave Enyap
  Proofreading
  Beattin A. Dedhaurs
  Indexing
  Microsoft Word
  Thanks 
  To my friends from middle school, who embraced this 
  silly nerdy hobby as a welcome escape from the pressures 
  everyone endures in that environment.
  To my friends from high school, who rekindled my love of 
  the game that was now used as the basis of philosophical 
  discussions and dreaming about the future.
  To my friends from college, who stuck with all manner 
  of nerdy obsessions of mine through the years, despite 
  dwindling free time in which to pursue such things, and 
  increasing responsibilities in other realms.
  Special Thanks: Kickstarter Backers
  Thank you for believing in me, when all I had to prove myself 
  was an idea, a blurb, a handful of maps, and a dream.  
  The product you hold in your hands—or store on your hard 
  drive—is a direct result of your faith, and support.  I can’t 
  thank you enough.
  Hardened Completionists
  • Richard Loh
  • Jeremy Siemon
  • Paul S.
  • Richard “Eskimo” Jones
  • J Levine
  • Please do not add my name to the credits
  • Jeremy Suiter, a.k.a. Barek Firebeard
  • Jeff “Sage” Trisoliere
  • Martin St-Laurent
  • Benjamin Bernard
  • Oliver Volland
  • Dr. Donald A. Turner
  • Nicholas Harvey
  • Thalji
  • Amadan
  • Bulldozers
  • Redfuji6
  • Jamie Van Lengen
  • Roger Haxton
  • H. Howell
  • Cally Harper
  • Steve “Sammeal” Reinhart
  • Charles Marshall
  • Rhel ná DecVandé
  • Stormraider
  Hardened Historians
  • Kary “Realm Master K” Williams
  • Luca Basset
  • Stephen P.D, Kelley
  • Stefan Friedl
  • Tobias Widlund
  • Justin Whitman
  Colophon
  
  3
  Introduction
  • ZoZoBop
  • Richard Isaak
  • Paul Lukianchuk
  • Charles “Lukkychukky” Ulveling
  • Fettzer
  • Earl B. Bingham
  • Archania’s Workshop, LLC
  • J. David Porter
  • Kandy Dolan
  • Eggyz
  • V. Pesola
  Mayor
  • Bernie “Murkatos” McCormick
  Universal Historians
  • G. “Fluido” Fasano
  • Danny Wilson
  • Imban
  • Gregory McWhirter
  • David Stephenson
  • Delnurfin Feadiel
  Hardened Historians
  • Andrew Lotton
  • Robert Wiesehuegel
  • A Wong
  • J W Carroll
  • Scott Crandall
  • Anon
  • Martin Blake
  Historians
  • Lester Ward
  • Bartholomew Jackson
  • Andrew Weill
  • Robert McNeal
  • Étienne De Sloover
  • ANton H.
  • AinvarG
  • Ben Fowler
  • Sam Hillaire
  • MarsSenex
  • Aaron J. Schrader
  • Michael Schwan
  • Chris Sulat
  • Sam Rosenthal
  • Kevin J O’Brien
  • Nathan Blaylock
  • Stefan “Melwyn” Kruse
  • J. Michael Lanaghan
  • Jon R. Terry
  • Boberto
  • Brien “CriticalFailure” Borchardt
  • Cory Aughenbaugh
  • MICHAEL J BENENSKY
  Citizens
  • Oliver von Spreckelsen
  • Crispin Moakler
  • Jonathan Smith
  • Marc Margelli
  • Paul Fowler
  • Doug Berigan
  • Jordi Rabionet Hernandez
  • Simon Hunt
  • philippe Roby
  • Uwe Nagel
  • David vun Kannon
  • Joshua F. Knowles
  • Ryan Lynn
  • Joe Medica
  • Loren Siebold
  • Ed Kowalczewski
  • Anthony Allan
  • Bill Weir
  • Christian Klein
  • Ender
  • Kothoga
  • Adam Jacobsen
  • Terry Adams
  • J.Goodwins
  • Kohuda
  • Andreas Monitzer
  • Jasper Akhkharu
  • Ashran Firebrand
  Passersby
  • J. Philip Ezrickson
  • Elton Robb
  
  4
  Introduction
  Infinium Game Studio is:
  CEO
  J. Evans Payne
  Creative Director
  J. Evans Payne
  Lead Editor
  J. Evans Payne
  VP Marketing & Sales
  J. Evans Payne
  CFO
  J. Evans Payne
  Artistic Director
  J. Evans Payne
  Legal Stuff
  Dark Obelisk 2: The Mondarian Elective © 2018 J. Evans 
  Payne.  
  Reproduction without the written permission of the author is 
  expressly forbidden.  Dark Obelisk, Berinncorte, and Aquilae 
  are trademarks of Infinium Game Studio, All rights reserved. 
  All characters, names, places, items, art and text herein are copyrighted by J. 
  Evans Payne.  The mention of or reference toany company or product in these 
  pages is not a challenge to the trademark or copyright concerned.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder 
  Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/
  pathfinderRPG for more information on the Pathfinder Roleplaying Game. 
  Paizo Publishing, LLC does not guarantee compatibility, and does not endorse 
  this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the 
  Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game 
  Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used 
  under the Pathfinder Roleplaying Game Compatibility License. See http://
  paizo.com/pathfinderRPG/compatibility for more information on the 
  compatibility license.
  This book is hereby dedicated to my amazing Kickstarter backers, without whom I would have merely ideas, and little across 
  the finish line.
  Dedication
  Foreward
  Good lord.
  I’ve said often that my ambition is an excess outstripped only 
  by the devotion of my backers and colleagues.  Never has 
  that been more the case than with this project.
  Dark Obelisk 2 was intended as a simple follow-up to the 
  original.  An extension of the story, an expansion of the 
  mythology and the realm, and a continuation of the fun I had 
  putting the first project together.
  Now, more than a year after the Kickstarter for DO2 
  wrapped up, and after a half-dozen intervening books and 
  publications, we’re finally getting to the meat of the matter.
  And meat there is: what you hold, in whatever format, is at 
  the very physical limit of how much I can pack into a single 
  volume.  
  The trek into Mondaria City and its nine-level (okay, eight 
  and change, really) mining complex is a challenging one, and 
  not for the faint of heart.  But the rewards are considerable.
  “Adventure” hardly seems an appropriate moniker for this 
  behemoth of a tome of content.  But this adventure is not just 
  continuation of an adventure path and story.  
  It is the fulfillment of a dream.  The completion of a promise.  
  The satisfaction, I would hope, of a very long time waiting, 
  and of confidence given, and an emotional investment that 
  has hopefully reaped rewards.
  It is also the stepping-off point for the next phase of my 
  ambition, and of an entire world and universe of possible 
  content that will hopefully follow.
  I can only once again thank my backers, my followers, my 
  colleagues, my advocates, and all those who have stuck in 
  there waiting for this to come to fruition.
  Hopefully, you consider it worth the wait.
  J. Evans Payne
  Malvern, Pennsylvania
  February 2018
  
  5
  Introduction
  Table of Contents
  Colophon 
  2
  Foreward 
  4
  Table of Contents 
  5
  About Infinium Game Studio 
  7
  FlexTale 
  8
  Prologue: A Stranger Appears 
  10
  Recap: Dark Obelisk 1: Berinncorte 
  11
  Introduction 
  13
  The Campaign World 
  21
  Mondaria City: 
  Ground Floor 
  29
  Map 1: Mondaria City Overview (MC-O) 
  30
  Level Introduction: Mondaria City 
  31
  Map 2: Blacksmith Ground Floor (MC-BS-GF) 
  34
  Map 3: Central Area / Market (MC-MKT) 
  37
  Map 4: Checkpoint Control Ground Floor (MC-CC-GF) 
  40
  Map 5: Fishery Ground Floor (MC-FH-GF) 
  43
  Map 6: Garrison Ground Floor (MC-GR-GF) 
  47
  Map 7: Hunter’s Glen (MC-HG) 
  50
  Map 8: Inn & Stables Ground Floor (MC-IS-GF) 
  52
  Map 9: Mess Hall Ground Floor (MC-MH-GF) 
  56
  Map 10: MIll Ground Floor (MC-ML-GF) 
  59
  Map 11: Residential Zone (MC-RZ) 
  62
  Map 12: Residence NE Ground Floor (MC-RNE-GF) 
  64
  Map 13: Residence NW Ground Floor (MC-RNW-GF) 
  66
  Map 14: Residence SE Ground Floor (MC-RSE-GF) 
  68
  Map 15: Residence SW Ground Floor (MC-RSW-GF) 
  70
  Map 16: Fishery Secret Grotto (MC-FH-SG) 
  72
  Map 17: Storage Ground Floor (MC-ST-GF) 
  75
  Map 18: Trading Post Ground Floor (MC-TP-GF) 
  78
  Map 19: Chaos Overview (MC-C) 
  81
  Map 20: Chaos Secret (MC-CSCR) 
  84
  Map 21: Chaos Foreman (MC-CF) 
  86
  Map 22: Chaos Supplies (MC-CS) 
  88
  Map 23: Law Entrance (MC-LE) 
  91
  Map 24: Law Foreman (MC-LWF) 
  94
  Map 25: Love Overview (MC-L) 
  96
  Map 26: Love Secret (MC-LS) 
  98
  Map 27: Love Foreman (MC-LF) 
  100
  Map 28: Outside the Gates (MC-OG) 
  103
  Map 29: Past the Gates (MC-PG) 
  105
  Map 30: Law General (MC-LO) 
  107
  Mondaria City: 
  Second Floor 
  109
  Map 31: Mondaria City Second Floor Overview (MC-SF-O) 
  110
  Level Introduction: Mondaria City Second Floor 
  111
  Map 32: Inn & Stables Second Floor (MC-IS-SF) 
  113
  Map 33: Residence SE Second Floor (MC-RSE-SF) 
  116
  Map 34: Residence SW Second Floor (MC-RSW-SF) 
  118
  Map 35: Eastern Watchspire Overview (MC-EW-SF-O) 
  120
  Map 36: Eastern Watchspire, West (MC-EW-SF-W) 
  122
  Map 37: Eastern Watchspire, Southwest (MC-EW-SF-SW) 
  125
  Map 38: Eastern Watchspire, Southeast (MC-EW-SF-SE) 
  127
  Map 39: Eastern Watchspire, Northeast (MC-EW-SF-NE) 
  130
  Map 40: Western Watchspire (MC-WW-SF) 
  132
  Map 41: Trading Post Second Floor (MC-TP-SF) 
  135
  Mondaria City: 
  Third Floor 
  138
  Map 42: Mondaria City, Third Floor Overview (MC-TF-O) 
  139
  Level Introduction: Mondaria City, Third Floor 
  140
  Map 43: Eastern Watchspire, West (MC-EW-TF-W) 
  142
  Map 44: Eastern Watchspire, Southwest (MC-EW-TF-SW) 
  145
  Map 45: Eastern Watchspire, Southeast (MC-EW-TF-SE) 
  148
  Map 46: Eastern Watchspire, Northeast (MC-EW-TF-NE) 
  150
  Map 47: Western Watchspire, Northeast (MC-WW-NE-TF) 
  153
  Map 48: Western Watchspire, Southwest (MC-WW-TF) 
  155
  Mondaria Mines: 
  Level 1 
  157
  Map 49: Mines Level 1, Overview (ML1-O) 
  158
  Level Introduction: Mines Level 1 
  159
  Map 50: Blacksmith Basement (MC-BS-BM) 
  163
  Map 51: Blacksmith / Trading Post Basement (MC-BSTP-BM) 
  165
  Map 52: Checkpoint Control Basement (MC-CC-BM) 
  167
  Map 53: Fishery Basement (MC-FH-BM) 
  169
  Map 54: Garrison Secret Tunnel Complex (MC-GR-ST) 
  172
  Map 55: Garrison / Mess Hall Basement Overview (MC-GRMH-BMO)
   
  175
  Map 56: Garrison Basement (MC-GR-BM) 
  177
  Map 57: Mess Hall Basement (MC-MH-BM) 
  180
  Map 58: Inn & Stables Basement (MC-IS-BM) 
  183
  Map 59: Mill Basement (MC-ML-BM) 
  186
  Map 60: Residence NE Basement (MC-RNE-BM) 
  189
  Map 61: Residence NW Basement (MC-RNW-BM) 
  191
  Map 62: Residence SE Basement (MC-RSE-BM) 
  193
  Map 63: Residence SW Basement (MC-RSW-BM) 
  195
  Map 64: Storage Basement (MC-ST-BM) 
  198
  Map 65: Trading Post Basement (MC-TP-BM) 
  200
  Map 66: Checkpoint / Storage Secret Stash (MC-CCS-BM) 
  203
  Map 67: Railmaster’s Cottage (ML1-RLMC) 
  205
  Map 68: Rail Switchhouse East (ML1-RSE) 
  208
  Map 69: Rail Switchhouse North (ML1-RSN) 
  210
  Map 70: Underground River Piers Overview (ML1-UGRP-O) 
  213
  Map 71: Underground River Fishery (ML1-FSH) 
  215
  Map 72: Piers North (ML1-UGRP-N) 
  218
  Map 73: Piers Mid (ML1-UGRP-M) 
  220
  Map 74: Piers South (ML1-UGRP-S) 
  222
  Map 75: Central Storage Overview (ML1-CST-O) 
  225
  Map 76: Central Storage: Explosives Shack (ML1-CST-EXS) 
  227
  Map 77: Central Storage: Stacks (ML1-CST-STK) 
  230
  Map 78: Secret Mine Area North (ML1-SCTN) 
  233
  Mondaria Mines: 
  Level 2 
  236
  Map 79: Mines Level 2 Overview (ML2-O) 
  237
  Level Introduction: Mines Level 2 
  238
  Map 80: Underground Lake & Island Overview (ML2-ULI-O) 
  241
  Map 81: Underground Lake Northern Island (ML2-ULI-N) 
  243
  Map 82: Underground Lake Center Island (ML2-ULI-C) 
  245
  Map 83: Underground Lake Southern Island (ML2-ULI-S) 
  248
  Map 84: Skimmer’s Cache Secret South (ML2-SCS) 
  250
  Map 85: Invaded Residence Sub-Basement (ML2-IRSB) 
  252
  Map 86: Elevators North Overview (ML2-ELN-O) 
  255
  Map 87: Elevators North: Operations (ML2-ELN-LS) 
  257
  Map 88: Elevators North: Elevator Control (ML2-ELN-EC) 
  261
  Map 89: Elevators North: Elevator Barrier (ML2-ELN-EB) 
  263
  Map 90: Elevators East (ML2-ELE) 
  265
  Map 91: Elevators West (ML2-ELW) 
  268
  Map 92: Mining Area Northeast (ML2-MNE) 
  271
  Map 93: Mining Area Northwest (ML2-MNW) 
  274
  Map 94: Gem Cache (ML2-GEM) 
  276
  Map 95: Riverbank Processing (ML2-RIV) 
  279
  Map 96: Riverbank North Pier (ML2-RIV-N) 
  281
  Map 97: Riverbank South Pier (ML2-RIV-S) 
  284
  Map 98: Railshed & Storage East (ML2-RSS-E) 
  286
  Map 99: Railshed & Storage East: Shed Detail (ML2-RSS-E-S) 
  289
  Map 100: Railshed & Storage Northwest (ML2-RSS-NW) 
  292
  Map 101: Railshed & Storage Northwest: Shed Detail (ML2-RSS-NW-S)
   
  294
  Mondaria Mines: 
  Level 3 
  297
  Map 102: Mines Level 3 Overview (ML3-O) 
  298
  Level Introduction: Mines Level 3 
  299
  Map 103: Pit Down (ML3-PD) 
  302
  Map 104: Secret Passage (ML3-SP) 
  304
  Map 105: Mining West Overview (ML3-MW-O) 
  307
  Map 106: Mining West: North (ML3-MW-N) 
  309
  Map 107: Mining West: Center (ML3-MW-W) 
  312
  Map 108: Mining West: South (ML3-MW-S) 
  315
  Map 109: Mining Love West Overview (ML3-MLW-O) 
  318
  Map 110: Mining Love West: Illusionist Entertainers’ Hut (ML3-MLW-
  ES) 
  321
  Map 111: Mining Love East Overview (ML3-MLE-O) 
  324
  Map 112: Mining Love East: Chemist’s House (ML3-MLE-C) 
  327
  Map 113: Mining Law North Overview (ML3-MLN) 
  330
  Map 114: Mining Love North: Loremaster’s Shack (ML3-MLN-LM) 
  333
  Map 115: Mining Law South Overview (ML3-MLS-O) 
  336
  Map 116: Mining Law South: Sage’s Shack (ML3-MLS) 
  339
  
  6
  Introduction
  Map 117: Cave-In: Entire Chamber (ML3-CIN-C) 
  342
  Map 118: Cave-In (ML3-CIN) 
  344
  Map 119: Lair (ML3-LAR) 
  346
  Map 120: Circular Stair Pit (ML3-CSP) 
  349
  Map 121: Elevators North (ML3-EN) 
  351
  Map 122: Elevators West (ML3-EW) 
  354
  Map 123: Elevators East (ML3-EE) 
  357
  Mondaria Mines: 
  Level 4 
  360
  Map 124: Mines Level 4 Overview (ML4-O) 
  361
  Level Introduction: Mines Level 4 
  362
  Map 125: Ruined City Overview (ML4-RCO) 
  365
  Map 126: Pit Ledge Overview (ML4-PIT-O) 
  367
  Map 127: Pit Up/Down (ML4-PIT) 
  369
  Map 128: Ledge (ML4-LED) 
  371
  Map 129: Treasure Hoard (ML4-TRH) 
  373
  Map 130: Mess Hall (ML4-MSH) 
  376
  Map 131: Ruined Temple Overview (ML4-RNT-O) 
  379
  Map 132: Ruined Temple Northeast (ML4-RNT-NE) 
  381
  Map 133: Ruined Temple Southeast (ML4-RNT-SE) 
  383
  Map 134: Ruined Temple Southwest (ML4-RNT-SW) 
  385
  Map 135: Ruined Temple Northwest (ML4-RNT-NW) 
  387
  Map 136: Ruined Temple: Center Temple (ML4-RNT-C) 
  389
  Map 137: Elder Tower Husk (ML4-ETH) 
  392
  Map 138: Nest (ML4-NST) 
  395
  Map 139: Circular Stair Pit (ML4-CSP) 
  397
  Map 140: Elevators West (ML4-EWC) 
  399
  Map 141: Elevators North Overview (ML4-ENL-O) 
  402
  Map 142: Elevators North: East (ML4-ENL-E) 
  404
  Map 143: Elevators North: Northwest (ML4-ENL-NW) 
  407
  Map 144: Elevators North: Southwest (ML4-ENL-SW) 
  409
  Map 145: Elevators East (ML4-EEL) 
  411
  Map 146: Dreadslimed Miner Barracks (ML4-DMB) 
  414
  Map 147: Dwarven Union Leader Overview (ML4-DUL-O) 
  417
  Map 148: Dwarven Union Leader: East (ML4-DUL-E) 
  420
  Map 149: Dwarven Union Leader: West (ML4-DUL-W) 
  422
  Map 150: Elven Administration Leader (ML4-EAL) 
  424
  Map 151: Administration Building Overview (ML4-ADB-O) 
  427
  Map 152: Administration Building North (ML4-ADB-N) 
  429
  Map 153: Administration Building South (ML4-ADB-S) 
  432
  Map 154: Administration Building East (ML4-ADB-E) 
  434
  Mondaria Mines: 
  Level 5 
  437
  Map 155: Mines Level 5 Overview (ML5-O) 
  438
  Level Introduction: Mines Level 5 
  439
  Map 156: Elevators North Overview (ML5-ENL-O) 
  442
  Map 157: Elevators North: Designer’s House North (ML5-ENL-DSN) 445
  Map 158: Elevators North: Designer’s House Middle (ML5-ENL-DSM)
   
  448
  Map 159: Elevators North: Designer’s House South (ML5-ENL-DSS) 450
  Map 160: Elevators West (ML5-EWC) 
  452
  Map 161: Elevators East (ML5-EEL) 
  455
  Map 162: Jail Cell (ML5-JLC) 
  457
  Map 163: Lair (ML5-LAR) 
  460
  Map 164: Ceiling Hole (ML5-HOL) 
  463
  Map 165: Mining Southwest (ML5-MSW) 
  465
  Map 166: Mining Northwest (ML5-MNW) 
  468
  Map 167: Mining North-Northwest (ML5-MNNW) 
  470
  Map 168: Mining North-Northeast (ML5-MNNE) 
  472
  Map 169: Mining Northeast (ML5-MNE) 
  475
  Map 170: Mining Southeast (ML5-MSE) 
  478
  Map 171: Admin Building (ML5-AB) 
  481
  Map 172: Treasure Hoard (ML5-TH) 
  484
  Map 173: Lair Guardians (ML5-LRG) 
  486
  Map 174: Lair Approach (ML5-LRA) 
  488
  Map 175: Mayor’s House (ML5-MAY) 
  490
  Map 176: Lair Overview (ML5-LR-O) 
  493
  Mondaria Mines: 
  Level 6 
  495
  Map 177: Mines Level 6 Overview (ML6-O) 
  496
  Level Introduction: Mines Level 6 
  497
  Map 178: Elevator North Up (ML6-ENU) 
  500
  Map 179: Elevator North Down (ML6-END) 
  503
  Map 180: Pit Trap Secret Passage (ML6-PTS) 
  505
  Map 181: Elevators Southwest (ML6-ESW) 
  507
  Map 182: Elevators East (ML6-EEL) 
  509
  Map 183: True Obelisk Shard Secret (ML6-TOS) 
  512
  Map 184: Secret Passage South (ML6-SPS) 
  515
  Map 185: Admin Building Overview (ML6-ADM-O) 
  517
  Map 186: Admin Building North (ML6-ADM-N) 
  519
  Map 187: Admin Building South (ML6-ADM-S) 
  522
  Map 188: Firedancer Camp Overview (ML6-FDC-O) 
  525
  Map 189: Firedancer Camp Northeast (ML6-FDC-NE) 
  527
  Map 190: Firedancer Camp Southeast (ML6-FDC-SE) 
  530
  Map 191: Firedancer Camp Southwest (ML6-FDC-SW) 
  532
  Map 192: Firedancer Camp Northwest (ML6-FDC-NW) 
  534
  Map 193: Seer Tents Overview (ML6-SRT-O) 
  536
  Map 194: Seer Tents: Western Seance Tent (ML6-SRT-WST) 
  538
  Map 195: Seer Tents: Mystic Seer’s Tent (ML6-SRT-MST) 
  540
  Map 196: Seer Tents: Eastern Seance Tent (ML6-SRT-EST) 
  542
  Map 197: Seer Tents: Dining Tent (ML6-SRT-DNT) 
  544
  Map 198: Seer Tents: Thought Hut (ML6-SRT-THH) 
  546
  Map 199: False Obelisk Overview (ML6-FDO-O) 
  548
  Map 200: False Obelisk Closeup (ML6-FDO-CU) 
  550
  Map 201: Mining North Overview (ML6-MNO-O) 
  552
  Map 202: Mining North: West (ML6-MNO-W) 
  554
  Map 203: Mining North: East (ML6-MNO-E) 
  556
  Map 204: Rockpile (ML6-RKP) 
  558
  Map 205: Mining East Overview (ML6-MNE-O) 
  560
  Map 206: Mining East: North (ML6-MNE-N) 
  562
  Map 207: Mining East: Center (ML6-MNE-C) 
  564
  Map 208: Mining East: South (ML6-MNE-S) 
  567
  Map 209: Mining South Overview (ML6-MNS-O) 
  569
  Map 210: Mining South: Northwest (ML6-MNS-NW) 
  571
  Map 211: Mining South: Southwest (ML6-MNS-SW) 
  574
  Map 212: Mining South: Southeast (ML6-MNS-SE) 
  576
  Map 213: Sludgelake (ML6-SGL) 
  578
  Mondaria Mines: 
  Levels 7 & 8 
  580
  Map 214: Mines Level 7 Overview (ML7-O) 
  581
  Level Introduction: Mines Level 7 & 8 
  582
  Map 215: Elevator Up, Law (ML7-EUL) 
  585
  Map 216: Elevator Up, Love (ML7-EUV) 
  587
  Map 217: Elevator Up, Chaos (ML7-ELC) 
  590
  Map 218: Secret Passage North (ML7-SPN) 
  592
  Map 219: Obelisk Shard Mining Overview (ML7-OSM-O) 
  594
  Map 220: Obelisk Shard Mining West (ML7-OSM-W) 
  596
  Map 221: Obelisk Shard Mining Center (ML7-OSM-C) 
  598
  Map 222: Obelisk Shard Mining East (ML7-OSM-E) 
  600
  Map 223: Dais (ML7-DAS) 
  602
  Map 224: Wyrmlair Overview (ML7-WML-O) 
  605
  Map 225: Wyrmlair West (ML7-WML-W) 
  607
  Map 226: Wyrmlair East (ML7-WML-E) 
  609
  Map 227: Staircase West (ML7-SCW) 
  611
  Map 228: Staircase Center (ML7-SCC) 
  613
  Map 229: Staircase East (ML7-SCE) 
  615
  Mondaria Mines: 
  Level 8 
  617
  Map 230: Mines Level 8 Overview (ML8-O) 
  618
  Map 231: Staircase West (ML8-SCW) 
  620
  Map 232: Staircase East (ML8-SCE) 
  622
  Mondaria Mines: 
  Level 9 
  624
  Map 233: Mines Level 9 Overview (ML9-O) 
  625
  Level Introduction: Mines Level 9 
  626
  Map 234: Dreadslime Pits West (ML9-DPW) 
  629
  Map 235: Dreadslime Pits Secret (ML9-DPS) 
  632
  Map 236: Dreadslime Pits East (ML9-DPE) 
  634
  Map 237: Gathering (ML9-GTH) 
  637
  Map 238: Secret Southeast (ML9-SSE) 
  639
  Map 239: Secret Northeast (ML9-SNE) 
  641
  Map 240: Secret West (ML9-SW) 
  643
  Map 241: The Dark Obelisk (ML9-DO) 
  646
  Dramatis Personae 
  651
  Arranz Trevain (Railmaster) 
  657
  Belerras (Foreman) 
  660
  Bethela Mudward (Trademaster) 
  663
  Brimdog Firecleave (Engineer) 
  666
  Brocambe Methurzz (Ambling Scholar) 
  669
  
  7
  Introduction
  About Infinium Game Studio
  Founded in 2015, Infinium Game Studio (IGS) came about 
  as the result of a simple mission: Make shared storytelling 
  games easier and more fun for both players and referees 
  alike.  
  Our vision is that Infinium Game Studio empowers referees, 
  players, and the industry entire with innovative gaming 
  tools; high-quality, deeply-designed products; and creative 
  takes on established paradigms.
  Values and Key Differences
  Plays Well With Everyone
  IGS products are engineered to be usable by both novice 
  and veteran gaming groups.  As a result, they must contain 
  everything a novice GM might need to react quickly to his/
  her play group.
  Comprehensive and Immersive
  Each IGS product should “feel real” and come with 
  everything the referee might require to make the setting, 
  context, environment, or other content come alive.
  Everything You Need
  The ideal adventure should contain practically everything 
  you need to run the game, except the core rulebook.  Even 
  the most skilled GM wastes time looking things up in 
  multiple books.  It’s so exceedingly rare that an adventure 
  contain all of the crunch and fluff necessary to run it.
  Maps: Where Are We, Again?
  A picture is worth a thousand words... and also, a thousand 
  seconds of prep time. Visually appealing, easy-to-use, 
  and extensive Maps are an essential part of any shared-
  storytelling experience.
  Pervasive Maps
  Don’t put a building on a map if I can’t go inside it.
  Prepared for Anything
  In a gaming session, a good referee must be prepared for 
  the PCs to explore any aspect of the content.  All too often, 
  an otherwise outstanding adventure will fail to provide 
  for a major percentage of its content.  If there are twenty 
  buildings in a town, but maps for only two of them--well, 
  it’s fairly apparent where the Big Bad is going to be holed 
  up!  Not every map will be riddled with secret passages, 
  custom random encounters, and combat, but there should 
  be something of interest in every building.  Otherwise, it 
  shouldn’t be there!  
  Thoroughness: But What If...?
  It’s possible to have a 16-page adventure that’s wonderful 
  and exciting.  It’s also possible to have a 255-page 
  sourcebook be boring and repetitive.  Striking the right 
  balance between over-padding and under-describing is 
  challenging, but an important part of what we do at IGS.  
  Flexible
  Each product should be usable on its own, completely out 
  of context; as a start to a completely new campaign; as part 
  of the “intended” Adventure Path or associated suite of IGS 
  products; or to insert into an existing ongoing campaign.
  Reusable
  No IGS product is “one and done” by design: FlexTale and 
  Comprehensive Design enable this flexibility and reusability.
  Production Quality
  Our goal is to produce world-class products with high 
  production values.
  Dagbrag (Gangboss) 
  672
  Dalnarok (Loremaster) 
  675
  Danalin Foeslash (Dwarven Union Leader) 
  678
  Didkeln Clawhammer (Chief Engineer) 
  681
  Estarel Finequill (Cartographer) 
  684
  Elawelle (Tribute Magister) 
  687
  Dralbrodin Strongquil (Lead Designer) 
  690
  Faenadorn (Mayor) 
  693
  Friskbik (Stablehand) 
  696
  Frobwin Glamfork (Feastmaster) 
  699
  Gabharn (Beastmaster) 
  702
  Glimdarffe Sudsglub (Brewmaster) 
  705
  Gordsturll (Mercenary Dwarf) 
  708
  Hamfast Burrbottom (Blacksmith) 
  711
  Imeltrude Legande (Warden) 
  714
  Imeltrude Legande (Chemist) 
  717
  Innelothe (Herbalist) 
  720
  Killarth (Mercenary Tiefling) 
  724
  Lugatoo (Coinmaster) 
  727
  Maresmir (Elven Administration Leader) 
  730
  Natobbe (Sage) 
  734
  Natobbe (Illusionist Entertainer) 
  737
  Semtammi (Stablemaster) 
  740
  Skandbard (Tinkermaster) 
  744
  Skandern Lithutz (Keeper of Records) 
  747
  Thrennian Lo’quee (Minemaster) 
  750
  Vanarelia Riccars (Keepmaster) 
  753
  Wyrida (The Stranger) 
  757
  Common NPCs 
  761
  Bleak Mute 
  762
  Celebrant 
  764
  Crazed Harbinger 
  767
  Firedancer 
  769
  Firedancer Campmaiden 
  772
  Firedancer Hearthstud 
  775
  Miner 
  777
  Mining Taskmaster 
  780
  Munitions Wench 
  783
  Tainted Miner 
  786
  Tainted Taskmaster 
  789
  Mystic Seer 
  792
  Monsters 
  795
  Dreadwyrm 
  796
  Dreadslime Ooze 
  799
  Slimegiant 
  801
  Dreadslime Golem 
  803
  Dreadslimed Miner 
  805
  Open Gaming License (OGL) 
  807
  
  8
  Introduction
  FlexTale
  FlexTale™ is an attempt to make roleplaying game adventure 
  content dynamic and interesting.  A module created using 
  FlexTale is different each time it is run.  Treasure, monsters, 
  plot activities, NPC backstories and character arcs, and 
  various actions and plot elements can all occur differently.  
  Differences can occur using the roll of dice, or the GM can 
  simply choose the 
  content that s/he 
  prefers or feels would 
  be most engaging to 
  the play group.
  There are two ways that FlexTale can help make an 
  adventure dynamic: Dynamic Content and Dynamic Plots.
  Dynamic Content
  “Dynamic content” is a FlexTable term that refers to 
  anything in an adventure that can be modified.  Whether one 
  NPC is in love with another, or who murdered the vagrant 
  in the alley behind the town pub—FlexTale dynamic content 
  makes it possible to have several explanations or paths 
  through a story.
  Dynamic Content is made possible by something called a 
  FlexTable™.
  FlexTables
  Most roleplaying game resources have tables—lots and lots 
  of tables, in many cases!  Typically, these tables are two-
  column, or perhaps three-column: you have one column that 
  lists the dice roll result, and you reference that row as the 
  outcome of the randomization.  This is all well and good, 
  but it limits the scenario to that one set of probabilities and 
  outcomes, without accounting for things that happen in the 
  game that you might want to impact those outcomes.
  A Traditional RPG Lookup Table
  “: Traditional Lookup Table” is a typical “what’s in the 
  treasure chest” table that requires rolling a 
   d100.  You 
  roll a d100, and then you look up which row your roll falls 
  into, and then you get your single result.  Interesting, to be 
  sure, and it definitely provides for some variability… but the 
  extent of that variability is constant.
  Table 1: Traditional Lookup Table
  D%
  Result
  Description
  01-30
  Nothing
  The treasure chest is empty.
  31-40
  Minor Reward
  1d20 gp and a silver locket 
  worth 5 pp.
  41-80
  Average Reward
  3d12 gp, a gold-hilted dagger 
  worth 10 pp, and two potions 
  of cure light wounds.
  81-
  100
  Major Reward
  2d20 pp, a potion of cure 
  moderate wounds, and a 
  scroll of fireball (CL 12).
  The FlexTable Difference
  A FlexTable is used to do the same thing a normal RPG 
  lookup table does.  What makes FlexTables different is that 
  they have multiple columns to represent dice rolls.  Each 
  of the columns represents a different situation or set of 
  conditions under which that column is used to reference the 
  result.  
  This seemingly simple change is used to make all of the 
  following possible:
  • Differences in probabilities for the individual outcomes.
  • “Scalable” monsters and rewards that more appropriately 
  match the level and power of the PCs.
  • Proportional rewards, measured against the strength of a 
  relationship or other conditions.
  • Circumstantial content, restricted to certain conditions 
  or prerequisites.
  “: Sample Treasure Chest Contents” is the same table we 
  saw earlier, modified to be a FlexTable.
  Contexts
  In the above example, there are now four columns used to 
  indicate the range of the dice roll result.  These columns are 
  referred to as Contexts.  
   Before you roll on a FlexTable like this one, you will have to 
  figure out which Context you should refer to.  In the above 
  table, the leftmost column is Context “A” (D%A), the next 
  one is “B”, and so on.  Each Context also indicates the dice 
  to be rolled—in this example, you roll the same dice (d%) in 
  each Context, but in some FlexTables, different dice may be 
  used.
  This straightforward example demonstrates the following 
  differences in converting a standard table into a FlexTable:
  Different Probabilities: Context C is the most favorable, 
  since it provides a much bigger range of rolls under which 
  you would receive the “Major Reward”.  Context B is the next 
  best, since it, too, expands the range that Context A has.
  Circumstantial Results: In Context D, not only are the 
  favorable outcomes less likely, but there is a fifth result row 
  that is only possible under this Context: “Cursed Reward”.  
  Determining Context: When you are called upon to roll on 
  this FlexTable, the adventure will use some description to 
  make it clear which Context to use.  In the above example, 
  perhaps the Context is determined by how favorable the 
  party’s relationship is with a local wizard… but if the party 
  has fought or slain that wizard, then Context D is used to 
  represent the soured atmosphere.
  Typically, just prior to a FlexTable, adventure content 
  will summarize which Context should be used.  The GM is 
  encouraged to use his/her common sense and judgement in 
  overriding this guidance as she/he sees fit based on the party 
  and how the game is going.  For example, a GM could choose 
  to reference a specific Context even though the prerequisites 
  aren’t met.  She could also choose to simply ignore the table 
  What is FlexTale?
  
  9
  Introduction
  entirely, and force a specific result without even rolling.  
  Experienced GMs should use this power wisely to improve 
  gameplay if necessary; unless you have a specific reason for 
  overruling the recommended use of a FlexTable, you should 
  try to use it as it was intended to be used.
  Here’s an example for the above table, assuming the example 
  of the contents of the treasure chest scaling to the nature of 
  the relationship the party has with the local wizard:
  • 
    Use Context A: 
  If the party’s relationship to the wizard is Unfriendly or 
  Indifferent.
  • 
    Use Context B: 
  If the party’s relationship to the wizard is Friendly.
  • 
    Use Context C: 
  If the party’s relationship to the wizard is Helpful.
  • 
    Use Context D: 
  If the party’s relationship to the wizard is Hostile, or if 
  the party has ever attacked the wizard (or slain her).
  This is an impressive-sounding title, but the goal is quite 
  simple to describe: Let the story be different.  
  FlexTable 1: Sample Treasure Chest Contents
  D%A
  D%B
  D%C
  D%D
  Result
  Description
  01-30
  01-20
  01-10
  01-30
  Nothing
  The treasure chest is empty.
  31-40
  21-50
  21-30
  31-40
  Minor Reward
  1d20 gp and a silver locket worth 5 pp.
  41-80
  51-60
  31-50
  41-45
  Average Reward
  3d12 gp, a gold-hilted dagger worth 10 pp, and two potions 
  of cure light wounds.
  81-100
  61-100
  51-100
  46-50
  Major Reward
  2d20 pp, a potion of cure moderate wounds, and a scroll of 
  fireball (CL 12).
  n/a
  n/a
  n/a
  51-100
  Cursed Reward
  6d6 cp, a rusted dagger (useless in combat), and whomever 
  opens it is struck with a bestow curse spell (CL 8).
  
  10
  Introduction
  Prologue: A Stranger Appears
  Quick -Play Summary
  A stranger approaches the party, seeking their help in 
  investigating something horrible and unknown.
  The PCs must be coerced into accepting the task, and follow 
    The Stranger to the mining city of 
    Mondaria, to the 
  northwest of 
    Berinncorte.
  Once they arrive, the adventure truly begins, as the PCs 
  attempt to discover what happened here... and what might 
  be done to resolve it.
  Adventure Overview
  The PCs are called upon to investigate what has happened to 
  a mining city.  
  No word has been heard from the city for weeks, and all 
  messengers and travelers sent there have not been seen 
  again.
  Though there are many reasons for traveling to Mondaria 
  City and seeking the truth of what occured there, the PCs 
  discover a mining complex vast in its scope and ambition, 
  and danger to match.
  Location Overviews
  Dark Obelisk 2: The Mondarian Elective is broken into the 
  following components:
  Prologue: The Stranger
  Summary: The PCs are approached by a mysterious figure 
  who offers a hook to get them to travel to Mondaria City and 
  begin the adventure in earnest.
  Mondaria City
  The PCs arrive at the titular mining town, and begin their 
  investigation.  Many corpses, and even more questions, are 
  discovered, as is the entrance to the Mine itself.
  This is the largest single environment in the adventure, and 
  consists in actuality of four levels: Ground Floor, Second 
  Floor, Third Floor, and Basement.
  The Mines
  Nine levels, most sprawling and some even larger than the 
  surface city above them.  The descent through these levels 
  is made possible via elevators, and hindred by monsters and 
  characters of increasing difficulty.
  Plot Summary
  As they encounter survivors of the catastrophe that has 
  befallen the city and mine, the PCs discover the following key 
  plot points:
  • The mine’s workers were brutally divided: the workhorse 
  Dwarves versus the more administrative Elves.  
  • The Dwarves felt undervalued and subjected to greater 
  and greater reckless danger; the Elves felt that their 
  workers were growing lax and grew tired of words and 
  began to favor the lash.
  • Underneath it all, the power of the Obelisk thrummed like 
  a cancerous heartbeat, causing strive and division where 
  only the merest seeds had been present.
  • At Level 9, a Dark Obelisk was uncovered by the mining 
  efforts.  Once revealed, it took control of the minds of 
  nearly everyone in the mines, save for those too insane, 
  too strong, or too weak-minded to fall under the influence.
  • Half the population of the mines perished in the fighting 
  that followed.  Some battles were monster against worker; 
  others were worker against worker, caused by strife, 
  imagined slights, or simply out of malicious insanity.
  • Those who walk the mine halls still are shambles, shells of 
  their former selves.
  • Uncovered and in the open, the Obelisk has caused evil 
  and chaos to grow in the mines.
  The PCs may or may not uncover the root cause of the 
  disaster:
  • Someone in the Druid Enclave, under whose control the 
  city and mines of Mondaria fall, ordered the mines to 
  delve more deeply.  
  • Whether they knew, giving this order, that they were 
  dooming hundreds of workers and residents to a fate 
  somewhat worse than death... that is a terrible mystery 
  outside the scope of this adventure.
  
  11
  Introduction
  Recap: Dark Obelisk 1: Berinncorte
  Introduction
  Whether you are running Dark Obelisk 2 as a follow-up 
  to the adventure in Dark Obelisk 1 and/or Berinncorte 
  Basecamp, or if you are starting the story directly from Dark 
  Obelisk 2 on its own, this section does not matter a great 
  deal.  
  Why?  Because although they are powerful influencers 
  of events, the Catalyst Trackers (see below) serve little 
  purpose in this adventure.  In Dark Obelisk 1, they were 
  instrumental to determining when a monumental event 
  occured, and the spark that caused it.
  In Dark Obelisk 2, the catastrophic event that puts things in 
  motion has already taken place.
  Why Care About Catalysts?  
  If you are running Dark Obelisk 2 on its own, feel free to 
  simply ignore this whole subject.  
  If you’re running it as part of the larger Dark Obelisk 
  Adventure Path, however, please keep track of the changes 
  so that they may inform later events in subsequent 
  adventures.
  Catalyst Trackers
  Each of these Trackers manages the current state of affairs 
  and power of forces at play in the city while the PCs are 
  within it during this adventure.  Each Tracker is affected 
  by Quest resolutions, actions taken by the PCs, who they 
  speak to, how they interact with NPCs, what they do in the 
  city, who they fight, what they loot—pretty much everything 
  they do could conceivably have an impact on one or more 
  Trackers.
  Each Tracker is a visual indicator that (if printed out) can 
  be marked with pencil to indicate the current level of Law, 
  Chaos, and Love in the adventure as events unfold and the 
  PCs interact with the citizens of the city.  You can find a 
  standalone, extra electronic copy of these Trackers for free 
  on RPGnow, or on the Infinium Game Studio website.
  These are similar to Attitude Trackers (see Dramatis 
  Personae, p 651)), in that they are a numerical 
  representation of a collection of behavior and interactions 
  that can be used as a shorthand to summarize the current 
  state of things.  They differ, however, in two key ways: one, 
  with Attitude Trackers, higher numbers represent a greater 
  affinity toward the PCs; with Catalyst Trackers, higher 
  numbers represent a greater sense of disruption and danger.  
  The second difference is of course that instead of measuring 
  the Attitude of a single character, Catalyst Trackers instead 
  measure the collective feelings, sympathies, urges, and, yes, 
  attitudes of an entire city.
  As with everything else in this adventure, these are merely 
  tools that are meant to help the majority of GMs and gaming 
  groups; you are free to modify, or ignore, them as you 
  see fit.  Veteran GMs, or those who know in advance that 
  their group’s play style will not coordinate well with this 
  approach, can implement their own replacement system, 
  potentially using this one as inspiration of intent.
  When to Pay Attention
  Whenever a conversation, battle, sale, or action or 
  interaction results in an impact on one or more Catalyst 
  Trackers, it will be noted in the text like this: 
    Catalyst:   
  Chaos +2.
  Unless the text specifically indicates this impact, then the 
  party’s actions generally do not have an impact on any of 
  the Trackers.  Of course, although this adventure attempts 
  to discuss many contingencies and activities the party may 
  undertake, if there’s one thing that GMs understand, it’s 
  that PCs will do whatever they damn well please, and will 
  constantly come up with inventive ways to try things that 
  were simply not anticipated.  
  The GM is therefore encouraged to apply your own, 
  additional, modifiers to any Catalyst Tracker in reflection of 
  PC actions that are not covered by indicators in this text.
  Finally, veteran GMs, or those whose gaming groups are 
  simply not taking actions that result in impact to the 
  Catalyst Trackers with sufficient rapidity, are encouraged 
  to “move things along” by tweaking the state of the Trackers 
  themselves.
  Tracking Trackers
  You should monitor all of the trackers, as any of them could 
  trigger during the course of play.  In addition, each Tracker 
  has a handful of additional pieces of information.  These are 
  described below.
  Starting Value
  This is a number representing the conditions of Mondaria at 
  the beginning of the adventure.  
  As the GM, you should feel free to adjust this starting value 
  as you see fit; it is a suggestion that is meant to represent 
  the state of affairs amongst the characters, factions, and 
  general plot elements in play when the PCs arrive in the city.
  Low Values
  This section describes what low values in this Tracker 
  indicate.
  High Values
  It may not be obvious what is meant if this Tracker escalates 
  toward a Trigger state; this section indicates this.
    Law Tracker
  Summary: The imposition of law on a group who is not 
  fundamentally and universally lawful in nature is always a 
  balance between monitoring and control on the one hand, 
  and free will and flexibility on the other.  This Catalyst 
  Tracker therefore does not merely reflect the extent of 
  law and order—rather, it indicates the extent to which 
  law impacts and interferes with the people, their desires, 
  and their true natures.  Indeed, negative modifiers to this 
  Tracker could take the form either of decreased lawfulness, 
  
  12
  Introduction
  or of increased, but imposing lawfulness.  
  Starting Value: 22 (Dangerous)
  Low Values: Indicate a effective, acceptable, and welcome 
  creation of, and execution of, law to both help curb the bad 
  and accentuate the good in society, to the betterment of 
  most, if not all, citizens.
  High Values: Represent either a low state of lawfulness, 
  and/or the application of law with an iron fist or arbitrary 
  and unfeeling will.
    Chaos Tracker
  Summary: Represents the degree of anarchy in the 
  citizenry… but also the extent to which the populace 
  embraces that chaos.  A chaos unwanted will simply make 
  the people cry out for an increase in law.  
  Starting Value: 20 (Dangerous)
  Low Values: People are free to be chaotic, and do so, 
  to limited degree.  All things in moderation… including 
  moderation itself.  There’s the occasional rukus or conflict, 
  but it’s swiftly and harmoniously addressed.  Think of the 
  level of chaos in the town as being the societal equivalent of 
  “a good cry”, or of the occasional bout of drinking with an 
  old friend.
  High Values: Citizens lust to embrace a higher magnitude 
  of chaos in their lives, to break free of an existence in which 
  they feel increasingly shackled—by their families, by their 
  jobs, by their customers, by society, by the gods themselves, 
  even.  Blood pressures are piqued, frenzies are common, and 
  society in general is more in a state of blackout-drunkenness 
  or drug addiction than in balanced and occasional excess. 
     Love Tracker
  Summary: This is really more a tracker of heartbreak, of 
  despair, and of general emotional discontent.
  Starting Value: 18 (Tense)
  Low Values: Your average citizen feels actualized, self-
  fulfilled, and validated.  This fulfillment could be derived 
  from family, from friends, from employment, from love 
  requited, or from a general sense of contentment and success 
  shared by most.  Families grow, happiness abounds, and 
  productivity soars.
  High Values: More and more people are sad, lonely, angry, 
  frustrated, and filled with angst and ennui.  Dark thoughts 
  occur to many, and some may even have begun to take action 
  on them—suicide rates increase as does this Tracker.
  
  13
  Introduction
  Introduction
  What Is This Book?
  This book is intended to be any or all of the following.  These 
  are listed in no particular order.  
  • A companion to the enormous Dark Obelisk 1: 
  Berinncorte adventure.
  • A sequel to that adventure, taking place just after the 
  events of that adventure.
  • An adventure setting describing a vast city and 
  underground mining complex, usable as a supplement 
  in any campaign world, setting, or environment.
  • A standalone campaign setting, usable as a “sandbox” 
  style adventure without a main plot or objective, but 
  still offering plenty of interesting quests, challenge, and 
  intrigue.
  • A sourcebook of NPCs, monsters, and common character 
  reference of fully-fleshed-out and interesting characters, 
  ready to insert into any adventure or campaign, at any 
  level of difficulty or challenge.
  • A source of “tidbits” of characters, beasts, descriptions, 
  and other game elements—you can “steal” content from 
  this as a sourcebook and insert as desired into your own 
  adventures or campaign
  • Inspiration for construction of your own adventures and 
  content.
  In short, how you use this book is really dependent upon you 
  and your needs as a GM.
  Plot Summary
  In the context of Dark Obelisk 2: The Mondarian Elective, 
  upon arriving at the titular town, the PCs begin to discover 
  what catastrophe befell the rich mining city and enormous 
  underground mining complex.  
  They research, delve, loot, and fight their way through a 
  complex city and nine levels of mines.
  The adventure concludes with the Obelisk discovered, and 
  either temporarily defeated, or the PCs escape with their 
  lives intact for now.
  Adventure Path Summary
  This setting book was created to enhance a series of 
  connected modules which together take the players through 
  a single unified story.  This does not mean it cannot be used 
  on its own, however.
  If you do intend to use this adventure in sequence with its 
  companion products, here is the logical order in which to 
  play them:
  • 1: Dark Obelisk: Berinncorte 
  • Berinncorte Basecamp (optional)
  • 2: Dark Obelisk: The Mondarian Elective (this book)
  • 3: Dark Obelisk: Forge and Fluid (working title)
  • 4: Dark Obelisk: The Siege of Berinncorte (working 
  title)
  In addition, the 
    Adventure Path described above is 
  intended to be the beginning of a much broader story arc and 
  campaign setting.  
  Regardless of which pieces of the envisioned world and 
  story are published when, the intent is for a GM to be able 
  to pick up any piece of the overall campaign setting and be 
  able to play it without having any background of the other 
  components that may come before or after it.
  Notes & Conventions
  As is typical in a roleplaying game adventure or module, 
  some text herein is meant to be read or shown to players 
  verbatim… but the majority of the content is meant to be for 
  the Game Master’s (GM) eyes only.  Below please find some 
  visual conventions that make this differentiation clear.
  Player Descriptive Text
    These sections are meant to be read aloud to players as-
  is.  You are of course free to introduce your own changes 
  as you see fit as a Game Master.  Player Descriptive Text 
  blocks are meant to serve as informative tidbits that have 
  been preconstructed to reflect the exact nature of the 
  situation being encountered by the party.
  GM-Only Notes
    Granted, nearly everything not highlighted in Player 
  Descriptive Text is not meant to be read aloud to 
  the players.  However, some content is much more 
  “sensitive” than others.   
   
  GM-Only Notes such as this typically give away plot 
  points, major background, or other information that the 
  players may not normally have access to—either right 
  now, or in some cases, ever.  Make sure to conceal these 
  sections from players unless there is a specific reason to 
  tell them!
  Designer’s Soapbox
    In some cases, the game designer will want to express 
  a specific opinion about some aspect of the adventure.  
  Typically, this takes the form of a discussion on 
  interpreting rules, or a recommendation as to how best 
  to play or run a particular piece of the adventure.  In 
  all cases, veteran GMs should feel comfortable ignoring 
  these “soapbox” diatribes… but veteran and new GMs 
  alike may find something of interest in the coalesced 
  experience of three decades of roleplaying experience!
  Quests
  A quest can be large, tiny, or in between.  Some can be very 
  quickly accomplished; others span days, weeks, or even 
  
  14
  Introduction
  years, across multiple cities and even planes of existence!
  In this book, all quests, big or small, have a similar 
  presentation and key elements, as shown by the green block 
  below.
   Quest: Rats in the Cellar (example)
    Summary: Kill rats in a fantasy tavern.  Fun and 
  creative.
    Rewards: Rat corpses.  Plus 10 gp from the bartender.
    Locations: Bar.
    Key NPCs: Bartender.
    Kickoff: When any PC speaks with the bartender.
    Description:
  The bartender asks the party to slay 
    2d6 Giant Rats that 
  have invested his basement.  
  In so doing, they will benefit from his goodwill, and a reward 
  of 10 gp.
  Obstacles
  Doors, locks, and other obstacles that don’t necessarily 
  incorporate a trap.  You’ll find these prefaced by little brown 
  symbols like this one:
   Locked Secret Door (example)
    5” thick; Hardness 5; hp 30; 
  Perception DC 16; Break DC 15; Disable Device DC 18
    5” thick; Hardness 5; hp 30; 
  Perception DC 18; Break DC 17; Disable Device DC 20
    5” thick; Hardness 5; hp 30; 
  Perception DC 20; Break DC 19; Disable Device DC 22
    5” thick; Hardness 5; hp 30; 
  Perception DC 22; Break DC 21; Disable Device DC 24
  Skill Checks
  Whether it’s a single, simple check, or a series of checks 
  in escalating difficulty, skill checks may be an opportunity 
  to either avoid disaster or discover what might otherwise 
  remain hidden and ignored.  Such chances are indicated via 
  yellow symbols as follows:
  Some PCs may have insight into the Blacksmith’s wealth; 
  make a 
    DC 12 Knowledge (Profession) check.
  Skill Challenges
  Skill checks are typically a single roll, often made in secret 
  by the GM.  A skill challenge is usually a bit more involved 
  than a simple check—or there’s simply more at stake.  Either 
  way, a challenge is a more formal, and explicit, exercise, 
  intentionally engaged in by the players.
  You’ll find a skill challenge in a yellow box such as this:
    Falling Timbers (example)
  First Check: DC 18 Perception (16 if aflame) to notice the 
  falling building; success cancels subsequent checks.
  Second Check: DC 15 Acrobatics to avoid the debris; failure 
  inflicts 
    2d6 points of crushing damage plus a possible 
    1d8 points of fire damage; success cancels subsequent 
  checks.
  Third Check: DC 12 Strength to dislodge one’s self from the 
  debris; failure inflicts 
    1d4 points of crushing damage 
  plus a possible 
    1d8 points of fire damage; success quits 
  the challenge.
  Rewards
  Treasure, swords, gems, keys, filthy lucre—this is the stuff 
  your players are really gunning for, right?  Well, that, plus 
  a good time with friends.  And maybe, if you’re lucky, a 
  good, engaging session of shared storytelling that you’ll all 
  remember for a long time.  
  At any rate, rewards are shown with blue boxes like this 
  one.  Some containers have common treasure, which applies 
  equally to all difficulty bands; these are shown with the 
  badges for all four bands like this: 
  .
  Other treasure is “scaled”; that is, the PCs receive different 
  treasure depending on what difficulty band they are playing 
  at.  Select the band that’s appropriate for the level of the 
  PCs; that is the treasure they receive.  They do not receive all 
  of the treasure listed across all four bands!
    Secret Closet Chest
    Brushgather geneology book (a small book; 
  value 6 gp)
    19 gp; opal pendant on gold chain (value 31 gp)
    8 pp; 42 gp; opal pendant on gold chain (value 72 gp)
    19 pp; 37 gp; opal pendant on gold chain (value 180 
  gp)
    52 pp; 84 gp; opal pendant on gold chain (value 428 
  gp)
  Traps
  Hey, blame the rogue—who in all likelihood is suffering 
  the brunt of the trap s/he either failed to detect, and/or to 
  disarm.  Whether it becomes a bragging right, a bargaining 
  chip, or an epitaph, traps of all manner are shown in a 
  purple box like this one.
  Note that the statistics for the impact of most traps scale to 
  the four difficulty bands; select the one that is appropriate 
  for the PCs in your game.
   Acid Arrow Chest Trap
  Type Magic; Trigger Touch; Reset none
    Perception DC 18; Disable Device DC 20
  Effect spell effect (acid arrow; Atk +1 ranged touch (1d4 
  acid damage for 2 rounds)
  
  15
  Introduction
    Perception DC 20; Disable Device DC 22
  Effect spell effect (acid arrow; Atk +3 ranged touch (2d4 
  acid damage for 2 rounds)
    Perception DC 22; Disable Device DC 24
  Effect spell effect (acid arrow; Atk +5 ranged touch (2d4 
  acid damage for 3 rounds)
    Perception DC 24; Disable Device DC 22
  Effect spell effect (acid arrow; Atk +7 ranged touch (2d4 
  acid damage for 4 rounds)
  Items
  Be they simple items, magical items, rods, staves, potions, 
  books, or something wondrous, items share a common block 
  of information like the following… note that this format is 
  used for all manner of non-weapon, non-armor equipment 
  and usable items, both magical and mundane:
    Adventurer’s Chronicle (example)
  Value 50 gp; Weight 1 lb.; Materials paper; Nature non-
  magical; Aura none; Slot usable; CL n/a
  This book is chock full of useful information. When used as a 
  reference (an action that typically takes 
    1d4 full rounds 
  of searching the text), an adventurer’s chronicle grants a +2 
  competency bonus on a specific Knowledge check for which 
  the book is designed.
  Construction Requirements means to assemble a physical 
  book; the author must have at least 10 ranks in the skill for 
  which you are designing the book; Cost 30 gp
  NPCs and Monsters
  Crunch time!  
  Due to the scale of this adventure, this Adventure Book 
  contains statistics only for NPCs (both Common and 
  Dramatis Personae) and new monsters.  
  Common monsters, such as Umber Hulks and Giant Spiders, 
  do not have statistics within this tome.  Most of the common 
  monsters referenced in this book have freely-available stats, 
  either for free online, or as part of the core books of the 
  game system you are playing.
  The upcoming Aquilae: Bestiary of the Realm by Infinium 
  Game Studios will contain ful, Quadded Statblocks for every 
  common monster referenced in this book.  While that book 
  is not required to use this one, the Bestiary will allow for 
  greater flexibility in how this adventure is used, and what 
  level of party for which it’s appropriate.
  PC Replacement Opportunities
  No way around it: Dark Obelisk 2: The Mondarian 
  Elective is a gruesome, brutal, and challenging adventure, 
  particularly for low-level parties.  Unless the PCs are 
  exceptionally fortunate with their dice, or they see the 
  writing on the wall and decide to escape alive and leave the 
  city, it’s unlikely that they will all survive.
  Each gaming group has its own perspective on what to do 
  about PC demise.  Many GMs enforce death as a consequence 
  of decision-making, and if your beloved PC dies, so be it; roll 
  up another character and start over again.  Other groups 
  are more in the storytelling aspect of things; lenient GMs 
  will take every measure necessary to make sure that every 
  single PC makes it through, no matter how bone-headed their 
  decision-making or horrible their luck.
  If one or more PCs die in the course of this adventure, the 
  GM has some options.  You may of course enforce the death, 
  and either have the player roll up a brand-new first-level 
  character, or create a character of a level matching the 
  lowest current level of surviving party members.
  As every named NPC is dynamically located—that is, they 
  pop up as the result of Random Encounters or specific 
  probabilities in Areas of Interest—they are not tied to a 
  certain location.
  The GM is encouraged to try to match races and/or classes 
  where possible, to suggest possible replacements for players 
  whose PCs have perished.
  These opportunities are chances for the specified NPC to 
  be “taken over” by the player who lost a PC.  This way, 
  the player doesn’t have to slow down play creating a new 
  character, and the party can keep going.
  This should be viewed as an opportunity for roleplaying: 
  the GM may consider showing the player the detailed 
  information for the NPC they are assuming control over, and 
  the player should be encouraged to act as though their new 
  PC had that background, secrets, and so on.
  The gaming group is encouraged to roleplay the “taken over” 
  NPC as though s/he still had their place in society and the 
  greater scope of the adventure, and Adventure Path.  For 
  example, if a player takes over an NPC who hates a rival 
  NPC, then subsequent interactions between the “taken over” 
  PC and that rival should reflect that animosity in the player’s 
  roleplaying.
  Shops & Services
  Many of the tents and kiosks in the Mines, for example, the 
  Firedancer Camp (p 525), vend wares or services.  
  In most cases, the shop will be described as simply referring 
  to a section of the appropriate rulebook, or to describe 
  things in general terms.  When selecting an item to purchase, 
  it’s important to remember the context of the transaction: 
  the bowels of an enormous, largely abandoned, and chaotic 
  mining complex that has been overtaken by monsters and 
  whose inhabitants run amok.  
  Thus, each item for sale may have a bit of difference as to its 
  typical prices, as this is far from a typical scenario and rules 
  of supply and demand are quite abnormal.
  It’s also worth remembering that what can be bought, can 
  also be sold: while the PCs may have no use for buying, say, 
  a bolt of silk, generally speaking whatever a vendor has for 
  sale, they will also purchase.  Use normal rules, but use the 
  table below to help determine each item’s price basis.
  
  16
  Introduction
  Table 2: In-the-Mines Vendor Price Adjustments
  D%
  Price Adjustment
  Description
  1-2
  +30%
  “Hand-crafted or 
  assembled from the best in 
  the trade.
  3-5
  +10%
  “Ah, that’s a useful item.  
  And much in demand, of 
  late.”
  6
  None
  Use normal / typical prices 
  as per sourcebook.
  7
  -5%
  “Few folks seem to want 
  that item.”
  8
  -10%
  “I’ll be glad to see it gone.”
  Kiosk Negotiations
  At the GM’s discretion, enterprising PCs can attempt to 
  negotiate.  Once a PC receives a result from the Price 
  Adjustments table above, they may make a 
    Diplomacy, 
  Bluff, Intimidate, or Appraise check, at DC 16, plus 1 for 
  each full 500 gp of retail value (so negotiating for an item 
  normally worth 1,225 gp would be DC 18).
  Success by 1-5 points means the PC may force a re-roll 
  on the Price Adjustments table, with a +1 circumstsance 
  modifier to the roll.  The new roll stands, even if it is less 
  favorable to the PC than the original roll pre-negotiations.  
  If the GM allows it, a stubborn PC can attempt to negotiate 
  further; each successive attempt increases the DC by +1, and 
  these modifiers stack.  Succeeding at multiple negotiations 
  generates circumstance modifiers that DO stack!
  Here’s an example: a PC wants to purchase a masterwork 
  dagger, which is normally worth 302 gp.  The GM rolls on 
  the Price Adjustments table, and rolls a 4—which means 
  the kiosk sells the dagger for 10% more than normal, and 
  therefore the transaction will require 332 gp.  This PC is 
  skilled in Diplomacy, however, and so asks to negotiate.  The 
  check is DC 16; the PC’s check value is 18, so they succeed.  
  The GM rerolls on the Price Adjustments table, and rolls 
  a 1—but this time the roll benefits from a +1 modifier, and so 
  it’s treated as a 2 outcome.  This is worse, however, than the 
  original price!  The PC asks to negotiate further, and the GM 
  indulges them, but this time, the DC for the check is 17.  The 
  check outcome is 18, so the PC succeeds; the GM rerolls the 
  Price Adjustments check, and this time adds +2, because it 
  is the second successful negotiation.  The roll is a 4, plus 2, 
  with a 6 total outcome—and the masterwork dagger is now 
  on sale for 302 gp.  The PC accepts the price, and completes 
  the transaction.
  If the PC fails a negotiations check, the GM has some options 
  as to how to penalize them.  If the check is failed by 1-5 
  points, the price may simply stand as-is.  Failure by 5-10 
  points might indicate that the price is fixed, and no further 
  negotiations are possible with this vendor.  Failure by more 
  than 10 points might suggest that the price increase as 
  though the next-worst result had been rolled on the Price 
  Adjustements table. 
  In addition, the type of skill employed in negotiations might 
  imply additional consequences.  Failure at an Intimidate 
  check, for example, might mean that the vendor refuses to do 
  any further business with the PC in question; failure by more 
  than 5 points may even involve the vendor attacking the PC.
  The Dark Obelisk
  In the Mines, there are several false and true pieces of Dark 
  Obelisk.  These are dark, horrid artifacts from times long 
  past, and discovering their true nature is—as of yet!—still 
  beyond the scope of this point in the Adventure Path.
  True iterations of the titular crystals have the following 
  effects.
  Obelisk Taint
  Shards of the Obelisk, no matter how large, produce an 
  atmosphere of evil and chaos, from the effects of which few 
  are immune.
  This takes the form of auras, which influence creatures based 
  on their proximity to the physical presence of the Obelisk.
    Aura: Minor Obelisk Taint
  Effect Lawful creatures within 30 ft. suffer a -1 penalty 
  on their attack rolls, skill checks, and damage rolls if used 
  against a creature with this aura.  In addition, a creature 
  with this aura may Take 10 on skill checks used in opposition 
  to groups of creatures with at least one member who has the 
  Lawful descriptor.
  The effects of this aura do not stack with those of Greater 
  Obelisk Taint, though a single creature may be under the 
  impact of both auras simultaneously.
  Origin All creatures with the Chaotic descriptor, who are 
  within 50 ft. of an Obelisk, gain the benefit of this aura, 
  which lasts for 1 hour after this proximity.  In the context of 
  this adventure, all Chaotic monsters have this aura.
    Aura: Greater Obelisk Taint
  Effect Lawful creatures within 30 ft. suffer a -3 penalty 
  on their attack rolls, skill checks, and damage rolls if used 
  against a creature with this aura.  In addition, a creature 
  with this aura may Take 10 on skill checks used in opposition 
  to groups of creatures with at least one member who has the 
  Lawful descriptor.
  The effects of this aura do not stack with those of Minor 
  Obelisk Taint, though a single creature may be under the 
  impact of both auras simultaneously.
  Origin All creatures with the Chaotic descriptor, who are 
  within 20 ft. of an Obelisk, gain the benefit of this aura, 
  which lasts for 10 minutes after this proximity. 
  Variable Challenge
  Dark Obelisk 2: The Mondarian Elective was designed 
  initially as an adventure for four to six PCs of between 4th 
  and 6th level.  However, one of the things that has frustrated 
  many GMs is that adventures are almost universally designed 
  in this manner: for a specific level of challenge, or at most, a 
  very narrow range of PC levels (e.g., “4th to 6th level”).  
  There are many advantages to this approach, not least of 
  which being the guarantee that all challenges (monsters, 
  traps, and NPCs) are calibrated very specifically to that 
  
  17
  Introduction
  narrow zone of difficulty.
  The drawback, of course, is the narrowness of that range.  
  GMs wishing to run a module designed for 10th-level PCs, for 
  example, are either flat out of luck, or have to do some fairly 
  intensive work to scale the content up or down to better 
  align with the PCs she is playing with.
  The degree to which a particular GM, or even gaming group, 
  enjoys perusing and tweaking game statistics—“crunch”, 
  in common parlance—varies, of course.  Some GMs love 
  crunch, and spend a majority of their prep time creating and 
  refining their challenges to ensure the crunch is accurate and 
  appropriately challenging.  On the other end of the spectrum 
  are “by the seat of their pants” GMs, who ignore crunch 
  almost entirely, rarely referring to stat blocks lest it distract 
  from the focus of storytelling.  
  This adventure, and in a broader sense, 
  Infinium Game Studio, does not want to judge as to which 
  approach is “better” or “worse”.  What matters is that you 
  have fun and enjoy yourselves!
  However, we do want to make it as easy as possible to play 
  this adventure no matter what level your PCs happen to be.
  Experience Points and Reward Nuggets
  There are many ways of calculating, dispersing, and 
  accounting for experience points (XP) in a Pathfinder gaming 
  group.  What follows is a method that I have used over the 
  decades, and it’s been a lot of fun.  Although it may not be 
  for every gaming group—your mileage may vary—it’s an 
  interesting spin on traditional methods, and the approach 
  may work for you.  
  Whether this approach works for you or not, however, it’s 
  worth reading through, because all of the Quests in this 
  adventure denote XP awards using this method.
  I Want Candy
  In the author’s early days as a GM, I tossed out candies as 
  rewards to the players when their characters did a good job.  
  Candy could be distributed for defeating a kobold, picking 
  a lock, dodging an attack, convincing the castle guard to 
  look the other way, or any of the ordinary actions whose 
  consequence typically involve experience points.
  However, I also gave out candy for good roleplaying, 
  convincing dialogue, outstanding (or horrid) emulation of 
  accents, meta-jokes about the circumstances of the game that 
  were truly hilarious, suggesting things to me as the GM or 
  other players that took the story in a new direction, or—and I 
  have to be honest, here—helping me as a GM.  
  My general rule was, if I forgot a rule, and you pointed it 
  out in a way that didn’t make you seem like a jerk, then 
  you got rewarded.  This could be something as innocuous 
  as reminding me that your elf ranger’s longbow was firing 
  +1 arrows, or as significant as reminding me that a certain 
  piece of equipment granted a reroll to a critically-failed 
  outcome.
  Generally speaking, candy rewards were given out in my 
  games for anything—literally, anything—that made the 
  gaming experience more fun.  Doorbell rings, and the pizza’s 
  here, and your character is tied up in the cyclops’ cave, so 
  you know you won’t be doing anything for a few minutes, 
  and so you go and grab the grub, and tip the delivery guy—
  that’s worth a candy.  Tell a funny joke—that’s worth a candy.  
  Save the life of your comrade, only to drug him unconscious 
  and use him as a prop, in the manner of Weekend at 
  Bernie’s—okay, that’s a little ghoulish, but it’s in charcter, 
  and amazing, so, yeah, that’s three candies right there.
  Candy as XP
  Candy is awesome, though for one of my gaming group, 
  who was a diabetic, it was a controlled and mindful 
  awesomeness.  But even the most free-wheeling player wants 
  their character to level up.  I get it.
  At the end of each gaming session, my players would “turn 
  in” their candy wrappers.  Each wrapper represented 
  something gone right, a good deed done—and therefore 
  it was converted to XP.  Generally speaking, no matter 
  what the PCs’ levels, no matter what the adventure, 10 
  candy wrappers meant you advanced to the next level.  If 
  you fell short—let’s say, you only got 6—then it meant you 
  were closer for next gaming session (i.e., 4 needed in this 
  example).  
  As years went on, it became a bit less practical and/or 
  healthy to urge my friends to consume at least ten pieces of 
  candy every time we got together, and so the approach was 
  tweaked.  Instead of candy wrappers, gold stars, or spare 
  dice in a particular color, or Warhammer 40,000 figurines.  
  The point was, you got a token, a “nugget” of reward, which 
  was later converted into XP.
  Rules lawyers hate this method, and I respect that.  But even 
  the most hardened min/maxer eventually recognizes that 
  this approach, despite its drawbacks, keeps play flowing 
  quite quickly, and keeps everyone focused on what I believe 
  should be the goal of any roleplaying game session.
  Namely: to have fun!
  Reward Stars: The Formalized Approach
  Whether or not you appreciated the above anecdote, or the 
  approach it describes, it’s required reading, because now 
  we’ll get to how it applies to Dark Obelisk: Berinncorte.
  As with everything else in this book, the GM is encouraged 
  to completely ignore or change this approach if you feel it 
  would make it work better for your gaming group.
  The following represent opportunities to gain an experience 
  point reward in this adventure:
  • Defeating monsters and NPCs.
  • Avoiding traps, picking locks, or otherwise overcoming 
  obstacles.
  • Succeeding in skill challenges or checks.
  • Fulfilling other objects in pursuit of a Quest.
  Monsters and NPCs in this adventure list the XP reward the 
  PCs should obtain for defeating them in combat.  They also 
  list the number of “Reward Stars” players should receive for 
  success.  This is denoted like this: 
    +2.
  Think of a Reward Star as a sugar-free and abstracted 
  version of a piece of candy from the earlier anecdote: players 
  receive one or more most times that they achieve something 
  in the game.
  Locks, traps, and skill checks are typically “quadded”; each 
  level of CR lists a suggested XP reward, but also a number of 
  
  18
  Introduction
  Reward Stars.
  Quests only list Reward Stars.  This is because Quests 
  should be fun, interesting, and above all, useful to the PCs, 
  but shouldn’t be game-breakingly powerful or ignorably 
  impotent.  A simple delivery quest, for example: what should 
  that be worth?  500 XP?  For a level one character, that can 
  be almost halfway to levelling up; for a level 19 character, 
  that makes for a completely worthless diversion.  Using 
  Reward Stars solves this problem, by automatically scaling 
  the reward to be significant regardless of character level.
  If you follow the approach I’ve used, then at the end of each 
  gaming session (or in between sessions, or at the start of 
  the next session, whatever works best for your schedule), 
  convert the Reward Stars to traditional Experience Points.
  The GM is heavily encouraged to augment the rewards 
  documented with additional rewards, for perhaps-less-
  tangible contributions: good jokes, helpful behavior, playing 
  fair and nice, being a good sport, paying for or even just 
  ordering dinner, that sort of thing.
  Such “intangible rewards” should be general in nature: a 
  good, timely joke should be rewarded with a chunk of XP 
  that’s meaningful and helpful to the PC in question, whether 
  they’re level 1 or level 19.
  Stay In Character… Or Else
  In rare cases, or with certain gaming groups, the GM should 
  reserve the right to remove or revoke the Reward Stars a 
  particular player, or the group entire, has earned.
  Such penalties should not be applied in a discouraging 
  manner, or against players who are genuinely trying, but 
  whose luck is simply poor, or for whom things just aren’t 
  working out.  Indeed, successful roleplaying in the face of 
  dire circumstances should be rewarded more!
  Reward Stars should only be revoked if the player 
  is detracting from play, distracting others, making 
  inappropriate jokes not appreciated by the rest of the group, 
  not paying their fair share… or just generally being a jerk.
  Converting Reward Stars to XP
  Each Reward Star represents different XP depending on 
  what your current level is.
  If you’ve assigned Reward Stars to a particular PC, use the 
  character’s current level on the table below to convert to an 
  XP reward.
  On some occasions, you may instead have granted Reward 
  Stars to the party as a whole.  In this scenario, calculate the 
  Average Party Level (APL) as you normally would, and use 
  that on the table below to convert the reward to standard XP.
  If a PC has more than the minimum sufficient Reward Stars 
  to advance in level, they may continue to advance!  In such a 
  scenario, count Stars using the PC’s current level, until they 
  level up.  Any remaining stars are converted to XP using the 
  character’s new level.  In exceptionally rare circumstances—
  or with exceptionally indulgent GMs!—this may involve a PC 
  levelling up multiple times between sessions, though such 
  power-levelling is generally discouraged.
  Finally, in addition to different methods of determining 
  rewards, gaming groups tend to have different theories as to 
  how rapidly characters should level up.  Slow, average, and 
  fast tracks are shown here, which scale to the corresponding 
  Character Advancement experience point totals in the 
  Pathfinder Core Rulebook.
  For purposes of Reward Stars, the following standard has 
  been used:
  • Slow advancement requires 15 Reward Stars to advance.
  • Advancement with the Average progression demands 10 
  Reward Stars per level.
  • Only 5 Reward Stars are needed to advance following the 
  Fast track.
  Table 3: Converting Reward Stars to XP
  Level, CR, or APL
  Slow
  Avg
  Fast
  1
  200
  200
  260
  2
  300
  300
  400
  3
  433
  400
  540
  4
  600
  600
  800
  5
  800
  800
  1,000
  6
  1,200
  1,200
  1,600
  7
  1,600
  1,600
  2,200
  8
  2,533
  2,400
  3,200
  9
  3,000
  3,000
  4,200
  10
  5,000
  5,000
  6,800
  11
  6,333
  6,500
  8,000
  12
  9,667
  9,500
  13,000
  13
  12,667
  13,000
  17,000
  14
  19,333
  19,000
  26,000
  15
  26,333
  25,500
  35,000
  16
  36,667
  41,000
  50,000
  17
  53,333
  50,000
  70,000
  18
  76,667
  75,000
  100,000
  19
  100,000
  105,000
  140,000
  20
  n/a
  n/a
  n/a
  “Quadded” Stat Blocks
  Toward the goal of having an adventure that can be run 
  with PCs of various levels, all NPCs and monsters in this 
  adventure have four separate sets of statistics.  
    These represent iterations of the creature in four 
  distinct scales of challenge.  These scales are referred to, 
  in ascending difficulty, as Low, Moderate, Advanced, and 
  Elite.
    Low-level statistics are the default, and are intended 
  for parties of 1st to 4th level PCs.  Typically, the Low CR for a 
  creature will be in the range of fractional, up to 4.
    Moderate statistics present a bit more challenge, and are 
  meant for 5th to 8th level PCs.  CRs can be in the range from 
  4-10.
    Advanced creatures give even more of a fight, 
  representing CRs in the range of 10-15, and are meant for 
  adventurers of the same levels.
  
  19
  Introduction
    Elite monsters and NPCs are the most evolved, and 
  present formidable difficulty in the 12-20 CR range.  These 
  stat blocks are designed for PCs above 15th level.
  To avoid confusion, elsewhere in the text outside of the 
  creature’s quadded stat block definition, the statistics 
  referred to are the Low, or default, block.  For example, the 
  condensed, “vital stats” block that is shown in red where the 
  NPC or monster is introduced in the adventure uses the Low 
  values.
  Quadded Challenge Blocks
  Skill challenges and checks, traps, poisons, and obstacles 
  sometimes have quadded stat blocks as well.  
  Although nearly all NPCs and monsters have quadded stat 
  blocks, not all other game elements do.  This is intentional.  
  It represents the reality that although monsters and people 
  might be of advanced difficulty, the city of Berinncorte 
  exists in a typical, average fantasy realm—DC 50 Mythic-
  caliber locks simply doesn’t exist, let alone on every door in 
  town!
  Below is an example of a door that has a quadded challenge 
  block.  The icons represent the scale of increasing difficulty; 
  from top to bottom, they are Low, Moderate, Advanced, and 
  Elite.
    Locked Secret Wooden Door
    5” thick; Hardness 5; hp 60; Perception DC 16; Break 
  DC 20; Disable Device DC 18
    5” thick; Hardness 5; hp 60; Perception DC 20; Break 
  DC 24; Disable Device DC 22
    5” thick; Hardness 5; hp 60; Perception DC 22; Break 
  DC 26; Disable Device DC 24
    5” thick; Hardness 5; hp 60; Perception DC 24; Break 
  DC 28; Disable Device DC 26
  Incorporation
  Some gaming groups are comfortable just sitting down 
  around a table and starting things off by the GM informing 
  everyone “all right, you’re in the Central Tavern on Main 
  Street of Middle Town.  What do you want to do?”
  However, many gaming groups desire a bit more context.  
  Particularly for play styles that emphasize storytelling, it 
  can help for players to have a bit of information about the 
  game world.  What sort of law and order are kept, and by 
  whom?  What good and evil forces roam the land?  What is 
  the history of the region, and what wars or struggles have 
  occurred or whose influence lingers still?   And above all, 
  what does the surrounding territory look like, and what are 
  our options in terms of travelling elsewhere?
  To play Dark Obelisk: The Mondarian Elective, there are 
  a few options to choose from to introduce your players to 
  the larger world.  Which option you select as a GM, and as 
  a roleplaying game group, will depend mainly on how you 
  want this adventure to tie in to the larger world and/or 
  campaign setting.
  As a New Start or Standalone Adventure
  This is the simplest option to using this adventure: simply 
  generate your party’s new characters and get going!  Make 
  sure you have a good variety of characters, races, classes, 
  and so on represented.  
  Then, feel free to “drop” the party wherever it makes the 
  most sense to do so—e.g., the party simply walks into town.
  Using With an Existing Campaign
  The plot, NPCs, and other elements of this adventure do not 
  hinge on a dependence to a particular gaming world.  As 
  such, it should be straightforward to use this adventure as 
  a one-off module in the context of a grander, established 
  campaign setting—either one “off the shelf”, or one of the 
  GM’s own creation.  
  In fact, Dark Obelisk 2: The Mondarian Elective does 
  not require you as a GM to have any larger gaming world 
  established, described, or chosen.  You can just play it as-is.  
  If you choose to continue playing the other modules in the 
    
  Adventure Path, you can spool out additional details about 
  the gaming world as they become relevant; for any given 
  moment in time, your gaming group can focus simply on the 
  plot and action happening that moment, and leave the world-
  building and grandiose backstory for a later time.
  Where In the World...?
  Mondaria City was designed to be somewhat typical in 
  nature and needs in terms of where it could be placed in a n 
  existing or new game world.  It’s a mining town, of course, 
  so naturally it must be placed in a region with mountains 
  and rich in ore.
  Realistically, it can “go anywhere”, so long as that context 
  isn’t too extreme—for example, it probably doesn’t make 
  much sense to have Mondaria atop a mountain surrounded 
  by a moat of lava!
  Mondaria can be situated in any temperate climate.  The 
  intended, explicit environs surrounding the town will be 
  elaborated upon in subsequent campaign material, but 
  suffice it to say that all of the following elements are nearby:
  • Forest, very close by to the south and east.
  • The river, that flows to the west of the city and up north 
  of the mountains. 
  • Mountains to the north.  
  As a Start to a New Campaign
  You may wish to use this adventure to kick off a new 
  campaign… but don’t necessarily want to follow the 
    
  Adventure Path to which it leads.  Or, you may have an 
  established campaign in mind
  In such circumstances, feel free to ignore or amend any 
  references to geography beyond Mondaria found throughout 
  the adventure.  You can “place” Mondaria anywhere you 
  like within an existing map, campaign setting, or geography 
  that makes sense.  In doing so, remember that Mondaria, 
  while featuring some significant qualities, is not meant to 
  be a geographic, economic, or political hub, and is in fact 
  
  20
  Introduction
  intended to be somewhat remote relative to other towns and 
  villages.
  You can also use Dark Obelisk 2: The Mondarian Elective 
  as a “transitional adventure” to change the setting, context, 
  or theme of an existing adventure campaign.  This is a bit 
  trickier, since this module is meant for 4th- to 6th-level 
  characters.  
  However, experienced GMs can modify the difficulty of 
  challenges found herein to adapt the content to be a suitable 
  match for more powerful PCs.  Used in this manner, you 
  can use the obelisks’ eruptions to disrupt existing cities in 
  your campaign world—if you’re up to a bit of tweaking and 
  advance preparation, you could even adapt the adventure so 
  that it takes place in an existing city of your choice!
  Hooks and Links
  If you’re looking for reasons that the party seeks out 
  Mondaria or begins their tale of adventuring there, here are 
  some ideas.  Of course, as a GM, you are by no means bound 
  to selecting from among these… but it’s always useful to 
  have some inspiration or something to get started quickly.
  Class-Based Hooks
  These connections and motivations are based on the 
  presence of one or more characters in the party who have at 
  least one level in a particular class.  As GM, you may judge 
  that only one of these is a sufficient motivator; alternately, 
  you can combine multiple class hooks to provide the entire 
  party a believable reason to travel to Mondaria.
  Paladins
  There is a calamity that may have befallen the mining town, 
  causing suffering and death for innocents.  Paladins should 
  have no choice but to seek out the city and investigate.
  Rogues
  An abandoned city?  Above a massive, rich mine?  With little 
  law or order to speak of?  Rogues would sign up by the dozen 
  for such an opportunity.
  Fighters and Martial Characters
  Mercenaries can always be tempted with a bit of coin... 
  either given outright, by The Stranger (p 780), or in the 
  form of promised loot.
  Arcane & Divine Classes
  Though it is a mining town, it is an exceptionally successful 
  one, and the Keeper of Records, Loremaster, and others 
  have a substantial font of recorded knowledge.  There just 
  might be something in their archives to attract the interest 
  of these types of characters.
  Monks and Druids
  Druids are simple: The Druid Enclave, a powerful nexus of 
  the class to the northeast of Mondaria, can simply mandate 
  the involvement of practically any Druid.  
  Monks are a bit more challenging, but there is so much to 
  investigate, see, and slay, that it can match with the ulterior 
  motives of nearly any character.
  General Hooks
  These hooks are not linked directly to any particular race, 
  class, or other party element, and can be deployed as the 
  GM sees fit as best matches the play style and existing 
  motivations of the party.
  Political / Racial Strife
  Dwarves and Elves are in conflict over the power struggle 
  within the mining city: the Elven Administration rules things 
  from an official standpoint, and the worker-class Dwarven 
  Union is convinced there’s more opportunity for improved 
  conditions and shared profit.
  Commissioned to Investigate
  The Stranger is a well-paid, well-placed, and powerful ally; 
  she’s hardly the only person the Druid Enclave Council sent 
  into the wilderness to seek out helpers to investigate what 
  occured.
  Former Attachment
  For dwarves or elves, having a former attachment to or 
  involvement with the mining city of Mondaria is hardly 
  unthinkable.  The GM and players are encouraged to craft 
  a convincing backstory that involves them, if nothing else 
  seems reasonable.
  
  21
  Introduction
  The Campaign World
  Overview
  Aquilae, the campaign setting in which Berinncorte is 
  located, will be elaborated and described in detail in other 
  books by Infinium Game Studio.  This is partly due to 
  limitations of length: a focused narrative on the campaign 
  world would itself take longer than the adventure itself!  
  Scope is a factor, as well—too much about the broader game 
  world may distract from the immediacy of the “day-to-day” 
  plot of this particular adventure.
  However, the biggest reason for an abbreviated depiction 
  of the game world is that there is much, much more to this 
  realm than meets the eye… and the events of this adventure, 
  while seemingly isolated and bizarre, play a large role in the 
  revelation of these attributes.
  In truth, the events of this adventure are so self-contained, 
  and limited to the mining town and the mines underneath 
  it, that for the purposes of playing it out, the larger context 
  hardly matters. 
  While this is primarily limited to things that directly affect 
  the narrative and activities in the adventure, there are 
  some aspects of Aquilae that you may want to bear in mind 
  as you guide the PCs through events—so you don’t have to 
  “backtrack” in subsequent components of this 
    Adventure 
  Path.
  What You Need to Know
  Here’s an executive summary of important aspects of the 
  realm that may affect how you portray the game world in the 
  context of this adventure:
  • Gods are real, and many.  (See Religion, below.)
  • Nearly every sentient being pays 
    tribute to one 
  or more gods.  (See Tribute, below).  Typically this 
  is through tithing to the appropriate church, or 
  government.  
  • 
    Tribute can be done in the form of monetary wealth, 
  artwork or valuables, or a devotion of magical power.  No 
  matter what the form, nearly all tribute actually does end 
  up being transported to the gods themselves!
  • About six months ago, the Dark Obelisk was discovered 
  on Level 9 of the Mines, and it caused evil and chaos to 
  burst forth, upending everything in the Mines and the City 
  of Mondaria, and causing a massive amount of death and 
  suffering.
  High Ability, Low Tech
  Leafing through the Dramatis Personae section, you may 
  notice that the Ability Scores of most key NPCs are not what 
  might be considered “average”.  This is by design.
  There are many schools of thought as to the differences, if 
  any, between a player-character and a non-player-character, 
  or a commoner.  Are the PCs superhero-caliber individuals, 
  each imbued with something special that drives their 
  capabilities above and beyond that of normal people?  Or 
  instead, are the PCs just people, pretty much the same as 
  everyone around them—they just happened down a different 
  path than others, but one that others weren’t prevented from 
  taking by some innate quality or limitation.
  It’s possible to have a great deal of fun with either 
  philosophy, or anywhere in between.  This adventure, the 
  city of Mondaria, and the realm of Aquilae all operate under 
  the theory that people are people, and most 
  In addition to which, Mondaria sports a goodly number of 
  fairly talented individuals.  Hence the stats.
  If your gaming group rebels against this sort of approach, 
  you as a GM are of course welcome to “handicap” any or 
  all NPCs so that they are more in line with your players’ 
  expectations of what is considered “normal”.
  Religion
  Gods play a major role in Aquilae.  The pantheon is varied 
  and vast—dozens, perhaps hundreds, of supremely powerful 
  beings.  It is exceptionally uncommon to find someone who 
  is not a devotee of at least one higher power—and there 
  are many who are advocates of multiple gods.  The general 
  mindset of most sentient beings in Aquilae is an open 
  acknowledgment, an agreement that all gods exist.  Devotion 
  to one or more gods in particular merely means that you 
  favor their perspective on things… and, with any luck and 
  enough tribute (see below), those gods return the favor by 
  aiding you from time to time when it is needed most.
  One might think of Roman and Greek mythology as a good 
  comparison here: there are many gods, and while they are all 
  immortal and wield immense power, they all share certain 
  “human” weaknesses, such as a proclivity for playing tricks 
  and engaging with mortal affairs.  Some gods are more 
  powerful than others, and the “society” of gods is a rich 
  and storied plot unto itself which most mere mortals rarely 
  glimpse.
  Tribute
  If you pray, you pay!  Everyone, in every religion, gives 
  money and resources to their god.  In almost all cases, this 
  is done through the church, though in remote situations, 
  tithing in this manner can be quite difficult.  Even isolated 
  hermits typically worship at least one god.
  Many devotees do not live near a temple of worship for their 
  deity.  The pantheon is flexible, however: any worshipper, of 
  any god, can visit any church, and donate their tribute there.  
  Part of each church’s responsibility is to make sure all tribute 
  eventually gets sent to its appropriate god.
  To be clear: in Aquilae, churches are kind of a form of tax 
  center.  And all tribute does in fact end up being shipped off 
  to the gods themselves.
  The mechanics of tribute, of how it gets processed and where 
  it goes, how it actually gets to the objects of worship, and the 
  nature of the gods themselves will all be discussed in greater 
  detail in subsequent campaign books.
  
  22
  Introduction
  Factions
  Dozens of factions, religious and secular, struggle for control 
  and influence in the greater world of Aquilae.  Berinncorte 
  is a smaller village, somewhat remotely located, and 
  although it is proximate to natural resources, it is not a 
  crucial part of the greater territory. 
  About Faction Profiles 
  The factions discussed here are the ones with the greatest 
  influence in the city, and those with whom the residents are 
  aligned.
  Each faction has quite a bit of information associated with it, 
  as follows:
  Badge / Icon: Iconography can be important in factions.  The 
  symbol of a faction might be used to inform members as to 
  the whereabouts of meeting locations, signal membership 
  to others, or simply as a form of medieval “advertising” to 
  spread knowledge of the faction’s presence.
  Type: The general nature of the faction and its goals.
  Alignments: Some factions enforce only certain alignments 
  in their membership; others tend to attract those of 
  a particular alignment.  Many factions don’t care so 
  much about alignment, and welcome members from all 
  backgrounds and demeanors.
  Motivations: The driving force of the faction itself, or the 
  common goal, behavior, or desires of its membership.
  Day-to-Day Goals: What the group hopes to accomplish on 
  a day-to-day ongoing basis.  Typically, this is a more humble 
  hope than Long-Term Goals.
  Long-Term Goals: In addition to short-term goals, most 
  factions have an over-arching agenda they realize may take a 
  long time to bring to fruition.
  Notable Philosophies: A phrase or mantra that best 
  summarizes the beliefs of members.
  Influence: How much power the group and its members 
  wield, if pressed to do so.  This can be political power, 
  military strength, magical prowess, etc.
  Reputation: The general sentiment those outside the group 
  have of the group itself.  
  Leadership: The nature of the faction’s leader(s), how they 
  come to power, and under what circumstances leadership 
  can change.
  Inner Circle: In addition to Leadership, some factions also 
  have an “inner circle” or group of Elders within their ranks.  
  Such elite members are often privy to secrets about the 
  faction and its motivation.
  Size: Most factions have a fluctuating membership; the Size 
  noted here is typically a range.
  Stability: Thousand-year guilds or start-up social clubs, this 
  indicates how likely the group is to still be around in a few 
  years.  
  Enemies: If the group has enmity with any other factions, 
  they are listed here.  Sometimes, this is a general statement 
  as to what sorts of people or organizations would be 
  unwelcome in the midst of this faction.
  Allies: Any formal alliances, or informal relationships, 
  between factions are noted here.
  Resources: This section describes how many resources the 
  organization as a whole has at its immediate disposal—this 
  can be arcane knowledge, money, or other assets.
  Description: A summarization of the nature of the faction 
  and its behavior.  Anything noteworthy about the group that 
  doesn’t belong in another heading goes here.
  Membership: Most groups won’t let just anyone into their 
  ranks—at least without getting to know them.  Many groups 
  demand something else, too: money, in many cases, but in 
  certain factions, it may be necessary to embark upon a quest, 
  create an item, discover new knowledge, save the life of an 
  existing member, and so on.
  Members: Description of the membership of the faction, 
  whether any races, classes, etc. are forbidden.
  Common Traits: If members have anything in common—
  either formally as part of their membership, or if many of 
  them just happen to frequently have something notable 
  about them—it is mentioned here.
  Demeanor: The attitude of members, both in general (are 
  they paranoid?  Devout?  Irrational?), and in the context of 
  the faction itself (do they deny the group even exists?  Are 
  they proud of their membership?).
  Tribute & Dues: Factions are not religious, but the gods 
  and governments of Aquilae demand that even those who 
  choose a secular lifestyle contribute as they are able.  Nearly 
  all factions collect at least a 1% tribute from each member 
  annually.  In all but the most extreme cases, members are not 
  prevented from giving additional tribute to other religions or 
  groups as they wish.
  Factions in Mondaria
    Elven Administration
  Icon / Badge: A mountain, superimposed by a leaf.
  Type: Operations and administration.
  Alignments: Lawful, almost exclusively.
  Motivations: Keeping a mining operation profitable.
  Day-to-Day Goals: Maintain order and ensure worker 
  prodictivity.
  Long-Term Goals: Help the city and its inhabitants to thrive 
  by establishing relationships, trade, and investing back in 
  infrastructure.  Profiting the Druid Enclave.
  Notable Philosophies: Law and order are the most effective 
  means of running a city.
  Influence: Extreme, within the city of Mondaria.
  Reputation: Fair.  
  Age: Mature (~125 years).
  Leadership: Autocracy (Mayor Faenadorn, p 693).
  Size: Small (~30 members).
  Stability: Highly Stable.
  Enemies: None officially.
  
  23
  Introduction
  Allies: The Druid Enclave.
  Resources: High.
  Description: In one entity, the Elven Administration 
  combines the office of Mayor of the City of Mondaria, and 
  the oversight of operations of the entire mining complex.  
  They report only to the Druid Enclave Council, which largely 
  cares only for continued profitability.
  Membership: All members are either hired or appointed by 
  the Druid Enclave.
  Members: Typically Lawful or Lawful Neutral citizens with a 
  knack for administration, or a special skill.
  Common Traits: In addition to alignment, members of the 
  Administration are often better dressed, fed, and generally 
  taken care of than workers in the mines.
  Demeanor: Effectiveness and efficiency, law and order are 
  the goals of most government employees.
  Tribute & Dues: Employees are expected to Tribute 1% of 
  their wealth annually to the city.  Citizens are also expected 
  to tribute, either directly to the city, or to one of its factions 
  or religions.  As always, employees or citizens are welcome 
  to tribute additional wealth to Mondaria, though in practice 
  this hardly ever happens unless the citizen in question needs 
  something specific from the government.  In theory, this 
  is not quite as quid-pro-quo as it might seem; typically the 
  extra tribute is paid to the city by way of thanks for extra 
  effort.
    Dwarven Union
  Icon / Badge: A chunk of ore, superimposed by a pickaxe.
  Type: Worker’s union
  Alignments: Chaotic and Neutral; typically not Lawful.
  Motivations: Ensuring for the health of their workers, and 
  fostering a more profitable and safer environment for all.
  Day-to-Day Goals: Ensure worker safety.
  Long-Term Goals: Take over ownership of the Mines from 
  the Elven Administration.  They realize this is a very far-
  fetched goal.
  Notable Philosophies: Workers are the fuel that generates 
  the warmth of profit.
  Influence: Medium, within Mondaria; zero, outside it, which 
  largely accounts for their failure to produce much true 
  change.
  Reputation: Good.
  Age: Mature (~125 years).
  Leadership: Democracy (Danalin Foeslash, p 687).
  Size: Large (~400 members).
  Stability: Stable.
  Enemies: None officially.
  Allies: None.
  Resources: Low.
  Description: The Dwarven Union was formed unofficially 
  several decades ago to combat unfair treatment and abuse 
  by the Elven Administration.  Outright murder by the 
  Administration has ceased, but beatings, rapes, and injuries 
  in general have gone up, since the Union formed.
  Membership: Every single worker in the Mines is 
  automatically a member.
  Members: Every miner, nearly all dwarves no matter 
  their line of work, and some sympathizers outside those 
  endeavors.
  Common Traits: Blue-collar, working-class folks, or those 
  with a family history of same.
  Demeanor: They are careful to prevent their protests and 
  political views from impacting their productivity overmuch, 
  lest they be accused of being shiftless.
  Tribute & Dues: Employees are expected to Tribute 1% 
  of their wealth annually to the city.  As always, employees 
  or citizens are welcome to tribute additional wealth to 
  Mondaria, though in practice this hardly ever happens 
  unless the citizen in question needs something specific from 
  the government.  In theory, this is not quite as quid-pro-quo 
  as it might seem; typically the extra tribute is paid to the city 
  by way of thanks for extra effort.
  Other Factions
  There are numerous other factions in Aquilae—traders, 
  guilds, bandits, thieves, assassins, governments, clergy, and 
  so forth.  However, none of them holds formal sway within 
  the city limits of Mondaria.  
  This is hardly an anomaly: most settlements in the realm are 
  ruled from within by a small handful of factions, who among 
  them wield total power.  Outsiders as individuals may be 
  welcome, but external influences are typically not.
  Railcar Rules
  In the Mines, nearly every level has some form of railway 
  system.  Before the catastrophe, these were used to move ore 
  about, and even sometimes to move workers about.
  In your use of this adventure, decide beforehand what, if any, 
  role the railways will serve in your gaming group.  Here are 
  some suggestions:
  • An atmospheric novelty: with this approach, the PCs 
  cannot use the railway, and it doesn’t matter therefore 
  where the railcars are.
  • A means of facilitating safe travel between points along 
  the railway.  If this approach is taken, then moving 
  between any two points on a map connected via a railway 
  will suspend Random Encounters rolls for the duration 
  of the trip.  Place railcars at entry/exit points, for example 
  the elevators.
  • A questionably-safe mechanism for transport.  Randomize 
  a calamity every so often, or introduce a Random 
  Encounter to throw the sense of safety for a spin.
  Elevator Rules
  Every level of the Mines, and the surface level of Mondaria 
  City, has elevators.  These function to transport creatures 
  from one level to the other.
  
  24
  Introduction
  For simplicity’s sake, assume all elevators are in 
  working order.  Some are covered in spiderwebs or other 
  impediments; rules for what is involved to restore them to 
  normal use are described in each case.
  Assume that the controls to operate every elevator are freely 
  accessible.
  It’s also possible to summon an elevator from another floor.  
  No matter the circumstances, moving from one level to 
  another takes approximately four minutes.
  Crate Climbing
  Throughout the Mines, there are many, many cases where 
  crates or other containers are stacked atop one another.
  Large crates are typically 5’ to 10’ cubes; small crates are 
  usually 1’ to 5’ cubes.
  Climbing them should use typical climbing rules.  However, 
  if you’re looking to streamline things a bit, here is an 
  alternate approach:
    Climbing Crates
  DC 15 Climb (12 for small crates) to scramble up to the 
  top.  Failure means falling to the ground (and 1d4 points of 
  bludgeoning damage if a large crate).
  Debris & Difficult Terrain
  The Mondarian Mines were a rich, vast operation, brought 
  low by creatures of chaos and evil, and the insanity of 
  its own population.  Buildings, and in one case, an entire 
  underground city, have been destroyed.
  Simply put, rubble abounds.  There are entire mine levels 
  where the regions without debris are far outnumbered by 
  those with.
  Count all squares on all maps that have any debris or rubble 
  on them as being difficult terrain.  
  It is suggested that for prolonged slogs through major areas 
  of rubble, the following rule be used:
    Debris Treks
  If a creature’s turn begins in rubble, and the creature’s 
  planned movement for the entire round indicates they will 
  remain in rubble, make a DC 14 Athletics check.  Failure 
  means falling to the ground immediately and 1d4 points of 
  bludgeoning and piercing damage.
  Looting & Alignment
  It is possible to spend the entire adventure not looting from 
  the destroyed city and Mines.  However, that would make 
  things incredibly difficult, and a bit boring, besides.
  It should be made clear that the entire region has fallen 
  into chaos and evil, and that possessions and buildings in 
  the typical sense of those words no longer really hold much 
  weight.  
  In some rare cases, it’s clear that a certain, single building 
  is still under the ownership and control of a certain NPC; 
  in those cases, you can consider thievery from a moral 
  
  25
  Introduction
  perspective.
  In all other cases, however, even Paladins should be given a 
  grand bit of leeway in how they go about ensuring they have 
  sufficient possessions to make it through the adventure alive.
  Rumors and Tales
  The following snippets of conversation, convoluted retelling, 
  misunderstanding, urban myth, hearsay, and outright lie 
  are usable as additional incentives for the PCs to uncover 
  mysteries about the town.
  There are two ways to use these FlexTables:
  First, if the PCs are actively searching for information, you 
  can make a 
    Skill Check and look up the result.  If you 
  come to a result that has already been discovered by the PCs, 
  at the GM’s discretion, you may pick a result with a lower 
  DC and read that instead.  The party may use 
    Knowledge 
  (Local) or Diplomacy; the DC listed applies equally to 
  either of these skills.  Alternately, a PC may use Knowledge 
  (History), but with a -3 circumstance penalty (as knowledge 
  of general history will apply in only a limited basis to the 
  immediate vicinity of Mondaria).
  Alternately, if a specific quest explicitly rewards the PCs 
  with a piece of lore, you may simply roll on the appropriate 
  Context and read the result.  In such a circumstance, a Skill 
  Check is not required.
  There are several different FlexTables to use here.  One is 
  the default, which is a good starting point for general lore 
  and rumor.  It will guide you to the more detailed FlexTables 
  that are more topic-based.
  Each of the subsequent topic-based FlexTables may be used 
  directly, if the PCs are inquiring as to a specific topic.  If the 
  party is gathering information pertaining explicitly to NPCs, 
  Factions, or Settings, roll directly on the relevant FlexTable.  
  Skill checks focused on a particular subject take a -2 penalty.
  As the party will not yet have heard anything about the 
  Obelisk, it will be difficult to justify going explicitly to that 
  FlexTable. 
  Default Rumors and Lore
  Use “FlexTable 2: Default Rumors, Tales, and Lore” on 
  page 25 as a starting point for general rumors and lore 
  discussed within the city of Mondaria.
  • 
    Use Context A: 
  As a Skill Check against one of the skills as described 
  above.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  For example, 
  Crazed Harbinger.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  Plot Discovery Rumors and Lore
  “FlexTable 3: Plot Discoveries” on page 26 contains 
  rumors and tales that reveal (mostly) truths about what has 
  occured, and how it came to pass.
  • 
    Use Context A: 
  As a Skill Check against one of the skills as described 
  above.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  For example, 
  Crazed Harbinger.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  FlexTable 2: Default Rumors, Tales, and Lore
  D%A
  D%B
  D%C
  D%D
  DC
  Rumor Type
  Reference
  01-60
  01-50
  01-75
  01-90
  -
  No Rumor
  No information is obtained.
  61-75
  51-80
  76-85
  91-93
  14
  Plot Discovery
  See “Plot Discoveries”, p 26
  76-90
  81-90
  86-90
  94-95
  15
  Obelisk Rumor
  Obelisk Rumor
  91-00
  91-00
  91-00
  96-00
  16
  Realm Lore
  See “Realm Rumors and Lore”, p 51
  
  26
  Mondaria City
  FlexTable 3: Plot Discoveries
  D%A
  D%B
  D%C
  D%D
  DC
  Description
  Veracity
  01-10
  01-05
  01-08
  01-30
  -
  No Rumor
  No information is obtained.
  11-14
  06-09
  09-13
  31-32
  18
  The Elven Administration imposes harsh 
  punishments on those who fail to meet their needs.
  True.
  15-19
  10-13
  14-17
  33-34
  8
  The Elven Administration is answerable only to 
  the Council of Elders in the Druid Enclave to the 
  northeast.
  True.
  20-23
  14-18
  18-22
  35-36
  16
  Members of the Elven Administration are in fact 
  demons who sold their souls to gain powers over the 
  spirits of the living.
  False.  They may be mean on 
  occasion, but this is preposterous.
  24-25
  19-22
  23-26
  37-38
  14
  Dwarven Union leaders formed the faction to get 
  more money out of the Elves.
  Partially True.  Fair wages 
  were only one of the aims of the 
  faction when it was established; 
  safety was a far greater concern.
  26-27
  23-25
  27-30
  39-40
  12
  Were it not for the Dwarven Union, worker deaths 
  would be a hundred times what they are.
  Partially True.  While it’s 
  true that deaths have decreased 
  markedly, two orders of magnitude 
  is an exaggeration.
  28-29
  26-30
  31-33
  41
  19
  Eight months ago, there was a sealed message from 
  the Druid Enclave to the Elven Administration, 
  ordering them to press down and delve deeper into 
  the Mines.
  True.
  31-32
  31-35
  34-37
  42
  22
  A copy of a letter to the Druid Enclave six months 
  ago confirmed the discovery of the Obelisk, 
  according to plan.
  Partially True.  A letter 
  confirming the discovery was 
  written and sent; however, even 
  the Council wasn’t entirely sure 
  what would be found down in the 
  depths.
  33-34
  36-40
  38-41
  43
  20
  On one of the mine levels is a secret chamber, 
  connected to all three major mine regions, which 
  contains a false Obelisk.
  True.
  35-36
  41-42
  42-44
  44-45
  16
  Those who have glimpsed the Obelisk in person go 
  insane, and become its slaves.
  Partially True.  There is a 
  saving throw involved, and the PCs 
  are immune.
  37-38
  43-44
  45-47
  46
  11
  In the nether levels are miners who willingly 
  wander into pools of dreadslime, sacrificing 
  themselves for the will of the Obelisk.
  True.  They become Dreadslimed 
  Miners.
  39-40
  45-48
  48-50
  47
  18
  On the ninth level of the Mines is a massive, true 
  crystal of Dark Obelisk, the source of all chaos and 
  evil in the mines.
  Partially True.  “All chaos and 
  evil” is a bit of a stretch.
  41-42
  49-50
  51-53
  48
  18
  False Obelisks have been established in the Mines as 
  a means of hiding the true ones and to seed devotion 
  from the insane.
  True.
  43-44
  51-52
  54-56
  49
  20
  There is more than one shard of true Obelisk in the 
  Mines.
  True.
  45-46
  53-54
  57-58
  50
  22
  Deep in the mines is a platform which hides a 
  horrible monster and a great treasure behind an 
  enormous illusory wall.
  True.
  47-48
  55-56
  59-60
  51
  22
  To defeat the true Obelisk, one must sacrifice 
  evenly.
  True.
  49-50
  57-58
  61-62
  52
  22
  It is written that to suppress the power of the 
  Obleisk, true sacrifice requires a balance of forces.
  True.
  51-52
  59-60
  63-64
  53
  24
  The Druid Enclave knew, or strongly suspected, 
  that a force of evil would be discovered when they 
  ordered the expansion of the Mines down several 
  levels.
  True.
  53
  61
  65
  54
  24
  Sacrifices matter not the source, save for their 
  natures.
  True.
  
  27
  Mondaria City
  FlexTable 4: Obelisk-Based Rumors
  D%A
  D%B
  D%C
  D%D
  DC
  Description
  Veracity
  01-40
  01-10
  01-20
  01-80
  -
  No Rumor
  No information is 
  obtained.
  41-53
  11-27
  21-35
  81-84
  18
  In ancient times, rituals and desperate magicks were used to 
  keep at bay vile forces from underneath the very earth.
  True.
  54-66
  28-40
  36-50
  85-88
  20
  On the other side of the world we know live countless hordes 
  of the fallen, the vile, the dread, and the horrid… all of whom 
  resent we “bright folk” who live in the light of the Sun, and 
  seek to destroy us for their pitiful plight in life.
  True.
  67-79
  41-60
  51-65
  89-92
  16
  The entire Realm is but one enormous dream, had in the mind 
  of a sleeping giant who dwells on an island, floating amidst a 
  sea of acid, in a far-flung world we have never heard of.
  False.  Whoever 
  came up with this 
  was likely under 
  the influence of… 
  something, when 
  they had the idea.
  80-90
  61-80
  66-85
  93-96
  19
  Sprinkled in forgotten locations throughout the Realm are 
  artifacts, powerful magics which each contain a fragment of 
  a power that might be used to combat the greatest forces that 
  might threaten the world.
  True.
  91-00
  81-00
  86-00
  97-00
  20
  In olden times, a warrior, priestess, or king was selected 
  from among a random assortment of applicants.  The selected 
  person would become a champion of the living, given special 
  powers, and equipped with ancient relics, that they might 
  fight off encroaching evil that threatened all.
  True.
  Obelisk Rumors and Lore
  Truly, truly rare, there are some very faint snippets of 
  information about the Obelisk and the forces it represents 
  that remain in the minds and hearts of those who have 
  studied strenuously.  These are collected in “FlexTable 9: 
  Obelisk-Based Rumors”.
  • 
    Use Context A: 
  As a Skill Check against one of the skills as described 
  above.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC, is a “key” NPC for these 
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  For example, 
  Crazed Harbinger.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  D%A
  D%B
  D%C
  D%D
  DC
  Description
  Veracity
  54-70
  62-70
  66-72
  55-70
  14
  In the wake of the Obelisk’s discovery, prostitution 
  is on the rise.
  True.
  71-85
  71-85
  73-83
  71-85
  13
  Corruption and abuse are on the rise, in the wake of 
  the Obelisk’s discovery.
  True.
  86-90
  86-90
  84-90
  86-90
  14
  Even before the Obelisk’s discovery, Taskmasters 
  were censured and disciplined for abuse and 
  murder.
  True.
  91-95
  91-95
  91-95
  91-95
  12
  In the wake of the Obelisk’s discovery, miners went 
  crazy and slew each other with mining tools.
  True.
  96-00
  96-00
  96-00
  96-00
  16
  The minds of most denizens of the City and Mines 
  are not their own any longer.
  True.
  
  28
  Mondaria City
  Realm Rumors and Lore
  No city is an island, and Berinncorte is no exception.  Some 
  folk speak of events and locales far beyond the city walls.  
  These may be found in “FlexTable 10: Realm-Based Rumors”.
    These tales are hints of the world-building that has gone 
  into the Realm entire, and are mainly foreshadowing for 
  future publications in the mythos of Aquilae.
  • 
    Use Context A: 
  As a Skill Check against one of the skills as described 
  above.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  For example, 
  Crazed Harbinger.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  FlexTable 5: Realm-Based Rumors
  D%A
  D%B
  D%C
  D%D
  DC
  Description
  Veracity
  01-40
  01-10
  01-20
  01-80
  -
  No Rumor
  No information is 
  obtained.
  41-48
  11-23
  21-32
  81-84
  18
  Far to the north of the Realm, there lies a mysterious 
  island, from which no one who has ventured has yet 
  returned alive.
  True.
  49-56
  24-32
  33-43
  85-90
  20
  A conclave of gods—the vengeful and tricksters—has 
  created a playground of the damned, a miniature realm 
  where the sinful and horrid may be punished, and have a 
  chance to atone for, their dark deeds.
  True.
  57-64
  33-45
  44-56
  91-92
  18
  Deep beneath the surface, far under the tallest mountains, 
  there dwell the remnants of ancient creatures who ruled 
  the Realm in times long past.
  True.
  65-72
  46-53
  57-66
  93-94
  18
  The system of Tribute that we know, that which funds 
  government, and empowers the gods to hear our prayers 
  and take helpful action on our behalf, is broken and 
  corrupt, serving only an elite few at the expense of the 
  many.
  True.
  73-80
  54-65
  67-76
  95-96
  17
  Despite the appearance of power in the hands of 
  government, rulers, and gods, the truth is that a small 
  handful of secret and ultra-powerful factions dictates their 
  whims to the massive preponderance of the population.
  False.  Mostly.  Kind 
  of.  Depending on 
  how you look at it…
  81-89
  66-80
  77-85
  97-98
  15
  Druids to the north of the Realm have begun digging deep 
  into the earth, in an attempt to mine the knowledge of 
  nature long dead.  There is division amongst the druid 
  populace as to the wisdom of this approach to gaining 
  power; they say that which is dead should be let to rest, be 
  it sentient life or that of plants.
  True.  Also True is 
  the divisiveness of 
  the issue, as is the 
  justification for 
  wariness.
  90-00
  81-00
  86-00
  99-00
  22
  Far, far beneath the land we know and live upon, there 
  exists a sentient force not unlike a vampire, which 
  requires and feeds off of surface life to sustain itself.  Of 
  the many vagrants, unfortunates, and hermits who go 
  missing every year, some portion are in fact stolen from 
  the surface by this vampiric force.
  True.
  
  29
  Mondaria City
  Mondaria City: 
  Ground Floor
  
  30
  Mondaria City
  Map 1: Mondaria City Overview (MC-O)
  One square equals 20 ft.
  
  31
  Mondaria City
  Level Introduction: Mondaria City
  Summary
  The mining town of Mondaria formally falls under the 
  jurisdiction of the Druid Enclave, a secretive and largely 
  Elven compound to the northeast of the town itself.
  In practice, however, Mondaria is run by the elven 
  administrators who are few in number, but nearly absolute 
  in their power over the largely Dwarvish and Gnomish 
  worker population.
  In its current state, the city is a ghost town.  This may be 
  literal depending on how Random Encounter tables are 
  rolled!
  What is typically dozens, if not hundreds, of workers and 
  shoppers and visitors and tradespeople is now a small 
  handful of sentients and many more unsavories.
  Monsters have largely taken over the region, though the 
  mentally afflicted and warped populace tends to disregard 
  the threat in preference for living in a constant state of 
  strained denial that anything has befallen the once thriving 
  mining town.
  Entrances and Exits
  Note that the following are typical, even secret, means of 
  entering and exiting the level as it was designed.
  Other, magical means of navigating the level (for example, 
  teleportation spells or those that grant incorporeality) are 
  not discussed and are left to the GM to manage should they 
  be introduced.
  Entry
    The PCs will always enter this area via the road to the 
  southeast, which leads to the city of Berinncorte from the 
  Dark Obelisk 1 adventure.  
  Exits to Mines Level 1
    Several locations have basement zones underneath, 
  accessible via staircase or trapdoor: Locations 1, 3, 4, 5, 
  7, 8, 9, 10, 11, 12, and 13.
    Location 14 has a hole in the floor.
  Exits to Mondaria City, Second Floor
    Several buildings have second floors accessible via 
  staircase: Locations 7, 12, and 13.
    There are four staircases that lead to the Watchspires, 
  near Locations 3, 17, and 22.
  Overview
  The PCs are likely to run into the Blacksmith, plying his trade 
  and willing to sell all manner of expected offerings.
  They are equally likely, however, to run into a demon, or 
  other monster, even in shops or other buildings.
  Monsters come from two sources: some have emerged 
  from the depths of the mines that lay underneath the town, 
  finding their way to the surface out of a sense of grim 
  malevolence and inevitability.  
  Others come from the surrounding forests and plains, drawn 
  by the growing sense of chaos and evil.
  Atmosphere & Theme
  No matter the source, the monsters are legitimately 
  dangerous.  Paritcularly as the PCs have been led to believe 
  only that contact has been lost, and that this may turn out to 
  be more of an investigation than a battle, there should be an 
  element of alarm, of surprise, and of growing unease with 
  the situation throughout the party’s exploration of this level.
  The tone here should be careful, intentional, and sure-
  footed: the PCs should be ready and willing to hide, to evade, 
  or otherwise avoid threats.  
  Although the PCs—and the players!—may not fully 
  comprehend the enormity of what waits for them under the 
  crust of the mines, they should nevertheless realize that this 
  is but the beginning of their adventures here.  
  As a result, they should conserve their resources, or at 
  the very least, make certain to resupply before venturing 
  underneath the mountain.
    Moreso than any other level, Mondaria City requires a 
  deft GM hand with pacing.  It’s an enormous area, rich 
  with content and detail, and the PCs could easily spend a 
  half-dozen gaming sessions merely exploring everything.  
  It is neither necessary, nor recommended, to be a 
  “completionist” in this zone!  Keep the party moving, 
  either via the careful introduction of formidable Random 
  Encounters, or through other means.
  Default Random Encounters
  Some Areas of Interest within this level will describe 
  a certain approach to Random Encounters, either by 
  overriding the timing (e.g., “every 30 minutes), and/or by 
  providing its own localized version of the random encounter 
  table below.
  Absent such an override, roll on the following table of 
  Default Random Encounters for every 5 minutes the party 
  remains in this area.
  Table 4: Mondaria City Default Random Encounters
  D%
  Event
  Description
  01-30
  No 
  Encounter
  Nothing interesting or specific 
  occurs to deter the party from 
  their overall objectives and 
  exploration.
  31-50
  Trivial 
  Encounter
  Roll once on 
    Monsters: 
  Surface, Trivial.
  
  32
  Mondaria City
  D%
  Event
  Description
  51-70
  Light 
  Encounter
  Roll once on 
    Monsters: 
  Surface, Light.
  71-64
  Average 
  Encounter
  Roll once on 
    Monsters: 
  Surface, Average.
  65-74
  Advanced 
  Encounter
  Roll once on 
    Monsters: 
  Surface, Advanced.
  75-79
  Elite 
  Encounter
  Roll once on 
    Monsters: 
  Surface, Elite.
  80-00
  NPC 
  Encounter
  Roll once on the Default NPC 
  Encounter Table below.
  Default NPC Encounters
  Some Areas of Interest within this level will describe a 
  certain approach to NPC Encounters, providing its own 
  localized version of the table below.
  Absent such an override, when in this level, when directed to 
  roll for a random NPC, roll on the following table.  
    Note that if a certain circumstance mandates the 
  presence of an NPC, you may ignore and reroll results of 
  “No Encounter” on the table below. 
   
  The GM is, as in all other aspects of the adventure, to 
  use her common sense regarding use of this table.  You 
  should feel free to ignore or reroll results with which you 
  don’t agree, or simply choose a result yourself to keep 
  with the atmosphere of the adventure as experienced by 
  your gaming group. 
   
  Note, also, that any entry in the list below that has a 
  blank (“-”) next to it for roll results means that that NPC 
  is never normally encountered in this level.
  Table 5: Mondaria City Default NPC Encounters
  D%
  Event
  Description
  01-21
  No 
  Encounter
  Despite an initial feeling, the party 
  does not encounter any NPCs at 
  this time.
  22
  Common 
  NPC
  Addicted Miners shamble toward 
  the party:
    1d4x 
    2d4x 
    2d6x 
    3d8x
  23
  Common 
  NPC
  Afflicted Miners shamble toward 
  the party:
    1d4x 
    2d4x 
    2d6x 
    3d8x
  24-30
  Common 
  NPC
  A single Bleak Mute lurches within 
  view of the party.
  D%
  Event
  Description
  31-45
  Common 
  NPC
  One Crazed Harbinger stumbles 
  about within view of the party.
  46
  Common 
  NPC
  Tainted Miners walk creepily 
  toward the party:
    2d4x 
    2d6x 
    2d8x 
    2d12x
  47
  Common 
  NPC
  Miners approach the party 
  suspiciously:
    2d6x 
    2d8x 
    2d10x 
    2d12+4x
  48
  Common 
  NPC
  One Mining Taskmaster walks 
  purposefully toward the party.
  49
  Common 
  NPC
  A terrified Munitions Wench is 
  visible, huddled in her rags.
  50
  Common 
  NPC
  You see a Supply Maid in tattered 
  clothes, though you’re not sure she 
  sees you.
  -
  Common 
  NPC
  A horrifying Tainted Taskmaster 
  walks about.
  51-60
  Named NPC
  Ambling scholar Brocambe 
  Methurzz.
  61
  Named NPC
  Beastmaster Gabharn.
  62
  Named NPC
  Blacksmith Hamfast Burrbottom.
  63
  Named NPC
  Feastmaster Frobwin Glamfork.
  64
  Named NPC
  Herbalist Innelothe.
  -
  Named NPC
  Illusionist entertainer Raekeldorr.
  -
  Named NPC
  Keeper of Records Skandern 
  Lithutz.
  -
  Named NPC
  Keepmaster Vanarelia Riccards.
  -
  Named NPC
  Loremaster Dalnarok.
  65-74
  Named NPC
  Mercenary dwarf Gordsturll.
  75-84
  Named NPC
  Merenary tiefling Killarth.
  -
  Named NPC
  Railmaster Arranz Trevain.
  -
  Named NPC
  Tinkermaster Skandbard.
  85
  Named NPC
  Warden Imeltrude Legande.
  86
  Named NPC
  Brewmaster Glimdarffe Sudsglub.
  -
  Named NPC
  Cartographer Estarel Finequill.
  87
  Named NPC
  Chemist Incebb Gullip..
  88
  Named NPC
  Chief engineer Didkeln 
  Clawhammer.
  89
  Named NPC
  Coinmaster Lugatoo.
  -
  Named NPC
  Dwarven union leader Danalin 
  Foeslash.
  -
  Named NPC
  Elven administration leader 
  Maresmir.
  90
  Named NPC
  Engineer Brimdog Firecleave.
  91
  Named NPC
  Foreman Belerras.
  92
  Named NPC
  Gangboss Dagbrag.
  
  33
  Mondaria City
  D%
  Event
  Description
  -
  Named NPC
  Lead designer Estarel Finequill.
  93
  Named NPC
  Mayor Faenadorn.
  -
  Named NPC
  Minemaster Thrennian Lo’quee.
  -
  Named NPC
  A Mystic Seer.
  -
  Named NPC
  Sage Natobbe.
  94-95
  Named NPC
  Stablehand Friskbik.
  96
  Named NPC
  Stablemaster Semtammi.
  97-00
  Named NPC
  Tribute magister Elawelle.
  Areas of Interest
  MC-O-1: Blacksmith
  Please refer to page 35 for more information about this 
  building.
  MC-O-2: Central Area / Market
  Page 37 commences detail on this area. 
  MC-O-3: Checkpoint Control
  Details about this region can be found starting on page 40.
  MC-O-4: Fishery
  This building is described starting on page 43.
  MC-O-5: Garrison
  Please refer to page 47 for more details about this 
  building.
  MC-O-6: Hunter’s Glen
  Full description of this area may be found on page 50.
  MC-O-7: Inn & Stables
  Page 52 starts details on this building.
  MC-O-8: Mess Hall
  This building is detailed in full on page 56.
  MC-O-9: Mill
  Please go to page 59 for full details on this building.
  MC-O-10: Residence Northeast
  More information about this building is contained on page 
  64.
  MC-O-11: Residence Northwest
  Please turn to page 66 for more information about this 
  building.
  MC-O-12: Residence Southeast
  This structure is described in full starting on page 68.
  MC-O-13: Residence Southwest
  Please refer to page 70 for full details on this structure.
  MC-O-14: Fishery Secret Grotto
  This area is detailed starting on page 72.
  MC-O-15: Storage
  [...]
  MC-O-16: Trading Post
  Please turn to page 78 for full details on this region.
  MC-O-17: Chaos Overview
  This area is described in more detail starting on page 81.
  MC-O-18: Chaos Secret
  Please see page 84 for more details about this area.
  MC-O-19: Chaos Foreman
  Page 86 contains more description about this area.
  MC-O-20: Chaos Supplies
  This zone is detailed starting on page 88.
  MC-O-21: Law Entrance
  Please refer to page 91 for full details about this area.
  MC-O-22: Law Foreman
  This structure is explored starting on page 94.
  MC-O-23: Love Overview
  Please go to page 96 for more information about what to 
  find here.
  MC-O-24: Love Secret
  More detail about this area can be found starting on page 
  98.
  MC-O-25: Love Foreman
  Please turn to page 100 for more information.
  MC-O-26: Outside the Gates
  You may find more detail about this area starting on page 
  103.
  MC-O-27: Past the Gates
  Page 105 begins description of this zone.
  MC-O-28: Law General
  Please turn to page 107 for more information about this 
  area.
  
  34
  Mondaria City
  Map 2: Blacksmith Ground Floor (MC-BS-GF)
  One square equals 5 ft.
  
  35
  Mondaria City
  MC-BS-GF: Blacksmith Ground Floor
  Overview
  This building once served the mundane metallurgical needs 
  of the surface citizenry, trading in metal and leather goods to 
  one and all.
  Since the corruption of the mines and the desolation of 
  the city, business has of course waned, but the blacksmith 
  pretends as though everything is normal, in a slightly manic, 
  desperate manner.  
  Despite the growing edge of insanity, his skill has not 
  eroded, and he will continue to ply his trade; indeed, any 
  activity with a feel as though things are normal will bolster 
  his confidence and defeat the gnawing sanity that threatens 
  his wellbeing.
  Theme & Purpose
  As with most shops in town, the feel here should be 
  foreboding, dark, and desperate.  
  Strive to convey the unease, the insanity, and the desperation 
  the Blacksmith lives with, but don’t overdo it to the point 
  where needy PCs are too disquieted to do business if they 
  need to re-equip.  
  This is particularly critical for lower-level PCs, as this shop 
  is one of the most useful areas of relative solace.
  Trading
  All manner of mundane arms and armor may be purchased 
  here.  Should the Blacksmith be in attendance (see below), 
  he will buy and sell freely.
  Prices are erratic, however, as follows; roll on this table for 
  each item requested by the PCs.
  Table 6: Blacksmith Price Adjustments
  D%
  Price Adjustment
  Description
  1-2
  +50%
  “Folk are desperate for 
  this, and I’ve but a few 
  remaining.”
  3-4
  +20%
  “Quite useful, quite 
  needful, quite pricey, it is.”
  5-6
  None
  -
  7
  -5%
  “A bit less useful, this 
  item.”
  8
  -30%
  “I’ve had this about for too 
  long; it’s taking up space.”
  Random Encounters
  Upon entering this area for the first time, first determine 
  if the Blacksmith is in residence (see below); if he is not, 
  immediately roll once on “Table 7: Mondaria City Default 
  NPC Encounters” on page 111 to determine if there is at 
  least one NPC hanging out here.
  Otherwise, use the standard / default Random Encounter 
  rules for this level, at twice the standard interval of delay.  
  The GM is encouraged to reroll or ignore results if the party 
  is in desperate need of a rest or resupply.
  Any results of “no encounter” or “NPC encounter” indicate 
  that, at least for one night’s worth of rest, this building 
  is momentarily safe for refuge, and may be used to sleep, 
  recover spells, etc.  I.e., do not reroll on the 
    Random 
  Encounters table until a full night’s rest, in this scenario.
  NPCs of Note
  Of note, the Blacksmith X frequents this establishment.  He 
  has a 
    30% chance of being here during all hours.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
    Locks: Door, Reinforced; closed & 
  locked when encountered
  Areas of Interest
  MC-BS-GF-1: Entrance
    Lit sconces are mounted to the wall on either side of a 
  reinforced double door.  Small shuttered windows, and 
  plant urns, also flank the aperture.
  This entrance is unlocked and open when the PCs happen 
  upon it.
    Three octagonal tables, one ringed with chairs, and a 
  rectangular table, fill in a large open space.  Given its 
  placement relative to the front counter, you assume this 
  was a reception area for prospective customers to wait 
  their turn to receive attention.
  Any NPCs selected via the NPC Encounter tables will be here, 
  sitting at a table and staring into space, most likely.
  
  36
  Mondaria City
  There is nothing else of interest in this area.
  MC-BS-GF-3: Front Counter
    Two large rectangular tables are set up here as a 
  separation between the waiting area and the rear 
  counter.  Reinforced double doors lead to the northwest 
  and east of this area.
  If the Blacksmith is in residence, he will be found here, 
  polishing some armor or weapon distractedly when the 
  PCs arrive.  If greeted, he will refocus on the party and act 
  somewhat naturally so long as business is being conducted.
  MC-BS-GF-4: Office / Store Room
    A square table ringed with chairs sits in the western area 
  of this room.  A staircase leads down to the basement 
  in the east.  To the northeast is a privy hole, next to an 
  array of crates, chests, and urns.
  For rules purposes, the storage containers consist of a crate, 
  an empty chest, and two locked chests.
  Access
  Contents
  Crate
  Container: Barrel 
  or Crate
  Glasses, Metals, and 
  Woods; use Medium 
  size
  Locked 
  Chests 
  (2x)
  Locks: Chest, 
  Strongbox
  Weapons: General; use 
  Context C
  MC-BS-GF-5: Stairs to Basement
  These lead to “Map 50: Blacksmith Basement (MC-BS-BM)” 
  on page 163.
  MC-BS-GF-6: Store Room East
    This room smells of dust and oil.  Against the eastern 
  wall are two large crates: a small crate sits atop the 
  northern one, and two small chests are atop the southern 
  crate.  Reinforced single doors lead to the north and 
  southeast.
  Access
  Contents
  Crates 
  (3x)
  Container: Barrel 
  or Crate
  Glasses, Metals, and 
  Woods; use Medium 
  size
  Locked 
  Chests 
  (2x)
  Locks: Chest, 
  Strongbox
  Weapons: General
  MC-BS-GF-7: Blacksmith’s Quarters
    This is clearly where the smith lays his head.  Two potted 
  plants, desk, bed, small table, two stools, and an empty 
  washbasin ring a clothes cabinet.
  Access
  Contents
  Clothes 
  Cabinet
  no lock
  • Clothing: General
  • Weapons: Light; use Context C
  Desk
  no lock
  Writing Supplies
  MC-BS-GF-8: Workroom
    A fiery, metal tang scents the air in this room, which 
  appears to be the main workstation of the smithy.  In 
  the southeast corner is a dormant firepit sitting atop 
  a patch of slate to protect the floor from flaming 
  debris.  Worktables littered with tools and ore sit in 
  the southwest and northwest corners.  An open barrel 
  of silty water is against the east wall; to its north is a 
  second barrel of water, with an unsealed top.  One large 
  crate, one small crate, and two locked treasure chests are 
  against the west wall.
  Access
  Contents
  Large 
  Crates
  Container: Barrel 
  or Crate
  Glasses, Metals, and 
  Woods; use Medium 
  size
  Small 
  Crate
  Container: Barrel 
  or Crate
  Glasses, Metals, and 
  Woods
  Locked 
  Chests
  Locks: Chest, 
  Strongbox
  Weapons: General; use 
  Context C
  
  37
  Mondaria City
  Map 3: Central Area / Market (MC-MKT)
  One square equals 5 ft.
  
  38
  Mondaria City
  MC-MKT: Central Area / Market
  Overview
  This was once a thriving marketplace.  It’s nearly deserted 
  now, instead a graveyard of commerce, picked nearly clean 
  by scavengers and opportunists.
  The occasional desperate denizen can be found here, 
  searching for something of value among the ruin.
  Theme & Purpose
  Much of Mondaria City is located in buildings, close 
  quarters; this is one of the few large open spaces.  That it’s 
  so open, that it was so obviously once a place of community, 
  but now desolate—taken together, this should give the PCs a 
  great deal of unease to add to whatever impressions the city 
  has already given them.
  Random Encounters
  Upon entering the area, wait for a few minutes, then roll 
  on “Table 3: Mondaria City Default Random Encounters” on 
  page 31; in doing so, the GM is encouraged to reroll any 
  results of “no encounter”.  
  Other than that, use the standard / default Random 
  Encounter rules for this level, rolling twice as often as the 
  normal interval.
  NPCs of Note
  This was once a very thriving location, teeming with 
  characters.  
  It is now, however, largely ignored and avoided; monsters 
  have a clear line of sight to those venturing in this area.
  Sunshades
  Throughout this region are sunshades, large canvases meant 
  to offer some protection against the sun.  This is meant as a 
  safety measure rather than an indulgence: for a population 
  who spends most of their time in the mines underground, 
  sunshine is truly blinding!
  While resting underneath any sunshade, reroll any Random 
  Encounters that would offer one or more monsters.
  Areas of Interest
  MC-MKT-1: Signpost
    Two arrows emerge from this post: to the northeast 
  is labeled “D Enclave”; to the southeast is marked 
  “Berinncorte”.  The writing in each case is a stylish 
  chisel, as though wrought by a scribe more than a 
  carpenter.
  MC-MKT-2: Firepit & East Sunshade
    A tiny firepit sits to the east of the main marketplace.  A 
  sunshade is just to its east; the ground underneath and 
  around it is well-worn, with beaten paths leading to the 
  north, east, and south.
  MC-MKT-3: Northeast Sunshades
    Two large canvases are stretched over stout wooden 
  poles embedded in the ground here.  The ground 
  underneath the resulting shade is cool and soothing.
  MC-MKT-4: North Sunshade
    Just to the north of a row of colorful kiosks is a greyish, 
  weathered sunshade.
  MC-MKT-5: North Kiosks
    A row of multicolored canvas kiosks is arranged here.  
  Many are damaged; others look singed from some long-
  gone fire.  All are abandoned.
  Each of these has some piddling remnant of commerce to 
  discover:
  Access
  Contents
  Kiosk 
  (5x)
  unprotected
  General Supplies
  MC-MKT-6: Firepit & Northwest 
  Sunshade
    A grey, tattered sunshade sits here, to the north of a 
  firepit.  
  MC-MKT-7: Northwest Tent
    A large yellow-and-blue canvas stretches over a set of 
  tables once used to display dozens of wares.  The store 
  now seems unused and dusty despite the wind.
  Access
  Contents
  Kiosk
  unprotected
  Alcohol: General
  
  39
  Mondaria City
  MC-MKT-8: West Sunshade & Textiles 
  Tent
    Nearly in the shade of the sunshade to its west is a red-
  and-white tent that appears to have once sold fabric.
  Access
  Contents
  Kiosk
  unprotected
  Textiles: General
  MC-MKT-9: Southwest Sunshade
    In between the kiosk to the north and a row of sunshades 
  to the south is a yellowed canopy offering protection 
  from the sunshine.
  MC-MKT-10: South Sunshades
    A row of four giant greyish-blue canvas marks a 
  boundary between the market area and the beginning of 
  the light forest to the south.
  MC-MKT-11: Firepit & Southwest Kiosks
    A small fire, recently lit, burns here.
  These two kiosks are completely empty.  
  The fire, however, draws monsters: upon walking within 15’ 
  of it, roll immediately on Monsters: Surface, Average using 
  Context C.
  MC-MKT-12: South Kiosks
    These two kiosks appear to have sustained some fire and 
  smashing damage.
  These two tents once sold gemstones of middling rarity and 
  some degree of variety.  Leftovers of their former wares lie 
  unrpotected amongst the rubble of the shops:
  Access
  Contents
  Kiosk 
  (2x)
  unprotected
  Gems: Semi-Precious
  MC-MKT-13: Southeast Kiosks
    Two small stands sit here, nearly untouched in terms 
  of damage, but fully looted from the looks of it.  Some 
  scraps of parchment and rice paper indicate these used 
  to sell writing supplies and the like.
  There’s not much to be had here, but for those interested, it 
  may turn out to be valuable.
  Access
  Contents
  Kiosk 
  (2x)
  unprotected
  Books: General AND Writing 
  Supplies
  MC-MKT-14: Southeast Tent
    A smell of burnt leather and animal flesh greets you 
  at the front of this nearly-destroyed tent, which has 
  suffered a great deal of smashing and burning damage.  
  Mundane and now-useless arrows blossom from the four 
  wooden posts that hold the canopy aloft.
  This was once an armory, selling wares that competed 
  with the Blacksmith to the northeast.  It was never very 
  successful, but its owners persisted, mainly to annoy the 
  smith himself.
  Access
  Contents
  SE Tent
  unprotected
  Armor: General; roll twice
  MC-MKT-15: Central Meeting Area
    [...]
  No NPCs will cross this region at all, preferring instead to 
  keep to the perimeter kiosks and make their way from a 
  vantage of relative cover.  
  Anyone found alone in this area is likely to attract the 
  attention of any beasts nearby; if the PCs ever find 
  themselves crossing more than three of these empty squares 
  in the middle of this area, roll on “FlexTable 47: Wandering 
  Monsters, Surface, Advanced FlexContent” on page 99.
  MC-MKT-16: Southeast Road
  This leads to the city of Berinncorte as described in Dark 
  Obelisk 1 and Berinncorte Basecamp.  It is about a half-day’s 
  journey to the largely-destroyed city.
  MC-MKT-17: Eastern Road
  Taking this road will lead to the Druid Enclave, under whose 
  jurisdiction and nominal guidance the city of Mondaria and 
  its undermountain mining complex fall.
  MC-MKT-18: Path to Mine Entrance
  This leads to “Map 28: Outside the Gates (MC-OG)” on page 
  103.
  MC-MKT-19: Path to Storage
  This leads to the area described starting on page 75.
  MC-MKT-20: Paths to Hunter’s Glen
  Please refer to page 50 for more details on the wooded 
  area to the south.
  
  40
  Mondaria City
  Map 4: Checkpoint Control Ground Floor (MC-CC-GF)
  One square equals 5 ft.
  
  41
  Mondaria City
  MC-CC-GF: Checkpoint Control Ground Floor
  Overview
  Before the discovery of the Obelisk in the mines underneath 
  the city, this building was the administrative center of the 
  surface village, acting as a security checkpoint for all visitors 
  going into the mines.
  In today’s environment, it’s all but abandoned, and ignored in 
  terms of its original intended function... there are precious 
  few sane people who wish to descend these days!
  Theme & Purpose
  Abandoned administrative-ness should be portrayed as 
  horrific in its own right.  Quills still in inkwells, paper 
  and parchment still spread out on tables in the act of mid-
  processing, and other signs should imbue the area with a 
  sense of foreboding, a sense that something happened here.
    If the PCs don’t take to the feeling, and/or the GM 
  is under pressure to convey the atmosphere easily, 
  you can simply tell the players outright that from all 
  appearances, something happened, in the last few weeks 
  or month at most, to take at least a dozen people away 
  from their normal activities here, and it happened very 
  suddenly and without making much of a mark on the 
  situation.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll any results of an NPC encounter once.  (That 
  is, if the rerolled result is also an NPC encounter, then yes, 
  that’s what happens.)
  NPCs of Note
  Prior to the Obelisk’s influence, this structure was filled 
  with NPCs.  Today, however, any NPCs that do appear 
  here seem hollow-eyed, insane, stuck in the repetition of 
  their normal duties and seemingly in denial or impossible 
  ignorance that their circumstances have dramatically 
  changed.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
  Locks: Door, Reinforced; closed & locked 
  when encountered
  Areas of Interest
  MC-CC-GF-1: South Entrance
    Wall sconces can be found to either side of a set of half-
  open reinforced double doors.  A well-worn path leads 
  from the southeast; this must have been one of the main 
  entrances to the building.
  These doors are unlocked and, as described, half-open, when 
  encountered.  There is no key to them that the PCs may find.
  MC-CC-GF-2: Southeast Entrance
  This entrance is identical to the one to the southwest, 
  described above.
  MC-CC-GF-3: Northeast Entrance
  Although otherwise just like the other two sets of double 
  doors to the south, these doors are closed and locked when 
  encountered.
  MC-CC-GF-4: Southwest Entrance
  Use 
    Context C when determining the profile of these 
  doors, which are locked when first encountered.
  MC-CC-GF-5: Main Reception Room
    A quiet sits on this room like a fog.  Benches line the 
  wall to the east.  Double doors lead to the north and 
  northwest.  Entrances are located to the east and south.  
  To the southwest is a waist-high table set with candles, 
  behind which is a little alcove before a thick velvet 
  curtain.
  Whenever the PCs enter this room, there is a 
    50% chance 
  there will be 
    1d4 Miners sitting here, waiting insanely 
  for a place in line they will never realize.  They stare into 
  space, rocking back and forth; spittle forms on their lips and 
  they may be heard to chant old dwarvish folk songs under 
  their breath in a distracted monotone.  
  They will not fight back if attacked and will die largely as 
  they are encountered in this state should the party take that 
  route.  
  MC-CC-GF-6: Administrative Alcove
    Parchment and other writing supplies are stacked behind 
  the counter here.  
  
  42
  Mondaria City
  Access
  Contents
  Alcove
  unprotected
  Writing Supplies; roll 3 times
  MC-CC-GF-7: Small Meeting Room
    Bookshelves line the north and south walls of this 
  room, making the narrow space around the rectangular 
  wooden table in the center feel quite claustrophobic.  An 
  enormous set of open books sit in the table’s center.
  The books are visitor registers, written in fine elven script.  
    Even a cursory examination shows that there have been 
  no entries for the past three weeks.
  MC-CC-GF-8: Banquet Room
    This large, long room contains a huge table set for a 
  banquet.  To the north is a double door behind a thick 
  curtain; a similar curtain hides a single door to the west.  
  A reinforced double door leads to the southwest.
  Set it may be, but there is no food on the table.  This scene 
  has been ready for a meal that hasn’t happened in a month.
  The sideboards flanking the north door are unlocked, but 
  empty; they are meant to contain the wares on the table 
  when it is not in use.
  MC-CC-GF-9: Administrative Quarters
    A simple bed, desk, chair, and tiny wardrobe are lodged 
  in this room, which appears to butt right up against the 
  mountain wall along its north edge.
  These quarters were intended for temporary and versatile 
  use for anyone pulling an all-nighter or to house visiting 
  nobles, who for whatever reason could not enter the mine 
  nor lodge at the Inn to the southeast.  
  The wardrobe is empty and bears no lock; the desk is also 
  unlocked, and contains simple writing supplies:
  Access
  Contents
  Desk
  unprotected
  Writing Supplies
  MC-CC-GF-10: Workhall
    Tables are sprinkled throughout this room, each buried a 
  heap of books.  Double doors lead to the southwest, east, 
  and north.
  These books inventory various mundane aspects of the 
  mine’s operation.  
    Reading through any of them results in a vague 
  appreciation of the mine’s volume of output, which seems 
  to have increased markedly a few months ago, though the 
  reason is not indicated.
  MC-CC-GF-11: Storage
    Crates, barrels, and privites seem shoved in this 
  triangular room with little rhyme or reason.
  Access
  Contents
  Crates 
  (3x)
  Container: Barrel or 
  Crate
  Glasses, Metals, and 
  Woods
  Barrel
  Container: Barrel or 
  Crate
  Alcohol: General
  Chests 
  (2x)
  Locks: Chest, Simple
  Coin Treasure: General
  Sack 
  Piles 
  (3x)
  unprotected
  Simple Foodstuffs
  MC-CC-GF-12: Stairs Down
  These lead to the basement as described starting on page 
  167.
  MC-CC-GF-13: Secret Watchspire Stairs
  Only read the italicized text below if the secret is discovered.
    A crevice in the mountain wall to the northwest allows 
  purchase; pulling on the crack, you discover the wall is 
  false—plaster atop a wooden door made to look like the 
  rock around it.  A gloomy and narrow staircase, carved 
  out of the mountain, leads up.
  This leads to the Western Watchspire as described on page 
  132.  The secret door is locked; use the following profile:
  Access
  Secret 
  Staircase
  Locks: Door, Secret
  MC-CC-GF-14: Extended Reception Hall
    Benches line the west and east walls of this long room.  
  Octagonal, chest-high tables are staggered in its center.  
  A small steel door leads to the north; to the northeast 
  and south are reinforced double doors.
  The door to the north uses the following profile:
  Access
  Storage 
  Door
  Locks: Door, Stronghold
  MC-CC-GF-15: Northern Storage
    This extremely cramped room is filled with barrels.
  These all contain fresh, drinkable water, and are unsealed.
  
  43
  Mondaria City
  Map 5: Fishery Ground Floor (MC-FH-GF)
  One square equals 5 ft.
  
  44
  Mondaria City
  MC-FH-GF: Fishery Ground Floor
  Overview
  This was once a Fishery, used for the purposes of harvesting, 
  storing, and distributing fish from the river to the west of 
  the city.  
  60% of the catch was used to feed the city and its miners; 
  20% was shipped back to the Druid Enclave; the rest was 
  exported for revenue.
  Theme & Purpose
  It’s an abandoned fish factory that’s been abandoned for a 
  month.  Nausea and unease should go without saying.
  In the context of the PCs’ investigation, it’s an opportunity 
  to gain a bit of insight into the operation of the city and its 
  mine, and to remember that there was a huge amount of life 
  to support and sustain in this operation.
  Random Encounters
  The scent of dead fish keeps NPCs away, and attracts 
  monsters.
  Use the standard / default Random Encounter rules for this 
  level; however, re-roll any results of “NPC Encounter” or 
  “No Encounter” once. 
  NPCs of Note
  Of note, the Blacksmith X frequents this establishment.  He 
  has a 
    30% chance of being here during all hours.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default 
  Door
  Locks: Door, Simple
  Fish Stink
  At the best of times, this building never smelt too favorable 
  to visitors.  The PCs are now encountering a fish production 
  facility that has gone nearly a month without cleaning; the 
  scent is nigh overpowering for those not accustomed to it.
  Upon entering this building for the first time, each PC must 
  make a 
   Constitution save at DC 
    14 / 
    16 / 
    18 
  / 
    20; any character with at any ranks in Profession 
  (Fisherman) gain a +2 competency bonus on this save for 
  each rank, to a maximum of +5.  
  Failure means that PC suffers from the condition Sickened 
  (-2 penalty on all attack rolls, weapon damage rolls, saving 
  throws, skill checks, and ability checks).  This condition lasts 
  until they leave the Fishery, and thereafter for another full 
  2 hours.  
  A PC who has already taken this check (succeed or fail) must 
  still take it again each time they re-enter the building, but 
  having been exposed to the scent previously grants them a 
  +2 circumstance bonus on the roll.
  Areas of Interest
  MC-FH-GF-1: Quarters Entrance
    A single door flanked by wall torches swings on its 
  creaky hinges.
  This door is unlocked and freely swinging when encountered.
  MC-FH-GF-2: Storage Entrance
    Wall sconces are mounted to either side of a set of 
  reinforced double doors here.
  Access
  Storage 
  Entrance
  Locks: Door, Reinforced
  MC-FH-GF-3: East Production Entrance
  These are identical to the double doors to the east and west.
  Access
  Production 
  Entrance
  Locks: Door, Reinforced
  MC-FH-GF-4: West Production Entrance
  Access
  Production 
  Entrance
  Locks: Door, Reinforced
  MC-FH-GF-5: Quarters Living Room
    An expansive room, relatively free of fish aroma, 
  contains large relaxing spaces and plenty of tables.  
  Double doors lead to the northwest; single doors lead 
  
  45
  Mondaria City
  to the north and south.  A staircase leads down to the 
  basement in the southwest.
  Of note, the two sideboards to the northwest and east 
  contain a “relaxation stash”:
  Access
  Contents
  Sideboard 
  (2x)
  unprotected
  Alcohol: General
  The staircase leads to the western basement, whose 
  description begins on page 169.
  MC-FH-GF-6: Fishmaster’s Quarters
    A cozy wedge in the southeast of the building houses 
  functionally Spartan quarters for the fishmaster.  Of 
  note, a wardrobe sits just to the east of the northwest 
  door.  A layer of dust sits on nearly everything.
  Note, the Fishmaster himself has been slain weeks ago.  This 
  room hasn’t been used in that time.
  Access
  Contents
  Wardrobe
  unprotected
  Clothing: General
  MC-FH-GF-7: Simple Storage
    A huge room houses all manner of container.  It reeks 
  of dust, earth, and fish.  Five large crates, five smaller 
  crates, and three wooden chests are stacked among other 
  sacks, urls, and baskets.  To the southeast is a large 
  staircase leading down; double doors lead to the north, 
  east, and west.
  Chaotically arranged, these various containers largely hold 
  mundane wares:
  Access
  Contents
  Large 
  Crates (5x)
  Container: Barrel or 
  Crate
  Simple Foodstuffs
  Small 
  Crates (5x)
  Container: Barrel or 
  Crate
  Rations & Prepared 
  Food
  Chests (3x)
  Locks: Chest, Simple
  Fishing Supplies
  MC-FH-GF-8: Stairs Down
  The staircase leads to the western basement, whose 
  description begins on page 169.
  MC-FH-GF-9: Production Floor
    An expansive chamber here is open to the river to the 
  west.  Flies buzz in hordes amidst fish in all stages of 
  butchery and in advanced stages of decomposition; the 
  stench is nearly unbearable.  Benches and tables hold 
  buckets, knives, and fish guts.  Workbenches line the 
  north wall.  Along the north wall are two sets of double 
  doors; another set leads to the east, and a fourth set 
  leads to the south.
  Treat the dozens of knives described as ordinary daggers, 
  should the PCs require a weapon ready to hand.
  The door to the south has the following profile:
  Access
  Secure Storage 
  Door
  Locks: Door, Reinforced
  MC-FH-GF-10: Secure Storage
    All manner of containers are arrayed in this room, 
  organized in as orderly a manner as could be expected 
  given the shape and size of the chamber involved.  The 
  smell is more of dust and wet wood, and less of fish, 
  in this room, allowing a brief reprieve of the nostrils.  
  Double doors lead to the north; a small single door is set 
  to the southwest.
  Access
  Contents
  Large 
  Crates (6x)
  Container: Barrel or 
  Crate
  Fishing Supplies; 
  Size Large
  Small 
  Crates (3x)
  Container: Barrel or 
  Crate
  Simple Foodstuffs; 
  Size Medium
  Chests (4x)
  Locks: Chest, 
  Strongbox
  Gems: Medium 
  Quality
  Large 
  Barrels 
  (9x)
  Container: Barrel or 
  Crate
  Fish, packed in water
  Small 
  Barrels 
  (11x)
  Container: Barrel or 
  Crate
  Alcohol: General
  Access
  Southwest 
  Door
  Locks: Door, Reinforced
  MC-FH-GF-11: South Production
    Inactive firepits sit atop piles of protective slate.  Barrels, 
  of grimy water and empty, line the coast to the west.  
  Three wooden piers lead out into the water of the river.
  MC-FH-GF-12: North Pier
    Firm wooden planks appear hold your weight as you 
  walk out into the water.  Barrels dot the pier, which 
  terminates in a fishing stool and chair.
  Access
  Contents
  Pier Barrels 
  (4x)
  Container: 
  Barrel or Crate
  Rations & Prepared 
  Food
  MC-FH-GF-13: Center Pier
    The middle pier is large, ending in a glob of wooden 
  planks that allows for a lot of simultaneous fishing.  
  Barrels, stools, and a chair are sprinkled here and there.
  Access
  Contents
  Pier Barrels 
  (5x)
  Container: 
  Barrel or Crate
  Fishing Supplies
  
  46
  Mondaria City
  MC-FH-GF-14: South Pier
    A narrow pier extends to the southwest.  There is but one 
  simple stool here, amidst two sealed barrels and three 
  empty ones.
  Access
  Contents
  Pier Barrels 
  (4x)
  Container: Barrel 
  or Crate
  Alcohol: General
  MC-FH-GF-15: Secret Storage Door
  Only read the italicized text below if the secret is discovered.
    Behind a huge stack of bags, the brick wall appears a bit 
  different in pattern.  Exploring, you discover a false door: 
  wood amidst the brick, with a layer of plaster glue holding 
  bits of brick to the wood to disguise the secret.
  Access
  Storage 
  Secret
  Locks: Door, Secret
  MC-FH-GF-16: South River
    The river flows downstream here at a panicked rate as 
  the banks narrow slightly.
  Attempting to sneak into the building around the corner here 
  is possible, but prone to risk: those trying must succeed in 
  a 
    DC 15 Acrobatics check, or fall into the river.  Once in 
  the river at this point, a Swim check at DC 14 is necessary to 
  gain purchase on the bank and get back onto dry land.
  MC-FH-GF-17: North River
    Here to the north of the Fishery, the river is calm and 
  flows gracefully... perfect for fishing!
  Attempting to sneak into the building around the northern 
  corner here is relatively straightforward: a simple 
    DC 
  10 Acrobatics check will prevent an unplanned dunk in 
  the stream.  Anyone falling into the river at this point 
  need merely pass a Swim check at DC 10; doing so allows 
  emergence onto the nearest pier.
  
  47
  Mondaria City
  Map 6: Garrison Ground Floor (MC-GR-GF)
  One square equals 5 ft.
  
  48
  Mondaria City
  MC-GR-GF; Garrison Ground Floor
  Overview
  This was once the barracks, the centerpiece of a kind of 
  informal infantry police force that kept things in line in the 
  mines.  That those entrusted to keep the peace were granted 
  the luxury of living on the surface caused no small amount of 
  frustration for the underprivledged whom they served.  
  Nevertheless, the Garrison here was a place of relative calm 
  and lawfulness.
  Theme & Purpose
  The epicenter of law has been abandoned—unless this 
  building is the very first stop in their investigation, this 
  simple fact will come as little surprise to the PCs.
  It is, however, an opportunity to underscore the absence of 
  order and an overseeing presence to the events that the party 
  will discover.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level, with the following exception: Reroll once any results 
  that would produce one or more monsters.
  NPCs of Note
  There is a 
    20% chance that any other NPC rolled as a 
  Random Encounter will instead be the 
    Warden.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default Door
  Locks: Door, Reinforced
  Areas of Interest
  MC-GR-GF-1: Main Entrance
    A set of steel double doors is flanked on either side by a 
  steel single door, sconces, and potted plants. 
  Access
  Main Entrance
  Locks: Door, Stronghold
  MC-GR-GF-2: East Entrance
    A set of steel double doors lies coldly here, set on either 
  side with an extinguished wall torch.
  Access
  Main Entrance
  Locks: Door, Stronghold
  MC-GR-GF-3: Dining Hall
    A simple banquet table set for over a dozen places 
  occupies the center of this extremely Spartan room, 
  which can speak only of some rugs and plants aside 
  from this.  Rotted and spoiled food sits in various stages 
  of the meal in almost every plate.  Single doors lead to 
  the northwest, east, northeast, and far northeast; to 
  the north of the table is a huge staircase leading to the 
  basement.
  MC-GR-GF-4: Officer’s Mess
    This clean room has a food prep station to the north, 
  an eating table to the south, and single doors to the 
  northweast and northeast.  The eating table has rotted 
  food set for a handful of people.
  The door to the west has the following profile:
  Access
  Officer’s Door
  Locks: Door, Stronghold
  MC-GR-GF-5: Officer’s Quarters
    A neatly-organized small chamber here houses all that is 
  needed for a comparatively luxurious overnight stay: a 
  wash basin, chair, desk, bed, and wardrobe—even some 
  windows!
  Typically the Warden stays here, though in theory it is 
  reserved for the highest-ranking member of the force who 
  happens to be here for some shuteye.
  Access
  Contents
  Officer’s 
  Wardrobe
  Locks: Furniture, 
  Strong
  Potions: Moderate 
  AND Weapons: Light 
  AND Gems: Low
  The secret door to the north leads directly to the pantry of 
  the Mess Hall.
  
  49
  Mondaria City
  Access
  Main Entrance
  Locks: Door, Secret
  MC-GR-GF-6: Mess Hall
  This leads to the Mess Hall on page 56.
  MC-GR-GF-7: Stairs Down
  These lead to the Garrison Basement, page 177.
  MC-GR-GF-8: Barracks South
    Five neatly-made beds face the north wall, each with its 
  own desk.  Double doors open to the 
  The double doors to the east are as described unlocked and 
  open when encountered.
  Access
  Contents
  Barracks 
  Desk (5x)
  Locks: Furniture, 
  Simple
  Weapons: Light AND 
  Clothing: General
  MC-GR-GF-9: Barracks Center
  This area is as described in Barracks South, above.
  MC-GR-GF-10: Barracks North
    Seven beds are arrayed here, interpsersed with five 
  desks.  An octagonal table sits in the extra space formed 
  by the hypoteneuse of the room’s triangle.
  The desks are as described above in Barracks South.
  MC-GR-GF-11: Training Hall
    The floorboards and rugs here are well-worn; you 
  suspect this may have been used as a sparring or training 
  area when the establishment was in regular use.  Two 
  privies sit against the east wall.  Three sets of double 
  doors are open to the west; reinforced double doors lead 
  to the north and south.
  Access
  Storage Door 
  North
  Locks: Door, Stronghold
  MC-GR-GF-12: Storage
    A large crate sits among barrels of various sze and three 
  chests, one of which sits open and empty.  The chamber 
  smells of mud and rust.
  Access
  Contents
  Large Crate
  Container: Barrel 
  or Crate
  Rations & Prepared 
  Food: Size Large
  North Chest
  Locks: Chest, 
  Strongbox
  Weapons: Martial 1H 
  AND  
  Weapons: Exotic
  South Chest
  Locks: Chest, 
  Strongbox AND 
  Traps: Generic
  Weapons: Martial 2H 
  AND  
  Armor: Heavy
  Access
  Contents
  Barrels
  Container: Barrel 
  or Crate
  Alcohol: General; 
  Size Medium
  
  50
  Mondaria City
  Map 7: Hunter’s Glen (MC-HG)
  One square equals 5 ft.
  
  51
  Mondaria City
  MC-HG: Hunter’s Glen
  Overview
  An odd arboreal escape from the stone-and-metal chaos 
  of the mine itself, the Hunter’s Glen is one of the few 
  externally-clear influences of the Druid Enclave on the city 
  of Mondaria.
  It was used as a more food-centric marketplace than the 
  more popular, but more broadly commercial area to its north.
  Theme & Purpose
  Though they may not believe it, this area is one of the very 
  few regions of peace in the city.  
  Sunshades
  The three canvas sunshades here function as their northern 
  Market counterparts.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Ignore or re-roll any results that would produce a 
  monster, unless you are looking to get the party moving.
  Areas of Interest
  MC-HG-1: Paths North
  These lead to the Market area to the north (page 37).
  MC-HG-2: Food Sale Kiosk
    Foodstuffs of all manner are available here.  You don’t 
  see the purveyor, so you suspect you may be able to help 
  yourself to the wares, though much of it is spoiled.
  Though there is much more to be found here, the following 
  table will identify how much remains edible.
  Access
  Contents
  Kiosk
  unprotected
  Simple Rations & Prepared 
  Food, Size Medium
  MC-HG-3: Sunshade East
    A beautifully-crafted canvas of sail quality is stretched 
  here across wooden staves.
  MC-HG-4: Ingredient Kiosk
    This wooden table holds a variety of simple food building 
  blocks.
  Access
  Contents
  Kiosk
  unprotected
  Simple Foodstuffs
  MC-HG-5: Large Food Tent
    A big tent in the center has a wide variety of smaller 
  tables showcasing wares now mostly spoiled.
  Access
  Contents
  Tent
  unprotected
  Rations & Prepared Food, Size 
  Medium; AND  
  Simple Foodstuffs, Size Medium
  MC-HG-6: Cow Tent
    This appears to have shown cows and/or horses.  It’s 
  difficult to tell, as there is one inert corpse of each here, 
  lying bloodless in the hay.
  Nothing of value can be found here.  A rare swarm of above-
  ground stirges slew the beasts here.
  MC-HG-7: Pavilion Tent
    This tent smells of rancid horseflesh.  Inside is a bloody 
  morass of useless leather strips.
  This was originally used to showcase leather goods, but it 
  has been scattered with blood.  Valuables have long since 
  been looted.
  MC-HG-8: Fruit Cart
  All the fruit here is spoiled and useless.
  MC-HG-9: Vegetable Cart
  As with the fruit to the south, the food here is inedible.
  MC-HG-10: Hunter’s Tent
    Blood can be found flecked here and there, and even a 
  few used arrows.
  This was used to showcase recent hunting trophies... it’s 
  vacant now.
  
  52
  Mondaria City
  Map 8: Inn & Stables Ground Floor (MC-IS-GF)
  One square equals 5 ft.
  
  53
  Mondaria City
  MC-IS-GF: Inn & Stables Ground Floor
  Overview
  This was once a major social epicenter of the surface town: 
  visitors and merchants alike had reason to treat here.
  Theme & Purpose
  Empty stables, a vacant inn, and the tavern entirely without 
  patrons: this should cause great unease, not least because 
  such facilities are typically one of the rare trustworthy 
  resupply stations and sources of local information in 
  adventures.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll any monster results once.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default Door
  Locks: Door, Simple
  Areas of Interest
  MC-IS-GF-1: North Stables Entrance
    A set of open, reinforced double doors leads to a realm of 
  strong horse-scent.  Bits of hay are clumped at the foot of 
  the door.
  MC-IS-GF-2: Inn Entrance
    Double doors open freely to the inn itself.  Spent torches 
  are mounted to either side.
  MC-IS-GF-3: Inn Rear Entrance
    Large double doors open freely to the rear of the 
  establishment.
  MC-IS-GF-4: Large Stable South Doors
    Small double doors are closed and locked here.
  Access
  Large Stable South Doors
  Locks: Door, Reinforced
  MC-IS-GF-5: Inn Common Room
    A warm, homey chamber comprises the eastern third of 
  the Inn.  Four large tables ringed with chairs are all set 
  with various qualities of foodstuffs, all of which seem 
  to have spoiled weeks ago.  Comfortable lounge chairs 
  sit against the eastern wall between wide, shuttered 
  windows.  The bar forms an “L” shape against the 
  western wall; bits of light fare lie spoiled among empty 
  drink vessels.  A prep table and four barrels form the 
  rear bar; to the southwest is a thick and grimy curtain 
  that hides a free-swinging double door to the west.
  Though there is nothing of true value here aside from a few 
  pieces of cutlery that could count as simple daggers should 
  desperation arise, this scene should strike the PCs as both 
  disappointing and alarming: a city of hundreds, whose main 
  tavern is vacant.
  MC-IS-GF-6: Back Bar
  One barrel contains fresh water; the other three are unsealed 
  and filled with more potent contents.
  Access
  Barrels (3x)
  Alcohol: General, Size Medium
  MC-IS-GF-7: Kitchen
    The smell of grease and burnt spoilage hangs over this 
  room like a funky cloud.  Large stoves sit idle against the 
  south wall; a food prep station in the northwest contains 
  a variety of ruined food.  Swinging double doors lead to 
  the north, east, and west; those to the north and east 
  have curtains.
  MC-IS-GF-8: Dining Room
    It’s cramped in here, but hearty: a large rectangular 
  table haphazardly ringed with stools and chairs occupies 
  the center; two sideboards sit against the east and west 
  walls.  Potted plants are in the northeast and southwest 
  corners, and an empty pot sits in the northwest.
  This was used as a more private dining option for those 
  willing to spend a little extra coin.  There is some chance of 
  loot in the sideboards:
  Access
  Sideboards 
  (2x)
  Coin Treasure: Moderate, Context D, 
  AND Potions; General, Context D
  
  54
  Mondaria City
  MC-IS-GF-9: Secret Door
  Only read the italicized text if the secret is discovered.
    Behind the empty plant pot, the wood of the wall shifts a 
  bit when pressed; with a bit more testing, you manage to 
  slide the entire false panel south, revealing a waist-high 
  passage between rooms.
  Access
  Secret Door
  Locks: Door, Secret
  MC-IS-GF-10: Storage
    A mess of supplies for both inn and stables, this chaotic 
  heap of inventory now reeks of both horse and rot.  A 
  simple wooden door sits in the corner of the northwest 
  wall.  A large crate, two small crates, an assortment of 
  sacks, a heap of barrels, and two locked chests comprise 
  the wares.
  Access
  Contents
  Large Crate
  Container: Barrel 
  or Crate
  Rations & Prepared 
  Food: Size Large
  Small Crates 
  (2x)
  Container: Barrel 
  or Crate
  General Supplies: 
  Size Medium
  Chests (2x)
  Locks: Chest, 
  Strongbox
  Weapons: Light AND  
  Coin Treasure: 
  Moderate
  Barrels (5x)
  Container: Barrel 
  or Crate
  Alcohol: General; 
  Size Medium
  Sacks
  unprotected
  Simple Foodstuffs
  Though easily opened, the door to the closet is trapped:
  Access
  Closet Door
  Locks: Door, Simple AND Traps: Door
  MC-IS-GF-11: Deliveries / Office
    This odd room seems to be both an office (with a 
  combination desk and workbench in the southwest), a 
  place for deliveries, and the means by which customers 
  access their rooms.
  Access
  Contents
  Desk
  unprotected
  Writing Supplies
  MC-IS-GF-12: Staircase Up
  This wide staircase leads to the Inn Second Floor, page 
  113.
  MC-IS-GF-13: Closet
    This tiny, dusty chamber underneath the staircase is 
  entirely empty, save for a trapdoor in the floor.
  Access
  Closet Trapdoor
  Traps: Generic, Context D AND  
  Locks: Door, Weak
  MC-IS-GF-14: Large Stable South
    Whatever manner of beast was stored here, it nearly 
  destroyed the place: hoof, claw, and horn marks dot 
  every surface.  The water barrels in the northwest seem 
  recently-added, as they bear no such marks.  
  MC-IS-GF-15: Stable Center
    The hay-stren floorboards are well-worn, showing 
  decades of regular use for all manner of semi-
  domesticaed creature.
  MC-IS-GF-16: Narrow Stable South
    A narrow, long stable contains only the bare necessities.  
  Its lock is perfunctory; the gate swings freely despite the 
  device.
  MC-IS-GF-17: Narrow Stable Center
    The lock here is bizarrely intricate, and inscribed in elven 
  characters that seem to make no sense.  It was as though 
  someone crafted this hasp for those who thought elves 
  fancy, but the crafter themselves knew no actual script.
  MC-IS-GF-18: Narrow Stables North
    The northwesternmost two stables are narrow; each has 
  a window, a water barrel, and interior slatted windows.
  Underneath the water barrel of the southern stable here is 
  some treasure debris that fell out of a saddlebag:
  Access
  Contents
  Narrow 
  Stable South
  unprotected
  Coin Treasure: Moderate, 
  Context D
  MC-IS-GF-19: Northeast Stable
    Dark despite the window to the northeast, this stable is 
  well-kept and the hay orderly.
  MC-IS-GF-20: Stable Lock
    A large chamber with double doors to the east and west 
  acts as a kind of entry buffer between the outside and the 
  inside of the stables.
  Underneath the urn in the southeast are some scattered 
  gemstones from a wealthy merchant who traveled through 
  here some months ago:
  Access
  Contents
  Stable Lock
  unprotected
  Gems: Low
  MC-IS-GF-21: Outside Storage
    Crates, barres, and a single chest sit here, out in the 
  open, in the back of the building.  You suspect there to 
  be little of value here, lest it constantly be in danger of 
  theft.
  The hunch described is partly correct: there is little of value.  
  But there is loot worth exploring in the chest.
  
  55
  Mondaria City
  Access
  Contents
  Large Crates 
  (2x)
  Container: Barrel 
  or Crate
  Rations & Prepared 
  Food: Size Large
  Small Crate
  Container: Barrel 
  or Crate
  General Supplies: 
  Size Medium
  Chest
  Locks: Chest, 
  Strongbox AND 
  Traps: General
  Potions: Moderate 
  (roll twice) AND  
  Coin Treasure: 
  Moderate
  Barrels (13x)
  Container: Barrel 
  or Crate
  Alcohol: General; 
  Size Medium
  
  56
  Mondaria City
  Map 9: Mess Hall Ground Floor (MC-MH-GF)
  One square equals 5 ft.
  
  57
  Mondaria City
  MC-MH-GF: Mess Hall Ground Floor
  Overview
  This was the social nexus of the city before the Obelisk was 
  discovered.  Folk from all manner of purpose congregated 
  here under the commmon banner of consumption; the great 
  social equalizer of food and drink was at times the sole thing 
  standing in the way of class warfare and social chaos.
  Theme & Purpose
  This building should echo.  
  Literally, in the sense that it’s basically a single enormous 
  room, that now sits empty.  But also metaphorically: 
  although the ghosts of those who once ate and drank and 
  sang here aren’t actually in attendance, one can easily 
  imagine this structure under normal use, and conjecture 
  darkly at the difference from the here and now.
  Random Encounters
  Upon first entering the building, roll immediately 
    1d4 
  times on the NPC Encounter table (p 32) to see if any 
  NPCs are here.
  Otherwise, use the standard / default Random Encounter 
  rules for this level, except reroll any monster-related results 
  once.
  NPCs of Note
  Of note, the 
    Feastmaster is still often here.  Whenever 
  the PCs enter this building, there is a 
    35% chance of the 
  Feastmaster being here.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default Door
  Locks: Door, Simple
  Areas of Interest
  MC-MH-GF-1: South Entrance
    Well-used double doors swing freely amidst potted plants 
  and wall sconces.  A heavily beaten path leads here from 
  the south.
  MC-MH-GF-2: West Entrance
    Wooden double doors bear no key.  Potted plants and 
  torches greet those who would enter.
  MC-MH-GF-3: Plates and Cutlery
    Two tables positioned near the doors offer a huge pile of 
  eating necessities: plates, knives, forks, and spoons.
  The PCs may treat the knives as simple daggers if the need 
  presents itself.
  MC-MH-GF-4: Main Chamber
    Five huge common tables take up most of the space here; 
  two additional, even larger, tables are oriented vertically 
  to the northwest.  Every surface is littered with rotted 
  foodstuffs, cutlery, and plates; many are broken.
  The sense here should be that more than a hundred people 
  were eating a meal, when suddenly something happened to 
  steal their attention and make them abandon their meal.
  Searching everything here for any useful loot or forgotten 
  personal items will take about an hour, but will yield some 
  small portion of interesting fare:
  Access
  Contents
  Mess Hall 
  Floor
  unprotected
  Weapons, Light AND  
  Gems, Low
  MC-MH-GF-5: Elite Tables
    These two tables sit apart from the others.  They’re 
  neither set nor seem to have been used at the time the 
  other diners abandoned their food.
  These were reserved for the elite, the upper crust of the 
  mining society.  To sit here uninvited was an arrestable 
  offense, usually.
  MC-MH-GF-6: Private Dining
    This musty room smells of dank ichor.  The table is set, 
  but the food is spoiled.
  MC-MH-GF-7: Drink Storage
    A barrel of fresh water sits here, along with more sealed 
  barrels and a chest.
  
  58
  Mondaria City
  Access
  Contents
  Chest
  Locks: Chest, Simple
  Gems: Low AND  
  Coin Treasure: 
  Moderate
  Barrels 
  (5x)
  Container: Barrel or 
  Crate AND  
  Traps: General, 
  Context D
  Alcohol: General; 
  Size Medium
  MC-MH-GF-8: Stairs Down
  These lead to the Mess Hall Basement, page 180.
  MC-MH-GF-9: Kitchen
    Five large stoves form a perimeter around the north 
  and eastern walls.  An unlit firepit sits tot he south, 
  atop a field of slate and next to a cauldron of water.  In 
  the center of the room is a “U” shaped array of tables, 
  containing an assortment of food that appears to have 
  been prepared and then abandoned.  A reinforced door 
  leads to the southeast.
  The food is all spoiled.
  Access
  Pantry Door
  Locks: Door, Reinforced
  MC-MH-GF-10: Pantry
    A completely unorganized heap of supplies has been 
  shoved in this cramped chamber that abuts the mountain 
  wall to the northeast.  Crates, sacks, and two chests can 
  be found here.
  Access
  Contents
  Large Crate
  Container: Barrel 
  or Crate
  Rations & Prepared 
  Food: Size Large
  Small Crate
  Container: Barrel 
  or Crate
  Simple Foodstuffs: 
  Size Large
  Chests (2x)
  Locks: Chest, 
  Strongbox
  Potions: Moderate 
  AND  
  Coin Treasure: 
  Moderate, Context D
  Sacks (heap)
  unprotected
  General Supplies
  MC-MH-GF-11: Garrison
  This leads to the Garrison, as described starting page 47.
  
  59
  Mondaria City
  Map 10: MIll Ground Floor (MC-ML-GF)
  One square equals 5 ft.
  
  60
  Mondaria City
  MC-ML-GF: Mill Ground Floor
  Overview
  “Mill” is a strong word for this establishment: it performed 
  all manner of food-processing duties, and typically did a lot 
  of grinding and sorting, but the building itself has neither 
  wheel or actual millstone, relying instead upon imports from 
  outside the city as the starting point for its work.
  Theme & Purpose
  It’s a close-quarters building with lots of furniture and 
  objects: should be interesting for a fight or two, if the PCs 
  are feeling up to it.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll any NPC Encounters once.  For any monster-
  related encounters, place the monster(s) in rooms that the 
  PCs have not yet explored, and treat the introduction as 
  a surprise as the party enters the room with the monster 
  within.
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default Door
  Locks: Door, Reinforced
  Areas of Interest
  MC-ML-GF-1: Entrance
    Reinforced double doors grant entry to this building.  To 
  the left and right are wall sconces and potted plants; 
  windows can be seen in the wall to the west.
  MC-ML-GF-2: Main Processing
    An enormous worktable hulks in the middle of this 
  big chamber.  Around the perimeter are all manner of 
  cupboards, baskets, barrels, tables, workbenches, barrels, 
  and urns.  Double doors lead to the east and west; a 
  single door heads to the north.
  The tools count as dozens of mundane daggers, should the 
  party be interested.
  Access
  Contents
  Barrels (6x)
  Container: Barrel 
  or Crate
  Rations & Prepared 
  Food: Size Medium
  MC-ML-GF-3: Doors West
  Although these doors are unlocked and open when 
  encountered, they nevertheless contain a trap.
  Access
  Processing West Door
  Traps: General
  MC-ML-GF-4: Riverbank Processing
    Workbenches, baskets, barrels, and tools lie strewn 
  everywhere in this claustrophobic and oddly-shaped 
  room that opens onto the river to the west.
  The cleavers, hooks, and other tools count as a dozen 
  daggers.
  Access
  Contents
  Barrels (3x)
  Container: Barrel 
  or Crate
  Simple Foodstuffs, 
  Size Medium
  MC-ML-GF-5: South Pier
    Thin wooden planks form a bridge of sorts into the river.  
  There appears to be nothing on the pier itself, which 
  leads to two mooring posts stuck in the water.
  This is as described; there is nothing to be found here.  If 
  more than two Medium-sized creatures step on the pier 
  simultaneously, it will break, tumbling all three into the 
  water and requiring a 
    DC 14 Swim check to escape to the 
  riverbank to the east.
  MC-ML-GF-6: North Pier
    This looks as though it was either once a much larger 
  pier, the majority of which fell into the river at one 
  point; or someone started to build a reasonably-sized 
  pier, and then simply stopped quite early in the process.
  There is nothing of interest here.
  MC-ML-GF-7: Storage Trap
  Any PC walking in this space between the barrels to the 
  south and the crates to the north will trigger a trap:
  
  61
  Mondaria City
  Access
  Storage Trap
  Traps: General
  MC-ML-GF-8: Southeast Storage
    A large, wedge-shaped room here holds three large 
  crates, three small crates, three chests, and a huge 
  assortment of barrels, many of which are open and 
  empty.  A set of unlocked double doors leads to the north.
  Access
  Contents
  Large Crates 
  (3x)
  Container: Barrel 
  or Crate
  Rations & Prepared 
  Food: Size Large
  Small Crates 
  (3x)
  Container: Barrel 
  or Crate
  Simple Foodstuffs: 
  Size Large
  Chests (3x)
  Locks: Chest, 
  Strongbox
  Potions: Moderate 
  AND  
  Coin Treasure: 
  Moderate, Context D
  Barrels (11x)
  Container: Barrel 
  or Crate
  General Supplies, 
  Size Medium
  MC-ML-GF-9: Northeast Storage
    A stack of barrels sits in the southeast corner.  Sacks 
  litter the ground to the west, in front of a large crate, 
  two chests and a cluster of empty barrels.  To the north, 
  just south of a basement staircase, is a stack of two large 
  crates with sacks on top.
  Access
  Contents
  Large Crates 
  (3x)
  Container: Barrel 
  or Crate
  Rations & Prepared 
  Food: Size Large
  Barrels
  Container: Barrel 
  or Crate
  Simple Foodstuffs: 
  Size Medium
  Chests (2x)
  Locks: Chest, 
  Strongbox
  Coin Treasure: 
  Moderate AND  
  Gems: Low
  Sacks (heap)
  unprotected
  General Supplies, 
  Size Medium
  MC-ML-GF-10: Staircase Down
  This leads to the Mill Basement, page 186.
  MC-ML-GF-11: Northwest Storage
    A working desk and potted plant sit in the north corner; 
  aside from that, there is a cluster of sealed barrels and 
  one empty one.
  Access
  Contents
  Barrels (5x)
  Container: Barrel 
  or Crate
  Alcohol: General
  MC-ML-GF-12: Secret Grotto Door
  Only read the italicized text if the secret is discovered.
    A section of rock crumbles at your touch here.  Scraping, 
  you notice all of the rock here is false painted plaster; you 
  pry around the edges, and find that the whole panel can 
  be moved aside and placed on the floor, revealing a dusky 
  passage to the northwest.
  Access
  Secret Grotto Door
  Locks: Door, Secret
  This leads to the Fishery Secret Grotto, page 72.
  
  62
  Mondaria City
  Map 11: Residential Zone (MC-RZ)
  One square equals 5 ft.
  
  63
  Mondaria City
  Mondaria City Residential Zone
  Overview
  This is a tight little cluster of four houses that together 
  comprise what is laughably called the “residential district”.
  These four houses are owned by the Druid Enclave, and 
  rented out to tenants at somewhat exorbitant rates—but 
  supply and demand being what it is, there’s not really much 
  the wealthy can do but to pay if they want an in-city, private 
  residence that’s above-ground.
  Theme & Purpose
  Something awful happened here.  Depending on how the PCs 
  are moving about the town, one of these buildings may show 
  the first sign of blood and violence they encounter.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  MC-RZ-1: Residence Northwest
  Please refer to page 66 for full details.
  MC-RZ-2: Residence Northeast
  Page 64 begins description of this building.
  MC-RZ-3: Residence Southeast
  Full description of this building starts on page 68.
  MC-RZ-1: Residence Southwest
  Turn to page 70 for full details of this building.
  
  64
  Mondaria City
  Map 12: Residence NE Ground Floor (MC-RNE-GF)
  One square equals 5 ft.
  
  65
  Mondaria City
  MC-RNE-GF: Residence Northeast Ground Floor
  Overview
  This tiny building is nevertheless sufficient for a well-to-
  do single occupant.  The particular occupant who held this 
  house was slain in fairly short order by crazed looters, but 
  the incident occured in the Market area so the house itself is 
  simply deserted... and, it must be noted, fairly well-picked 
  clean by a different set of looters.
  Theme & Purpose
  As with many other buildings in the city, the sense of 
  immediate, urgent, and sudden abandonment, without clear 
  purpose or cause, should cause some disquiet in the PCs.  
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll any results of “NPC Encounter”, as no NPCs of 
  note would have reason to enter this house.
  Areas of Interest
  MC-RNE-GF-1: Entrance
    This door is open, freely swinging, as you approach it.  
  The key has been lost to the ages, gone with the corpse of the 
  prior tenant.
  MC-RNE-GF-2: Living Room
    A simple, but cozy, living room is the first room in the 
  house.  Three windows, two comfortable chairs, a rug, 
  a potted plant, a sideboard, and a fully-set table with 
  rotted food make up its contents.  To the southeast is a 
  closed and locked simple wooden door.
  Access
  Interior Door
  Locks: Door, Simple
  Access
  Contents
  Sideboard
  Locks: Furniture, 
  Simple
  Alcohol: General, 
  Context C
  MC-RNE-GF-3: Bedroom
    This was the house’s bedroom.  A dressing desk and 
  stool sit against the western wall, just south of the bed.  
  To the south is a wardrobe, next to a potted plant in 
  the southeast corner.  To their north is a small circular 
  table ringed with chairs and stools.  Further north is 
  a washbasin, privy, and in the northeast corner is a 
  trapdoor in the floor with brass ring and hinge.
  Access
  Contents
  Wardrobe
  Locks: Furniture, 
  Simple
  Clothing: General AND 
  Coin Treasure: Moderate
  Access
  Bedroom Trapdoor
  Locks: Door, Weak
  The trapdoor leads to the Residence Northeast Basement, 
  starting on page 189.
  
  66
  Mondaria City
  Map 13: Residence NW Ground Floor (MC-RNW-GF)
  One square equals 5 ft.
  
  67
  Mondaria City
  MC-RNW-GF: Residence Northwest Ground Floor
  Overview
  Very similar in structure and layout to the Northeast 
  Residence, this building also sports a basement trapdoor.  
  However, it also features a great deal of chaos, wreckage, 
  and blood.
  Theme & Purpose
  Scare the PCs, plain and simple.  This is almost certainly the 
  party’s first direct encounter with murder and person-on-
  person, insanity-inspired violence in their investigation of 
  the city.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll any results of “NPC Encounter”, as even the 
  most feverishly insane sentient will avoid this area.
  Areas of Interest
  MC-RNW-GF-1: Entrance
    Blood patches lead forebodingly up to the front door, 
  which is ajar as you approach.  The blood appears to 
  have been spilled in the last week or so.
  MC-RNW-GF-2: Living Room
    Chaos: a pile of filthy rags and debris sits just inside 
  the front door, but the more noteworthy aspect of the 
  room is the three mangled and horribly cut-up corpses 
  scattered across a blood-soaked floor and rug.  An elf 
  man, a dwarven woman, and a svelte human man all 
  lie here, dead some days from the looks (and smells) of 
  things.  It doesn’t take any special skill to note that all 
  of the three have been attacked viciously and without 
  remorse; from the dozens of easily-mortal wounds, it 
  seems that each victim was struck repeatedly even after 
  succumbing to death.  You almost don’t notice it with 
  the carnage, but there is a door open that leads to the 
  southeast.
  All three bodies have been stripped of their possessions.  The 
  faces are in such a state of disrepair and damage as to make 
  identification impossible aside from the race and sex.
  MC-RNW-GF-3: Bedroom
    A skeleton bloodied by victims more recently slain 
  mark the most noteworthy part of this room.  Aside 
  from that, there is a ring of debris and spatters of blood 
  everywhere.  
  MC-RNW-GF-4: Trapdoor
    In the northeast corner is a trapdoor in the floor.  From 
  the placement of the debris stack, it almost seems as 
  though someone was trying to wall the house off from 
  what was underneath the trapdoor.  Next to the hinge 
  lies a padlock, shattered under intense bludgeoning force 
  from the looks of it.
  This is indeed what occured.  The trapdoor is unlocked when 
  encountered.
  This leads to the Residence Northwest Basement, starting 
  on page 191.
  
  68
  Mondaria City
  Map 14: Residence SE Ground Floor (MC-RSE-GF)
  One square equals 5 ft.
  
  69
  Mondaria City
  MC-RSE-GF: Residence Southeast Ground Floor
  Overview
  This large and very nice residence is the most prestigious of 
  the four structures, and as a result of its high pricetag, can 
  go for months at a time without a proper tenant.  If empty, 
  the elite of the mining power structure would simply sleep 
  here, throw parties here, as they wished. 
  When the Obelisk was discovered in the mines underneath, 
  this building was in between tenants.  The scene facing the 
  PCs is one of opulent and slightly-unhinged debauchery, 
  initiatied as the influence of the Obelisk had just begun to 
  grow, and abandoned mere days afterwards.
  Theme & Purpose
  Allow for a place of rest and repose for the PCs, and show 
  that not all of these residences were actually used as, well, 
  residences.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll any results that include a monster; this zone is 
  safe.
  Areas of Interest
  MC-RSE-GF-1: Entrance
    A set of wooden double doors with stately brass knockers 
  comprises the entrance to this building.  On either side 
  are sconces and potted plants.
  Access
  Entrance
  Locks: Door, Reinforced
  MC-RSE-GF-2: Main Room
    A spacious, warm chamber takes up just about the 
  entire ground floor.  Three tables, each laden with rich-
  seeming, but now rotted, food, are staggered along the 
  middle of the room; two sideboards to the northeast 
  and east are littered with bottles of fine wine.  To the 
  southwest is a simple wooden door; a staircase leads up 
  behind a wall to the south.
  Access
  Closet Door
  Locks: Door, Simple AND  
  Traps: General
  Access
  Contents
  Sideboards 
  (2x)
  Locks: Furniture, 
  Simple
  Alcohol: General
  MC-RSE-GF-3: Staircase Up
  This leads to Residence Southeast Second Floor, beginning 
  on page 116.
  MC-RSE-GF-4: Closet & Trapdoor
    This closet is musty and empty, save for a trapdoor in the 
  floor leading down.  A shiny padlock encloses the hasp.
  Access
  Closet Trapdoor
  Locks: Door, Reinforced
  This leads to Residence Southeast Basement, commencing 
  on page 193.
  
  70
  Mondaria City
  Map 15: Residence SW Ground Floor (MC-RSW-GF)
  One square equals 5 ft.
  
  71
  Mondaria City
  MC-RSW-GF: Residence Southwest Ground Floor
  Overview
  This building has occasionally been rented out to a single 
  tenant or family, but far more often, it’s been leased for 
  short spans of time as a guild hall or meeting chamber, 
  owing both to its size (and corresponding price!) and to the 
  unusual layout of its ground floor, which seems tailor-made 
  for a formal meeting and discussion.
  Theme & Purpose
  Although the Dwarven Miners Guild had used this hall just 
  prior to the Obelisk’s discovery for their quarterly meeting, 
  it was entirely unoccupied for the chaos that ensued.  The 
  strong locks on the front door, and the fact that all duplicate 
  keys had been misplaced a year ago, meant that it has not 
  had any intruders, though looters did try at the windows for 
  a time before shambling off.
  Bizarrely and through sheer happenstance, this building has 
  remained sealed throughout the catastrophe.
  Random Encounters
  The first time the PCs enter this building, it is a safe haven; 
  they may sleep unmolested.  Do not roll on the 
    Random 
  Encounters table.  
  Once they leave and return, however, or if they leave the 
  front doors open while attempting to rest, resume rolling on 
  the table as normal. 
  Areas of Interest
  MC-RSE-GF-1: Entrance
    Wall sconces sit to either side of a double-door entrance.  
  Though not visibly reinforced by metal, the doors appear 
  to be incredibly well-wrought wood, of perhaps a rare 
  variety.  The lock mechanism and handles of the door 
  appear to have suffered a great deal of battery and 
  scratches, but seem quite intact for all that.
  Access
  Entrance
  Locks: Door, Stronghold
  MC-RSE-GF-2: Main Hall
    Two table sringed with chairs sit right inside the 
  entrance.  To their west are two long tables, each nearly 
  the whole width of the building.  Each table features a 
  row of chairs and stools, but facing only one direction: 
  west. 
  MC-RSE-GF-3: Guildmasters’ Table
    At what is clearly the front of the room is a third table, 
  with comfortable-looking chairs all facing east.  Behind 
  all of that is a single lounge chair of expensive leather, 
  flanked by neck-high potted plants.  Simple wooden 
  doors lead to the southwest and northwest to either side 
  of the leader’s chair.
  Access
  Simple Wooden Doors 
  (2x)
  Locks: Door, Weak
  MC-RSE-GF-4: Stairs Up
  This leads to Residence Southwest Second Floor, which is 
  described on page 118.
  MC-RSE-GF-5: Trapdoor Closet
    This appears to be a closet, though it’s bereft of anything 
  of note save for the locked trapdoor in the floor, which 
  presumably leads to the basement.
  Access
  Basement 
  Trapdoor
  Locks: Door, Simple
  This leads to the Residence Southwest Basement, 
  description commencing on page 195.
  
  72
  Mondaria City
  Map 16: Fishery Secret Grotto (MC-FH-SG)
  One square equals 5 ft.
  
  73
  Mondaria City
  MC-FH-SG: Fishery Secret Grotto
  Overview
  A crevice in the mountain edge near the Mill leads to this 
  natural grotto, formed from water and condensation in the 
  softer areas of rock.
  Theme & Purpose
  Sadly, the interesting treasure here has already been 
  looted, so the only real thing of value (other than slaying 
  monsters!) is the pit leading down to the Mines.  It’s an 
  interesting, though typically one-way, means of entering the 
  undermountain.
  Random Encounters
  Use the standard / default Random Encounter rules for 
  this level.  However, reroll any results of “NPC Encounter”, 
  as any NPCs who are aware of this secret area are not sane 
  enough to seek it out.
  Areas of Interest
  MC-FH-SG-1: Secret Entrance
  This door is described in more detail as part of “Map 4: 
  Checkpoint Control Ground Floor (MC-CC-GF)” on page 
  40.
  MC-FH-SG-2: Webbed Caverns
    Dusty webs are hung across this passage, which forks 
  north and west shortly after the entrance.  Rocks and 
  rubble lie underfoot.
  When the PCs take either fork in the path for the first time, 
  roll on the 
    Random Encounters table.  Ignore any NPC 
  results, and place any monsters as coming from the opposite 
  path to the one that the party took.
  MC-FH-SG-3: West Cave Path
    Spiderwebs in this narrow crevice appear solid, more 
  viscous, and stronger than their counterparts to the east.
  These webs are particularly sticky, and require a 
    DC 14 
  Strength check to move through.  Alternately, they may be 
  destroyed with at least 8 points of damage from a Slashing 
  weapon (assume any attack hits automatically).
  MC-FH-SG-4: North Cave Path
    The passage narrows to a mere person-width, and is 
  beset by webs.  Up ahead, you hear a slight rush of wind.
  The wind mentioned comes from the hole in the floor (see 
  below).
  MC-FH-SG-5: Western Cave
    The passage opens to a triangular-shaped room which 
  opens onto the river in the west.  Sacks lie on the ground 
  to the north of a large spiderweb to the south.
  The sacks are empty, their contnets having long ago been 
  consumed.
  MC-FH-SG-6: Guano
    Feces, fresh from the smell, lie slathered over the cave 
  floor here.  From the amount and composition, you’d 
  estimate several dozen smaller creatures had been here 
  in the last day or so.
  A Bat Swarm roosts nearby, and takes refuge here on 
  occasion.  When the party touches any guano square, a 
    
  Bat Swarm attacks from the northwest.
  MC-FH-SG-7: North River Corner
  Hidden inside the cauldron in this corner is a tiny stash of 
  loot sequestered here a few years ago by someone who found 
  themselves trapped in these caves.
  Access
  Contents
  Cauldron
  unprotected
  Coin Treasure: Moderate
  MC-FH-SG-8: River South
    The river flows slowly here.  With enough skill and 
  intent, you feel you could enter the water here, and get 
  out quickly downstream.
  You can indeed do this: entering the water here is without 
  risk; exiting safely somewhere downstream requires a 
  successful 
    DC 13 Acrobatics check.
  MC-FH-SG-9: Large Northern Cave
    The tight squeeze broadens here to a much larger 
  chamber that extends in a cone shape to the north.  The 
  sound of softly rushing wind is louder here, and seems to 
  be coming from the northwest.
  Upon entering this chamber for the first time, roll on the 
    Random Encounters table; ignore NPC results, reduce 
  
  74
  Mondaria City
  any multiple-monster results to a single iteration of that 
  monster, and place that creature in the northeast corner near 
  the web.
  MC-FH-SG-10: Hole Down
    Here, then, is the source of the wind sound.  A hole in 
  the ground here leads deeper into the mines underneath.  
  From the composition, it seems as though a naturally-
  occurring water erosion in the rock was chipped away at 
  by a pickaxe to break through.
  This leads to “Map 74: Piers South (ML1-UGRP-S)” on page 
  222.  It’s a 40’ drop from here to the Mines Level 1 floor 
  beneath; unprepared PCs will suffer damage as usual if they 
  simply jump.
  MC-FH-SG-11: Casks
    Behind a big floor-to-ceiling stalagmite column is a 
  clutch of opened and empty wooden barrels.
  While there is no treasure to be found here, the manmade 
  items make it clear that at some point in the past few years, 
  this area was used intentionally by people.
  MC-FH-SG-12: Raided Treasure Stash
    Near a big spiderweb is a wooden chest—opened, and, 
  sadly, empty.  The lock appears to have been smashed 
  open by a blunt instrument, maybe even just a rock.  
  Nearby is a small urn.
  The urn is filled with drinkable booze.
  Access
  Contents
  Booze 
  Urn
  unprotected
  Alcohol: General; halve 
  resulting quantity 
  
  75
  Mondaria City
  Map 17: Storage Ground Floor (MC-ST-GF)
  One square equals 5 ft.
  
  76
  Mondaria City
  MC-ST-GF: Storage Ground Floor
  Overview
  This area to the west of the Market was used as a trading 
  waystation, a place to store ore coming out of the mine and 
  goods coming into the mine in between transport to their 
  eventual destinations.
  Ordinarily, before the Obelisk’s discovery, this area would 
  have been guarded around the clock by a half-dozen heavily-
  armed, and well-paid, members of the mine’s security forces.
  Theme & Purpose
  Though much of the contents are somewhat mundane in 
  the eyes of adventurers, it’s clear that this is a location of 
  storage of valuables and commerce.  That it’s abandoned, and 
  well picked-through, should put the party ill at ease.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level; however, roll twice as often as usual.
  Default Containers
  Unless otherwise indicated, all crates and barrels are closed, 
  sealed, and are of the following profile:
  Access
  Default Container
  Container: Barrel or Crate
  Areas of Interest
  MC-ST-GF-1: Southeast Barrels
    One of the light-oak barrels in this area appears to have 
  ruptured, and is leaking wine.
  Access
  Contents
  Southeast 
  Barrels (15x)
  Container: 
  Barrel or Crate
  Alcohol: General; Size 
  Medium
  MC-ST-GF-2: South Barrels
  These contain potable water.
  MC-ST-GF-3: Crates South
    This mazelike stack of crates contains a treasure chest 
  atop a small crate that itself is stacked on top of a large 
  crate.
  Access
  Contents
  Large Crates 
  (2x)
  Container: 
  Barrel or Crate
  Simple Foodstuffs, 
  Size Large
  Medium Crates 
  (5x)
  Container: 
  Barrel or Crate
  Rations & Prepared 
  Food, Size Medium
  Access
  Contents
  Chest
  Locks: Chest, 
  Simple
  Armor: Medium
  MC-ST-GF-4: Secret Trapdoor
    In the middle of the storage area is a large crate, with a 
  chest and bottle of grog atop it.  To the east of this is a 
  mass of grain sacks and four empty barrels.
  Access
  Contents
  Large Crate
  Container: 
  Barrel or Crate
  Glasses, Metals, and 
  Woods, Size Large
  Sacks (4x)
  unprotected
  Simple Foodstuffs
  Chest
  Locks: Chest, 
  Simple
  Armor: Medium
  The trapdoor in the center of it all is secret; only read the 
  following if it is discovered.
    A wisp of wind teases some dirt aside, and you glimpse a 
  wooden board buried in the dust.  Whisking with intent, 
  you reveal a wooden trapdoor, shallowly-buried with dirt 
  and grime.
  Access
  Secret Trapdoor
  Locks: Door, Secret
  The trapdoor leads to the Checkpoint / Storage Secret 
  Stash, page 203.
  MC-ST-GF-5: Sack Pile
    A huge pile of bags and sacks of all description lies here 
  in a chaotic array.  The scent of stale and spoiled food 
  emanates from the stack.
  Any given container has a 
    25% chance of being inedibly 
  spoiled:
  
  77
  Mondaria City
  Access
  Contents
  Sacks (8x)
  unprotected
  Simple Foodstuffs
  MC-ST-GF-6: Crates Southeast
  If the party snakes around the maze to find the cluster of 
  three chests in the west, roll on the 
    Random Encounters 
  table while they are looting; reroll results until you get one 
  involving at least one monster.  Place the monster in the 
  northwest of the Market in the empty space marked by the 
  13.
  Note that the chest atop the crate to the north of this region 
  is described separately below.
  Access
  Contents
  Large Crates 
  (3x)
  Container: 
  Barrel or Crate
  Glasses, Metals, and 
  Woods, Size Large
  Small Crates 
  (4x)
  Container: 
  Barrel or Crate
  Glasses, Metals, and 
  Woods, Size Medium
  Crate-Top 
  Chest SW
  Locks: Chest, 
  Simple
  Gems: Semi-Precious
  Alley Chests 
  (3x)
  Locks: Chest, 
  Strongbox AND 
  Traps: General, 
  using Context D
  Gems: Medium-
  Quality
  MC-ST-GF-7: Crates Northwest
  Access
  Contents
  Large Crates 
  (6x)
  Container: 
  Barrel or Crate
  Glasses, Metals, and 
  Woods, Size Large
  Small Crates 
  (2x)
  Container: 
  Barrel or Crate
  Gems: Low, using 
  Context D
  Chest
  Locks: Chest, 
  Simple
  Coin Treasure: 
  Moderate
  MC-ST-GF-8: Chest-Top Crate Center
  Only read the italicized text below if the party opens this 
  chest successfully.
    You open the chest.  A moment later, you hear a low growl 
  to the east.
  Roll immediately on the 
    Random Encounters table; 
  reroll any result that does not provide at least one monster.  
  The monster(s) that result enter from the Market to the east; 
  from their vantage point on top of the crate stack here, the 
  PCs can see their foe emerge.
  Access
  Contents
  Crate-Top 
  Chest Center
  Locks; Chest, 
  Strongbox AND 
  Traps: General
  Potions: Moderate 
  AND  
  Gems: High-Quality
  MC-ST-GF-9: Urn Arrangement
    A set of six thigh-high brass urns stands here, arranged 
  in a near triangle.  Two have been opened and are empty.
  These urns contain an enormous supply of healing potion.  
  When the Obelisk was discovered, and chaos started to rule 
  the mines, sane minds prevailed for a brief time; alchemists 
  with any degree of skill were assembled, and asked to 
  prepare as much curative as they could.  What they managed 
  to create now resides here.
  It was in the process of being doled out to citizens when 
  monsters struck and slew nearly everyone assembled.
  Access
  Contents
  Sealed Urns 
  (4x)
  unprotected
  potion of cure wounds (20 
  doses):
    light 
    moderate 
    serious 
    critical
  MC-ST-GF-10: Barrel Ranks
    Three rows of large barrels are neatly arranged here.
  Access
  Contents
  Barrels (14x)
  Container: 
  Barrel or Crate
  Alcohol: General, 
  Size Medium, Using 
  Context D
  MC-ST-GF-11: Bench and Barrels
  Access
  Contents
  Barrels (3x)
  Container: 
  Barrel or Crate
  Alcohol: General, 
  Size Medium, using 
  Context C
  MC-ST-GF-12: Water Stash
  These are sealed, and all contain fresh drinkable water.  
  This was intended as an emergency cache that was to be 
  transported down to the mines in the event of cave-ins and 
  other catastrophes.
  MC-ST-GF-13: Market
  This leads to “Map 3: Central Area / Market (MC-MKT)” on 
  page 37.  
  Subject to GM override, any monsters that result from 
  Random Encounters while the PCs are in this area will 
  likely enter from this edge of the map.
  
  78
  Mondaria City
  Map 18: Trading Post Ground Floor (MC-TP-GF)
  One square equals 5 ft.
  
  79
  Mondaria City
  MC-TP-GF: Trading Post Ground Floor
  Overview
  Although the Market and the Blacksmith offer competing 
  niche wares, this Trading Post is the only one-stop shop for 
  all manner of equipment and merchandise.
  Theme & Purpose
  ...Or, at least, it was, prior to the Obelisk’s influence.  
  Bizarrely, this establishment has been looted only slightly in 
  the chaos of the Obelisk’s introduction.  
  One might have thought that it would be a looter’s dream... 
  but most looters were actually insane, driven to violence 
  as an act unto itself, with no further thought as to self-
  gratification by means of acquiring valuables.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Roll twice as often as you would normally.  
  Default Doors
  Unless otherwise indicated, all doors are encountered closed 
  and locked, and are of the following profile:
  Access
  Default Door
  Locks: Door, Reinforced
  Areas of Interest
  MC-TP-GF-1: West Entrance
    Steel double doors bar entrance to the building.  On 
  either side is a wall sconce with unlit torch, and a potted 
  plant.  A well-worn path through the grass leads from the 
  Market to the west.
  Access
  West Entrance
  Locks: Door, Stronghold
  MC-TP-GF-2: South Entrance
  For some reason lost now with the weeks-dead owner of the 
  Trading Post, this door’s lock is not as strong as its neighbor 
  to the west.
  Access
  West Entrance
  Locks: Door, Reinforced
  MC-TP-GF-3: Reception
    As you enter the building, there’s a multitude of scents: 
  leather, oil, wood, even perfume.  It’s what one might 
  expect of a general store that has been sealed to the 
  public for some period of time.  
  MC-TP-GF-4: Potions Table
    Bottles of all color and design lie here.  A fine layer of 
  dust has settled onto the wares.
  Access
  Contents
  Potion Table
  unprotected
  Potions: Moderate; 
  roll 2d6 times
  MC-TP-GF-5: Alcohol Table
  Access
  Contents
  Alochol 
  Table
  unprotected
  Alcohol: General; roll 2d8 times; 
  limit quantities to 2 lbs per roll
  MC-TP-GF-6: Center Counter
    A long table bisects the room from the south.  Atop 
  it is an array of treasure; some appears to have been 
  displayed here intentionally, and the rest seems to have 
  been dumped here, possibly by someone attempting to 
  gather as much as possible and then forced to leave in a 
  hurry.
  Access
  Contents
  Center 
  Counter
  unprotected
  Coin Treasure: Moderate (roll 
  twice) AND  
  Armor: Light AND Weapons: 
  Simple AND  
  Weapons: Martial 1H AND 
  Weapons: Exotic AND  
  Gems: Moderate
  MC-TP-GF-7: Behind the Counter
    There’s dust here, but also signs of a scuffle: parts of the 
  wooden floorboards have been churned up.  Not from 
  a weapon; it’s almost as though a beast with hooves or 
  horned feet was here, and pivoted quickly and/or ran 
  away.  To the east is a reinforced set of double doors that 
  
  80
  Mondaria City
  stands ajar; you can glimpse a grey velvet curtain behind 
  it, leading into another room.
  Several combats have taken place here.  It’s a wonder the 
  tables are still intact at all!
  MC-TP-GF-8: Books Table
  Access
  Contents
  Books 
  Table
  unprotected
  Books: General (roll 3d4 
  times) AND  
  Writing Supplies, size Medium
  MC-TP-GF-9: Rare Items Room
    This room smells expensive—an odd thing to notice!  This 
  sensation is likely a combination of exotic materials, fine 
  linens, and the slight perfume that seems to have been 
  applied to most of the random assortment of items on 
  the two tables.  To the southeast is a curtain which leads 
  beyond; to the northeast is a reinforced door mostly 
  hidden by another curtain.
  Items on the table to the south are set atop a pressure-
  sensitive trap, which is triggered the first time anyone moves 
  or removes any of the items on it.
  Access
  Contents
  North 
  Rare 
  Items 
  Table
  unprotected
  Potions: Moderate, using 
  Context C AND  
  Armor: Shields, using Context 
  C AND  
  Weapons: Ranged using 
  Context C
  South 
  Rate 
  Items 
  Table
  Traps: 
  General, 
  using 
  Context D
  Weapons: Martial 2H, using 
  Context C AND  
  Weapons: Exotic, using 
  Context C AND  
  Armor: Heavy, using Context 
  C AND  
  Weapons: General, using 
  Context C
  MC-TP-GF-10: Closet
    This cramped room contains a workbench in the 
  southwest, which appears to have been used exclusively 
  to craft and repair jewelry from the look of the tiny and 
  precise tools.  There’s a scattering of uncut gemstones 
  still atop it.  To the northeast is a small crate, atop which 
  rests a locked chest.  An assortment of sacks is in the 
  southeast.
  Access
  Contents
  Jewelry 
  Workbench
  unprotected
  Gems: Low; halve 
  quantities rounding 
  down
  Small Crate
  Container: 
  Barrel or Crate
  Writing Supplies, 
  Size Medium
  Sacks
  unprotected
  Simple Foodstuffs
  Only read the following italicized text if the PCs discover the 
  secret door to the southeast:
    As you move about the closet, you nudge the sacks in the 
  southeast.  Some of the rice spills out, and you notice 
  that some grains disappear under the wooden wall.  
  Checking more closely, you notice the wood in this corner 
  has been painted on to a reinforced door.
  Access
  Secret Closet 
  Door
  Locks: Door, Secret, using Context B
  MC-TP-GF-11: Stairs Up
  This leads to “Map 41: Trading Post Second Floor (MC-TP-
  SF)” on page 135.
  MC-TP-GF-12: Secret Closet
    Behind the secret closet door, you discover a second 
  closet, containing two small crates, one large crate, and 
  four chests, one of which is opened and empty.  It smells 
  quite dusty in here, as though it has been at least a year 
  since anyone was in here.  To the south is a set of stairs 
  leading down to the basement.
  Access
  Contents
  Large 
  Crate
  Container: 
  Barrel or Crate
  Armor: Heavy, roll 1d4 
  times AND  
  Armor: Medium, roll 1d4 
  times AND  
  Armor: Light, roll 1d4 
  times AND  
  Weapons: Martial 2H, roll 
  1d4 times AND  
  Weapons: Martial Ranged, 
  roll 1d4 times
  Small 
  Crates 
  (2x)
  Container: 
  Barrel or Crate
  Glasses, Metals, and 
  Woods, Size Medium, 
  using Context C
  Chests 
  (3x)
  Locks; Chest, 
  Strongbox AND 
  Traps: General
  Potions: Moderate AND  
  Coin Treasure: Moderate 
  AND  
  Weapons: Light, using 
  Context C
  MC-TP-GF-13: Stairs Down
  These steps lead to “Map 65: Trading Post Basement (MC-TP-
  BM)” on page 200.
  
  81
  Mondaria City
  Map 19: Chaos Overview (MC-C)
  One square equals 5 ft.
  
  82
  Mondaria City
  MC-C: Chaos Overview
  Overview
  In the northwest of the mountain’s surface floor is a large 
  cavern, mostly natural but augmented by tools and intent.  
  It’s in this region that the chaotic aspect of the work team set 
  up shop.
  Theme & Purpose
  This area contains one of three elevators that can be used to 
  safely access the Mines under the mountain... and to return 
  from them!
  Owing to the nature of the chaotic component of the city, the 
  elevator itself is hidden, and was not typically used in the 
  day-to-day operations of Mondaria.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  MC-C-1: To Mountain Center
  This leads to “Map 29: Past the Gates (MC-PG)” on page 
  105.  
  Unless otherwise indicated in a given Area of Interest, and 
  subject to GM override, any monsters or NPCs resulting from 
  Random Encounter rolls will likely enter this area from 
  here.
  MC-C-2: Rock Cluster
    As you pass by this area, you think you may have seen 
  one of the rocks shift... but it could just have been a 
  falling pebble from above.
  If the PCs pass by this area without following up on this 
  oddity, wait until they pass over the 
    Rubble Wall (see 
  below), then roll on the 
    Random Encounters table, 
  and reroll until you get a result that includes at least one 
  monster; place the monster(s) in this rockpile.
  If the party checks this area out intentionally, they discover 
  nothing at all, but this prevents the introduction of the 
  monsters above.
  MC-C-3: Destroyed Guardhouse
    This square-shaped pile of rubble appears to have been 
  a guardhouse of some sort.  More rubble lies beyond.  
  It’s difficult to tell what caused the damage; there are 
  signs of blunt weapons having smashed pieces of stone, 
  but there are also scorch marks and nicks from fire and 
  bladed weapons.
  Should the PCs search the rubble, they will discover some 
  soldierly essentials, half-buried in the debris:
  Access
  Contents
  Destroyed 
  Guardhouse
  unprotected
  Potions: Moderate, using 
  Context D AND  
  Armor: Medium, using 
  Context D AND  
  Weapons: Martial, using 
  Context D
  MC-C-4: Rubble Wall
    A line of destroyed stone stretches from north to south 
  here.  
  When the PCs are to the east of this wall, introduce random 
  monsters from the 
    Stone Group (see below).
  Once the PCs have crossed to the west of this wall, new 
  creatures should emerge from 
    “To Mountain Center” to  
  the east.
  MC-C-5: Watchspire Stairs
  These lead to “Map 40: Western Watchspire (MC-WW-SF)” 
  on page 132.
  MC-C-6: Stone Group
    Three ovoid, bluish-grey boulders sit here, just beyond 
  the wall to the east.  
  MC-C-7: Chaos Supplies
  Please refer to page 88 for more details about this 
  chamber.
  MC-C-8: Chaos Foreman
  Page 86 begins description on this building.
  MC-C-9: Rockline
    A haphazard line of rocks seems to mark the western 
  edge of this chamber.  Whether they are naturally-
  occuring or placed here intentionally is difficult to 
  
  83
  Mondaria City
  determine.
  MC-C-10: Rocknest
  A 
    Rat Swarm lives here.  It will emerge and attack the 
  party only if disturbed, or will do so from behind once the 
  party discovers and opens the secret door to the southeast.
  MC-C-11: South Gatehouse Ruin
    A building was once here, though it has been reduced 
  to rubble.  It seems similar to the guardhouse you saw 
  to the northeast, but curiously, there’s nothing here—
  nothing to guard seems to be present!
  Among the ruin can be found some supplies left by the 
  soldiers who had been stationed here:
  Access
  Contents
  South 
  Gatehouse 
  Ruin
  unprotected
  Potions: Moderate, using 
  Context D AND  
  Armor: Shields, using 
  Context D AND  
  Weapons: Ranged using 
  Context D
  MC-C-12: Chaos Secret
  This region is described in more detail starting on page 
  84.
  Access
  Chaos Secret Door
  Locks: Door, Secret, using 
  Context C
  Only read the italicized text below if the secret is discovered.
    Your hunch that the gatehouse must have been protecting 
  something is justified: searching what seemed to be a flat 
  rock wall, you discover a lock mechanism in the center of 
  double doors made to look like rock.
  
  84
  Mondaria City
  Map 20: Chaos Secret (MC-CSCR)
  One square equals 5 ft.
  
  85
  Mondaria City
  MC-CSCR: Chaos Secret
  Overview
  This chamber holds an elevator to the Mines.  It was used 
  either as a backup to the Law elevator to the far east, or for 
  those wishing to sneak supplies down (or simply to transport 
  them without interference).
  Theme & Purpose
  It’s a nice escape route for PCs wishing to emerge quickly, 
  though it’s certainly not the most straightforward means of 
  entering the Mines.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Ignore any NPC results.
  Areas of Interest
  MC-CSCR-1: Secret Entrance
  Please refer to “Map 19: Chaos Overview (MC-C)” on page 
  81 for the profile of this door.
  MC-CSCR-2: Entry Passage
    Though the cave expands here, the aperture narrows, as 
  there is a ruined building to the west.
  Entering this area for the first time prompts two immediate 
  roll on the 
    Random Encounters table; reroll until you 
  get one NPC and one Monster encounter.  
  Monsters resulting from the roll should already be present 
  atop the 
    Elevator to the south; NPCs should be hidden in 
  the 
    Secret Switch Chamber.
  MC-CSCR-3: Destroyed Guardhouse
    This pile of rubble was once a guardhouse, or checkpoint, 
  for those traveling to and from the elevator to the south.
  There is nothing of value in the rubble.
  MC-CSCR-4: Blue Stone
    Amidst the debris is a large bluish-black oval stone.  It 
  seems somewhat out of place in comparison to the other 
  rocks here.
  This stone is far from sinister: it was indeed moved here 
  from elsewhere, but mainly because the Chaos Foreman 
  supervising this area liked the color.  
  It serves no purpose aside from appealing to the cosmetic 
  preferences of a now-deceased leader.
  MC-CSCR-5: Elevator
    A giant elevator sits here, leading down into the mines 
  under the mountain.  You do not see any means of 
  opening it and causing it to move, however.
  This elevator is triggered via the switch to the northeast, in 
  the Secret Switch Chamber (see below).
  MC-CSCR-6: Rubble Wall
    Natural stone formations are interspered with what 
  appears to be destroyed boxes and debris, in a haphazard 
  line bisecting the room.
  Searching all of this area will take some time, 15 minutes at 
  least, and will yield the following:
  Access
  Contents
  Rubble Wall
  unprotected
  Coin Treasure: Moderate, 
  using Context D
  To the east is a secret panel that leads to the Secret Switch 
  Chamber:
  Access
  Switch Chamber Door
  Locks: Door, Secret, using 
  Context B
  MC-CSCR-7: Secret Switch Chamber
    Stale cobwebs and spiderwebs pepper the northern piece 
  of this small chamber.  To the south, you see a pair of 
  torch sconces mounted into the raw rock wall; between 
  them is a forearm-sized lever.
  Any NPCs placed here will be hungry and thirsty, hiding from 
  wandering monsters, and eager of the PCs’ assistance in 
  leaving.
  Activating the switch mentioned will start the Elevator to 
  the west.
  
  86
  Mondaria City
  Map 21: Chaos Foreman (MC-CF)
  One square equals 5 ft.
  
  87
  Mondaria City
  MC-CF: Chaos Foreman
  Overview
  This was where the Foreman of the Chaos aspect of the 
  mines laid his head, and met with his team.  He and his 
  staff are all deceased now, however; these chambers are 
  somewhat picked through and sometimes play host to 
  monsters wishing to get some peaceful slumber.
  Theme & Purpose
  Get a sense of the 
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Any NPCs rolled will enter this building from the main 
  entrance, either happening by or having seen the party and 
  wanting to follow them.
  Areas of Interest
  MC-CF-1: Entrance
    A huge set of steel double doors bars your way.  Wall 
  torches to the east and west fail to make this silver-and-
  stone facade any cheerier.
  Access
  Chaos Foreman 
  Entrance
  Locks: Door, Stronghold, using 
  Context B
  MC-CF-2: Meeting Hall
    For a chaotically-leaning nexus, this room is well-
  organized and neat: a banquet table set for a dozen 
  occupies the middle of the room; to the northeast is a 
  smaller octagonal table ringed with chairs.  Benches 
  sit against the east wall, flanked by potted plants.  To 
  the north and southwest are pairs of sideboards; a pair 
  of privies sits in bewteen the northern sideboards.  A 
  single door masked by a thick grimy curtain leads to the 
  northwest.
  Access
  Contents
  Sideboards 
  (4x)
  Locks: Furniture, 
  Simple
  Alcohol: General, 
  using Context D
  Access
  Chaos Foreman Quarters Door
  Locks: Door, 
  Reinforced
  MC-CF-3: Chaos Foreman’s Quarters
    The furniture in ths chamber appears to have been 
  scattered drunkenly; you’re not sure if this is where 
  everything is intended to go, or if someone had a massive 
  fight in here, and things were just left where they ended 
  up.  A small crate, two treasure chests, three wardrobes, 
  a writing desk, and two barrels form much of the 
  interesting furniture here; a set table ringed with chairs 
  is in the southeast, and a washbasin and privy may be 
  found to the northeast.
  Access
  Contents
  Small Crate
  Container: 
  Barrel or Crate
  Rations & Prepared 
  Food, Size Medium
  Wardrobes 
  (3x)
  Locks: 
  Furniture, 
  Simple
  Clothing: General AND 
  Armor: Heavy, using 
  Context D
  Chests (2x)
  Locks; Chest, 
  Strongbox AND 
  Traps: General
  Potions: Moderate AND  
  Coin Treasure: Moderate 
  AND Weapons: Martial 
  1H
  Barrels 
  (2x)
  Container: 
  Barrel or Crate
  Alcohol: General, Size 
  Medium
  Writing 
  Desk
  Locks: 
  Furniture, 
  Simple AND 
  Traps: General
  Writing Supplies AND  
  Gems: Medium-Quality
    In addition, when the Writing Desk is searched, roll on 
  the 
    Plot Discoveries table.
  MC-CF-Secret Door
  Only read the italicized text below if the PCs discover the 
  secret.
    An odd place for a secret door: next to a privy.  On the 
  other hand, it seems ideal, particularly for one of chaotic 
  bent.  The stone here is false, and belies a simple wooden 
  panel that slides aside.
  Access
  Supplies Secret 
  Door
  Locks: Door, Secret
  This leads to “Map 22: Chaos Supplies (MC-CS)” on page 
  88.
  
  88
  Mondaria City
  Map 22: Chaos Supplies (MC-CS)
  One square equals 5 ft.
  
  89
  Mondaria City
  MC-CS: Chaos Supplies
  Overview
  Supplies, largely mining-oriented, for a full one-third of the 
  mine’s occupants.  In practice, with the enormous growth 
  of the mines to more than eight levels underneath, most 
  supplies needed on a day-to-day basis are already present in 
  the levels themselves.  
  This room now serves as a kind of overflow, emergency 
  reserve, and staging area for serving the needs of particular 
  levels down below.
  Theme & Purpose
  There are some items of interest here to adventurers, but the 
  main attraction is peace and quiet: so long as they light no 
  fires and keep quiet, the PCs may rest here as they wish.
  Random Encounters
  If the party lights no fire, casts no spell, keeps their 
  conversation to a whisper, and generally stays quiet, they 
  will be left alone here.
  Otherwise, use the standard / default Random Encounter 
  rules for this level; do so immediately when the silence is 
  broken.
  Areas of Interest
  MC-CS-1: Entrance
    Massive iron double doors bar entry into the chamber.  
  Barrels are placed outside wall torches.
  Access
  Chaos Supplies 
  Entrance
  Locks: Door, Stronghold, using 
  Context D
  The three barrels are unsealed, and contain potable water.
  MC-CS-2: Supply Room
    It smells deeply of leather, metal, and oil here; 
  underneath these is a mining-dust kind of grittiness to 
  the air.  Stacks, heaps, and ranks of various supplies lie 
  everywhere in this triangular room whose hypoteneuse 
  is formed by the mountain wall.  Of particular note is a 
  weapons cart just inside the entrance, and a large crate 
  in the southwest corner, atop which rests a locked chest.
  Access
  Contents
  Large 
  Crate
  Container: 
  Barrel or 
  Crate
  Rations & Prepared Food, Size 
  Large
  Access
  Contents
  Chest
  Locks; 
  Chest, 
  Strongbox 
  AND  
  Traps: 
  General
  Potions: Moderate, using 
  Context C AND  
  Coin Treasure: Moderate AND  
  Weapons: Martial 1H, using 
  Context C
  Weapons 
  Cart
  unprotected
  Weapons: Martial 1H, roll 2d6 
  times, using Context D AND  
  Weapons: Martial 2H, roll 2d4 
  times, using Context D AND  
  Weapons: Simple, roll 3d6 
  times, using Context D AND  
  Weapons: Light, roll 2d4 
  times, using Context D
  MC-CS-3: Barrels & Food
    Stacks of barrels against the south wall are joined by 
  heaps of sacks to the east, and an array of upright casks 
  in the eastern corner.
  Access
  Contents
  Stacked 
  Barrels 
  (11x)
  Container: 
  Barrel or 
  Crate
  Potable water
  Sack Pile
  unprotected
  Simple Foodstuffs, size Large
  Upright 
  Casks 
  (7x)
  Container: 
  Barrel or 
  Crate
  Alochol: General, size 
  Medium, using Context B
  MC-CS-4: Food, Polearms, and Tables
    Add rotten food to the cavalcade of aromas here 
  experienced.  A polearm cart sits to the north of a food 
  table, laid out with an impressive array of now-spoiled 
  fare.  To the east of that is a table filled with shields of 
  varying design.  Rectangular tables ringed with chairs 
  occupy the middle of the chamber.
  
  90
  Mondaria City
  Access
  Contents
  Polearm 
  Cart
  unprotected
  Weapons: Martial 2H, roll 3d8 
  times, using Context D
  Shield 
  Cart
  unprotected
  Armor: Shields, roll 2d6 
  times, using Context D
  MC-CS-5: Ore & Grain Carts
    Two groups of handcarts are parked against the western 
  wall.  To the north is a cluster of ore carts, laden heavily 
  with raw chunks of mining yield.  Grain carts, with slight 
  spillage underneath, are to the south.
  Access
  Contents
  Ore Cart
  unprotected
  Glasses, Metals, and Woods: 
  Size Large
  Grain 
  Cart
  unprotected
  Simple Foodstuffs: Size Large
  MC-CS-6: Weapons Tables
    Four tables of weapons sit in the north region of the 
  supply room.
  Access
  Contents
  South 
  Weapons 
  Table
  unprotected
  Weapons: General, roll 3d8 
  times
  Middle 
  Weapons 
  Table
  unprotected
  Weapons: Martial 2H, roll 2d8 
  times
  North 
  Weapons 
  Table
  unprotected
  Weapons: Ranged, roll 2d6 
  times AND  
  Weapons: Martial Ranged, roll 
  2d6 times
  East 
  Weapons 
  Table
  unprotected
  Weapons: Light, roll 2d6 times 
  AND 
  Weapons: Simple, roll 2d6 
  times AND 
  Weapons: Exotic, roll 2d4 times
  MC-CS-7: Northwest Corner Secret Door
    In the northwest corner of the room is a large pile of 
  sacks and bags; to their south is a large crate and two 
  chests.
  The secret door’s profile is described in Chaos Foreman, 
  p 86.  It may be discovered, and used, from either side 
  equally.
  Access
  Contents
  Large 
  Crate
  Container: 
  Barrel or Crate
  Glasses, Metals, and Woods, 
  size Large
  Chests 
  (2x)
  Locks: Chest, 
  Strongbox AND 
  Traps: General
  Potions: Moderate, using 
  Context C, AND 
  Gems: Medium-Quality
  Sack 
  Pile
  unprotected
  Rations & Prepared Food, 
  size Medium
  
  91
  Mondaria City
  Map 23: Law Entrance (MC-LE)
  One square equals 5 ft.
  
  92
  Mondaria City
  MC-LE: Law Entrance
  Overview
  The eastern region of the mine’s entrance is the default and 
  main means of enter and egress, at least in the day-to-day 
  operations of the enterprise.
  Run with efficiency and precision, this elevator is always 
  running, and does so well and quickly.  Goods and personnel 
  were typically in nearly constant flux as the mines churned 
  out their yield.  
  In the wake of the Obelisk’s discovery, however, this area 
  suffered the first and main destruction of the chaos that 
  escaped.
  Theme & Purpose
  Unless they happen upon the secrets of the Chaos and/or 
  Love elevators to the west, or choose to enter via the hole in 
  the floor in the Grotto to the southwest, the Law elevator is 
  likely the way the party enters the mine.  
  As a result, the GM is encouraged to allow, if not smoothe, 
  navigation of this area, to ensure the party gets to where 
  they need to be.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level, with the following modifications: Roll half as often as 
  you typically would, and reroll any results involving one or 
  more monsters once.
  Areas of Interest
  MC-LE-1: Entrance
    Massive steel doors, 15’ high and 20’ wide, bar the way.  
  The thick, worn path underfoot that disappears under the 
  gate indicate a route of frequent use by heavy carts and 
  hordes of personnel. 
   
  Curiously, the gate appears to be unlocked; as you peer 
  more closely, you notice the doors are ajar a few inches.
  Unlocked and ajar though it may be, these massive gates 
  still require a 
    Strength check at DC 20 to move open far 
  enough for the PCs to enter.
  The note above regarding frequency and rerolls for Random 
  Encounters applies only once the party has passed this 
  entrance; PCs Taking 20 or otherwise consuming a lot of 
  time to force open this door may easily run afoul of monsters 
  to their west.
  MC-LE-2: Inside the Gates
    The smell of the mines hits your noses as you step 
  inside the gate.  Gritty and productive, the scent of 
  ground stone, dirt, sweat, and grime is not unwelcome, 
  particularly to those accustomed to manual labor.
  MC-LE-3: Ruined Guardpost Northwest
    A small guardhouse once sat here.  Fire and bludgoning 
  must have spelled its doom, given the telltale signs of 
  scorch and smash.
  Looting this area will produce some useful remnants:
  Access
  Contents
  Guardpost 
  Ruins
  unprotected
  Weapons: General, roll 1d4 
  times, AND 
  Armor: General, roll 1d4 
  times
  MC-LE-4: Ruined Guardpost Southeast
    The stone here seems to have melted, alongside shattered 
  pebbles that may once have served to form a circular 
  guardpost.
  Digging through the wreckage produces some fruitful 
  results:
  Access
  Contents
  Guardpost 
  Ruins
  unprotected
  Weapons: Martial 2H, roll 1d4 
  times, AND 
  Potions: Moderate, roll 1d4 
  times AND 
  Coin Treasure: Moderate
  MC-LE-5: Guard Building
    Between the two guardposts and the north mountain 
  rock, walls had formed a makeshift building.  Nothing 
  remains of it, now; everything wooden is now ash, and 
  what was once rock is now gravel.  Guano peppers the 
  area in a greasy, horrid mess.
  There’s nothing of value to be found here, and spending more 
  than a few minutes in any square that has bat feces draws 
  the attention of a 
    Bat Swarm, which attacks the party.
  
  93
  Mondaria City
  MC-LE-6: Office Doors
    Steel double doors lock you out of whatever room lies to 
  the south of this region.  Wall sconces flank the entrance.
  Access
  Office Doors
  Locks: Door, Reinforced
  MC-LE-7: Office
    This appears to have been an office, or perhaps a supply 
  requisition station.  Two blank waiting tables ringed with 
  dented chairs sit to the west.  A long table with a few 
  empty bags and unlit candles on it splits the east of the 
  room off from the main area; behind this table is a small 
  square table with some supplies on it.  A set of locked 
  steel double doors leads further to the east.
  Access
  Contents
  Supply Table Bags
  unprotected
  Rations & Prepared 
  Food
  Access
  Storeroom Doors
  Locks: Door, Stronghold
  MC-LE-8: Supply Room
    Dust and mold greet your senses as you pull open the 
  doors.  Small crates are just to your north; atop them are 
  a bag and a chest.  The rest of the room is consumed with 
  barrels of various design.
  Access
  Contents
  Small 
  Crates 
  (2x)
  Container: 
  Barrel or Crate
  Rations & Prepared Food, 
  size Medium
  Chest
  Locks: Chest, 
  Strongbox AND 
  Traps: General
  Potions: Moderate, roll 1d4 
  times
  Barrels 
  (12x)
  Container: 
  Barrel or Crate
  Rations & Prepared Food, 
  size Medium
  MC-LE-9: Watchspire Stairs
  This leads to “Map 35: Eastern Watchspire Overview (MC-
  EW-SF-O)” on page 120.
  MC-LE-10: Law Foreman
  This leads to “Map 24: Law Foreman (MC-LWF)” on page 
  94.
  MC-LE-11: Guano Line
    Bat feces form a battlement behind the former rock wall 
  here, along the guardposts.
  As with the guano to the southwest, spending more than a 
  minute in these squares means a 
    Bat Swarm will attack 
  the PCs.
  
  94
  Mondaria City
  Map 24: Law Foreman (MC-LWF)
  One square equals 5 ft.
  
  95
  Mondaria City
  MC-LWF: Law Foreman
  Overview
  This was once the administrative center of the most 
  important, busy piece of the mine’s operation; a place where 
  the Law Foreman could hold court with leaders, rest his 
  head, and on occasion entertain.
  It’s now abandoned, though oft used as a place to rest one’s 
  head.
  Theme & Purpose
  This is a relatively safe space for the PCs to rest, but more 
  than that, it may yield some important information about the 
  plot and story of the mines.
  Random Encounters
  For short stays here, use the standard / default Random 
  Encounter rules for this level, but ignore monster results.
  If the party wishes to take a long (i.e., more than 1 hour) 
  rest here, there is an 
    80% chance that they will do so 
  unmolested; otherwise, use the standard Random Encounter 
  rules.
  Areas of Interest
  MC-LWF-1: Entrance
    Massive metal double doors block your way, though the 
  sconces and flowerpots to either side of the doorway do 
  make the entrance seem a bit more accessible.
  Access
  Law Foreman Entrance
  Locks: Door, Stronghold
  MC-LWF-2: Entertaining Room
    An open space with plenty of room, this seems to have 
  been used for entertaining or waiting.  Three chairs 
  sit against the ragged line of the mountain wall to the 
  southeast.  Two tables loosely ringed with chairs occupy 
  most of the middle.  Two sideboards are against the 
  north wall; to their west is a set of double doors.
  Access
  Contents
  Sideboard 
  (2x)
  Locks: Furniture, 
  Simple
  Potions: Moderate
  Access
  Dining Room Entrance
  Locks: Door, Reinforced
  MC-LWF-3: Dining Room
    This spacious chamber has a banquet table in its center, 
  with no chairs at its heads.  A stove sits right inside the 
  doors to the south; next to it is a cabinet.  A sideboard is 
  against the north wall.  To the northeast, a single door 
  leads eastward, obscured by a simple but clean curtain.
  Access
  Contents
  Cabinet
  unprotected
  Simple Foodstuffs, 
  Size Medium
  Sideboard
  Locks: Furniture, 
  Simple
  Potions: Moderate
  Access
  Foreman Quarters Door
  Locks: Door, Stronghold
  MC-LWF-4: Law Foreman’s Quarters
    This clean room smells fresh despite not having been 
  used in a while.  A cabinet is just inside the door; to its 
  south are two bookcases.  Against the south rock wall is 
  a workbench; to its east is a firepit.  A privy and wash 
  basin sit against the east wall, to the south of a square 
  table and a bed.  Finally, dressing and writing desks sit 
  against the north wall.
  Access
  Contents
  Cabinet
  Locks: Furniture, 
  Simple
  Clothing: General
  Bookshelves 
  (2x)
  unprotected
  Books: General
  Dressing 
  Desk
  unprotected
  Rations & Prepared 
  Food
  Writing 
  Desk
  Locks: Furniture, 
  Simple AND  
  Traps: General
  Writing Supplies AND  
  Coin Treasure: 
  Moderate
    In addition, when the Writing Desk is searched, roll on 
  the 
    Plot Discoveries table.
  MC-LWF-5: Secret Door
  Access
  Secret Door
  Locks: Door, Secret
  
  96
  Mondaria City
  Map 25: Love Overview (MC-L)
  One square equals 5 ft.
  
  97
  Mondaria City
  MC-L: Love Overview
  Overview
  The north-central region of the mountain’s ground floor is 
  dedicated to the Love aspect of the mining enterprise.  The 
  majority of its area is taken up by a huge meeting area and 
  fire circle (see below); there is an elevator which leads to the 
  mines themselves, but it is hidden behind a secret door.
  Theme & Purpose
  It’s one of the four means of getting into (and out of) the 
  mines from the surface.  And it’s a good means of obtaining 
  information about the enterprise.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll any monster results once.
  Areas of Interest
  MC-L-1: Love Foreman
  This area is described in more detail on page 100.
  MC-L-2: Love Main Area
    A calm descends on you as you enter this enormous 
  chamber.  Although there are some features within, it 
  seems a massive empty space, ready to be filled with 
  laughter, speech, and festivities.
  When the party enters this area, reset the clock on Random 
  Encounters.
  MC-L-3: Fire Circle
    The many footprints in the dust here indicate frequent 
  jubilations in this area, around a gigantic bonfire that is 
  now simply charred wood.  Benchlike rocks sit in clumps 
  around the fire; you see worn sections of these where 
  years of repeated sitters have carved a more benchlike 
  level with their rear ends.
  While within 20’ of the fire, the party is relatively safe: roll 
  as normal on the 
    Random Encounters table, but ignore 
  any results that produce one or more monsters.
  MC-L-4: Ruined Storage Shed
    A stone storage shed once sat here, long ruined by 
  something that smashed the stone to pieces.
  There is nothing to find in the rubble, which has been looted 
  clean.
  MC-L-5: Northeast Rock Clump
    Compared to the openness and feeling of residual 
  jubilation of the rest of the chamber, the clump of dark 
  stones to the northeast seems quite foreboding.
  Searching here yields nothing but long-hardened monstous 
  feces.  
  However, if the party fails to check this area out, when they 
  pass through the Secret Doors to the southwest (see below), 
  roll on the 
    Random Encounters table; any monsters that 
  result come from this rock clump.
  MC-L-6: Ruined Guard Post
    This appears to have been a guard post.  Fire has 
  dissolved much of the stone and masonry here; what 
  remains is a somewhat bizarre puddle of hardened liquid 
  rock.
  Access
  Contents
  Guardpost Ruins
  unprotected
  Potions: Moderate
  MC-L-7: Secret Door
  Access
  Secret Door
  Locks: Door, Secret, using Context B
  MC-L-8: Love Secret
  Please refer to page 98 for more details about this area.
  
  98
  Mondaria City
  Map 26: Love Secret (MC-LS)
  One square equals 5 ft.
  
  99
  Mondaria City
  MC-LS: Love Secret
  Overview
  This is the secret zone that leads to the elevator.
  Theme & Purpose
  Most likely, the party will explore here as a means of 
  entering the Mines.
  Areas of Interest
  MC-LS-1: Secret Door
  The profile for the secret door can be found on page 96.  
  When the PCs pass this point, roll on the 
    Random 
  Encounters table; place anything that results atop the 
  Elevator (see below).
  MC-LS-2: Love Secret Passage
    As you walk through the aperture created by the secret 
  double door, things turn quiet.  If the large fire-circle 
  chamber outside was calm and peaceful, this zone feels 
  deathly quiet.  
  Past this point, any Random Encounters rolled are 
  introduced from beyond the Secret Door to the northeast.
  MC-LS-3: Ruined Guardhouse
    Melted and smashed stone mark the former presence of a 
  guard post here.
  Access
  Contents
  Guardhouse 
  Ruins
  unprotected
  Coin Treasure: 
  Moderate
  MC-LS-4: Elevator
  This leads to “Map 49: Mines Level 1, Overview (ML1-O)” 
  on page 158.  It is operated via the switch to the north (see 
  below).
  MC-LS-5: Wall Switch
    In the rock face here is carved a stone border, designed 
  with lovely patterns of vines and hearts.  In the center of 
  this stonework is a 2’-long wooden lever, banded in rose 
  copper.
  Using this lever causes the Elevator to the south to descend.  
  There are four rounds between when the switch is used to 
  when the elevator descends to the point where it’s unsafe to 
  enter it.
  
  100
  Mondaria City
  Map 27: Love Foreman (MC-LF)
  One square equals 5 ft.
  
  101
  Mondaria City
  MC-LF: Love Foreman
  Overview
  This is a curious structure: it is both the Love Foreman’s 
  offices and quarters, as well as the only means of passing 
  through to the Love region of the mine’s ground floor.
  Theme & Purpose
  For the party to explore the north-central region of the 
  ground floor of the mines further, they must pass through 
  this zone.  There’s also a good opportunity to gain some 
  information on the mine, its operations, and the story of 
  what happened here.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  MC-LF-1: Entrance
    Massive steel doors are locked against your entry.  Huge, 
  person-sized torches are mounted in sconces along the 
  wall.
  Access
  Love Foreman Entrance
  Locks: Door, Reinforced
  MC-LF-2: Guardpost
    A tight rectangle is inscribed against the rock wall 
  to the east.  Scant stone walls sit at its corners, but 
  the predominant part of the west and south parts are 
  security bars.  To the room’s north is a steel door.  A 
  chest sits in the southwest corner.
  Access
  Entrance
  Locks: Door, Reinforced
  Access
  Contents
  Guardpost 
  Chest
  Locks: Chest, 
  Simple
  Weapons: Martial 1H AND  
  Coin Treasure: Moderate
  MC-LF-3: North Doors
    These doors mirror the entrance to the south.  In the 
  northeast corner of the chamber is a barrel of drinking 
  water and a firepit.  Potted plants flank the outside of the 
  door.
  Access
  Love Foreman Entrance
  Locks: Door, Reinforced
  MC-LF-4: Love Foreman Interior
    This area is a wide chamber which leads to the north.  
  Most of the eastern wall is simply mountain rock.  The 
  east is a wall interspersed with a double door in the 
  middle and shuttered windows to its north and south.  A 
  well-worn path leads from south to north.  A barrel is 
  tucked away to the southeast.
  Access
  Contents
  Barrel
  Container Barrel or Crate
  fresh water
  Access
  Love Apartments Entrance
  Locks: Door, Reinforced
  MC-LF-5: Foyer
    A small, quiet chamber greets you upon entering the 
  doors.  The rug underfoot is soft and well-cushioned.  
  Doors lead to the north and south.  A small circular table 
  with three chairs occupies much of the room; a sideboard 
  is against the northwest wall.
  Access
  Contents
  Sideboard
  Locks: Furniture, 
  Simple
  Potions: Moderate
  Access
  North Foyer Door
  Locks: Door, Simple
  South Foyer Door
  Locks: Door, Simple
  MC-LF-6: Meeting Room
    This “L”-shaped room is comfortable, despite its 
  western edge being composed of raw rock.  A well-set, 
  rectangular table is in the main space of the room, laden 
  with now-spoiled food.  A sideboard sits against the 
  north wall at the junction of the L.  Metal double doors 
  lead to the northwest.
  
  102
  Mondaria City
  Access
  Contents
  Sideboard
  unprotected
  Rations & Prepared Food
  Access
  Love Quarters Door
  Locks: Door, Reinforced
  MC-LF-7: Love Foreman’s Quarters
    The northwest section of these apartments appear to be 
  the quarters of the foreman.  A wash basin, comfortable 
  chair, privy, and bed compose the western edge of the 
  room.  To the north is a dressing desk and stool; south 
  of that is a chest and a cabinet atop which rests plates of 
  rotten food.
  Access
  Contents
  Dressing 
  Desk
  unprotected
  Writing Supplies
  Cabinet
  unprotected
  Clothing: General
  Chest
  Locks: Chest, 
  Simple AND  
  Traps: General
  Gems: High-Quality
    In addition, a scrap of paper can be found in this chest: 
  roll on the 
    Plot Discoveries table.
  
  103
  Mondaria City
  Map 28: Outside the Gates (MC-OG)
  One square equals 5 ft.
  
  104
  Mondaria City
  MC-OG: Outside the Gates
  Overview
  This region defines the area preceding the main entrance to 
  the inside of the mountain.
  Theme & Purpose
  There are only two ways to enter the Mines that avoid this 
  area: first, the party could fall through the hole in the Grotto 
  to the west.  Second, they could use the secret staircase in 
  Checkpoint Control to the west to scale up the Western 
  Watchspire, and from there, descend into the Chaos region 
  of the mines via staircase.
  Random Encounters
  Use the standard / default Random Encounter rules for 
  this level.  Roll twice as often as normal, and reroll any “No 
  Encounter” results.
  Areas of Interest
  MC-OG-1: Market
  This leads to “Map 3: Central Area / Market (MC-MKT)” on 
  page 37.
  MC-OG-2: Supply Carts
    This is a sales kiosk, but creatively arranged out of two 
  carts and an improvised canopy made from a scrap of 
  sailcloth.
  Access
  Contents
  Supply 
  Carts
  unprotected
  Rations & Prepared Food AND 
  Potions: Moderate, using Context 
  D AND 
  Weapons: Simple
  MC-OG-3: Weapons Cart
    This massive wheelbarrow’s wheel is broken.  Its payload 
  is a wealth of dented, but serviceable-looking arms.
  Access
  Contents
  Weapons 
  Cart
  unprotected
  Weapons: General, roll 1d6 
  times AND  
  Weapons: Martial 1H, roll 1d4 
  times AND 
  Weapons: Exotic
  MC-OG-4: Fishing Cart
    Improbably, this cart, closest to the entrance of a massive 
  mining complex, appears to have sold fishing supplies.
  Access
  Contents
  Fishing 
  Cart
  unprotected
  Fishing Supplies, roll 2d4 times
  MC-OG-5: Main Entrance
    Twenty-foot-tall, gigantic double doors bar your 
  entrance.  They are mainly wood, reinforced by plates 
  of metal and studs of iron.  The metal is inscribed with 
  whorling and looping patterns in a strange combination 
  of elven and dwarven symbology.  Though there are no 
  letters or words, and the iconography is all abstract, 
  it seems to be in the vein of working together for the 
  betterment of all.
    These doors may be beyond easy skill of the party, 
  particularly at lower levels.  Strive to present this as 
  expected: these are the main doors to a thriving and 
  profitable mining complex, after all; naturally, the lock 
  on the front door of such an enterprise is bound to be a 
  bit tricky!  That said, unless they have discovered one of 
  the very few alternate paths in, the party will likely view 
  this as a path they must take in order to progress.
  Access
  Main 
  Entrance
  Locks: Door, Stronghold, using Context C
  MC-OG-6: Entrance Wall
    Massive, ten-to-fifteen-foot-thick stone wall crosses the 
  path here, making enormously clear the transition from 
  Mondaria City to Mondaria Mines, and the bowels of the 
  mountain looming above you.
  
  105
  Mondaria City
  Map 29: Past the Gates (MC-PG)
  One square equals 5 ft.
  
  106
  Mondaria City
  MC-PG: Past the Gates
  Overview
  Slightly beyond the gate is a somewhat quiet zone.
  Theme & Purpose
  Allow the party passage to areas beyond the main entrance.
  Random Encounters
  While in this area, the party is actually quite safe, so long as 
  they do not rest.  Do not roll on the Random Encounter table 
  unless the PCs decide they want to try a long rest; if they do, 
  wait until whichever of them are going to sleep, are asleep, 
  and then roll on the Random Encounter table; randomize 
  whether any resulting encounters come from the north or 
  south.
  NPCs of Note
  There’s a 
    25% chance that the Tribute Magister will be 
  here, sitting on the Observation Bench (see below), as the 
  PCs enter this area.
  Areas of Interest
  MC-PG-1: Main Entrance
  These doors are profiled on page 103.
  MC-PG-2: Guard Hut West
    A guard hut stands here, its thatch and wood oddly 
  out of place amidst all of the stone and metal of its 
  surroundings.
  Access
  Contents
  Guard Hut 
  West
  unprotected
  Rations & Prepared Food AND 
  Weapons: Martial 1H
  MC-PG-3: Guard Hut East
  Access
  Contents
  Guard Hut 
  East
  unprotected
  Rations & Prepared Food AND 
  Armor: General
  MC-PG-4: Observation Bench
    North of the doors is a huge wooden bench, able to hold 
  probably ten people on a side.  To its east and west are 
  huge unlit braziers.
  This bench was usually used by scribes and other trackers to 
  denote people entering and leaving, and to record commerce 
  represented thereby.  Because of this, it was an area oft 
  frequented by the Tribute Magister and his staff (see “NPCs 
  of Note”, above).
  
  107
  Mondaria City
  Map 30: Law General (MC-LO)
  One square equals 5 ft.
  
  108
  Mondaria City
  MC-LO: Law General
  Overview
  The northeast corner of the area under the mountain is 
  devoted to Law, and is the primary entrance and exit of the 
  Mines.
  Theme & Purpose
  Allow passage into the Mines without reliance on the 
  discovery of secrets; also allow easy access to the Eastern 
  Watchspires.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Roll half as often, and reroll monster-related results 
  once.
  Areas of Interest
  MC-LO-1: Law Entrance
  Please refer to “Map 23: Law Entrance (MC-LE)” on page 
  91 for more details about this area.
  MC-LO-2: Law Foreman
  “Map 24: Law Foreman (MC-LWF)” on page 94 contains 
  more detail.
  MC-LO-3: Elevator
  This leads to “Map 49: Mines Level 1, Overview (ML1-O)” 
  on page 158, and is operated via the Switch to the east (see 
  below).
  MC-LO-4: Elevator Switch
    Against the blank rock face here is a huge lever, bordered 
  simply by a metal bracket.
  Flipping this lever causes the Elevator to the east (see 
  above) to descend.  There are five rounds between using 
  the switch and the point at which one can safely get on the 
  Elevator.
  MC-LO-5: Watchspire Stairs East
  These lead to “Map 35: Eastern Watchspire Overview (MC-
  EW-SF-O)” on page 120.
  They are guarded by a monster: before approaching this 
  area, roll on the 
    Random Encounters table and reroll 
  until you get a monster result; place the monster(s) here, on 
  the stairs themselves.
  MC-LO-6: Watchspire Stairs West
  As the stairs to the west, these lead to “Map 35: Eastern 
  Watchspire Overview (MC-EW-SF-O)” on page 120.
  MC-LO-7: Ruined Guard Tower
    From the volume of stone about its base, this used to 
  be a 15’-high guard tower, overlooking the entire large 
  chamber here.
  Access
  Contents
  Ruined 
  Guard Tower
  unprotected
  Coin Treasure: Moderate, 
  using Context D
  MC-LO-8: Law General Area
    This whole region appears to be a gigantic chamber, 
  largely person-made, with very little naturally occuring.  
  You feel as unsafe as you do elsewhere in the city, but 
  you do feel a bit of calm, of confidence, that even if you 
  are threatened, you will see it coming, and prevail.
  MC-LO-9: Guardhouse Center
    A crumble of rocks and masonry denotes a former 
  guardhouse.
  There may be something living here: roll on the 
    Random 
  Encounters table; if the result is a single Medium-sized or 
  smaller creature, it nests here and attacks the party if they 
  come within 10’ of its home.  Ignore all other results.
  There is nothing of value in the debris.
  MC-LO-10: Guardhouse East
    The debris here, for another guard post, appears 
  scorched and melted.  
  Access
  Contents
  Guard House East
  unprotected
  Potions: Moderate
  
  109
  Mondaria City
  Mondaria City: 
  Second Floor
  
  110
  Mondaria City
  Map 31: Mondaria City Second Floor Overview (MC-SF-O)
  One square equals 20 ft.
  
  111
  Mondaria City
  Level Introduction: Mondaria City Second Floor
  Summary
  “Second floor” is literal in some structures, in that there was 
  a ground floor, and what is explored here is accessible via 
  staircase.  To the north, however, the PCs may explore the 
  Watchspires that are used to oversee the city and mines.
  Entrances and Exits
  Note that the following are typical, even secret, means of 
  entering and exiting the level as it was designed.
  Other, magical means of navigating the level (for example, 
  teleportation spells or those that grant incorporeality) are 
  not discussed and are left to the GM to manage should they 
  be introduced.
  Entry & Exits
    Buildings whose second floors are described in this 
  region are typically accessed via staircase within that 
  building.  The Watchspires are accessed via staircases 
  carved into the mountain rock, and can be climbed from 
  either the ground floor of the mountains, or in one case 
  via secret staircase from Checkpoint Control (p 40).  
  Alternate Entrance
    It should be noted that the Western Watchspire contains 
  one of only two means of entering the Mines without 
  going through the main entrance: if the party discovers 
  the secret staircase in Checkpoint Control, they may 
  ascend to the Western Watchspire, then descend to the 
  Chaos region of the mines’ ground floor.
  Overview
  The Watchspires are well-organized, and good vantage 
  points; they’re also great means of resupplying weapons and 
  equipment.
  Atmosphere & Theme
  The Watchspires should feel lofty, displaced from the chaos 
  and threat below, though there are some 
  Lonely, would be a good word for it... if the alternative 
  typically didn’t want to kill you!
  Default Random Encounters
  Some Areas of Interest within this level will describe 
  a certain approach to Random Encounters, either by 
  overriding the timing (e.g., “every 30 minutes), and/or by 
  providing its own localized version of the random encounter 
  table below.
  Absent such an override, roll on the following table of 
  Default Random Encounters for every 5 minutes the party 
  remains in this area.
  Table 7: Mondaria City Second Floor Default Random 
  Encounters
  D%
  Event
  Description
  01-40
  No 
  Encounter
  Nothing interesting or specific 
  occurs to deter the party from 
  their overall objectives and 
  exploration.
  41-49
  Trivial 
  Encounter
  Roll once on Monsters: Surface, 
  Trivial.
  50-59
  Light 
  Encounter
  Roll once on Monsters: Surface, 
  Light.
  60-64
  Average 
  Encounter
  Roll once on Monsters: Surface, 
  Average.
  65-69
  Advanced 
  Encounter
  Roll once on Monsters: Surface, 
  Advanced.
  70-74
  Elite 
  Encounter
  Roll once on Monsters: Surface, 
  Elite.
  75-00
  NPC 
  Encounter
  Roll once on the Default NPC 
  Encounter Table below.
  Default NPC Encounters
  Some Areas of Interest within this level will describe a 
  certain approach to NPC Encounters, providing its own 
  localized version of the table below.
  Absent such an override, when in this level, when directed to 
  roll for a random NPC, roll on the following table.  
    Note that if a certain circumstance mandates the 
  presence of an NPC, you may ignore and reroll results of 
  “No Encounter” on the table below. 
   
  The GM is, as in all other aspects of the adventure, to 
  use her common sense regarding use of this table.  You 
  should feel free to ignore or reroll results with which you 
  don’t agree, or simply choose a result yourself to keep 
  with the atmosphere of the adventure as experienced by 
  your gaming group. 
   
  Note, also, that any entry in the list below that has a 
  blank (“-”) next to it for roll results means that that NPC 
  is never normally encountered in this level.
  Table 8: Mondaria City Second Floor Default NPC 
  Encounters
  D%
  Event
  Description
  01-21
  No 
  Encounter
  Despite an initial feeling, the party 
  does not encounter any NPCs at 
  this time.
  
  112
  Mondaria City
  D%
  Event
  Description
  22
  Common 
  NPC
  Addicted Miners shamble toward 
  the party:
    1d4x 
    2d4x 
    2d6x 
    3d8x
  23
  Common 
  NPC
  Afflicted Miners shamble toward 
  the party:
    1d4x 
    2d4x 
    2d6x 
    3d8x
  24-30
  Common 
  NPC
  A single Bleak Mute lurches within 
  view of the party.
  31-45
  Common 
  NPC
  One Crazed Harbinger stumbles 
  about within view of the party.
  46
  Common 
  NPC
  Tainted Miners walk creepily 
  toward the party:
    2d4x 
    2d6x 
    2d8x 
    2d12x
  47
  Common 
  NPC
  Miners approach the party 
  suspiciously:
    2d6x 
    2d8x 
    2d10x 
    2d12+4x
  48
  Common 
  NPC
  One Mining Taskmaster walks 
  purposefully toward the party.
  49
  Common 
  NPC
  A terrified Munitions Wench is 
  visible, huddled in her rags.
  50
  Common 
  NPC
  You see a Supply Maid in tattered 
  clothes, though you’re not sure she 
  sees you.
  -
  Common 
  NPC
  A horrifying Tainted Taskmaster 
  walks about.
  51-60
  Named NPC
  Ambling scholar Brocambe 
  Methurzz.
  61
  Named NPC
  Beastmaster Gabharn.
  62
  Named NPC
  Blacksmith Hamfast Burrbottom.
  63
  Named NPC
  Feastmaster Frobwin Glamfork.
  64
  Named NPC
  Herbalist Innelothe.
  -
  Named NPC
  Illusionist entertainer Raekeldorr.
  -
  Named NPC
  Keeper of Records Skandern 
  Lithutz.
  -
  Named NPC
  Keepmaster Vanarelia Riccards.
  -
  Named NPC
  Loremaster Dalnarok.
  65-74
  Named NPC
  Mercenary dwarf Gordsturll.
  75-84
  Named NPC
  Merenary tiefling Killarth.
  -
  Named NPC
  Railmaster Arranz Trevain.
  -
  Named NPC
  Tinkermaster Skandbard.
  85
  Named NPC
  Warden Imeltrude Legande.
  D%
  Event
  Description
  86
  Named NPC
  Brewmaster Glimdarffe Sudsglub.
  -
  Named NPC
  Cartographer Estarel Finequill..
  87
  Named NPC
  Chemist Incebb Gullip..
  88
  Named NPC
  Chief engineer Didkeln 
  Clawhammer.
  89
  Named NPC
  Coinmaster Lugatoo.
  -
  Named NPC
  Dwarven union leader Danalin 
  Foeslash.
  -
  Named NPC
  Elven administration leader 
  Maresmir.
  90
  Named NPC
  Engineer Brimdog Firecleave.
  91
  Named NPC
  Foreman Belerras.
  92
  Named NPC
  Gangboss Dagbrag.
  -
  Named NPC
  Lead designer Estarel Finequill.
  93
  Named NPC
  Mayor Faenadorn.
  -
  Named NPC
  Minemaster Thrennian Lo’quee.
  -
  Named NPC
  A Mystic Seer.
  -
  Named NPC
  Sage Natobbe.
  94-95
  Named NPC
  Stablehand Friskbik.
  96
  Named NPC
  Stablemaster Semtammi.
  97-00
  Named NPC
  Tribute magister Elawelle.
  Areas of Interest
  MC-SF-1: Inn & Stables Second Floor
  Please refer to page 113 for more details.
  MC-SF-2: Residence SE Second Floor
  Page 116 contains more details on this area.
  MC-SF-3: Residence SW Second Floor
  Starting on page 118 contains more information.
  MC-SF-4: Eastern Watchspire
  Please turn to page 120 for more description.
  MC-SF-5: Western Watchspire
  This area is described in more detail beginning on page 
  132.
  MC-SF-6: Trading Post Second Floor
  Please refer to page 135 for more information.
  
  113
  Mondaria City
  Map 32: Inn & Stables Second Floor (MC-IS-SF)
  One square equals 5 ft.
  
  114
  Mondaria City
  MC-IS-SF: Inn & Stables Second Floor
  Overview
  This is the second floor of the Inn & Stables... really, this 
  describes the Inn portion more completely.
  Theme & Purpose
  The PCs may find some solace here if they are lucky.
  Default Doors
  Unless otherwise indicated in its description, all doors in this 
  area have prfiles determined using the same approach:
  Access
  Default Door
  Locks: Door, Weak
  Random Encounters
  Use the standard / default Random Encounter rules for 
  this level.  Roll half as often as normal, and reroll monster 
  results once.
  Areas of Interest
  MC-IS-SF-1: Stairs Down
  This leads to “Map 8: Inn & Stables Ground Floor (MC-IS-
  GF)” on page 52.  
  The door to the east has neither lock nor trap.
  MC-IS-SF-2: Hallway North
    This hallway runs nearly the entire length of the 
  building.  A row of windows dots the northern wall; 
  doors intersperse brick walls along the south.
  MC-IS-SF-3: Innkeeper’s Quarters
    This room is simple, but much is crammed within: a 
  wardrobe, a dressing desk, a wash basin, a privy, a small 
  table with chairs, a sitting lounge chair, and a double 
  bed.
  This room was that of the innkeeper, long dead.  For an 
  exorbitant fee, he would rent it out for a ngiht or two, and 
  himself sleep in the stables.
  Access
  Contents
  Wardrobe
  unprotected
  Clothing: General
  MC-IS-SF-4: Corner Stash
    This corner is well-lit, and has a lounge chair and potted 
  plant nearby.  It’s oddly tranquil.
  Inside the potted plant is the following stash.  To obtain it, 
  the party must either remove most of the soil, or smash the 
  pot.
  Access
  Contents
  Potted 
  Plant Stash
  unprotected
  Coin Treasure: Moderate
  MC-IS-SF-5: Meeting Room Entrance
    Twin potted plants stand outside the hallway’s only 
  double door.  A rug is to the north, centered in the 
  hallway.
  Access
  Meeting Room Entrance
  Locks: Door, Simple
  MC-IS-SF-6: Meeting Room
    This is the largest room on the second floor of the Inn, 
  but it feels incredibly cramped, owing to the mass of 
  furniture that has been stuck into it.  The center of the 
  room is a mass of chairs and stools, tucked chaotically 
  around a simple table.  To the center of the east and 
  west walls is a sideboard.  Comfortable chairs dot the 
  four corners of the chamber.  In the southeast is a door, 
  covered by a curtain.
  Access
  Contents
  Sideboard 
  (2x)
  Locks: Furniture, 
  Strong
  Coins: Moderate
    In addition, the western sideboard contains a letter of 
  importance: roll on the 
    Plot Discoveries table.
  Access
  Meeting Room Southeast Door
  Locks: Door, Simple
  MC-IS-SF-7: Guest Room A
  The following description applies to rooms A, B, and C.
    This tiny room holds a bed, a small rug, and a cabinet.
  
  115
  Mondaria City
  Access
  Contents
  Cabinet
  Locks: Furniture, 
  Simple
  Clothing: General
  MC-IS-SF-8: Guest Room B
  Access
  Contents
  Cabinet
  Locks: Furniture, 
  Simple
  Clothing: General AND  
  Coin Treasure: Moderate, 
  using Context D
  MC-IS-SF-9: Guest Room C
  Access
  Contents
  Cabinet
  Locks: Furniture, 
  Simple
  Rations & Prepared 
  Food
  MC-IS-SF-10: Guest Room D
    A somewhat larger room than its neighbors, this chamber 
  also holds a circular table ringed with small chairs, and a 
  second wardrobe.
  Access
  Contents
  Cabinets 
  (2x)
  Locks: Furniture, 
  Simple
  Clothing: General
  MC-IS-SF-11: Hallway East
    Along the east edge of the building, another hallway 
  extends the width of the inn.  It has but a single door 
  about halfway down on the western wall.
  The door that joins this hallway with the northern one is 
  unlocked.
  MC-IS-SF-12: Hallway South
    This hallway has three doors in its northern wall; its 
  western end is a door as well.
  MC-IS-SF-13: Guest Room E
    In lieu of a wardrobe, this room has a writing desk.
  Access
  Contents
  Writing 
  Desk
  Locks: Furniture, 
  Simple
  Writing Supplies
  MC-IS-SF-14: Guest Room F
    This room is similar to its neighbors, and has a storage 
  cabinet against its east wall.
  Access
  Contents
  Cabinet
  Locks: 
  Furniture, 
  Simple
  Clothing: General AND  
  Potions: Moderate
  MC-IS-SF-15: Guest Room G
    Similar to other rooms, this one has a bed, a cabinet, a 
  small table, and a rug.
  Access
  Contents
  Cabinet
  Locks: Furniture, 
  Simple
  Rations & 
  Prepared Food
  MC-IS-SF-16: Guest Room H
    A moldy loaf of bread is atop the cabinet in this room.
  Access
  Contents
  Cabinet
  Locks: Furniture, 
  Simple
  Clothing: General AND  
  Weapons: Simple
  
  116
  Mondaria City
  Map 33: Residence SE Second Floor (MC-RSE-SF)
  One square equals 5 ft.
  
  117
  Mondaria City
  MC-RSE-SF: Residence Southeast Second Floor
  Overview
  This is the second floor of the Southeast Residence.
  Theme & Purpose
  Explore the second level of the building.  The PCs may 
  discover a clue along the way.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll monster-related results once.
  Default Doors
  Unless otherwise indicated in its description, all doors in this 
  area have prfiles determined using the same approach:
  Access
  Default Door
  Locks: Door, Weak
  Areas of Interest
  MC-RSE-SF-1: Stairs Down
  These lead to “Map 14: Residence SE Ground Floor (MC-
  RSE-GF)” on page 68.
  MC-RSE-SF-2: Hallway
    The western quarter of the building is a single hallyway, 
  with three windows  Four doors are all locked at equal 
  spacing in the eastern wall.
  MC-RSE-SF-3: Southeast Room
    The nicest of the rooms, this one is still narrow and 
  cramped.  A bed, a privy, a writing desk, and a wardrobe 
  are all tucked in very tightly around a rudimentary chair.
  Access
  Contents
  Writing 
  Desk
  Locks: Furniture, 
  Simple
  Writing Supplies
  Wardrobe
  unprotected
  Clothing: General
  MC-RSE-SF-4: South-Central Room
    The narrowest of all four rooms, this bedroom barely has 
  any space to pass by its contents.
  Access
  Contents
  Writing 
  Desk
  Locks: Furniture, 
  Simple
  Coin Treasure: 
  Moderate, using 
  Context D
  Wardrobe
  unprotected
  Clothing: General
  MC-RSE-SF-5: North Central Room
    Like its neighbors, but breathing a bit wider, is a narrow 
  chamber containing the essentials of sleeping and 
  changing.
  Access
  Contents
  Writing 
  Desk
  Locks: Furniture, 
  Simple
  Weapons: Simple, using 
  Context D
  Wardrobe
  unprotected
  Clothing: General
    In addition, a scrap of paper can be found in this chest: 
  roll on the 
    Plot Discoveries table.
  MC-RSE-SF-6: North Room
    Wide enough to get past the desk, and brighter by virtue 
  of the second window facing north, this chamber seems 
  somewhat homey by comparison to the others.
  Access
  Contents
  Writing 
  Desk
  unprotected
  Writing Supplies
  Wardrobe
  Locks: Furniture, 
  Simple
  Clothing: General AND 
  Coin Treasure: 
  Moderate, using 
  Context D
  
  118
  Mondaria City
  Map 34: Residence SW Second Floor (MC-RSW-SF)
  One square equals 5 ft.
  
  119
  Mondaria City
  MC-RSW-SF: Residence Southwest Second Floor
  Overview
  This is the top floor of the building that typically is used for 
  guild hall meetings.  Ordinarily, this space is used to store 
  leaders of the guild, or other visiting and valued guests.
  Theme & Purpose
  There’s much of interest to be found here, including several 
  possible clues to the story.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll any monster encounters once.  Place any NPCs 
  inside one of the bedrooms not yet visited; if all have been 
  visited, place new NPCs as coming up the staircase from 
  down below.
  Default Doors
  Unless otherwise indicated in its description, all doors in this 
  area have prfiles determined using the same approach:
  Access
  Default Door
  Locks: Door, Weak
  Areas of Interest
  MC-RSW-SF-1: Stairs Down
  These lead to “Map 15: Residence SW Ground Floor (MC-
  RSW-GF)” on page 70.
  MC-RSW-SF-2: Hallway
    A narrow hallway sports three single doors, and on the 
  opposite end of the hall, a double door.  Two decorative 
  and threadbare rugs dot the space.
  MC-RSW-SF-3: West Bedroom
    An L shaped chamber makes a cozy bedroom, complete 
  with a privy, cabinet, small table and chair and stool, and 
  a bed.  In addition, two shuttered windows let in a good 
  deal of light.
  Access
  Contents
  Wardrobe
  Locks: 
  Furniture, 
  Simple
  Clothing: General AND  
  Weapons: Simple, using 
  Context D AND 
  Coin Treasure: Moderate, 
  using Context B
  MC-RSW-SF-4: Center-West Bedroom
    This room stops just shy of feeling claustrophobic.  
  The bed, table, stools, privy, and large cabinet are all 
  arranged to maximize space.
  Access
  Contents
  Wardrobe
  unprotected
  Clothing: General AND  
  Weapons: Simple, using 
  Context B
  MC-RSW-SF-5: East-Center Bedroom
    This chamber is identical to its neighbor, the West-
  Center Bedroom (see above), except that the wardrobe 
  also contains a scrap of paper: roll on the 
    Plot 
  Discoveries table.
  MC-RSW-SF-6: Eastern Bedroom
    The largest of the four, this bedroom sports two separate 
  beds, and a larger table and chairs between them.  A 
  single privy, two cabinets, two shuttered windows, and a 
  rug complete the ensemble in this roomy chamber.
  Access
  Contents
  Wardrobes 
  (2x)
  Locks: Furniture, 
  Simple AND 
  Traps: General
  Clothing: General AND  
  Weapons: Simple 
    Each of the two cabinets contains a clue: roll on the 
    
  Plot Discoveries table when searching each one.
  MC-RSW-SF-7: Potted Plant Corner
    At the very end of the hallway, a potted plant partially 
  obscures the shuttered window facing northeast.
  If the PCs intentionally search this pot, they will discover 
  some treasure:
  Access
  Contents
  Plant Pot
  unprotected
  Gems: Low, using Context B
  
  120
  Mondaria City
  Map 35: Eastern Watchspire Overview (MC-EW-SF-O)
  One square equals 20 ft.
  
  121
  Mondaria City
  MC-EW-SF-O: Eastern Watchspire Overview
  Overview
  The Watchspires are large, lofty fortified areas from which 
  one may keep an eye on all the goings-on of both Mondaria 
  City and the ground floor of the mountain.
  Theme & Purpose
  The PCs may loot this area to good effect, or, if chased by 
  something large and powerful, can escape here (see “Narrow 
  Staircases”, below).
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll any results that call for one or more monsters 
  of size larger than Medium.
  Narrow Staircases
  Note that all four staircases used to access the Watchspires—
  east and west—are narrow, and bounded on both sides by the 
  stone of the mountain.  
  As a result, barring magic or other creative means, no 
  creature larger than Medium size may navigate these 
  staircases.
  Default Doors
  Unless otherwise indicated in its description, all doors in this 
  area have prfiles determined using the same approach:
  Access
  Default Door
  Locks: Door, Reinforced
  Areas of Interest
  MC-EW-SF-O-1: Eastern Watchspire, 
  West
  Refer to page 122 for more details about this region.
  MC-EW-SF-O-2: Eastern Watchspire, 
  Southwest
  Please turn to page 125 for further details.
  MC-EW-SF-O-3: Eastern Watchspire, 
  Southeast
  Page 148 begins more information.
  MC-EW-SF-O-4: Eastern Watchspire, 
  Northeast
  Beginning on page 130, this area is described in detail.
  
  122
  Mondaria City
  Map 36: Eastern Watchspire, West (MC-EW-SF-W)
  One square equals 5 ft.
  
  123
  Mondaria City
  MC-EW-SF-W: Eastern Watchspire, West
  Overview
  This area was used for resupply and to access the 
  westernmost spire above.
  Theme & Purpose
  The western portion of the Western Watchspire contains 
  a large supply cache, though it is well protected.  It’s also a 
  means of accessing many other areas in the spire.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll monster results involving one or more creatures 
  of larger than Medium size.
  If the PCs are in the general Watchspire Floor, new 
  encounters may be placed in any enclosed area, preferably 
  one the party has not yet been to.  If the party is in an 
  enclosed area, the encounter will be waiting for them when 
  they return to the Watchspire Floor area.
  Areas of Interest
  MC-EW-SF-W-1: Staircase North
  This leads to “Map 25: Love Overview (MC-L)” on page 
  96.  
  Remember that creatures larger than Medium size cannot 
  pass these staircases.
  MC-EW-SF-W-2: Watchspire Floor
    Carved into the mountain stone is a large space of gravel 
  floor.  To the south, and to the east, you see a handful of 
  towers reach up 30’ beyond.  From there, you figure it 
  must be possible to keep an eye on both the city to the 
  south, and the mountain’s ground floor to the north. 
   
  It’s an enormous complex, clearly meant to be staffed 
  by dozens of soldiers at a time.  The quiet and calm that 
  faces you instead makes for an eerie scene. 
   
  Benches, braziers, chairs, and workbenches are scattered 
  along the walls.
  MC-EW-SF-W-3: Worktable
    A worktable sits here, replete with hammers and 
  knives.  It appears to have been used to rework leather 
  armor, and to repair slight problems with arrows and 
  woodwork.
  Access
  Contents
  Worktable
  unprotected
  Weapons: Simple, AND 
  Weapons: Martial 1H, AND 
  Armor: Light
  MC-EW-SF-W-4: Lit Brazier
    Odd among the otherwise deserted area, this brazier 
  appears to be lit.  You can see the ash of what must have 
  been a huge pile of wood or coal around the still-orange 
  embers.
  The fire was lit days ago by a survivor, hoping to summon 
  help with the telltale smoke that the act yielded.  This 
  approach worked, but not as intended: monsters came to 
  investigate, and to dine.
  Her corpse is lost to the appetites of the creatures who slew 
  her.
  MC-EW-SF-W-5: Supply Entrance
    Thick metal doors bar your way here.
  MC-EW-SF-W-6: Supply Desk
    Beyond a small antechamber, a long waist-high table 
  separates a working area to the west.  Empty barrels 
  form a backdrop to a chair, two potted plants that appear 
  long dead, and a writing desk.  A metal door sits locked 
  to the southwest.
  Access
  Contents
  Writing 
  Desk
  Locks: 
  Furniture, 
  Strong
  Writing Supplies AND  
  Coin Treasure: Moderate AND 
  Gems: Semi-Precious, using 
  Context D
  Access
  Supply Room 
  Door
  Locks: Door, Reinforced AND  
  Traps: General, using Context C
  MC-EW-SF-W-7: Supply Room
    An enormous, overwhelming volume of crates and 
  barrels greets you here.  They’re stacked four tall in 
  
  124
  Mondaria City
  places; on the top, you can see an array of chests.
  Access
  Contents
  Large 
  Barrels 
  (3x)
  Container: 
  Barrel or Crate
  Alcohol: General, Size 
  Medium
  Sack Pile
  unprotected
  Simple Foodstuffs, Size 
  Medium
  Large 
  Crates 
  (7x)
  Container: 
  Barrel or Crate
  General Supplies, Size 
  Large
  Small 
  Crates 
  (4x)
  Container: 
  Barrel or Crate
  General Supplies, Size 
  Medium
  Brown 
  Chests 
  (2x)
  Locks: Chest, 
  Strongbox AND 
  Traps: General
  Potions: Moderate AND 
  Weapons: General, using 
  Context C AND 
  Armor: General, using 
  Context C
  Tan 
  Chests 
  (5x)
  Locks: Chest, 
  Simple, using 
  Context C
  Coin Treasure: Moderate 
  AND  
  Potions: Moderate
  Small 
  Barrel
  Container: 
  Barrel or Crate
  Alcohol: General, using 
  Context C
  MC-EW-SF-W-8: Tower Entrance
    A reinforced door leads south.
  MC-EW-SF-W-9: Tower General Room
    This large chamber sports a few empty tables, one of 
  which is ringed with chairs.  A large set of double doors 
  leads to the southeast.
  Access
  Tower Entrance
  Locks: Door, Reinforced AND  
  Traps: General, using Context C
  MC-EW-SF-W-10: Tower Stairs
    Entering this chamber, you feel a rush of cold air from 
  the east.  It only lasts for a second, though, so quickly 
  you’re not sure if you might have imagined it.  A spiral 
  staircase is the centerpiece of this room; to the south is 
  an empty table with chairs; to the north is another empty 
  table, and an assortment of crates.
  Access
  Contents
  Large 
  Crates 
  (2x)
  Container: 
  Barrel or Crate
  General Supplies, Size 
  Large
  Small 
  Crates 
  (2x)
  Container: 
  Barrel or Crate
  Rations & Prepared Food, 
  Size Medium
  The stairs lead up to “Map 43: Eastern Watchspire, West 
  (MC-EW-TF-W)” on page 142.
  Access
  Secret Tunnel
  Locks: Door, Secret
  Only read the italicized text below if the PCs discover the 
  secret tunnel to the east:
    You follow the rush of wind, and discover that the rock 
  wall to the east of this room is actually soft in places; dirt 
  and grime peel away to reveal a tunnel.
  MC-EW-SF-W-11: Secret Tunnel
    You have to duck very low to avoid hitting your head on 
  the top of this tunnel, which seems naturally occuring 
  and is very damp.  Rocks of all size are underfoot, 
  making it difficult to move at speed; spiderwebs hang at 
  waist height.
  Upon entering this tunnel, roll immediately on the 
    
  Random Encounters table, ignoring results that involve an 
  NPC.  If the party has not yet explored the other side of this 
  tunnel, place any monsters that result in the room to the 
  east.  Otherwise, place them in the Watchspire Floor area to 
  the north.
  MC-EW-SF-W-12: Dead Man’s Stash
    A pile of clothing and battered weapons lies here.  The 
  fabric is torn and decrepit; the leather is warped and 
  rotted.  Whomever left this odd stash here did so long 
  ago.
  Access
  Contents
  Dead 
  Man’s 
  Stash
  unprotected
  Clothing: General AND 
  Weapons: Light AND 
  Weapons: Ranged AND 
  Potions: Moderate, using 
  Context B
  MC-EW-SF-W-13: Tunnel’s Other Side
  This leads to “Map 37: Eastern Watchspire, Southwest 
  (MC-EW-SF-SW)” on page 125.
  
  125
  Mondaria City
  Map 37: Eastern Watchspire, Southwest (MC-EW-SF-SW)
  One square equals 5 ft.
  
  126
  Mondaria City
  MC-EW-SF-SW: Eastern Watchspire, Southwest
  Overview
  This room contains a staircase leading to another spire 
  tower.
  Theme & Purpose
  This room connects two secret tunnels, which can be useful 
  if the party is trying to avoid enemies to the north.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  area.
  Areas of Interest
  MC-EW-SF-SW-1: Tower Entrance
    The cave narrows here to a point where only a steel-
  banded door is visible.
  MC-EW-SF-SW-2: Tower General Room
    You suspect this area would typically be lit by a torch in 
  the sconce against the south wall.  Chairs dot the walls, 
  and a table sits to the west.  To the southeast is a set of 
  large double doors.
  Access
  Tower Entrance
  Locks: Door, Reinforced AND  
  Traps: General, using Context B
  Unlike the secret tunnel to the southwest, the PCs have no 
  real reason to suspect the secret passage to the east here:
  Access
  East Secret 
  Tunnel
  Locks: Door, Secret, using Context D
  MC-EW-SF-SW-3: Secret Tunnel East
    You climb through the rubble and debris, winding your 
  way north.
  If the PCs have already triggered a random encounter by 
  crawling through secret tunnels, nothing happens. 
  If they have not, however, as the PCs enter this tunnel, roll 
  on the 
    Random Encounters table until a monster result 
  is indicated, containing only Medium-sized or smaller 
  creatures.  Place this encounter in the Watchspire Floor.
  MC-EW-SF-SW-4: Tower Base
    A wide room here contains only a few empty tables and 
  some crates.
  Access
  Contents
  Large 
  Crates 
  (3x)
  Container: 
  Barrel or Crate
  General Supplies, Size 
  Large AND 
  Armor: Shields, roll 1d6 
  times
  Small 
  Crate
  Container: 
  Barrel or Crate
  Rations & Prepared Food, 
  Size Medium
  MC-EW-SF-SW-5: Staircase
  This leads to “Map 44: Eastern Watchspire, Southwest 
  (MC-EW-TF-SW)” on page 145.
  MC-EW-SF-SW-6: Secret Tunnel
  The tunnel entrance on this side has the same profile type as 
  the one on the other side, described on page 122.
  MC-EW-SF-SW-7: Splintered Chests
    Among the rocks and webs, you see three piles of wooden 
  splinters.  A glint of brass amongst them suggests these 
  were once wooden treasure chests.
  Access
  Contents
  Splintered 
  Chest Debris
  unprotected
  Coin Treasure: Moderate, 
  using Context D
  MC-EW-SF-SW-8: Secret Tunnel Exit
  This leads to “Map 45: Eastern Watchspire, Southeast 
  (MC-EW-TF-SE)” on page 148.
  
  127
  Mondaria City
  Map 38: Eastern Watchspire, Southeast (MC-EW-SF-SE)
  One square equals 5 ft.
  
  128
  Mondaria City
  MC-EW-SF-SE: Eastern Watchspire, Southeast
  Overview
  Perhaps the most useful of the subareas in the Eastern 
  Watchpsire, the Southeast area contains a secret supply 
  cache, two secret tunnels, and access to the southeast tower.
  Theme & Purpose
  If the PCs spend time in only one region in the Eastern 
  Watchspire, this should be it.  GMs in a hurry may simply 
  railroad the party here.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  region.
  Areas of Interest
  MC-EW-SF-SE-1: Northeast Stairs
  These lead to “Map 24: Law Foreman (MC-LWF)” on page 
  94.
  MC-EW-SF-SE-2: Watchspire Floor
  While the party is anywhere else in this region, place any 
  new encounters here.
  The double doors used to enter the Tower General Room 
  (see below) are standard for the region.
  MC-EW-SF-SE-3: Secret Cache Entrance
  Only read the italicized text below if the party discovers the 
  secret.
    Call it a hunch, but part of the rock wall seems a bit odd 
  to you.  Prying with your fingernails, you seize upon what 
  is actually a wooden plank, and with a little effort, you 
  shove it aside amidst a shower of soot and glued-on rocks.
  Access
  Secret Cache
  Locks: Door, Secret, using Context C
  MC-EW-SF-SE-4: Secret Cache
    This tiny chamber smells of dust, grime, and oil.  It 
  contains a pile of small sacks, three small barrels (one 
  empty), and two treasure chests.
  Access
  Contents
  Sack Pile
  unprotected
  Coin Treasure: Moderate, 
  roll twice
  Barrels 
  (2x)
  Container: 
  Barrel or Crate
  Rations & Prepared Food, 
  Size Medium
  Chests 
  (2x)
  Locks: Chest, 
  Strongbox AND 
  Traps: General, 
  using Context B
  Potions: Moderate AND 
  Weapons: Exotic AND 
  Armor: Medium 
  all using Context C
  MC-EW-SF-SE-5: Tower General Room
    This antechamber has two plain octagonal tables, 
  and a double door to the southeast, flanked by empty 
  flowerpots.
  MC-EW-SF-SE-6: Tower Stairs
    This large room holds but two simple tables, some chairs, 
  and a spiral staircase that allows access to the tower 
  above.
  The staircase leads to “Map 45: Eastern Watchspire, 
  Southeast (MC-EW-TF-SE)” on page 148.
  MC-EW-SF-SE-7: Secret Tunnel 
  Southwest
  This leads to “Map 37: Eastern Watchspire, Southwest 
  (MC-EW-SF-SW)” on page 125.  The entrance on this side 
  has the same profile type as the entrance on the other side.
  MC-EW-SF-SE-8: Secret Tunnel 
  Northeast
  Only read the italicized text if the secret is discovered.
    You kick a stray pebble into the wall here... but it 
  disappears.  Curious, you investigate; it seems as though 
  the entire wall here is simply a layer of wet dirt and 
  grime.  It gives way easily, yielding a passage to the 
  north.
  Access
  Secret Tunnel 
  Northeast
  Locks: Door, Secret, using Context D
  MC-EW-SF-SE-9: Main Tunnel
    This tunnel is moist, and your footsteps plod through a 
  semiliquid layer of muck on the floor.  Odd fungi sprout 
  
  129
  Mondaria City
  here and there, the larger of which reach to your thighs.  
  The passage branches in a “T” with a cavern to the east.
  Upon entering this area, roll on the 
    Random Encounters 
  table until you get a result that contains monsters of 
  Medium size or smaller.  Place the encounter to the west, on 
  the Watchspire Floor.
  MC-EW-SF-SE-10: Muck Chamber
    This ovoid chamber contains a few-inch-thick layer of 
  mucky glop on its floor.
  The muck on the floor is actually a 
    Grey Ooze, which 
  attacks the party when they step on it.  There is no treasure 
  to be found underneath the monster.
  MC-EW-SF-SE-11: Secret Tunnel North
  This leads to “Map 39: Eastern Watchspire, Northeast 
  (MC-EW-SF-NE)” on page 130.
  
  130
  Mondaria City
  Map 39: Eastern Watchspire, Northeast (MC-EW-SF-NE)
  One square equals 5 ft.
  
  131
  Mondaria City
  MC-EW-SF-NE: Eastern Watchspire, Northeast
  Overview
  The northeast tower of the Eastern Watchspire is perhaps 
  the most important, as it’s the main visibility that the troops 
  of the Mine had to those approaching from the north and 
  northeast roads.
  These days, of course, it’s abandoned for that purpose.
  Theme & Purpose
  This is likely the most remote area of Mondaria City.  It’s 
  occupied by an NPC.  There is also a large cache of supplies 
  to be found.
  When the party enters this area, roll on the NPC Encounters 
  table.  Place the result in the Tower Base room (see below).
  Random Encounters
  Use the standard / default Random Encounter rules for 
  this level.  Reroll any monster results once, and ignore any 
  results that include any monsters larger than Medium size.
  Areas of Interest
  MC-EW-SF-NE-1: Tower Entrance
    Reinforced double doors block your progress.  Chairs sit 
  to either side.
  Access
  Tower Entrance
  Locks: Door, Stronghold, using 
  Context B
  MC-EW-SF-NE-2: Tower General Room
    This is a large and empty room.  A simple table lies to the 
  west of the doors, an unlit brazier to their east.  Massive 
  double doors stand ajar to the east, and small but strong 
  metal doors lead north.
  MC-EW-SF-NE-3: Requisition Room
    This room has a wide table which separates the southern 
  waiting area from the northern administrative area.  A 
  writing desk sits against the east wall, just to the south 
  of a locked metal door leading northeast.
  Access
  Supply Room 
  Entrance
  Locks: Door, Stronghold AND 
  Traps: General, using Context B
  Access
  Contents
  Writing 
  Desk
  unprotected
  Writing Supplies AND 
  Weapons: Light
  MC-EW-SF-NE-4: Supply Room
    You feel small and insignificant next to the giant heap 
  of supplies here.  A huge swath of sacks consumes the 
  northern area.  To the south, enormous crates sit; chests 
  on top of them and at their base.
  Access
  Contents
  Sack 
  Pile
  unprotected
  Rations & Prepared Food, 
  size Large
  Crates, 
  Large 
  (2x)
  Container: 
  Barrel or Crate, 
  using Context C
  General Supplies, size 
  Large, roll 1d4 times
  Crate, 
  Small
  Container: 
  Barrel or Crate
  Armor, Medium, roll 1d4 
  times AND  
  Armor, Heavy, roll 1d4 
  times AND 
  Armor, Shields, roll 2d4 
  times
  Chests 
  (6x)
  Locks: Chest, 
  Simple AND 
  Traps: General, 
  using Context D
  Coin Treasure: Moderate, 
  using Context D AND  
  Potions: Moderate, using 
  Context B
  MC-EW-SF-NE-5: Tower Base
    A long and narrow room contains a table, chairs, and a 
  staircase to the north.
  MC-EW-SF-NE-6: Tower Staircase
    These stairs lead up to the watchspire tower.
  For more details, please refer to “Map 46: Eastern 
  Watchspire, Northeast (MC-EW-TF-NE)” on page 150.
  MC-EW-SF-NE-7: Secret Passage South
  This leads to “Map 38: Eastern Watchspire, Southeast 
  (MC-EW-SF-SE)” on page 127; this entrance has the same 
  profile type as that on the other side.
  
  132
  Mondaria City
  Map 40: Western Watchspire (MC-WW-SF)
  One square equals 5 ft.
  
  133
  Mondaria City
  MC-WW-SF: Western Watchspire
  Overview
  This region was dedicated to overseeing the eastern half 
  of Mondaria City, and the Chaos and Love sections of the 
  mining floor.
  Theme & Purpose
  This area, while perhaps not as resource-rich as the Eastern 
  Watchspire, may be enormously useful to the party, as it 
  contains one of the few means of entering the Mines without 
  going through the front doors.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Ignore any results that involve one or more creatures 
  larger than Medium size.
  While the party is in rooms, place new encounters in the 
  Watchspire Floor; while they are on the Floor, place new 
  encounters in an unexplored room.
  Remember that no creatures of size larger than Medium may 
  traverse the staircases to the north and southeast.
  Areas of Interest
  MC-WW-SF-1: North Staircase
  This leads to “Map 19: Chaos Overview (MC-C)” on page 
  81.
  MC-WW-SF-2: Secret Staircase
  This leads to “Map 4: Checkpoint Control Ground Floor 
  (MC-CC-GF)” on page 40.  
  Note that the staircase is not secret from this side; there is 
  in fact no door or other obstruction from the northeast (and 
  there is even a rug denoting the aperture!).
  MC-WW-SF-3: Watchspire Floor
    Dust and gravel form the floor of the watchspire, which 
  has been carved into the mountain rock.  Spires reach 
  up 30’ above the floor to the northeast and southwest.  
  Around the perimeter, benches, worktables, braziers, and 
  chairs are arranged haphazardly.
  MC-WW-SF-4: Northeast Worktable
    The workbench here next to a braizer and a bench 
  contains an array of weaponry.  Some are in disrepair, 
  but others appear used but combat-worthy.
  Access
  Contents
  Worktable
  unprotected
  Weapons: Martial 1H, roll 1d4 
  times AND 
  Weapons: Exotic, roll 1d4 
  times AND 
  Weapons: Simple, roll 1d6 
  times
  MC-WW-SF-5: Tower General Room
    A small room contains a few empty tables.  A single metal 
  door leads to the northwest.
  Access
  Tower Stairs 
  Door
  Locks: Door, Stronghold, using Context 
  B AND 
  Traps: General, using Context D
  MC-WW-SF-6: Tower Stairs
    A spiral staircase leads up to the watchtower above.  An 
  empty circular table sits just inside the door.
  This leads up to “Map 46: Eastern Watchspire, Northeast 
  (MC-EW-TF-NE)” on page 150.
  MC-WW-SF-7: Supply Requisition
    This waiting room has a bench against the northeast 
  wall, an octagonal table to the south, and a waist-high 
  table separating this chamber from the administrative 
  one to the northwest.
  MC-WW-SF-8: Supply Admin
    A writing desk and chair sit to the east of two empty 
  barrels here.  A steel door leads to the south.
  
  134
  Mondaria City
  Access
  Contents
  Writing 
  Desk
  unprotected
  Writing Supplies
  Access
  Supply Room 
  Entrance
  Locks: Door, Stronghold AND 
  Traps: General, using Context D
  MC-WW-SF-9: Supply Room
    This supply room is neat and orderly.  Crates are arrayed 
  to the west, and a bank of empty tables is against the 
  east and south walls amidst two sealed barrels.
  Access
  Contents
  Crates, 
  Large 
  (2x)
  Container: 
  Barrel or Crate
  Rations & Prepared Food, 
  size Large
  Crates, 
  Medium 
  (2x)
  Container: 
  Barrel or Crate
  General Supplies, size 
  Medium, roll 1d4 times
  Barrels 
  (2x)
  Container: 
  Barrel or Crate
  Alochol: General, size 
  Medium
  MC-WW-SF-10: Center Brazier
    The brazier here is unlit, but contains a large heap of 
  ashes.
  Access
  Contents
  Brazier
  Locks: Door, Secret 
  (Perception only)
  Weapons: Martial 
  1H, using Context C
  MC-WW-SF-11: Worktable West
    This workbench appears to have been used to repair 
  damaged shields.  Some finished work remains atop the 
  stack.
  Access
  Contents
  Worktable
  unprotected
  Armor: Shields, roll 2d4 
  times, using Context B
  MC-WW-SF-12: Worktable South
    A fletcher must have frequented this worktable, which is 
  stacked with ranged weaponry.
  Access
  Contents
  Worktable
  unprotected
  Weapons: Ranged, roll 1d4 
  times AND 
  Weapons: Martial Ranged
  MC-WW-SF-13: Tower General Room
    Double doors greet you to the south.  
  Access
  Tower Entrance
  Locks: Door, Simple AND 
  Traps: General
  Stairs Entrance
  Locks: Door, Reinforced
  MC-WW-SF-14: Tower Stairs Southwest
    A simple table and chairs sits next to a spiral staircase 
  leading to the watchtower above you.
  Follow these to “Map 48: Western Watchspire, Southwest 
  (MC-WW-TF)” on page 155.
  
  135
  Mondaria City
  Map 41: Trading Post Second Floor (MC-TP-SF)
  One square equals 5 ft.
  
  136
  Mondaria City
  MC-TP-SF: Trading Post Second Floor
  Overview
  This is the second floor of the Trading Post.  There’s an 
  enormous amount of wealth and supply to be found here... 
  but at a bit of a cost! 
  Theme & Purpose
  Desperate, depleted, or underpowered PCs searching through 
  an abandoned town will almost certainly gravitate toward 
  the Trading Post, the second floor of which is almost certain 
  to contain idle wares.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll any monster results once.
  Areas of Interest
  MC-TP-SF-1: Stairs Down
  These lead to “Map 18: Trading Post Ground Floor (MC-TP-
  GF)” on page 78.
  MC-TP-SF-2: Attic 
    This floor is musty and smells of all manner of things... 
  much like the show room below, but layered with a bit of 
  dust.  A door leads to the southeast.
  Access
  Bedchamber Door
  Locks: Door, Reinforced
  MC-TP-SF-3: Crate Storage
    An array of crates forms the northwest corner of the 
  attic.  Atop the crates is an assortment of chests.  To the 
  east of the line of crates is an assortment of bags and 
  sacks.
  Access
  Contents
  Crates, 
  Large 
  (5x)
  Container: 
  Barrel or Crate
  Rations & Prepared Food, 
  size Large
  Crates, 
  Small 
  (4x)
  Container: 
  Barrel or Crate
  General Supplies, size 
  Medium
  Chests 
  (6x)
  Locks: Chest, 
  Strongbox
  Gems: Semi-Precious AND 
  Coin Treasure: Moderate 
  AND  
  Potions: Moderate,  
  all using context B
  Sack 
  Pile
  unprotected
  Simple Foodstuffs, Size 
  Large
  MC-TP-SF-4: Barrels
    In the southwest corner of the attic sits an assortment of 
  barrels.
  Access
  Contents
  Barrels 
  (5x)
  Container: 
  Barrel or Crate
  Alcohol: General, size 
  Medium
  MC-TP-SF-5: Table West
    In the western area of the attic is a long table with 
  buckets and candles.  In its middle is a chest.
  Access
  Contents
  Chest
  Locks: Chest, 
  Strongbox AND 
  Traps: General, 
  using Context D
  Potions: Moderate, using 
  Context C AND 
  Weapons: Exotic, using 
  Context B
  MC-TP-SF-6: Table Center
    Just inside the attic entrance is a long table bearing 
  candles, a bucket, and a treasure chest.
  Access
  Contents
  Chest
  Locks: Chest, Strongbox, 
  using Context B AND 
  Traps: General, using 
  Context C
  Gems: High-Quality, 
  using Context D
  MC-TP-SF-7: Bedchamber
    This appears to have been the owner’s bedchamber.  A 
  cozy double bed sits against the south wall, in between 
  two large windows.  Rugs abound.  A writing desk and 
  chair sit just north of a bend in the chamber which 
  continues to the east for a bit before ending in a potted 
  plant corner.  To the west wall are a privy, a washbasin 
  filled with moldy water, and two large cabinets.
  
  137
  Mondaria City
  Access
  Contents
  Cabinets 
  (2x)
  Locks: 
  Furniture, 
  Simple, using 
  Context D
  Clothing: General, using 
  Context C, roll twice
  Writing 
  Desk
  Locks: 
  Furniture, 
  Simple
  Writing Supplies AND 
  Coin Treasure: Moderate, 
  using Context B
  MC-TP-SF-8: Plant Hallway End
  Access
  Secret Closet 
  Door
  Locks: Door, Secret, using Context C AND  
  Traps: General, using Context C
  MC-TP-SF-9: Secret Closet
    This room runs the width of the building, and appears to 
  be the Trading Post owner’s secret stash of wealth.  Dust 
  has settled in heavy clumps throughout the recesses of 
  the chamber, whose roof is set so low you have to stoop 
  to move through the area.
  MC-TP-SF-10: Wealth Stash
    Crates and chests join scattered coins, stacks of gems, 
  and a pile of adventuring gear.
  Access
  Contents
  Crates, 
  Small 
  (3x)
  Container: 
  Barrel or 
  Crate
  General Supplies, size 
  Medium
  Chests 
  (3x)
  Locks: Chest, 
  Strongbox 
  AND  
  Traps: 
  General, using 
  Context C
  Potions: Moderate, using 
  Context C AND 
  Gems: High-Quality, using 
  Context D AND 
  Weapons: Light, using 
  Context C
  Scattered 
  Coins
  unprotected
  Coin Treasure: Moderate
  Gem Piles
  unprotected
  Gems: Low, using Context 
  C AND 
  Gems: Semi-Precious AND 
  Gems: Medium-Quality, 
  using Context D
  
  138
  Mondaria City
  Mondaria City: 
  Third Floor
  
  139
  Mondaria City
  Map 42: Mondaria City, Third Floor Overview (MC-TF-O)
  One square equals 20 ft.
  
  140
  Mondaria City
  Level Introduction: Mondaria City, Third Floor
  Summary
  High above the ground of the city rise six watchspire towers, 
  allowing the staff of the city to keep a view as to the goings-
  on.
  Entrances and Exits
  Entry & Exit
    The only entry to or egress from these watchspire towers 
  is spiral staircases that lead to “Map 31: Mondaria City 
  Second Floor Overview (MC-SF-O)” on page 110.
  Overview
  Each Watchspire Tower is a self-enclosed room, with 
  visibility in most cases all around.
  Atmosphere & Theme
  Wind rushes around these towers.  It’s a lonely, slightly scary 
  position to be in, particularly above a largely deserted and 
  partially destroyed city.  Forged by dwarven hands under 
  the design of elven engineers, these towers are far from 
  precarious... but with the air whistling about them, the PCs 
  may not intuit that stability.
  Overlook
  Read this section whenever the PCs attempt to look through 
  any of the barred windows in the towers:
    It’s a bit unnverving, looking out through the windows: 
  simple bars do little to block the wind, or to prevent 
  vertigo.  The height is dizzying, and although the 
  structure doesn’t seem to wobble, the wind whipping 
  about and through the windows shrieks concern in your 
  soul.  These barred windows may be useful for shooting 
  arrows, but they’re frightening for those actually up 
  here!
  Default Random Encounters
  Unless otherwise indicated in an Area of Interest, roll on the 
  Default 
    Random Encounters table below for every 20 
  minutes the party remains in this area.
  In all the watchspire towers, there is a 
    20% chance the 
  party may get a full night’s rest unmolested; roll at the start 
  of the rest.
  Narrow and Spiral Staircases
  Note that to get to any of these towers, a monster must 
  be of Medium size or smaller, and be able to climb spiral 
  staircases.
  Ignore any Random Encounter results that call for a 
  monster which simply could not end up here!
    Use your own judgment as to whether a particular 
  creature’s presence here is reasonable.  
  Table 9: Mondaria City Third Floor Default Random 
  Encounters
  D%
  Event
  Description
  01-44
  No 
  Encounter
  Nothing interesting or specific 
  occurs to deter the party from 
  their overall objectives and 
  exploration.
  45-49
  Trivial 
  Encounter
  Roll once on Monsters: Surface, 
  Trivial.
  50-54
  Light 
  Encounter
  Roll once on Monsters: Surface, 
  Light.
  55-64
  Average 
  Encounter
  Roll once on Monsters: Surface, 
  Average.
  65-67
  Advanced 
  Encounter
  Roll once on Monsters: Surface, 
  Advanced.
  68-69
  Elite 
  Encounter
  Roll once on Monsters: Surface, 
  Elite.
  70-00
  NPC 
  Encounter
  Roll once on the Default NPC 
  Encounter Table below.
  Default NPC Encounters
  Some Areas of Interest within this level will describe a 
  certain approach to NPC Encounters, providing its own 
  localized version of the table below.
  Absent such an override, when in this level, when directed to 
  roll for a random NPC, roll on the following table.  
    Note that if a certain circumstance mandates the 
  presence of an NPC, you may ignore and reroll results of 
  “No Encounter” on the table below. 
   
  The GM is, as in all other aspects of the adventure, to 
  use her common sense regarding use of this table.  You 
  should feel free to ignore or reroll results with which you 
  don’t agree, or simply choose a result yourself to keep 
  with the atmosphere of the adventure as experienced by 
  your gaming group. 
   
  Note, also, that any entry in the list below that has a 
  blank (“-”) next to it for roll results means that that NPC 
  is never normally encountered in this level.
  Table 10: Mondaria City Third Floor Default NPC 
  Encounters
  D%
  Event
  Description
  01-21
  No 
  Encounter
  Despite an initial feeling, the party 
  does not encounter any NPCs at 
  this time.
  
  141
  Mondaria City
  D%
  Event
  Description
  22
  Common 
  NPC
  Addicted Miners shamble toward 
  the party:
    1d4x 
    2d4x 
    2d6x 
    3d8x
  23
  Common 
  NPC
  Afflicted Miners shamble toward 
  the party:
    1d4x 
    2d4x 
    2d6x 
    3d8x
  24-30
  Common 
  NPC
  A single Bleak Mute lurches within 
  view of the party.
  31-45
  Common 
  NPC
  One Crazed Harbinger stumbles 
  about within view of the party.
  46
  Common 
  NPC
  Tainted Miners walk creepily 
  toward the party:
    2d4x 
    2d6x 
    2d8x 
    2d12x
  47
  Common 
  NPC
  Miners approach the party 
  suspiciously:
    2d6x 
    2d8x 
    2d10x 
    2d12+4x
  48
  Common 
  NPC
  One Mining Taskmaster walks 
  purposefully toward the party.
  49
  Common 
  NPC
  A terrified Munitions Wench is 
  visible, huddled in her rags.
  50
  Common 
  NPC
  You see a Supply Maid in tattered 
  clothes, though you’re not sure she 
  sees you.
  -
  Common 
  NPC
  A horrifying Tainted Taskmaster 
  walks about.
  51-60
  Named NPC
  Ambling scholar Brocambe 
  Methurzz.
  61
  Named NPC
  Beastmaster Gabharn.
  62
  Named NPC
  Blacksmith Hamfast Burrbottom.
  63
  Named NPC
  Feastmaster Frobwin Glamfork.
  64
  Named NPC
  Herbalist Innelothe.
  -
  Named NPC
  Illusionist entertainer Raekeldorr.
  -
  Named NPC
  Keeper of Records Skandern 
  Lithutz.
  -
  Named NPC
  Keepmaster Vanarelia Riccards.
  -
  Named NPC
  Loremaster Dalnarok.
  65-74
  Named NPC
  Mercenary dwarf Gordsturll.
  75-84
  Named NPC
  Merenary tiefling Killarth.
  -
  Named NPC
  Railmaster Arranz Trevain.
  -
  Named NPC
  Tinkermaster Skandbard.
  85
  Named NPC
  Warden Imeltrude Legande.
  D%
  Event
  Description
  86
  Named NPC
  Brewmaster Glimdarffe Sudsglub.
  -
  Named NPC
  Cartographer Estarel Finequill..
  87
  Named NPC
  Chemist Incebb Gullip..
  88
  Named NPC
  Chief engineer Didkeln 
  Clawhammer.
  89
  Named NPC
  Coinmaster Lugatoo.
  -
  Named NPC
  Dwarven union leader Danalin 
  Foeslash.
  -
  Named NPC
  Elven administration leader 
  Maresmir.
  90
  Named NPC
  Engineer Brimdog Firecleave.
  91
  Named NPC
  Foreman Belerras.
  92
  Named NPC
  Gangboss Dagbrag.
  -
  Named NPC
  Lead designer Estarel Finequill.
  93
  Named NPC
  Mayor Faenadorn.
  -
  Named NPC
  Minemaster Thrennian Lo’quee.
  -
  Named NPC
  A Mystic Seer.
  -
  Named NPC
  Sage Natobbe.
  94-95
  Named NPC
  Stablehand Friskbik.
  96
  Named NPC
  Stablemaster Semtammi.
  97-00
  Named NPC
  Tribute magister Elawelle.
  Areas of Interest
  MC-TF-O-1: Eastern Watchspire, West
  Please refer to “Map 43: Eastern Watchspire, West (MC-
  EW-TF-W)” on page 142 for more information.
  MC-TF-O-2: Eastern Watchspire, 
  Southwest
  “Map 44: Eastern Watchspire, Southwest (MC-EW-TF-
  SW)” on page 145 contains more details.
  MC-TF-O-3: Eastern Watchspire, 
  Southeast
  This area is described in “Map 45: Eastern Watchspire, 
  Southeast (MC-EW-TF-SE)” on page 148.
  MC-TF-O-4: Eastern Watchspire, 
  Northeast
  Please turn to “Map 46: Eastern Watchspire, Northeast 
  (MC-EW-TF-NE)” on page 150 for more details.
  MC-TF-O-5: Western Watchspire, 
  Northeast
  “Map 47: WEstern Watchspire, Northeast (MC-WW-NE-
  TF)” on page 153 contains further detail.
  MC-TF-O-6: Western Watchspire, 
  Southwest
  Please refer to “Map 48: Western Watchspire, Southwest 
  (MC-WW-TF)” on page 155 for more information.
  
  142
  Mondaria City
  Map 43: Eastern Watchspire, West (MC-EW-TF-W)
  One square equals 5 ft.
  
  143
  Mondaria City
  MC-EW-TF-W: Eastern Watchspire, West
  Overview
  This is the westernmost tower in the eastern watchspire.  It 
  has a perfect view of the approach to the main entrance and 
  to the eastern half of the city below.
  Theme & Purpose
  As with most other towers, resupply and a bit of safety are 
  priorities here.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  MC-EW-TF-W-1: Stairs Down
  These lead to “Map 36: Eastern Watchspire, West (MC-EW-
  SF-W)” on page 122.
  MC-EW-TF-W-2: Longbench North
    A long, narrow bench sits atop a wide rug.  It holds 
  several bows, an array of polearms and other weapons, 
  and a chest.
  Access
  Contents
  Longbench
  unprotected
  Weapons: Martial Ranged, 
  roll 2d4 times AND 
  Weapons: Ranged, roll 1d6 
  times AND 
  Weapons: Martial 2H, roll 
  1d6 times AND 
  Weapons: Martial 1H, roll 
  1d4 times
  Chest
  Locks: 
  Chest, 
  Strongbox
  Potions: Moderate, using 
  Context B
  MC-EW-TF-W-3: Longbench South
    This bench holds a wide array of weaponry, and a locked 
  chest.
  Access
  Contents
  Longbench
  unprotected
  Weapons: Martial Ranged, 
  roll 1d6 times AND 
  Weapons: Ranged, roll 1d4 
  times AND 
  Weapons: Martial 2H, roll 
  1d4 times AND 
  Weapons: Martial 1H, roll 
  1d6 times
  Chest
  Locks: 
  Chest, 
  Strongbox
  Potions: Moderate, using 
  Context D 
  MC-EW-TF-W-4: South Chest Table
    A table sits against the south wall; atop it is a jug of 
  soured ale, a candle, and a large treasure chest.
  Access
  Contents
  Chest
  Locks: Chest, 
  Strongbox AND 
  Traps: General, both 
  using Context C
  Potions: Moderate AND  
  Weapons: Light AND 
  Coin Treasure: 
  Moderate,  
  all using Context C
  MC-EW-TF-W-5: Northeast Corner
    In this corner are two stools, posted at the barred 
  window.  To the north is a circular table and an open 
  barrel of fresh water.  A crate sits to the north.
  Access
  Contents
  Crate
  unprotected
  General Supplies, size Medium
  MC-EW-TF-W-6: Northwest Corner
    Situated here is an array of chairs and stools, a circular 
  table set with rotted food, and a barrel of fresh water.  To 
  the north is a crate.
  Access
  Contents
  Crate
  unprotected
  Rations & Prepared Food, size 
  Medium
  MC-EW-TF-W-7: West Edge
    An octagonal table sits against the wall here, flanked by 
  arrays of chairs and smaller tables.  Amidst the place 
  settings and spoiled food, there is a knife that looks 
  particularly well-crafted.
  Access
  Contents
  West Edge 
  Table
  unprotected
  Weapons: Simple, reroll any 
  results that aren’t 1H
  MC-EW-TF-W-8: Southwest Corner
    A set of chairs and stools sit here along the array of 
  
  144
  Mondaria City
  barred windows.  There is also an open barrel of water.
  MC-EW-TF-W-9: Southeast Corner
    Chairs and stools are scattered here, positioned so as to 
  overlook the city to the south and east.
  MC-EW-TF-W-10: East Edge
    To the south of the staircase is an array of sacks, and a 
  locked chest.
  Access
  Contents
  Sacks
  unprotected
  Simple Foodstuffs, size 
  Medium
  Chest
  Locks: 
  Chest, 
  Strongbox
  Coin Treasure: Moderate, 
  using Context B AND 
  Weapons: Martial 1H
  MC-EW-TF-W-11: East Edge North
    Just to the east of the staircase is a communal table 
  ringed with chairs.  The table is well-weathered, the 
  wood chipped here and there with knife cuts and dagger 
  stabs.
  MC-EW-TF-W-12: Overlook
  Read the standard Overlook text if the party looks out any of 
  the barred windows.
  
  145
  Mondaria City
  Map 44: Eastern Watchspire, Southwest (MC-EW-TF-SW)
  One square equals 5 ft.
  
  146
  Mondaria City
  MC-EW-TF-SW: Eastern Watchspire, Southwest
  Overview
  This tower is one of the largest such observation posts, with 
  responsibility for surveying the eastern entrance to the city 
  and the residential district.
  Theme & Purpose
  This is one of the best ways to resupply outside the Mines.  
    Time-pressed GMs might consider guiding lower-level, 
  or under-equipped, parties here initially, before they 
  venture into the Mines.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  MC-EW-TF-SW-1: Stairs Down
  These lead down to “Map 37: Eastern Watchspire, 
  Southwest (MC-EW-SF-SW)” on page 125.
  MC-EW-TF-SW-2: Northwest Supplies
    In this corner is a lonely stool and chair, and an array of 
  large barrels.
  Access
  Contents
  Barrels, 
  Large (6x)
  Container: 
  Barrel or Crate
  Rations & Prepared 
  Food, size Medium
  MC-EW-TF-SW-3: Southwest Supplies
    The tower’s southwest corner is a rich field of supplies: 
  crates, chests, a pile of sacks, and an open barrel of fresh 
  water.
  Access
  Contents
  Crate, 
  Large
  Container: 
  Barrel or 
  Crate
  General Supplies, size 
  Large
  Crate, 
  Small
  Container: 
  Barrel or 
  Crate
  Rations & Prepared Food, 
  size Medium
  Chests 
  (3x)
  Locks: Chest, 
  Strongbox 
  AND  
  Traps: 
  General, using 
  Context C
  Potions: Moderate AND 
  Coin Treasure: Moderate
  Sack Pile
  unprotected
  Simple Foodstuffs
  MC-EW-TF-SW-4: Dining Tables
    To the east of the staircase is a barrel, open, showing 
  fresh water.  Two rectangular tables ringed with chairs 
  have been placed to the east; places are set haphazardly, 
  and somefood here and there has long ago rotted.
  MC-EW-TF-SW-5: Longtable
    This table sits atop a huge rug amidst an open space in 
  the east of the tower.  Atop it sits an impressive array of 
  weaponry, and a chest.
  Access
  Contents
  Longtable
  unprotected
  Weapons: Martial 
  Ranged, roll 2d6 times 
  AND 
  Weapons: Ranged, roll 
  1d4 times AND 
  Weapons: Light, roll 1d6 
  times AND 
  Weapons: Martial 1H, 
  roll 1d6 times
  Chest
  Locks: Chest, 
  Strongbox AND  
  Traps: General
  Potions: Moderate, 
  using Context C
  MC-EW-TF-SW-6: Southeast Corner
    A big table set with food and plates sits amidst an array 
  of chairs and stools here.  Against the east wall of the 
  tower is a pair of crates, a pile of sacks, and three chests.
  Access
  Contents
  Crate, 
  Large
  Container: Barrel or 
  Crate
  Rations & Prepared 
  Food, size Large
  Crate, 
  Small
  Container: Barrel or 
  Crate
  General Supplies, size 
  Medium
  Chests 
  (3x)
  Locks: Chest, 
  Strongbox AND  
  Traps: General, using 
  Context D
  Alcohol: General AND 
  Coin Treasure: 
  Moderate
  MC-EW-TF-SW-7: Northeast Corner
    A chair and a stool sit here next to an open barrel of 
  fresh water, and two large barrels.
  
  147
  Mondaria City
  Access
  Contents
  Barrels 
  (2x)
  Container: 
  Barrel or Crate
  Alcohol: General, size 
  Medium
  MC-EW-TF-SW-8: Northeast Crates
    An array of three crates is stacked here, next to a window 
  with three stools.
  Access
  Contents
  Crates 
  (3x)
  Container: 
  Barrel or Crate
  General Supplies, size 
  Medium
  MC-EW-TF-SW-9: North Wall
    A table sits against the north wall, with plenty of candles 
  and plates.  To its west is a chair and stool in front of a 
  barred window.
  MC-EW-TF-SW-10: Overlook
  Read the standard Overlook text if the party takes a gander 
  out any of the windows.
  
  148
  Mondaria City
  Map 45: Eastern Watchspire, Southeast (MC-EW-TF-SE)
  One square equals 5 ft.
  
  149
  Mondaria City
  MC-EW-TF-SE: Eastern Watchspire, Southeast
  Overview
  This is one of the most crowded towers.  It has a decent 
  view of the mountain ground floor to the northwest, and 
  an acceptable view of the approach road to the east and 
  southeast.  During normal operation, this was considered 
  one of the most boring towers to work in, and as such duty 
  here was generall assigned to low performers.
  Theme & Purpose
  Owing to the low station of those who worked here, supplies 
  tend to be of meaner stock than in other towers.  However, 
  monsters and people alike tend to overlook it, lending safety 
  to the surroundings.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level; however, there is a 
    40% chance that a long rest 
  will be safe.
  Areas of Interest
  MC-EW-TF-SE-1: Stairs Down
  These lead to “Map 38: Eastern Watchspire, Southeast 
  (MC-EW-SF-SE)” on page 127.
  MC-EW-TF-SE-2: East Edge
    From here, you have a decent view of the roads 
  approaching Mondaria City to the east.
  MC-EW-TF-SE-3: Northeast Supplies
    This wall holds a crate, two chests, and a handful of bags.  
  To the southwest is an octagonal table, set for a meal of 
  spoiled food.
  Access
  Contents
  Crate
  Container: 
  Barrel or Crate
  Rations & Prepared Food, 
  size Medium
  Bags
  unprotected
  Simple Foodstuffs
  Chests 
  (2x)
  Locks: Chest, 
  Simple
  Alcohol: General AND 
  Coin Treasure: Moderate, 
  both using Context D
  MC-EW-TF-SE-4: North Wall
    This aperture has a view of the ground floor of the 
  mountain.
  If the party has not yet been inside the mountain, a brief 
  description of “Map 30: Law General (MC-LO)” on page 
  107 may be in order.
  MC-EW-TF-SE-5: Dining Tables
    These octagonal tables are stacked with food that has 
  gone bad weeks ago.
  MC-EW-TF-SE-6: Sacks and Bottles
    In a corner by a potted plant is an array of bags, sacks, 
  and empty bottles.
  Access
  Contents
  Bags
  unprotected
  Rations & Prepared Food, 
  size Medium
    In addition, in one of the bags is a slip of paper: In 
  addition, a scrap of paper can be found in this chest: roll 
  on the 
    Plot Discoveries table.
  MC-EW-TF-SE-7: South Edge
    Against the south wall is an array of tables, stools, and 
  chairs, all well-positioned for observing the city below to 
  the south.
  MC-EW-TF-SE-8: Longtable
    Atop an enormous and threadbare rug is a narrow, long 
  table holding a wide array of weaponry.
  Access
  Contents
  Longtable
  unprotected
  Weapons: Martial Ranged, roll 
  3d4 times AND 
  Weapons: Ranged, roll 1d6 
  times AND 
  Weapons: Light, roll 1d4 times 
  AND 
  Weapons: Martial 1H, roll 1d4 
  times, 
  all using Context B
  MC-EW-TF-SE-9: Overlook
  Read the standard Overlook text if the party takes a gander 
  out any of the windows. 
  
  150
  Mondaria City
  Map 46: Eastern Watchspire, Northeast (MC-EW-TF-NE)
  One square equals 5 ft.
  
  151
  Mondaria City
  MC-EW-TF-NE: Eastern Watchspire, Northeast
  Overview
  The largest of the towers, this was perhaps the most 
  important during normal operations, as it was the only 
  means of scanning for visitors and threats to the northeast 
  and east.
  Theme & Purpose
  Befitting its impressive size and position, there’s a high 
  caliber of supply to be found here.  However, that comes with 
  increased danger.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  There is no chance of a safe, long rest here, however.
  Areas of Interest
  MC-EW-TF-NE-1: Stairs Down
  This leads to “Map 39: Eastern Watchspire, Northeast 
  (MC-EW-SF-NE)” on page 130.
  MC-EW-TF-NE-2: Northeast Supplies
    A rich array of supply containers can be found here: large 
  crates, chests, barrels, and sacks.
  Access
  Contents
  Crate 
  (2x)
  Container: 
  Barrel or 
  Crate
  General Supplies, size Medium, 
  using Context C
  Barrels 
  (5x)
  Container: 
  Barrel or 
  Crate
  Alcohol: General, using Context 
  C
  Chests 
  (5x)
  Locks: Chest, 
  Strongbox
  Potions: Moderate, using 
  Context C AND 
  Gems: Semi-Precious, using 
  Context B
  Sacks
  unprotected
  Rations & Prepared Food, size 
  Medium
  MC-EW-TF-NE-3: Longbench North
    A long table topped with bows and arrows sits atop a fine 
  rug here in a broad open space in the north of the tower.
  Access
  Contents
  Longbench
  unprotected
  Weapons: Martial Ranged, 
  roll 2d6 times AND 
  Weapons: Ranged, roll 1d4 
  times AND 
  all using Context C
  MC-EW-TF-NE-4: Northeast Corner
    From here, you can see roads winding through the forests 
  to the northeast.  All seems calm and still; you spy no 
  travelers on the road.  Or wildlife, for that matter.
  MC-EW-TF-NE-5: Northeast Edge
    The barred windows here are broad and tall, making you 
  feel as though there’s little at all to prevent people or 
  objects from falling.
  MC-EW-TF-NE-6: Dining Tables
    Two tables, ringed with chairs, sit here to the south 
  of the staircase.  They are set for a family-style meal, 
  though the food has long rotted.
  MC-EW-TF-NE-7: Longbench South
    A wide array of fine military hardware is on display here, 
  on a low bench atop a huge rug in the south of the tower.
  Access
  Contents
  Longbench
  unprotected
  Weapons: Martial Ranged, 
  roll 2d4 times AND 
  Weapons: Ranged, roll 1d6 
  times AND 
  Weapons: Martial 1H, roll 
  1d6 times AND 
  Weapons: Simple, roll 1d4 
  times 
  all using Context C
  MC-EW-TF-NE-8: Southwest Corner
    From the tables, chairs, and stools in this corner, you 
  gain a nice view of the city to the south.
  MC-EW-TF-NE-9: Southeast Corner
    Well-padded, relaxing-looking chairs border this corner, 
  owing to the best view in the tower: the approach road to 
  the southeast, through which a majority of traffic must 
  have come to Mondaria.
  MC-EW-TF-NE-10: East Edge
    You see a broad variety of trees and forest to the east.  A 
  main road makes its way north-to-south just outside the 
  
  152
  Mondaria City
  mountain.
  MC-EW-TF-NE-11: West Edge
    Although there are barred windows here, there’s little 
  to observe: you can see several watchspire towers to the 
  west, but little of thecity or the mountain ground floor.  
  You can just barely make out the main entrance of the 
  minus.
  MC-EW-TF-NE-12: Southeast Edge
    A table here is set with rotted food.  In lieu of silverware, 
  an array of daggers is spread artfully.
  Access
  Contents
  Southeast Table
  unprotected
  Daggers (6x)
  MC-EW-TF-NE-13: Southwest Edge
    The food at this table is somewhat fresher than those at 
  other tables.  It looks barely a few days old.
  This is the meal of a survivor who stole up here for supplies.  
  He is long dead now, the victim of roving monsters.
  MC-EW-TF-NE-14: North Table
    With a view to the ground floor of the mountain 
  entrances below, this cozy seat has a nicely-set table next 
  to it, with an array of high-quality foodstuffs that have 
  unfortunately long spoiled.
  
  153
  Mondaria City
  Map 47: Western Watchspire, Northeast (MC-WW-NE-TF)
  One square equals 5 ft.
  
  154
  Mondaria City
  MC-WW-NE-TF: Western Watchspire, Northeast
  Overview
  This tower has a vital job: oversee the main entrance, and 
  approaches, of the Mines.
  Theme & Purpose
  Despite its importance, this tower possesses little in the 
  way of valuable resupply.  The PCs can, however, gain an 
  impressive view of the surrounding area, from which to 
  better plan their activities.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  MC-WW-NE-TF-1: Stairs Down
  These lead to “Map 40: Western Watchspire (MC-WW-SF)” 
  on page 132.  
  MC-WW-NE-TF-2: North Edge
    In this cozy corner is a chair, a stool, and a table set with 
  rotting food.  You have a clear view from here of the 
  ground floor of the mountain.
  MC-WW-NE-TF-3: East Edge
    Two octagonal tables sit against the east wall here, 
  stacked with cutlery and plates and the occasional 
  spoiled feast.
  MC-WW-NE-TF-4: Dining Table
    Those stationed here must have congregated about this 
  table for their meals when duty did not press.
  MC-WW-NE-TF-5: Weapons Bench North
    To the south of the staircase is a small bench filled with 
  weapons.
  Access
  Contents
  Weapons 
  Bench
  unprotected
  Weapons: Martial Ranged, roll 
  1d4 times AND 
  Weapons: Ranged AND 
  Weapons: Simple, roll 1d6 
  times
  MC-WW-NE-TF-6: Weapons Bench South
    Here sits a thigh-high bench with an array of weapons.
  Access
  Contents
  Weapons 
  Bench
  unprotected
  Weapons: Martial Ranged AND 
  Weapons: Ranged, roll 1d6 
  times AND 
  Weapons: Simple, roll 1d4 
  times
  MC-WW-NE-TF-7: Southeast Overlook
    From this barred window, you can see much of the city 
  of Mondaria below you.  In particular, you have a great 
  view of the approach to the main entrance.
  MC-WW-NE-TF-8: East Overlook
    Directly below you is the main entrance to the mines.  
  Massive doors and a huge wall block passage.  There 
  seems to be neither person nor creature guarding the 
  door, however.
  
  155
  Mondaria City
  Map 48: Western Watchspire, Southwest (MC-WW-TF)
  One square equals 5 ft.
  
  156
  Mondaria City
  MC-WW-TF: Western Watchspire, Southwest
  Overview
  This is an odd tower, with visibility only to the westernmost 
  areas of Mondaria City and little else.  That said, it’s vitally 
  important, as it provides for a view of what’s going on with 
  the Mill and Fishery, as well as to observe potential threats 
  from the river.
  Theme & Purpose
  Aside from scoping out potential areas to search in greater 
  detail, there’s a bit of supply to be found here.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  MC-WW-TF-1: Stairs Down
  These lead down to “Map 40: Western Watchspire (MC-
  WW-SF)” on page 132.
  MC-WW-TF-2: West
    An open barrel of fresh water sits against the west wall 
  here.  A table ringed with chairs and stools sits to the 
  north.
  MC-WW-TF-3: Food Prep and Supplies
    Two crates, a chest, and a pile of sacks are positioned 
  against the north wall of the tower here.  To the south, 
  a food-prep station lies against the south wall; all of the 
  food here has spoiled weeks ago.
  Access
  Contents
  Crate 
  (2x)
  Container: Barrel 
  or Crate
  General Supplies, size 
  Medium
  Sacks
  unprotected
  Rations & Prepared Food, 
  size Medium
  Chest
  Locks: Chest, 
  Strongbox AND 
  Traps: General, 
  using Context D
  Potions: Moderate AND 
  Coin Treasure: Moderate, 
  using Context B
  MC-WW-TF-4: Weapons Bench
    Much of the center of the tower is consumed by an 
  enormous rug, atop which rests a long table laden with 
  weapons and armor.  A chest sits on the western edge of 
  the table.
  Access
  Contents
  Bench
  unprotected
  Weapons: Martial Ranged, 
  roll 1d6 times AND 
  Weapons: Ranged, roll 1d4 
  times AND 
  Weapons: Martial 2H AND  
  Armor: Shields
  Chest
  Locks: Chest, 
  Strongbox
  Potions: Moderate, using 
  Context B, roll 1d4 times
  MC-WW-TF-5: East
    In the northeast corner of the tower sits an open barrel 
  of fresh water.  To its west is a table with an assortment 
  of dining vessels.  Chairs, stools, and tables are spaced 
  along the south and east edges, amongst barred windows.
  MC-WW-TF-6: Overlook
  Read the standard Overlook text if the PCs look out any of 
  the barred windows.
  
  157
  Mines L1
  Mondaria Mines: 
  Level 1
  
  158
  Mines L1
  Map 49: Mines Level 1, Overview (ML1-O)
  One square equals 20 ft.
  
  159
  Mines L1
  Level Introduction: Mines Level 1
  Summary
  Level 1 consists of more than a dozen basements and the first 
  level of an enormous mining complex.  Threats abound, and 
  the party has plenty of chances to explore.
  Entrances and Exits
  Note that the following are typical, even secret, means of 
  entering and exiting the level as it was designed.
  Other, magical means of navigating the level (for example, 
  teleportation spells or those that grant incorporeality) are 
  not discussed and are left to the GM to manage should they 
  be introduced.
  Navigation to Mines Level 2
    There are three Elevators descending to Level 2, near 
  locations 21, 20, and 19.
    Location 13, the basement of the Southwest Residence, 
  has a pit in the floor that leads to Mines Level 2.
  Navigation to Mondaria City
    Locations 21, 20, and 19 have Elevators up as well.
    Near Location 22 is a hole in the ceiling that leads to the 
  Fishery Grotto.
    Many of the areas in this level are in fact basements 
  of buildings in Mondaria City; nearly all of them have 
  staircases or trapdoors that lead back up to the ground 
  floors of those buildings.
  Overview
  A major nexus of activity, this level is actually a hybrid 
  of two purposes: to the north, the Mine itself makes its 
  presence known.  To the south and east, however, the 
  basement underpinnings of the city of Mondaria make for 
  almost an entire second city’s worth of content to explore.
  Atmosphere & Theme
  As this is the party’s first chance to experience the Mines, 
  it’s important to convey the sense of enormity.  This is an 
  absolutely gigantic mine, each level of which is several times 
  the size of a small city and indeed, several times the size of 
  Mondaria City on the surface.
  Mining Scaffolds
  These appear in many areas of the Mines.  Traversing 
  mining scaffolds requires a 
    Climb check at DC 10, plus 
    1d4, plus 1 for every Mine level you are on.  For example, 
  scaffolds on Mines Level 2 require checks at DC 12+1d4.
  Failure means falling, typically only 10-20’.  The height of 
  the mine wall in each mining area will be mentioned in that 
  area’s description.
  Separate checks are needed to ascend, and to return back 
  to the mine floor safely.  Once a safe ascent is completed, 
  the PC in question may stay there without needing further 
  checks.
  It is left to the GM’s discretion as to whether fighting, 
  casting spells, or ranged combat while in a scaffold might 
  require an additional check, but generally speaking, these 
  should be safe once climbed.
  ML2-MNW-5: Water Troughs
    Scattered near the perimeter of the mining zone is a 
  series of water troughs.  Some are depleted, and those 
  that still contain liquid hold a murky, soot-and-silt-
  stained ooze.  You suspect these were used to sift through 
  mined rock for valuables.
  Mining Water Troughs
  Each Trough scattered throughout the Mines has a 
    20% 
  chance of containing a small amount of residual substance: 
  roll on the Glasses, Metals, and Woods table, and halve all 
  quantities produced.
  The water in those with liquid still remaining is unsafe to 
  drink.
  Default Random Encounters
  Some Areas of Interest within this level will describe 
  a certain approach to Random Encounters, either by 
  overriding the timing (e.g., “every 30 minutes), and/or by 
  providing its own localized version of the random encounter 
  table below.
  Absent such an override, roll on the following table of 
  Default Random Encounters for every 5 minutes the party 
  remains in this area.
  Table 11: Mines Level 1 Default Random Encounters
  D%
  Event
  Description
  01-24
  No 
  Encounter
  Nothing interesting or specific 
  occurs to deter the party from 
  their overall objectives and 
  exploration.
  25-40
  Trivial 
  Encounter
  Roll once on Monsters: Surface, 
  Trivial.
  41-59
  Light 
  Encounter
  Roll once on Monsters: Surface, 
  Light.
  60-74
  Average 
  Encounter
  Roll once on Monsters: Surface, 
  Average.
  75-74
  Advanced 
  Encounter
  Roll once on Monsters: Surface, 
  Advanced.
  85-89
  Elite 
  Encounter
  Roll once on Monsters: Surface, 
  Elite.
  90-00
  NPC 
  Encounter
  Roll once on the Default NPC 
  Encounter Table below.
  
  160
  Mines L1
  Default NPC Encounters
  Some Areas of Interest within this level will describe a 
  certain approach to NPC Encounters, providing its own 
  localized version of the table below.
  Absent such an override, when in this level, when directed to 
  roll for a random NPC, roll on the following table.  
    Note that if a certain circumstance mandates the 
  presence of an NPC, you may ignore and reroll results of 
  “No Encounter” on the table below. 
   
  The GM is, as in all other aspects of the adventure, to 
  use her common sense regarding use of this table.  You 
  should feel free to ignore or reroll results with which you 
  don’t agree, or simply choose a result yourself to keep 
  with the atmosphere of the adventure as experienced by 
  your gaming group. 
   
  Note, also, that any entry in the list below that has a 
  blank (“-”) next to it for roll results means that that NPC 
  is never normally encountered in this level.
  Table 12: Mines Level 1 Default NPC Encounters
  D%
  Event
  Description
  01-05
  No 
  Encounter
  Despite an initial feeling, the party 
  does not encounter any NPCs at 
  this time.
  06-10
  Common 
  NPC
  Addicted Miners shamble toward 
  the party:
    1d4x 
    2d4x 
    2d6x 
    3d8x
  11-14
  Common 
  NPC
  Afflicted Miners shamble toward 
  the party:
    1d4x 
    2d4x 
    2d6x 
    3d8x
  15
  Common 
  NPC
  A single Bleak Mute lurches within 
  view of the party.
  16
  Common 
  NPC
  One Crazed Harbinger stumbles 
  about within view of the party.
  17-25
  Common 
  NPC
  Tainted Miners walk creepily 
  toward the party:
    2d4x 
    2d6x 
    2d8x 
    2d12x
  26-40
  Common 
  NPC
  Miners approach the party 
  suspiciously:
    2d6x 
    2d8x 
    2d10x 
    2d12+4x
  41-44
  Common 
  NPC
  One Mining Taskmaster walks 
  purposefully toward the party.
  D%
  Event
  Description
  45
  Common 
  NPC
  A terrified Munitions Wench is 
  visible, huddled in her rags.
  46
  Common 
  NPC
  You see a Supply Maid in tattered 
  clothes, though you’re not sure she 
  sees you.
  47
  Common 
  NPC
  A horrifying Tainted Taskmaster 
  walks about.
  48
  Common 
  NPC
  Celebrants dance and amble 
  toward the party:
    1d4x 
    2d4x 
    2d6x 
    3d8x
  49
  Common 
  NPC
  Firedancers lithely come toward 
  the party:
    1d4x 
    2d4x 
    2d6x 
    3d8x
  50
  Common 
  NPC
  A Firedancer party approaches 
  the PCs:
    1x Campmaiden, 1d4x 
  Firedancers, 2d4x Celebrants
    1x Hearthstud, 2d4x 
  Firedancers, 2d6x Celebrants
    1x Campmaiden, 1x 
  Hearthstud, 2d6x 
  Firedancers, 2d6x Celebrants
    1x Campmaiden, 1x 
  Hearthstud, 2d8x 
  Firedancers, 2d8x Celebrants
  51
  Common 
  NPC
  A single Campmaiden or 
  Hearthstud approaches the party 
  with a twinkle in their eye.  Use 
  the sex opposite the majority of 
  the PCs’ composition, or randomize 
  if there is a tie.
  52
  Named NPC
  Ambling scholar Brocambe 
  Methurzz.
  53
  Named NPC
  Beastmaster Gabharn.
  54
  Named NPC
  Blacksmith Hamfast Burrbottom.
  55
  Named NPC
  Feastmaster Frobwin Glamfork.
  56
  Named NPC
  Herbalist Innelothe.
  57
  Named NPC
  Illusionist entertainer Raekeldorr.
  58
  Named NPC
  Keeper of Records Skandern 
  Lithutz.
  59
  Named NPC
  Keepmaster Vanarelia Riccards.
  60-64
  Named NPC
  Loremaster Dalnarok.
  65-69
  Named NPC
  Mercenary dwarf Gordsturll.
  70-74
  Named NPC
  Merenary tiefling Killarth.
  75-80
  Named NPC
  Railmaster Arranz Trevain.
  81
  Named NPC
  Tinkermaster Skandbard.
  82
  Named NPC
  Warden Imeltrude Legande.
  
  161
  Mines L1
  D%
  Event
  Description
  83
  Named NPC
  Brewmaster Glimdarffe Sudsglub.
  84
  Named NPC
  Cartographer Estarel Finequill..
  85
  Named NPC
  Chemist Incebb Gullip..
  86
  Named NPC
  Chief engineer Didkeln 
  Clawhammer.
  87
  Named NPC
  Coinmaster Lugatoo.
  88
  Named NPC
  Dwarven union leader Danalin 
  Foeslash.
  89
  Named NPC
  Elven administration leader 
  Maresmir.
  90
  Named NPC
  Engineer Brimdog Firecleave.
  91
  Named NPC
  Foreman Belerras.
  92
  Named NPC
  Gangboss Dagbrag.
  93
  Named NPC
  Lead designer Estarel Finequill.
  94
  Named NPC
  Mayor Faenadorn.
  95
  Named NPC
  Minemaster Thrennian Lo’quee.
  96
  Named NPC
  A Mystic Seer.
  97
  Named NPC
  Sage Natobbe.
  98
  Named NPC
  Stablehand Friskbik.
  99
  Named NPC
  Stablemaster Semtammi.
  00
  Named NPC
  Tribute magister Elawelle.
  Areas of Interest: City Basements
  ML1-O-1: Blacksmith Basement
  Please see “Map 50: Blacksmith Basement (MC-BS-BM)” 
  on page 163 for more details.
  ML1-O-2: Blacksmith/ Trading Post 
  Basement
  This complex is discussed in “Map 51: Blacksmith / Trading 
  Post Basement (MC-BSTP-BM)” on page 165.
  ML1-O-3: Checkpoint Control Basement
  “Map 52: Checkpoint Control Basement (MC-CC-BM)” on 
  page 167 contains more information on this area.
  ML1-O-4: Fishery Basement
  This area is described in more detail in “Map 53: Fishery 
  Basement (MC-FH-BM)” on page 169.
  ML1-O-5: Garrison Basement
  Turn to “Map 56: Garrison Basement (MC-GR-BM)” on 
  page 177 for more details.
  ML1-O-6: Garrison Secret Tunnel 
  Complex
  These tunnels are defined in “Map 54: Garrison Secret 
  Tunnel Complex (MC-GR-ST)” on page 172.
  ML1-O-7: Garrison / Mess Hall 
  Basement Overview
  Please refer to “Map 55: Garrison / Mess Hall Basement 
  Overview (MC-GRMH-BMO)” on page 175 for more 
  details.
  ML1-O-8: Inn & Stables Basement
  “Map 58: Inn & Stables Basement (MC-IS-BM)” on page 
  183 has full details on this region.
  ML1-O-9: Mess Hall Basement
  Turn to “Map 57: Mess Hall Basement (MC-MH-BM)” on 
  page 180 for full details.
  ML1-O-10: Mill Basement
  Please turn to “Map 59: Mill Basement (MC-ML-BM)” on 
  page 186 for more information.
  ML1-O-11: Residence Northeast 
  Basement
  This region is described in “Map 60: Residence NE 
  Basement (MC-RNE-BM)” on page 189.
  ML1-O-12: Residence Northwest 
  Basement
  “Map 61: Residence NW Basement (MC-RNW-BM)” on page 
  191 contains a full description on this area.
  ML1-O-13: Residence Southeast 
  Basement
  Please refer to “Map 62: Residence SE Basement (MC-RSE-
  BM)” on page 193 for more details.
  ML1-O-14: Residence Southwest 
  Basement
  This area is described in “Map 63: Residence SW Basement 
  (MC-RSW-BM)” on page 195.
  ML1-O-15: Trading Post Basement
  Please turn to “Map 65: Trading Post Basement (MC-TP-
  BM)” on page 200 for more details.
  ML1-O-16: Storage Basement
  “Map 64: Storage Basement (MC-ST-BM)” on page 198 
  has more information.
  ML1-O-17: Checkpoint / Storage Secret 
  Stash
  Refer to “Map 66: Checkpoint / Storage Secret Stash (MC-
  CCS-BM)” on page 203 for full details.
  Areas of Interest: The Mines
  ML1-O-18: Railmaster’s Cottage
  Please turn to “Map 67: Railmaster’s Cottage (ML1-RLMC)” 
  on page 205 for further details.
  
  162
  Mines L1
  ML1-O-19: Rail Switchhouse East
  “Map 68: Rail Switchhouse East (ML1-RSE)” on page 208 
  contains a full description.
  ML1-O-20: Rail Switchhouse North
  This area is described in “Map 69: Rail Switchhouse North 
  (ML1-RSN)” on page 210.
  ML1-O-21: Underground River Fishery
  Please turn to page 215 for more information.
  ML1-O-22: Underground River Piers 
  Overview
  This area is described starting on page 213.
  ML1-O-23: Central Storage Overview
  Please refer to page 225 for more details.
  ML1-O-24: Secret Mine Area North
  This region is detailed commencing on page 233.
  
  163
  Mines L1
  Map 50: Blacksmith Basement (MC-BS-BM)
  One square equals 5 ft.
  
  164
  Mines L1
  MC-BS-BM: Blacksmith Basement
  Overview
  This is the blacksmith’s basement, which functions as 
  storage as well as work area.
  Theme & Purpose
  Something horrible has happened here.  The trail of blood 
  leading down the stairs culminates in a corpse near a firepit.  
  A secret passage to the south connects to another basement 
  if discovered.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  MC-BS-BM-1: Stairs Up
  These lead to “Map 2: Blacksmith Ground Floor (MC-BS-
  GF)” on page 34.
  MC-BS-BM-2: Basement
    A trail of bloody footprints leads down the stairs.  It 
  snakes around to the south and west.  There’s a pervasive 
  smell of oil, metal, and leather, and of fire and soot, 
  down here.  The footprints lead past a workbench.
  Access
  Contents
  Workbench
  unprotected
  Weapons: Martial 1H AND 
  Weapons: Simple AND 
  Armor: Shields
  MC-BS-BM-3: Firepit Corpse
    A broken and lacerated body lies here, a few feet from 
  an idle firepit.  The body has been dead a week or more.  
  From the garb, you guess it is the blacksmith.  
  His pockets have been picked clean.
  MC-BS-BM-4: Debris & Storage
    A few finished pieces sit atop a table.  Behind the stairs 
  and to the north of a rockpile are heaps of fabric, raw 
  leather, and other debris.
  There is nothing of value in the debris.
  Access
  Contents
  Table
  unprotected
  Armor: Light, roll 1d4 
  times
  MC-BS-BM-5: Finishing Stations
    These two tables against the east wall of the basement 
  contain nearly-finished pieces.
  Access
  Contents
  North 
  Table
  unprotected
  Weapons: Martial 1H, roll 1d4 
  times AND 
  Weapons: Light, roll 1d4 times
  South 
  Table
  unprotected
  Armor: Light AND 
  Armor: Medium AND 
  Armor: Shields, roll 1d4 times
  MC-BS-BM-6: Works in Progress and 
  Secret
    To the southeast is a table with half-finished, but 
  combat-ready, weapons.  Just to the west of this, between 
  two clumps of rocks, is a circular table with incomplete 
  polearms.
  Access
  Contents
  West 
  Table
  unprotected
  Weapons: Light, roll 1d6 times
  East 
  Table
  unprotected
  Weapons: Martial 2H, roll 1d4 
  times, using Context D
  Only read the italicized text below if the secret door to the 
  south is discovered.
    You notice the circular table has scratch marks on the 
  floor, indicating it’s been moved frequently.  Curious, you 
  investigate to the south, and discover the rock here comes 
  away easily, revealing a passage.
  Access
  Secret Passage South
  Locks: Door, Secret
  This leads to “Map 51: Blacksmith / Trading Post Basement 
  (MC-BSTP-BM)” on page 165.
  
  165
  Mines L1
  Map 51: Blacksmith / Trading Post Basement (MC-BSTP-BM)
  One square equals 5 ft.
  
  166
  Mines L1
  MC-BSTP-BM: Blacksmith / Trading Post Basement
  Overview
  This complex of rooms is linked via naturally-occuring 
  tunnel.  Neither the Blacksmith, nor the owner of the 
  Trading Post, was familiar with the existence of the 
  connection.
  Theme & Purpose
  It’s worth noting how the two basements are connected in 
  case the party needs to evade pursuit or hide.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  MC-BSTP-BM-1: Blacksmith Basement
  More information can be found on page 163.
  MC-BSTP-BM-2: Secret Tunnel
    This passage smells heavily of earth and soot.  You 
  wonder if it has ever been used before.
  In truth, it has never been used before; while the party 
  is in this tiny passage, suspend all rolls on the Random 
  Encounter table.  
  This is of limited use, as the party cannot take a full rest 
  here!
  MC-BSTP-BM-3: Trading Post Basement
  This region is described in full starting on page 200.
  
  167
  Mines L1
  Map 52: Checkpoint Control Basement (MC-CC-BM)
  One square equals 5 ft.
  
  168
  Mines L1
  MC-CC-BM: Checkpoint Control Basement
  Overview
  This is the basement of the main administrative building in 
  Mondaria City.  
  Theme & Purpose
  Paper-pushers do not, as a rule, stash the greatest treasure 
  in their basements, and this area is no exception.  It is, 
  however, rich in possibilities to discover information, and it 
  connects with the Secret Stash to the south.
  Secrets & Lies
    For every two books looted by the PCs in this basement, 
  they discover a scrap of paper that could be a clue to the 
  mystery: roll on the 
    Plot Discoveries table.
  Areas of Interest
  MC-CC-BM-1: Stairs Up
  These lead to “Map 4: Checkpoint Control Ground Floor 
  (MC-CC-GF)” on page 40.
  MC-CC-BM-2: Basement Floor
    The basement smells of earth and paper, a rich if bizarre 
  comingling of scents.  To the west of the staircase, a 
  wooden chest sits empty, with coins scattered about it.  
  To the east, an array of barrels sits: one is empty, and 
  one is open with fresh water inside.
  Access
  Contents
  Empty 
  Chest
  unprotected
  Coin Treasure: Moderate, 
  using Context D, halve all 
  numeric results
  Barrels 
  (4x)
  Container: 
  Barrel or Crate
  Alcohol: General, size 
  Medium, using Context B
  MC-CC-BM-3: Tables and Barrels
    Three tables, laden with books and candles, occupy the 
  center of the basement.  To their west is an array of 
  stacked casks.
  Access
  Contents
  Casks 
  (3x)
  Container: 
  Barrel or Crate
  Alcohol: General, size 
  Medium, using Context C
  Tables 
  (3x)
  unprotected
  Books: General, using 
  Context C, roll 1d4 times
  MC-CC-BM-4: Reading Tables
    In the southwest corner of the basement, four 
  rectangular tables form an “L” shape that stops shy of 
  the basement wall.  A circular table ringed with chairs 
  sits in the center of the “L” shape.  All five tables have 
  books, parchment, and candles atop them.
  Access
  Contents
  Reading 
  Tables 
  (5x)
  unprotected
  Writing Supplies, using Context 
  C AND 
  Books: General, using Context C
  Access
  Secret Passage Southwest
  Locks: Door, Secret, using 
  Context B
  MC-CC-BM-5: Secret Entrance
  Only read the italicized text below if the PCs discover the 
  secret.
    Behind piles of rocks and boulders, you spy a fallen rock 
  that seems to have revealed a passage.  Prying more 
  stones away, you discover a small tunnel you can get 
  through if you hunch down low.
  MC-CC-BM-6: Southeast Barrels
    Along the southeast bend of the basement wall, two 
  empty small barrels and three stacked large barrels have 
  been placed.
  Access
  Contents
  Barrels 
  (3x)
  Container: 
  Barrel or Crate
  Simple Foodstuffs, size 
  Medium
  MC-CC-BM-7: Secret Tunnel
    The passage winds around to the west, then faces south.  
  The floor is riddled with rocks and grime.
  MC-CC-BM-8: Secret Stash
  This connects to “Map 66: Checkpoint / Storage Secret 
  Stash (MC-CCS-BM)” on page 203.
  
  169
  Mines L1
  Map 53: Fishery Basement (MC-FH-BM)
  One square equals 5 ft.
  
  170
  Mines L1
  MC-FH-BM: Fishery Basement
  Overview
  This is actually two basements, underneath the same 
  building.  To the east is the underside of the more residential 
  aspect of the Fisher structure; the west basement consists of 
  a naturally-occuring cave used for longer-term storage and 
  production results.
  Theme & Purpose
  There’s the treasure in the northwest corner, of course, 
  but other than that, this is a good place to get some fairly 
  esoteric, though mundane, supplies.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  MC-FH-BM-1: Stairs Up West
  These lead to “Map 5: Fishery Ground Floor (MC-FH-GF)” 
  on page 43.
  MC-FH-BM-2: Stairs Up East
  These also lead to the ground floor on page 43.
  MC-FH-BM-3: Crate Stack
    The north third of the basement consists of an array of 
  crates.  A treasure chest sits atop the largest of these.
  Access
  Contents
  Crates, 
  Small 
  (6x)
  Container: Barrel or 
  Crate
  Fishing Supplies, size 
  Medium
  Crate, 
  Large
  Container: Barrel or 
  Crate
  Supplies: General, 
  size Large
  Chest
  Locks: Chest, Simple 
  AND 
  Traps: General, using 
  Context B
  Coin Treasure: 
  Moderate AND 
  Potions: Moderate, 
  both using Context B
  MC-FH-BM-4: Tables
    These mostly-blank tables appear to have been used 
  to pack or unpack containers.  The stink of fish flesh 
  permeates the wood.
  MC-FH-BM-5: Cauldron
    In the south of the basement, a lone cauldron sits in a 
  corner.
  Access
  Contents
  Cauldron
  unprotected
  Potions: Moderate
  MC-FH-BM-6: Western Basement Floor
    This basement is cool, ragged, and seems to be naturally-
  occuring for the most part, expanded by people manually 
  in places.  The earthen floor is cool and slightly damp, 
  but not mucky. 
  MC-FH-BM-7: Crates
    Immediately to the west of the staircase is a trio of 
  crates, just north of a handful of bags.
  Access
  Contents
  Crates, 
  Small 
  (3x)
  Container: Barrel or 
  Crate
  Fishing Supplies, size 
  Medium
  Bags
  unprotected
  Simple Foodstuffs
  MC-FH-BM-8: Barrels North
    Four barrels sit here, next to a pile of empty sacks.  
  Three of the barrels are empty; one is open and half-full 
  of grimy water.
  MC-FH-BM-9: Barrels West
    Against the northwest corner, an array of barrels has 
  been pushed.  Three are open and empty; the remainder 
  are sealed.  To their southwest is a chest.
  Access
  Contents
  Barrels 
  (6x)
  Container: Barrel or 
  Crate
  Rotted Fish (no value)
  Chest
  Locks: Chest, Simple
  Weapons: Light, using 
  Context B
  MC-FH-BM-10: Barrels Southeast
    Nestled against a rockpile is a stack of barrels.
  
  171
  Mines L1
  Access
  Contents
  Barrels 
  (6x)
  Container: Barrel or 
  Crate
  Rotted Fish (no value)
  If the party does not investigate these crates, they may 
  contain a monster: When the party travels through the 
  passage to the north (see below), roll on the 
    Random 
  Encounters table; if a monster results of Small size or 
  smaller, it bursts forth from these barrels, though it waits 
  for the PCs to finish their exploration of the cave to the 
  northwest.
  Ignore any Random Encounter results that could not fit in a 
  barrel.
  MC-FH-BM-11: North Passage
    Behind some rocks is a tight squeeze of a passage covered 
  in cobwebs.
  Medium-sized creatures must squeeze through here, 
  meaning that two-handed weapons cannot be wielded by 
  whichever PC is moving at the time.
  MC-FH-BM-12: Northwest Cave
    This cave is particularly damp; the floor oozes a mostly-
  solid muck.  The smell is rich with earth, saltwater, and 
  fish.
  MC-FH-BM-13: Fishmaster’s Stash
    In a somewhat watertight plateau of gypsum is a locked 
  wooden chest, well-weathered and battered.
  Access
  Contents
  Chest
  Locks: Chest, 
  Simple AND 
  Traps: General, 
  using Context D
  Coin Treasure: Moderate, 
  using Context B AND 
  Armor: Shields, using 
  Context C
  
  172
  Mines L1
  Map 54: Garrison Secret Tunnel Complex (MC-GR-ST)
  One square equals 5 ft.
  
  173
  Mines L1
  MC-GR-ST: Garrison Secret Tunnel Complex
  Overview
  One of the very few means of entering the Mines not 
  using the Elevators, these tunnels lead from the Garrison 
  basement to the eastern portion of the Mines.
  Theme & Purpose
  There’s danger here, but a creative way of entering the 
  Mines.
  A Chain of Secrets
  Counting the entrance the PCs have already discovered if 
  they’re looking at this map, there are three additional secret 
  doors to discover to progress through the entirety of this 
  region.
  Finding each should grant 
    1 Reward Star.  Discovering 
  all four secrets that link the Garrison with the Mines should 
  benefit the party an additional 
    3 Reward Stars on top of 
  that.
  Note that most of the secret passages have secret door 
  symbols on either side of the secret tunnels.  Discovering one 
  side of the secret also reveals the other; a second Perception 
  check is not required to uncover the secret at the other 
  end of the secret tunnel.  In addition, roll only once for the 
  profile of each secret; the difficulty is the same on either 
  side of a given tunnel.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level; roll twice as often as normal.  Reroll results of “No 
  Encounter”.  Finally, ignore any “NPC Encounter” results, as 
  no citizens have yet discovered these tunnels.
  Areas of Interest
  MC-GR-ST-1: Garrison Basement
  More detail on this area can be found in “Map 6: Garrison 
  Ground Floor (MC-GR-GF)” on page 47.
  MC-GR-ST-2: Entrance Tunnel
    A tight squeeze initially opens up a bit to a rock- and 
  web-encrusted passage leading northeast.
  MC-GR-ST-3: Slime Patch
    A slick patch of floor looks a lot like a slime or ooze, as 
  the passage curves to the west.
  This is in fact a slimy puddle of water, not a semi-sentient 
  monster.
  MC-GR-ST-4: Dead End
    The cave terminates in a bit wider room with some 
  mushrooms and a rock pile in the north.
  There is nothing to find here, but the abrupt and boring 
  dead-end will entice the party to keep exploring.
  MC-GR-ST-5: Secret Tunnel South
  Only read the italicized text if the secret is discovered.
    In the northeast corner of the fork in the cavern, you feel 
  a weakness in the mixture of stone and muck.  Chunks of 
  soil fall apart as you dig, and soon you’ve uncovered a 
  passage through which you can all fit if you hunch over.
  Access
  Secret Passage South
  Locks: Door, Secret, using 
  Context D, Perception only
  MC-GR-ST-6: Center Chamber
    This chamber is pear-shaped, with the narrow end 
  pointed northeast.  Fungus has sprouted on the ground 
  ahead of you; to the north is a patch of green slime.
  Although both features mentioned are benign, entering this 
  room prompts an immediate roll on the 
    
    Random 
  Encounters table.  Ignore NPC Encounters; also ignore any 
  result which calls for a creature of larger than Small size.  
  Place any encounter that results in the webbed portion of the 
  tunnel to the northeast.
  MC-GR-ST-7: Southeast Fungi Room
    A much larger chamber opens to the south.  The floor is 
  almost entirely coated in mushrooms of various sizes and 
  shapes, a mixture of green and ochre.  To the northeast is 
  a patch of greenish slime.
  As the PCs approach this region, 
    randomize by rolling 
  a d100: on a 0-20, there is no threat here; on a 21-60, the 
  fungus contains a 
    Fungal Crawler; on a 61-90, the slime 
  patch is actually a 
    Grey Ooze; and on a 91-00, both the 
  Crawler and the Ooze are present.
  
  174
  Mines L1
  MC-GR-ST-8: Northeast Passage
    Cobwebs, rocks, muck, and mushrooms speckle the 
  surfaces in this long, narrow tunnel.
  If the PCs have not yet faced any monsters in these tunnels, 
  roll on the 
    
    Random Encounters table as they pass 
  the squares marked with an “8”.  Ignore NPC Encounters; 
  also ignore any result which calls for a creature of larger 
  than Small size.  Place any encounter that results in the 
  webbed portion of the tunnel to the northwest; if the party 
  is moving from north-to-south along this tunnel, place the 
  threat in the square marked with a “7” instead.
  MC-GR-ST-9: North Passage
    The cave narrows to a heavily-webbed narrow space at 
  one point here.  To the west of the pinch point is a patch 
  of greenish muck.
  Surprisingly, there are no spiders to be found in these 
  tunnels (aside from those which may result from Random 
  Encounters).  Medium-sized creatures require four rounds 
  to pass through this point, however.
  The muck is simply that, and contains no threat.
  MC-GR-ST-10: Green Mushroom Room
    Two rectangular swathes of green fungus coat much of 
  this kidney-shaped chamber.  Rocks pepper the spaces in 
  between.
  The fungus contains no inherent risk.
  Access
  Secret Passage 
  North
  Locks: Door, Secret, using Context D; 
  Perception only, reduce DCs by 2
  MC-GR-ST-11: Secret Tunnel Northeast
  Only read the italicized text below if the secret is discovered.
    Along the southwest edge of the chamber is a face of 
  stone that seems slightly different than its neighbors.  
  Pushing, you tip the stone over, revealing a pasage to the 
  southwest.
  MC-GR-ST-12: Northwest Pillar Room
    In the center of this large room is a floor-to-ceiling 
  connected stalagmite.  Surrounding it is a ring of 
  multicolored fungi, small caps speckled with larger, dog-
  sized chunks as well.
  Amidst the fungus is a 
    Violet Fungus.
  MC-GR-ST-13: Secret Mines Passage
  Only read the italicized text if the PCs discover the secret.
    The dirt wall to the northwest falls away at your touch.
  MC-GR-ST-14: Mines Entrance
  This leads to “Map 49: Mines Level 1, Overview (ML1-O)” 
  on page 158.
  Access
  Mines Secret 
  Passage
  Locks: Door, Secret, using Context B; 
  Perception only
  
  175
  Mines L1
  Map 55: Garrison / Mess Hall Basement Overview (MC-GRMH-BMO)
  One square equals 5 ft.
  
  176
  Mines L1
  MC-GRMH-BMO: Garrison / Mess Hall Basement Overview
  Overview
  These two basements, and the secret tunnels that connect 
  them, are part of an interwoven complex of naturally-
  occuring caverns that have been extended manually to form 
  a large supply cache.
  Theme & Purpose
  Supplies and treasure abound, but so does danger.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  
  Areas of Interest
  MC-GRMH-BMO-1: Garrison Basement
  Please refer to page 177 for more information.
  MC-GRMH-BMO-2: Mess Hall Basement
  This region is described in more detail starting on page 
  180.
  MC-GRMH-BMO-3: Mess Hall Secret 
  Stash
  This area is also described beginning on page 180.
  MC-GRMH-BMO-4: Garrison Secret 
  Tunnel Complex
  Turn to page 172 for further information.
  
  177
  Mines L1
  Map 56: Garrison Basement (MC-GR-BM)
  One square equals 5 ft.
  
  178
  Mines L1
  MC-GR-BM: Garrison Basement
  Overview
  Underneath the Garrison is a huge basement that runs the 
  width of the building above and then some.  It was used for 
  storage, disaster preparedness, and occasionally for sparring.
  Theme & Purpose
  Secret passages connect this basement with its neighbor, 
  the Mess Hall Basement, and with the secret tunnels to the 
  northeast.  The route to the northeast eventually leads to the 
  Mines themselves, making this one of the very few entrances 
  into the Mines without taking a traditional Elevator.
  There’s also the possibility of discovering more information 
  about the city and what fate has befallen it.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level. 
  Areas of Interest
  MC-GR-BM-1: Stairs Up
  These lead to “Map 6: Garrison Ground Floor (MC-GR-GF)” 
  on page 47.
  MC-GR-BM-2: Basement Floor
    The air here is less cool, and more humid, than you 
  would have imagined.  A slight breeze seems to blow 
  from west to east, but it could be your imagination.  This 
  basement is enormous—seeming more so for its lack of 
  inherent light.
  MC-GR-BM-3: Weapons Prep East
    A long table holds polearms, staves, and shields in a 
  messy abundance.  To the east is an open treasure chest 
  with coins scattered about, as though whomever opened 
  it was hastily seeking something in particular.  
  Access
  Contents
  Table
  unprotected
  Weapons: Martial 2H, roll 2d6 
  times AND 
  Armor: Shields, roll 2d4 times
  Chest
  unprotected
  Coin Treasure: Moderate, using 
  Context D, halve all quantities
  MC-GR-BM-4: Monster Corpse
    The bones of a large creature rest here.  Whatever it was, 
  it was eight feet tall, had long claws, a tail and sharp 
  teeth, and it likely died several weeks ago.
  MC-GR-BM-5: Secret Passage Northeast
  This leads to “Map 54: Garrison Secret Tunnel Complex 
  (MC-GR-ST)” on page 172.
  MC-GR-BM-6: Weapons Prep Center
    An “L” shape is formed by neatly-organized tables 
  about the base of the staircase.  Atop the tables is an 
  assortment of weaponry that appears to be in pristine 
  condition.
  Access
  Contents
  Table
  unprotected
  Weapons: Martial 1H, roll 2d6 
  times AND 
  Weapons: Ranged, roll 2d4 times
  MC-GR-BM-7: Weapons Prep West
    A long table runs east-west here; swords of all manner 
  are organized crisply.  To the south, a stack of barrels has 
  been pushed up against the packed-dirt wall.  In between 
  these features, it looks as though someone has ripped 
  apart an unarmored young man and looted his body; the 
  blood trail from the encounter spatters across this entire 
  area.
  The deceased was a tally-boy, charged with keeping 
  inventory for the Garrison; he was working here when the 
  monster whose corpse now lies to the east ransacked the 
  basement.
  Access
  Contents
  Table
  unprotected
  Weapons: Martial 1H, 
  roll 3d6 times, reroll 
  results that are not 
  Swords
  Barrels, 
  Large (4x)
  Container: 
  Crate or Barrel
  Simple Foodstuffs, size 
  Medium
  Barrels, 
  Small (2x)
  Container: 
  Crate or Barrel
  Alcohol: General, size 
  Medium
  MC-GR-BM-8: North Corpse
    Next to a crate and an urn, a half-elven body lays, slain 
  some weeks ago.  The blood trail from the assailant leads 
  
  179
  Mines L1
  to the stairs to the east.
    On the body is a scrap of paper: roll on the 
    Plot 
  Discoveries table.
  Access
  Contents
  Crate
  Container: 
  Crate or Barrel
  Rations & Prepared Food, 
  size Medium
  Barrels 
  (3x)
  Container: 
  Crate or Barrel
  Alcohol: General, size 
  Medium
  MC-GR-BM-9: Table & Chest
    A rectangular table sits in the middle of this space.  
  To the north is a treasure chest, empty but for coins 
  scattered about the floor surrounding it.
  Access
  Contents
  Chest
  unprotected
  Coin Treasure: Moderate, using 
  Context D, halve all quantities
  MC-GR-BM-10: Crate & Chest
    In the southwest corner of the basement is a large crate, 
  atop which rests a pile of sacks and a locked treasure 
  chest.
  Access
  Contents
  Crate, 
  Large
  Container: 
  Crate or Barrel
  Rations & Prepared Food, size 
  Large
  Sacks
  unprotected
  Potions: Moderate
  Chest
  Locks: Chest, 
  Strongbox
  Weapons: Light, using 
  Context C AND 
  Gems: Semi-Precious, using 
  Context B
  MC-GR-BM-11: Smashed Crates
    A crate has been smashed horribly here.  Next to it is a 
  pile of five smaller crates, and another large crate.
  Access
  Contents
  Crate, 
  Large
  Container: Crate 
  or Barrel
  Rations & Prepared 
  Food, size Large
  Crates, 
  Small (5x)
  Container: Crate 
  or Barrel
  General Supplies
  MC-GR-BM-12: Secret Passage West
  Only read the italicized text below if the secret is uncovered.
    Just behind the wall of barrels, and above a bed of loose 
  rock, you discover a pile of earth and stones that shifts 
  when you touch it.  The debris crumbles, and you discover 
  a passage to the west.
  Access
  Secret Passage 
  West
  Locks: Door, Secret, using Context B, 
  Perception only
  MC-GR-BM-13: Wall of Barrels
    A huge array of barrels is stacked loosely toward the 
  west wall of the basement, stopping just short of a 
  column of rocks and debris.  
  One open barrel contains fresh water.
  Access
  Contents
  Barrels 
  (11x)
  Container: 
  Crate or Barrel
  Alcohol: General, size 
  Medium
  
  180
  Mines L1
  Map 57: Mess Hall Basement (MC-MH-BM)
  One square equals 5 ft.
  
  181
  Mines L1
  MC-MH-BM: Mess Hall Basement
  Overview
  This is the basement of the huge Mess Hall upstairs.  As 
  such, it contains a great deal of raw materiel and supplies for 
  feeding hundreds of citizens.
  Theme & Purpose
  Foodstuffs are typically boring loot for adventurers, but this 
  area contains enough rations to fuel dozens of expeditions.  
  There’s also the possibility of turning up some interesting 
  loot as well, particularly if the party discovers the secret 
  tunnel to the northeast.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll any monster-related results once.
  NPCs of Note
  Night or day, there is a 
    20% chance that the Feastmaster 
  will be hanging out down here.  
  Areas of Interest
  MC-MH-BM-1: Stairs Up
  These lead to “Map 9: Mess Hall Ground Floor (MC-MH-
  GF)” on page 56.
  MC-MH-BM-2: Basement Floor
    This space smells rich, but earthy, as though a naturally-
  occuring cave had been hollowed out and expanded by 
  the citizenry of the city, and then filled with reserves 
  of raw foodstuffs and spices.  Which, you suspect, is 
  precisely what you encounter here.
  MC-MH-BM-3: Sackpile
    A large mountain of sacks of all manner has been 
  assembled here.
  Access
  Contents
  Sack Pile
  unprotected
  Simple Foodstuffs, size Large
  MC-MH-BM-4: Barrels Northwest
    Against the northwest edge of the basement is an array 
  of barrels, piled two high.  Two are open; one of these is 
  empty, and the second contains a murky brown liquid.  A 
  trio of casks sits to the north of the other barrels.
  The brown liquid is simply fouled water.
  Access
  Contents
  Barrels 
  (13x)
  unprotected
  Fresh water
  Access
  Contents
  Casks 
  (3x)
  Container: Crate 
  or Barrel
  Alcohol: General, using 
  Context B, size Medium
  MC-MH-BM-5: Looted Chest
    In the southwest of the basement is a wooden treasure 
  chest whose lock appears to have been smashed.  There 
  is nothing inside, but scattered about the floor nearby 
  you find an array of coins.
  Access
  Contents
  Chest
  unprotected
  Coin Treasure: Moderate, using 
  Context D, halve all quantities
  MC-MH-BM-6: Barrels Southwest
    Ranks of barrels sit here, carefully arranged against the 
  southern cave wall.  Two are opened; one is empty, and 
  the other appears to have clear water in it.
  Access
  Contents
  Barrels 
  (17x)
  unprotected
  Alcohol: General, using 
  Context D, size Medium
  MC-MH-BM-7: Secret Passage South
  This leads to “Map 56: Garrison Basement (MC-GR-BM)” 
  on page 177.
  Access
  Secret Passage 
  South
  Locks: Door, Secret, using Context B, 
  Perception only
  MC-MH-BM-8: Cutlery Table
    A long, narrow table occupies space here, stacked with 
  dozens of plates and arrayed with handfuls of cutlery.  It 
  appears to have been a repair and sharpening station of 
  a sort.
  
  182
  Mines L1
  Access
  Contents
  Cutlery Table
  unprotected
  Daggers (2d6x)
  MC-MH-BM-9: Chests and Sacks North
    A pile of large canvas sacks, enormous wooden crates, 
  and a scattering of treasure chests forms a “U” shape to 
  the north of the staircase.
  Access
  Contents
  Sack Pile
  unprotected
  Simple Foodstuffs, 
  using Context C, roll 
  2d4 times
  Large 
  Crates (7x)
  Container: Crate 
  or Barrel
  Rations & Prepared 
  Food, size Large, using 
  Context C
  Chests (4x)
  Locks: Chest, 
  Simple, using 
  Context B
  General Supplies, using 
  Context C
  MC-MH-BM-10: Large Chest
    Nestled in the northeast, behind a head-high assortment 
  of crates, is a large wooden chest.
  Access
  Contents
  Chest
  Locks: Chest, Simple, AND 
  Traps: General, using 
  Context B
  Potions: Moderate, 
  using Context B, 
  roll 2d4 times
  MC-MH-BM-11: Secret Passage North
  This passage is hidden behind cobwebs and rocks.  
  When the PCs touch the spiderwebs in this area—which is 
  required to investigate this secret—they trigger a roll on the 
    Random Encounters table.  Ignore “NPC Encounter” 
  results, and reroll any results that involve one or more 
  monsters of larger tham Small size.  Any monsters that then 
  result should be placed in the area marked by the “13” to the 
  east.
  Only read the italicized text if the secret is discovered.
    You scrape the moldy cobwebs from the earthen wall, and 
  discover chunks of rock and grime that fall away at your 
  touch.  A tight passage is revealed to the east.
  Access
  Secret Passage 
  South
  Locks: Door, Secret, using Context B, 
  Perception only
  MC-MH-BM-12: Dead Woman’s Cave
    The long-dead skeleton of an elven female lies here.  Of 
  her belongings, there is no sign.
  MC-MH-BM-13: Secret Cave East
    The narrow passage opens into a circular chamber lined 
  with rocks.  In the north is a pile of rotten clothing; to 
  the northeast is a chest.
  Access
  Contents
  Chest
  Locks: Chest, 
  Simple, AND 
  Traps: General
  Coin Treasure: Moderate 
  AND 
  Weapons: Martial 1H
  Clothing 
  Pile
  unprotected
  Clothing: General, roll 
  2d4 times
  The secret passage to the south uses the following profile:
  Access
  Secret Passage 
  Southeast
  Locks: Door, Secret, using Context C, 
  Perception only
  MC-MH-BM-14: Southeast Secret Cache
    The earthen walls form a triangular-shaped secret cache 
  here.  You see a pile of debris and a locked wooden chest.
  Access
  Contents
  Chest
  Locks: Chest, 
  Simple, AND 
  Traps: General, 
  using Context C
  Potions: Moderate, using 
  Context C AND 
  Gems: High-Quality, using 
  Context D, halve quantities
  
  183
  Mines L1
  Map 58: Inn & Stables Basement (MC-IS-BM)
  One square equals 5 ft.
  
  184
  Mines L1
  MC-IS-BM: Inn & Stables Basement
  Overview
  This is the basement to the Inn & Stables above.  Much of its 
  long-term storage is mundane fare.
  Theme & Purpose
  There’s a secret cave to the southwest, but it’s terribly 
  disappointing in terms of treasure potential.  The main 
  chamber underneath the Inn is heavily stocked with long-
  term fare.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  MC-IS-BM-1: Trapdoor Up
  This leads to “Map 8: Inn & Stables Ground Floor (MC-IS-
  GF)” on page 52.
  MC-IS-BM-2: Barrels North
    To the north of the trap door is an array of barrels 
  against the north wall.  A trio of smaller casks sits to the 
  east of this.  One barrel is open, and appears to contain 
  fresh water.
  Access
  Contents
  Barrels (6x)
  Container: Crate 
  or Barrel
  Alcohol: General, size 
  Medium
  Casks (3x)
  Container: Crate 
  or Barrel
  Alcohol: General, using 
  Context C
  MC-IS-BM-3: Table and Casks
    A rectangular table sits here.  To its west, against the 
  earthen wall, is a quintet of casks.  To the south is an 
  open wine cask.  A firepit sits, weeks unused, to the 
  southeast of the area.
  Access
  Contents
  Casks (5x)
  Container: Crate 
  or Barrel
  Alcohol: General, size 
  Medium, using Context B
  Open Cask
  unprotected
  Alcohol: General, using 
  Context C
  MC-IS-BM-4: Barrels & Secret
    A trio of casks sits between a clump of fungus and some 
  knee-high rocks.  To the south, against the wall of the 
  basement, is a trio of barrels in a line: two of these are 
  open and empty.
  Access
  Contents
  Casks (3x)
  Container: Crate 
  or Barrel
  Alcohol: General, size 
  Medium
  Barrel
  Container: Crate 
  or Barrel
  Fresh water
  Access
  Secret Passage 
  Southwest
  Locks: Door, Secret, using Context D, 
  Perception only
  MC-IS-BM-5: Organizing Tables & Barrel 
  Stack
    In the center of the basement is a duo of tables, 
  atop which are scattered empty bottles of rum.  Two 
  enormous piles of barrels are stored in the center; a 
  small upright cask sits to the west of these.
  Access
  Contents
  Barrels 
  (13x)
  Container: Crate or 
  Barrel
  Alcohol: General, size 
  Medium, using Context D
  Cask
  Container: Crate or 
  Barrel
  Alcohol: General, size 
  Medium, using Context C
  MC-IS-BM-6: Chairs and Stools
    In the southeast of the basement, an enormous 
  assortment of chairs and stools are chaotically scattered.
  MC-IS-BM-7: Crates
    An “L”-shape of crates is formed here.  On top is a 
  scattering of chests, two smaller crates, and a cask.
  Access
  Contents
  Crates, 
  Large (4x)
  Container: Crate 
  or Barrel
  Simple Foodstuffs, size 
  Medium, roll 1d4 times
  
  185
  Mines L1
  Access
  Contents
  Crates, 
  Small (2x)
  Container: Crate 
  or Barrel
  Rations & Prepared 
  Food, size Medium
  Chests (3x)
  Locks: Chest, 
  Simple
  Coin Treasure: 
  Moderate AND 
  Rations & Prepared 
  Food
  Cask
  Container: Crate 
  or Barrel
  Alochol: General, using 
  Context C
  MC-IS-BM-8: Spiderweb Entrance
    As you enter the secret passage, a maze of spiderwebs 
  greets you.
  These may seem threatening, but presage no related 
  monster.  It does take 
    2d6 rounds to pass through his 
  area, however.
  MC-IS-BM-9: Fungal Passage
    A carpet of hand-sized fungal caps coats the floor of this 
  chamber, which appears to dead-end to the north.
  When entering this chamber, roll on the 
    Random 
  Encounters table; ignore “NPC Encounters” results and 
  any results that involve one or more monsters larger than 
  Medium size.
  Place any monster(s) that result in the basement in the area 
  marked with a “7”.
  MC-IS-BM-10: Rock Chamber
    A scattering of rocks marks this dead-end chamber to the 
  south.
  There is, disappointingly, nothing else of interest to be found 
  here.
  
  186
  Mines L1
  Map 59: Mill Basement (MC-ML-BM)
  One square equals 5 ft.
  
  187
  Mines L1
  MC-ML-BM: Mill Basement
  Overview
  This is ostensibly the basement of the Mill above.  The 
  owners discovered a naturally-occuring cavern to the 
  southwest, and used it as a secret cache for long-term 
  storage.
  Theme & Purpose
  While there is some loot to be found in the main chamber, 
  the secret cache is the real reason to venture down here.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll monster-related results once.
  Areas of Interest
  MC-ML-BM-1: Stairs Up
  This leads to “Map 10: MIll Ground Floor (MC-ML-GF)” on 
  page 59.
  MC-ML-BM-2: Barrels North
    As you step into the basement, you see a quarter of 
  barrels laid up against the north wall of the chamber.
  Access
  Contents
  Barrels (4x)
  Container: Crate or 
  Barrel
  Alcohol: General
  MC-ML-BM-3: Organizing Stations
    Four tables are ringed with all manner of stools and 
  chairs.  Their surfaces are littered with cleavers, buckets, 
  knives, and sieves.  From these tools and the marks in 
  the wood, it’s apparent that this is where all manner of 
  foodstuff processing occured.
  Access
  Contents
  Organizing Tables
  unprotected
  3d20 daggers
  MC-ML-BM-4: Crates
    Most of the eastern portion of the basement is taken up 
  by an arrangement of large crates.  On top and about the 
  crates are scattered a smaller crate, bags, baskkets, three 
  treasure chests, and sacks.
  Access
  Contents
  Crates, 
  Large (6x)
  Container: Crate 
  or Barrel
  General Supplies, size 
  Large
  Crate, 
  Small
  Container: Crate 
  or Barrel
  Simple Foodstuffs, size 
  Medium
  Access
  Contents
  Chests 
  (3x)
  Locks: Chest, 
  Simple
  Coin Treasure: 
  Moderate, using Context 
  D, halve quantities
  Sack Piles 
  (3x
  unprotected
  Simple Foodstuffs
  Baskets 
  (4x)
  unprotected
  Potions: Moderate, using 
  Context D
  MC-ML-BM-5: Opened Chest
    In the southeast of the room is an opened chest.  Copper 
  pieces have been scattered about the floor nearby.
  Access
  Contents
  Chest
  unprotected
  Coin Treasure: Moderate, using 
  Context D, cp only
  MC-ML-BM-6: Crates South
    A stack of three woodne crates sits against the south wall 
  of the basement.  On the very top is a treasure chest.  
  Nearby is a smaller crate, atop which is a basket.
  Access
  Contents
  Crates, 
  Large (3x)
  Container: Crate 
  or Barrel
  General Supplies, size 
  Large
  Crate, 
  Small
  Container: Crate 
  or Barrel
  Simple Foodstuffs, size 
  Medium
  Chest
  Locks: Chest, 
  Simple AND 
  Traps: General
  Armor: Light, using 
  Context B
  Basket
  unprotected
  Fishing Supplies
  MC-ML-BM-7: Cookfire
    A firepit sits here in a natural alcove.  Frying pans 
  aplenty sit idle in the ashes and rock.  Nearby sits a 
  
  188
  Mines L1
  cauldron full of water, three buckets, and a basket.
  The basket is empty.
  MC-ML-BM-8: Secret Rockwall
  Only read the italicized text below if the secret is uncovered.
    Above the ample rocks at your feet is an array of rocks 
  that form the wall of the basement.  You manage to prize 
  one of them off the wall with your fingers; further effort 
  reveals a passage to the southwest.
  Access
  Secret Passage 
  Southwest
  Locks: Door, Secret, Perception only
  MC-ML-BM-9: Rockpile
    To the south of the stairs is a stove and a huge array of 
  canvas sacks filled with cooking supplies.  Behind the 
  stairs, to their west, is an assortment of rocks of all sizes.
  Access
  Contents
  Sacks
  unprotected
  Simple Foodstuffs, roll 2d6 
  times
  Rockpile
  unprotected
  Gems: Low, using Context D, 
  halve quantities
  MC-ML-BM-10: Secret Passage
    Rocks are underfoot, and webs hang from the ceiling, in 
  this passage southwest.
  MC-ML-BM-11: Secret Cache Chamber
    This natural chamber is moist, and the air humid.  
  Through the rock and earth to the west you can hear 
  rushing water.  The floor is earthen, but squishes 
  underfoot as though the waterline is just a few inches 
  below.  Waterproof sailcloth bags sit to the west, and an 
  array of casks is piled to the north.
  Access
  Contents
  Sacks
  unprotected
  Textiles: General, using 
  Context C, size Medium
  Casks 
  (4x)
  Container: 
  Crate or Barrel
  Alcohol: General, using 
  Context C, size Medium
  MC-ML-BM-12: Chest Cache
    Almost buried beneath cobwebs and rocks sits a rotted 
  wooden treasure chest.
  The wood is rotted, but the trap still functions.
  Access
  Contents
  Chest
  Traps: General, 
  using Context B
  Writing Supplies AND 
  Clothing: General AND 
  Gems: Semi-Precious, using 
  Context B
  
  189
  Mines L1
  Map 60: Residence NE Basement (MC-RNE-BM)
  One square equals 5 ft.
  
  190
  Mines L1
  MC-RNE-BM: Residence Northeast Basement
  Overview
  This is the basement of one of the four residences.
  Theme & Purpose
  There’s a surprisingly solid amount of treasure to be found.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll monster-related results once.
  Areas of Interest
  MC-RNE-BM-1: Trapdoor Up
  This leads to “Map 12: Residence NE Ground Floor (MC-
  RNE-GF)” on page 64.
  MC-RNE-BM-2: Bag Stash
    A large variety of sacks and bags is heaped here.
  Access
  Contents
  Sacks
  unprotected
  Textiles: General, using Context C, 
  size Large AND 
  Clothing: General, using Context C, 
  size Medium
  MC-RNE-BM-3: Crate and Chest
    Behind the array of sacks is a large crate and a chest atop 
  it.
  Access
  Contents
  Crate, 
  Large
  Container: 
  Barrel or Crate
  General Supplies, size Large
  Chest
  Locks: Chest, 
  Simple, using 
  Context B
  Potions: Moderate, using 
  Context B
  MC-RNE-BM-4: Barrels
    A cluster of barrels sits here.  One is open and empty; 
  another is open and seems to contain fresh water.  Three 
  smaller others are sealed.
  Access
  Contents
  Barrel 
  (3x)
  Container: 
  Barrel or Crate
  Alcohol: General, using 
  Context D, size Medium
  Chest
  Locks: Chest, 
  Simple, using 
  Context B
  Potions: Moderate, using 
  Context B
  Access
  Secret Door
  Locks: Door, Secret, Perception only, 
  using Context C
  MC-RNE-BM-5: Secret Tunnel
    You have to crouch low to navigate this tunnel, which 
  ends in a web-strewn aperture.
  MC-RNE-BM-6: Guano
    A spill of guano makes the whole western portion of the 
  room slick and the chamber smell offensive.  The feces 
  themselves appears to have a thick crust, suggesting it is 
  from months ago or longer.
  MC-RNE-BM-7: Treasure Cache
    A pile of belongings sits here, amidst the cobwebs and 
  the guano.  From the layer of dust and the decay of the 
  leather and fabric, it must have been sitting here for 
  years.
  Access
  Contents
  Treasure 
  Pile
  unprotected
  General Supplies AND 
  Weapons: Martial 1H AND 
  Armor: Medium AND 
  Potions: Moderate AND 
  Coin Treasure: Moderate AND 
  Gems: Low, all using Context B
  MC-RNE-BM-8: Crates
  Access
  Contents
  Crates 
  (4x)
  Container: 
  Barrel or Crate
  General Supplies, size 
  Medium
  
  191
  Mines L1
  Map 61: Residence NW Basement (MC-RNW-BM)
  One square equals 5 ft.
  
  192
  Mines L1
  MC-RNW-BM: Residence Northwest Basement
  Overview
  This is the basment of the ransacked, bloodied residence.  
  Monsters erupted through the passage to the southeast and 
  slew the entire family.
  Theme & Purpose
  It’s a grisly scene, but also the means of traveling south to 
  connect to a series of passages that will eventually allow 
  access to the Mines as an alternative to the main entrance.
  Random Encounters
  Use the standard / default Random Encounter rules for 
  this level.  Reroll any results of “NPC Encounter” or “No 
  Encounter”.  
  Place any monsters resulting from Random Encounters as 
  coming from the tunnel to the southeast.
  Areas of Interest
  MC-RNW-BM-1: Trapdoor Up
  This leads to “Map 13: Residence NW Ground Floor (MC-
  RNW-GF)” on page 66.
  MC-RNW-BM-2: Grisly Scene
    The basement makes for an horrific scene: a skeleton, 
  stripped of flesh but recently, presumably by the same 
  firey source that scorched the floor.  Blood is flecked 
  all over the floor.  A line of slouched, grim black 
  prints traces to the southeast.  To the northwest is an 
  assortment of barrels.
  Access
  Contents
  Barrels 
  (4x)
  Container: 
  Barrel or Crate
  Fresh water
  MC-RNW-BM-3: Debris
    Splintered wood indicates the former presence of tables 
  and chairs here.  The earthen floor shows large chunks of 
  rock, as though something quite massive was rutting and 
  scraping against the floor here.
  MC-RNW-BM-4: Storage
    An array of crates and bags has been placed up against 
  the eastern wall.  Two treasure chests have been forced 
  open and are empty; a third is still sealed.
  Access
  Contents
  Crate, 
  Large
  Container: 
  Barrel or Crate
  General Supplies, size Large
  Crate, 
  Small
  Container: 
  Barrel or Crate
  Simple Foodstuffs, size 
  Medium
  Access
  Contents
  Chest
  Locks: Chest, 
  Simple
  Weapons: Simple AND 
  Armor: Light AND 
  Coin Treasure: Moderate, all 
  using Context D
  Sacks
  unprotected
  Simple Foodstuffs
  MC-RNW-BM-5: The Trail
    The prints—you’re not sure if they’re foot- or something 
  else—lead to the southeast, into a passage that appears 
  to have been tunneled out of the earth beyond the 
  basement.  To either side of this makeshift entrance to 
  the passage beyond, a pile of skulls and bones has been 
  left.
  These are less symbolic and more accidental: they are the 
  bones of the other family member victims who were in the 
  house.
  MC-RNW-BM-6: Tunnel
  This leads to “Map 63: Residence SW Basement (MC-RSW-
  BM)” on page 195.
  
  193
  Mines L1
  Map 62: Residence SE Basement (MC-RSE-BM)
  One square equals 5 ft.
  
  194
  Mines L1
  MC-RSE-BM: Residence Southeast Basement
  Overview
  Basement storage for the residence in the southeast of town.
  Theme & Purpose
  There’s a solid amount of loot to be had here.  It’s also one of 
  the very few truly safe places in Mondaria City.
  Random Encounters
  Do not roll for Random Encounters while the PCs are here.
  Areas of Interest
  MC-RSE-BM-1: Trapdoor Up
  This leads to “Map 14: Residence SE Ground Floor (MC-
  RSE-GF)” on page 68.
  MC-RSE-BM-2: Table & Barrels
    A stack of barrels is piled in the east of the room, next to 
  a pile of empty sacks.  In the center of the chamber is a 
  table with plates, a cleaver, and candles.  
  Access
  Contents
  Barrel (4x)
  Container: Barrel or Crate
  Fresh Water
  MC-RSE-BM-3: Crates North
    In a little alcove to the north, two crates, some bags, and 
  a chest sit.
  Access
  Contents
  Crate, 
  Large (2x)
  Container: 
  Barrel or Crate
  General Supplies, size 
  Medium
  Bags
  unprotected
  Rations & Prepared Food
  Chest
  Locks: Chest, 
  Simple
  Weapons: Light AND 
  Armor: Medium AND 
  Potions: Moderate, all 
  using Context B
  MC-RSE-BM-4: Casks
    In the west of the room is an assortment of three casks.
  Access
  Contents
  Casks (3x)
  Container: 
  Barrel or Crate
  Alcohol: General, using 
  Context B, size Medium
  MC-RSE-BM-5: Supplies
    The southwest of the room is an assortment of supply 
  containers.
  Access
  Contents
  Crate, 
  Small
  Container: 
  Barrel or Crate
  General Supplies, size 
  Medium
  Sacks
  unprotected
  Rations & Prepared Food
  Chest
  Locks: Chest, 
  Simple
  Gems: Low
  Casks (2x)
  Container: 
  Barrel or Crate
  Alcohol: General, using 
  Context C
  MC-RSE-BM-6: Empty Barrels Secret
    A quartet of empty barrels has been shoved in the 
  southeast corner of the basement.  Some rotted, empty 
  sacks sit nearby.  North of here, a trio of open barrels 
  contain fresh water, red wine, and white wine.
  Access
  Secret Door
  Locks: Door, Secret, Perception only, 
  using Context C
  MC-RSE-BM-7: Secret Chamber
    A dark, cobwebbed chamber greets you.  In the gloom you 
  find a well-preserved, steel-reinforced treasure chest.
  Access
  Contents
  Chest
  Locks: Chest, 
  Strongbox AND 
  Traps: General, both 
  using Context B
  Weapons: Martial 1H 
  AND 
  Weapons: Ranged AND 
  Armor: Heavy
  
  195
  Mines L1
  Map 63: Residence SW Basement (MC-RSW-BM)
  One square equals 5 ft.
  
  196
  Mines L1
  MC-RSW-BM: Residence Southwest Basement
  Overview
  Ostensibly the basement storage of the southwest residence, 
  this region is really the tunnel that monsters have forged 
  through the loose earth of the basement.
  Theme & Purpose
  As the monster tunnel connects the two western residences 
  to the pit in the floor, it is one of the very few non-standard 
  approaches to entering the Mines... though not necessarily 
  the safest!
  Random Encounters
  Use the standard / default Random Encounter rules for 
  this level.  Reroll any results of “NPC Encounter” or “No 
  Encounter” once.  
  Position any monsters that result as crawling up through the 
  hole in the ground to the west.
  Areas of Interest
  MC-RSW-BM-1: Trapdoor Up
    The north half of this basement is covered in spiderwebs.  
  This leads to “Map 15: Residence SW Ground Floor (MC-
  RSW-GF)” on page 70.
  MC-RSW-BM-2: Barrel Stack
    In the north of the cobwebbed basement sits a big stack 
  of barrels.  Some are open and empty.
  Access
  Contents
  Barrels 
  (8x)
  Container: 
  Barrel or Crate
  Fresh water
  MC-RSW-BM-3: Storage
    The southeast of the basement is a vast array of storage 
  containers.  
  Access
  Contents
  Crate, 
  Large (2x)
  Container: 
  Barrel or Crate
  General Supplies, size 
  Large
  Crate, 
  Small (2x)
  Container: 
  Barrel or Crate
  Rations & Prepared 
  Food, size Medium
  Chest
  Locks: Chest, 
  Simple
  Coin Treasure: Moderate
  Barrels 
  (3x)
  Container: 
  Barrel or Crate
  Simple Foodstuffs, size 
  Medium
  Canvas 
  Bags
  unprotected
  General Supplies, roll 
  1d4 times
  MC-RSW-BM-4: Rockfall
    A hole in the southern earthen basement wall leads to a 
  floor-to-ceiling jumble of boulders and rocks that blocks 
  passage.
  Barring magical means, passage through here is impossible, 
  though it’s clear that there is something beyond.
  MC-RSW-BM-5: Tunnel Junction
    This four-way junction is covered in a filmy web.  The 
  rocks make safe footing difficult; they lead to a huge 
  rockwall to the north.
  MC-RSW-BM-6: Antechamber
    This stomach-shaped room contains piles of rocks, fungi, 
  and a corpse crused by rocks.  
  This was used as a home-away-from-home, temporary nest 
  for monsters terrorizing the city above.  
  MC-RSW-BM-7: Entrance
  The following description assumes the PCs are entering the 
  tunnel from the north; revise accordingly if needed.
    You follow the tunnel to the south, and it curves around 
  a bit.  A spiderweb blocks passage further, but it looks 
  normal apart from its size.  You feel a cold breeze blow 
  intermittently from beyond.
  MC-RSW-BM-8: Residence Tunnel
  This leads to “Map 61: Residence NW Basement (MC-RNW-
  BM)” on page 191.
  MC-RSW-BM-9: Turnaround
    A divot has been carved out of the walls here; the ground 
  is scratched thin to the rock beneath, and mushrooms 
  spout here and there.  Strangely, as you enter, an unusual 
  silence descends upon you, though it seems a natural 
  
  197
  Mines L1
  effect due to the curvature of these tunnels.
  Strangely, this area forms a natural dead zone of sound: so 
  long as the PCs stay huddled here, no Random Encounters 
  occur.  Any Random Encounters that have been rolled and 
  placed, but which have not yet seen the party, do not pursue 
  or seek them out.
  MC-RSW-BM-10: Dead Dwarf
    A dead dwarf lies here, amidst a crush of blood.
  Access
  Contents
  Dwarf 
  Corpse
  unprotected
  Weapons: Martial 2H AND 
  Armor: Heavy AND 
  Coin Treasure: Moderate, using 
  Context D
  MC-RSW-BM-11: Guano Hole
    The tunnel ends in a guano-soaked room with a gaping 
  hole in the ground to the north.
  This leads to “Map 79: Mines Level 2 Overview (ML2-O)” 
  on page 237.
  
  198
  Mines L1
  Map 64: Storage Basement (MC-ST-BM)
  One square equals 5 ft.
  
  199
  Mines L1
  MC-ST-BM: Storage Basement
  Overview
  Hidden beneath the storage and temporary trading area 
  to the west of the marketplace, more long-term storage 
  normally resides.  However, this has been the setting for a 
  horrible, deadly conflict with chaotic monsters who sought 
  the surface in the wake of the Obelisk’s discovery.
  Theme & Purpose
  The PCs should go down here seeking resupply... only to 
  discover horror.  A swift retreat is a reasonable reaction, 
  though it likely prevents discovery of the hidden passage to 
  the northwest that leads to actual treasure.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  MC-ST-BM-1: Trapdoor Up
    As you descend the wooden ladder, you immediately 
  become ill at ease.  Something went deeply awry in 
  this basement: you smell the rich iron of spilled blood, 
  layered with a more acidic, smoky scent that makes your 
  lungs itch.  Shadows to the east hint at blood and debris.
  This leads to “Map 17: Storage Ground Floor (MC-ST-GF)” 
  on page 75.
  MC-ST-BM-2: Barrels & Barricade
    A clutch of barrels to the north has been repurposed to 
  form one end of a makeshift barricade, consisting of 
  clothing, wood scraps, rocks, sacks, and other debris.  
  Two barrels are open, and contain water; two more are 
  open and empty.
  Access
  Contents
  Barrels (4x)
  Container: Barrel or 
  Crate
  Alcohol: General
  MC-ST-BM-3: Corpses & Chest
    Two bodies lie here, slain by some malevolent force that 
  left spatters of blood around a now-opened chest.  Coins 
  are scattered here and there, presumably as a result of 
  the chaos.
  Access
  Contents
  Chest
  unprotected
  Coin Treasure: Moderate, using 
  Context D, halve all amounts
  Dwarf 
  Corpse
  unprotected
  Weapons: Martial 1H AND 
  Armor: Shield AND 
  Armor: Heavy
  Access
  Contents
  Elf 
  Corpse
  unprotected
  Weapons: Martial Ranged AND 
  Armor: Light AND 
  Weapons: Light
  MC-ST-BM-4: Table & Skeleton
    The barricade continues to the south, arcing around a 
  table.  A skeleton lies disjointed on the floor.
  MC-ST-BM-5: Debris
    About a stalagmite are strewn all manner of smashed 
  wooden debris, perhaps from destroyed tables.
  MC-ST-BM-6: Barrels
    A formation of barrels is stored here.
  Access
  Contents
  Barrels (8x)
  Container: Barrel or Crate
  Fresh water
  MC-ST-BM-7: Secret Passage
  This leads to “Map 66: Checkpoint / Storage Secret Stash 
  (MC-CCS-BM)” on page 203.
  Access
  Secret Door
  Locks: Door, Secret, Perception only
  MC-ST-BM-8: Mushroom Bloom
    A scattering of fungi sprouts here.
  MC-ST-BM-9: Trash Heap
    An enormous and disgusting pile of trash and refuse 
  takes up nearly all of the northeast corner of the 
  basement.
  
  200
  Mines L1
  Map 65: Trading Post Basement (MC-TP-BM)
  One square equals 5 ft.
  
  201
  Mines L1
  MC-TP-BM: Trading Post Basement
  Overview
  The basement to the Trading Post above, this area was used 
  to store overflow stock or extra items special-ordered for 
  particular buyers.  Since the events following the Obelisk’s 
  discovery, it has become a looter’s paradise, but not without 
  the accompanying danger that this attention brings via 
  hungry monsters.
  Theme & Purpose
  Perhaps unsurprisingly, this is a great pace to resupply for 
  beleagured or under-equipped PCs.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Roll twice as often as normal; reroll results of “No 
  Encounter” once.
  Areas of Interest
  MC-TP-BM-1: Staircase Up
  This leads to “Map 18: Trading Post Ground Floor (MC-TP-
  GF)” on page 78.
  MC-TP-BM-2: Tables
    These two tables are outfitted with an array of supplies.
  Access
  Contents
  Tables
  unprotected
  Weapons: Ranged AND 
  Weapons: Simple AND 
  Weapons: Light AND 
  General Supplies
  MC-TP-BM-3: Barrels & Shield Stack
    Next to a trio of barrels sits a stack of shields of varying 
  type.  Two of the barrels are sealed; the third is open and 
  appears to be filled with mulled wine.
  Access
  Contents
  Barrels 
  (2x)
  Container: Barrel 
  or Crate
  Alcohol: General, using 
  Context B
  Shields
  unprotected
  Armor: Shields, roll 2d4 
  times
  MC-TP-BM-4: Barrel Cluster North
    Tot he north of the basement is an assortment of barrels 
  in a roughly triangular formation.  One of these is open, 
  and contains brackish, muddy water.  To their west, 
  another clump of casks is stacked three high.
  Access
  Contents
  Barrels 
  East (6x)
  Container: Barrel 
  or Crate
  Fresh water
  Barrels 
  West (8x)
  Container: Barrel 
  or Crate
  Alcohol: General, 
  using Context D, size 
  Medium
  MC-TP-BM-5: Crate Maze
    You can’t tell whether the arrangement of these crates 
  was intentionally designed to create a maze of sorts, or if 
  it simply happened that way through sheer chaos.  Either 
  way, there’s a lot of container to see: a wall of stacked 
  barrels, chin-high, bars entry to the center of the maze 
  from the west; chests and crates are stacked on top of 
  larger crates to form a spiral-shaped maze where entry 
  is possible only from the top.  To the north, a floor-to-
  ceiling spiderweb blocks entry to the main path into the 
  maze.  Sack piles dot the perimeter.
  The PCs are of course welcome to smash their way into the 
  center via other means, and from any direction.
  Access
  Contents
  Barrels (7x)
  Container: 
  Barrel or Crate
  Alcohol: General, using 
  Context D
  Crates, 
  Large (10x)
  Container: 
  Barrel or Crate
  General Supplies, size 
  Large
  Sack Piles 
  (4x)
  unprotected
  Rations & Prepared Food
  Stacked 
  Chests (3x)
  Locks: Chest, 
  Simple, using 
  Context C
  Potions: Moderate AND  
  Coin Treasure: Moderate
  Treasure 
  Pile
  unprotected
  Weapons: Martial 1H 
  AND 
  Armor: Medium AND 
  Gems: Semi-Precious
  
  202
  Mines L1
  Access
  Contents
  Treasure 
  Chest
  Locks: Chest, 
  Strongbox AND 
  Traps: General
  Weapons: Exotic AND 
  Armor: Light AND 
  Potions: Moderate AND 
  Gems: Medium-Quality, 
  all using Context C
  MC-TP-BM-6: Copper Corner
    Nestled in the southeast corner amidst cobwebs 
  and smashed wood is a pile of low-quality coins in 
  leather sacks.  Some are dented, others are but slivers; 
  this seems to be the excess, lower-valued currency 
  accumulated over time via sales.  A trail of coins leads 
  from the piles to the northwest.
  Access
  Contents
  Coin 
  Corner
  unprotected
  Coin Treasure: Moderate, copper 
  pieces only, double quantities
  MC-TP-BM-7: Crates Southeast
    These crates have partially been smashed, dented, or 
  otherwise damaged in transit.  
  Access
  Contents
  Crates 
  (4x)
  Container: Barrel or 
  Crate
  Fishing Supplies AND 
  General Supplies
  MC-TP-BM-8: Crates South
    These smaller crates pepper the basement floor to the 
  south.
  Access
  Contents
  Crates 
  (12x)
  Container: Barrel or 
  Crate
  Textiles: General, size 
  Medium
  MC-TP-BM-9: Sacks
    Three enormous sacks hulk against the southern wall.  To 
  their north is a thigh-high wall formed of much smaller 
  bags.
  Access
  Contents
  Sacks, 
  Huge (3x)
  unprotected
  Simple Foodstuffs, size 
  Large, using Context D, 
  double quantities
  Sacks, 
  Small 
  (10x)
  unprotected
  Simple Foodstuffs, using 
  Context C
  MC-TP-BM-10: Barrels Southwest
    In the southwest of the basement is a wall of stacked 
  casks; an alley is formed to the south between this and 
  the earthen wall.  At its terminus to the east, a clump of 
  spiderwebs blocks passage.
  Access
  Contents
  Barrels 
  (17x)
  Container: 
  Barrel or 
  Crate
  Simple Foodstuffs, size 
  Medium, using Context B
  MC-TP-BM-11: Water Barrels
    A clump of water barrels occupies the northwest corner 
  of the basement.  Most are open and empty; one is open 
  and half-filled with fresh water.
  Access
  Contents
  Barrels 
  (3x)
  Container: 
  Barrel or 
  Crate
  Fresh water
  MC-TP-BM-12: Secret Passage Northwest
  Only read the italicized text if the secret is discovered.
    Behind the barrels, there is a section of earthen wall that 
  seems to have been weakened over time by leaking barrels.  
  You pry at it, and the soil falls apart, revealing a passage 
  to the northwest.
  This leads to “Map 66: Checkpoint / Storage Secret Stash 
  (MC-CCS-BM)” on page 203.
  Access
  Secret Door
  Locks: Door, Secret, Perception only
  
  203
  Mines L1
  Map 66: Checkpoint / Storage Secret Stash (MC-CCS-BM)
  One square equals 5 ft.
  
  204
  Mines L1
  MC-CCS-BM: Checkpoint / Storage Secret Stash
  Overview
  This natural cave has been extended to connect the 
  Checkpoint Basement and the Storage Basement.  Though 
  the current operators of those areas have neglected to 
  discover its existence, the Secret Stash has been used over 
  the years as storage for long-term valuables or during raids 
  or other times of uncertainty.
  Theme & Purpose
  It’s a prime location to get some valuable loot, some of 
  the best in Mondaria City’s surface region.  Due to its 
  undiscovered nature, it’s also one of the very rare truly safe 
  regions.
  Random Encounters
  Do not roll on the 
    Random Encounters table while the 
  PCs are in this area, or the connecting secret passages.
  Areas of Interest
  MC-CCS-BM-1: Secret Passage North
  This connects to “Map 52: Checkpoint Control Basement 
  (MC-CC-BM)” on page 167.
  MC-CCS-BM-2: Secret Passage South
  This leads to (or from, depending on how the PCs are 
  traversing) “Map 64: Storage Basement (MC-ST-BM)” on 
  page 198.
  MC-CCS-BM-3: Secret Stash
    As you enter the chamber, you feel an aura of dank, 
  humid, murky air.  The floor of the cave is earthen, and 
  soggy in patches.  Rocks have tumbled from the walls in 
  places here and there.  Spiderwebs coat about half the 
  surfaces.
  MC-CCS-BM-4: Treasure Southeast
    In the southeast of the chamber is a pile of treasure, 
  discarded long ago by peoples unknown and for purposes 
  similarly unknown.  The leather has begun to rot, but is 
  otherwise serviceable.
  Access
  Contents
  Treasure 
  Pile
  unprotected
  Weapons: Light, roll twice AND 
  Armor: Light AND 
  Weapons: Simple AND 
  Potions: Moderate AND 
  Coin Treasure: Moderate, all 
  using Context B
  MC-CCS-BM-5: Treasure Southwest
    Between two clumps of rocks is a pile of treasure, mostly 
  coins and gems.  The wood of the open chest has rotted 
  in places.
  Access
  Contents
  Treasure 
  Pile
  unprotected
  Coin Treasure: Moderate AND 
  Gems: Semi-Precious, using 
  Context B AND 
  Potions: Moderate, using 
  Context D
  MC-CCS-BM-6: Double Stash
    Among the thickest spiderwebs in the northwest corner 
  of the cave is a double stash of wealth: supplies in an 
  alcove to the north, and coin and gem treasure to the 
  west.
  Access
  Contents
  Treasure 
  Pile 
  North
  unprotected
  Weapons: Martial 2H AND 
  Armor: Light AND 
  Armor: Shields, roll 1d4 times 
  AND 
  Potions: Moderate, using 
  Context B
  Treasure 
  Pile 
  West
  unprotected
  Coin Treasure: Moderate, 
  using Context B, double 
  quantities AND 
  Gems: Low, double quantities
  MC-CCS-BM-7: Rock Pillar
    In roughly the center of the room is a floor-to-ceiling 
  stalagmite, forming a pillar and lending an odd solemnity 
  to the otherwise natural chamber.
  
  205
  Mines L1
  Map 67: Railmaster’s Cottage (ML1-RLMC)
  One square equals 5 ft.
  
  206
  Mines L1
  ML1-RLMC: Railmaster’s Cottage
  Overview
  Here dwells the Railmaster, the leader of the operations of 
  the railways in many levels of the Mines.
  Theme & Purpose
  As with many other leaders of the operations of the 
  structure, talking with the Railmaster may lead to more 
  information about what happened here.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll any monster-related encounters once.
  NPCs of Note
  Perhaps obviously, the 
    Railmaster is often to be found 
  here.  When approaching the building, roll; there is a 
    
  60% chance of being here during any time of day.
  Areas of Interest
  ML1-RLMC-1: Southwest Entrance
    A steel double door stands here.  To the north is a lit wall 
  sconce.
  This door is unlocked, but still closed, if the Railmaster is in 
  residence.  The sconce is unlit if the Railmaster is absent.
  Access
  Southwest 
  Entrance
  Locks: Door, Stronghold, using Context D
  ML1-RLMC-2: Sitting Room
    Chairs are scattered comfortably around this room, 
  which also holds a cabinet to the north and an octagonal 
  table to the southeast.  Double doors lead to the east.
  Access
  Contents
  Cabinet
  Locks: Furniture, 
  Simple
  General Supplies, using 
  Context B
  ML1-RLMC-3: Informal Dining
    This room bears a large octagonal table ringed with 
  chairs, atop a nice but threadbare rug.  A stove lurks in 
  the northeast corner; a workbench littered with tools 
  occupies much of the northwest corner.  A smaller dining 
  table is in the southwest.  Double doors lead to the west 
  and north, and a reinforced door leads eastward.
  Access
  Dining Room 
  Door East
  Locks: Door, Reinforced, using Context 
  B
  ML1-RLMC-4: Railmaster’s Workshop
    This workshop holds a huge array of tools and projects 
  in various stages of completion and chaos.  Of particular 
  note is a small crate in the southeast corner, atop and 
  near which sit a cask and two treasure chests.  A firepit 
  sits just south of the window to the north.
  Access
  Contents
  Crate
  Container: Barrel or 
  Crate
  General Supplies, size 
  Medium
  Cask
  Container: Barrel or 
  Crate
  Alcohol: General, using 
  Context C
  Chests 
  (2x)
  Lock: Chest, Simple, 
  using Context C
  Coin Treasure: Moderate, 
  using Context B
  ML1-RLMC-5: Railmaster’s Quarters
    The northeast of the building is taken up by what must 
  be the Railmaster’s quarters.  All the essentials are here: 
  bed, empty basin, privy, writing and dressing desks, and 
  chairs.  Simple double doors are locked against the west.
  Access
  Contents
  Writing 
  Desk
  Locks: Furniture, 
  Simple, using Context B
  Writing Supplies
  Dressing 
  Desk
  unprotected
  Weapons: Simple, 
  using Context D
  Access
  Closet Doors
  Locks: Door, Simple
  ML1-RLMC-6: Closet
    Two large cabinets hulk in the west of this chamber.  
  Piles of clothes lay scattered about on the floor.
  
  207
  Mines L1
  Access
  Contents
  Cabinets 
  (2x)
  Locks: Furniture, 
  Simple, using Context B
  Clothing: General, 
  using Context C
  Floor 
  Piles (2x)
  unprotected
  Clothing: General, 
  using Context D
  ML1-RLMC-7: Formal Dining Room
    A huge banquet table, set for a meal that never took 
  place, occupies the majority of this room.  Four 
  sideboards are interspersed along the north and south 
  walls.  A curtained door leads to the north.
  Access
  Contents
  Sideboards 
  (4x)
  Locks: Furniture, 
  Simple, using 
  Context B
  Rations & Prepared 
  Food, using Context C
  ML1-RLMC-8: East Entrance
    Solid steel double doors bar your passage here.  
  These doors are always locked when first encountered.
  Access
  East 
  Entrance
  Locks: Door, Stronghold, using Context D
  ML1-RLMC-9: Railway View
  Read the following whenever the PCs look out the windows 
  to the south.
    The rail tracks seem a bit out of repair, but otherwise 
  solid and useable.  Wooden ties have begun to rot in 
  places, and the rails show spots of rust.
  
  208
  Mines L1
  Map 68: Rail Switchhouse East (ML1-RSE)
  One square equals 5 ft.
  
  209
  Mines L1
  ML1-RSE: Rail Switchhouse East
  Overview
  Switchhouses are used to control rail traffic.  They’re also 
  good places for resupply, but mostly for mechanical and 
  mundane purposes.
  Theme & Purpose
  There’s very little to be found here, but for the potential of 
  relative safety.
  Random Encounters
  Use the standard / default Random Encounter rules for 
  this level.  Reroll monster-related encounters once.  If the 
  PCs wish to take a long rest here, roll once on the Random 
  Encounter table, rerolling monsters per the above; if 
  no monster encounter is indicated, then they may rest 
  unobstructed.
  NPCs of Note
  There’s a 
    10% chance that the 
    Railmaster would be 
  found here.
  Areas of Interest
  ML1-RSE-1: Entrance
    A reinforced door bars your entry.  To either side are 
  unlit wall sconces with fresh torches inserted.
  Access
  Entrance
  Locks: Door, Reinforced, using Context B
  ML1-RSE-2: Sack Pile
    Between two tightly-spaced tables laden with rotting 
  food is a pile of bags. 
  Access
  Contents
  Sack Pile
  unprotected
  General Supplies
  ML1-RSE-3: Storage
    The entire eastern half of the small shed is heaped with 
  supply containers.  The assemblage gives off a musty, 
  mildewy scent.
  Access
  Contents
  Crates 
  (2x)
  Container: Barrel 
  or Crate
  General Supplies, size 
  Medium
  Casks 
  (3x)
  Container: Barrel 
  or Crate
  Alcohol: General, using 
  Context B
  Chest
  Lock: Chest, 
  Simple, using 
  Context B
  Coin Treasure: 
  Moderate, using Context 
  D
  Access
  Contents
  Sack 
  Piles (2x)
   unprotected
  Glasses, Metals, and 
  Woods, using Context D
  ML1-RSE-4: Rail View
  Read this to the PCs whenever they take a view out the 
  windows to the south.
    The rail tracks seem a bit out of repair, but otherwise 
  solid and useable.  Wooden ties have begun to rot in 
  places, and the rails show spots of rust.
  ML1-RSE-5: Junction
    Two sets of tracks merge here.  There seems to be a 
  switching mechanism, but you don’t see any means of 
  changing the junction without manually touching the 
  contraption at the point of the merge.
  
  210
  Mines L1
  Map 69: Rail Switchhouse North (ML1-RSN)
  One square equals 5 ft.
  
  211
  Mines L1
  ML1-RSN: Rail Switchhouse North
  Overview
  This shed controlled rail matters in the northern region of 
  the level.  It also acted as a mundane resupply station for 
  the workers.  Those stationed here during the chaos which 
  unfolded following the Obelisk’s discovery holed up inside, 
  atteempting to barricade themselves away from the evil.  It 
  didn’t work, they were slain, and then some days later, their 
  bodies looted by common vandals.
  Theme & Purpose
  It’s an opportunity to build suspense and the sense that truly 
  grisly and horrible things have occured in the Mines.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll monster-related encounters once.
  NPCs of Note
  Whenever the PCs approach this building, there is a 
    15% 
  chance that the 
    Railmaster is inside.
  Areas of Interest
  ML1-RSN-1: Rubble Entrance
    A huge pile of rocks partially obstructs the entrance here, 
  which is ajar and battered.
  ML1-RSN-2: Barricade
    Someone has constructed a makeshift barricade here 
  from all manner of extra materials.  Wood, canvas; 
  practically anything that was lying around seems to have 
  been heaped here in an attempt to keep something out.
  ML1-RSN-3: Corpses
    Two corpses lie here in battered and bloody state: a half-
  elf and an elf.  They have been stripped of their valuables 
  and, from the dried flakiness of the blood about their 
  bodies, have been dead for a week or so.
  ML1-RSN-4: Watch Area
    This sliver of space at the south of the building seems to 
  have been used as a watch station of sorts.  Jugs of ale 
  and mead have been scattered about.  Locked steel doors 
  lead to the east and west just north of here.
  Access
  Storage Door (2x)
  Locks: Door, Reinforced
  ML1-RSN-5: Storage West
    Sacks of all manner have fallen here.  Amidst the piles is 
  a wooden chest.
  Access
  Contents
  Sacks
  unprotected
  General Supplies, size Large
  Chest
  Traps: General, 
  using Context 
  D (unlocked)
  Alcohol: General, using 
  Context C AND 
  Potions: Moderate, using 
  Context B
  ML1-RSN-6: Storage Northwest
    Crates, small sacks, and a few chests have been scattered 
  to the north of the storage room.  
  Access
  Contents
  Crates, 
  Small (2x)
  Container: 
  Barrel or Crate
  Glasses, Metals, and 
  Woods, size Medium
  Crate, 
  Large
  Container: 
  Barrel or Crate
  Rations & Prepared Food, 
  size Large
  Sacks
  unprotected
  Simple Foodstuffs, size 
  Medium
  Chests 
  (2x)
  Locks: Chest, 
  Simple, using 
  Context B
  Armor: General, roll 1d4 
  times AND 
  Weapons: General, roll 
  1d4 times
  ML1-RSN-7: Debris
    Various wooden structures have been destroyed here.  
  Amidst the debris are a few bones.
  ML1-RSN-8: Storage Northeast
    A crate and a chest sit here, north of a handful of oily 
  sacks.
  
  212
  Mines L1
  Access
  Contents
  Crates, 
  Small (2x)
  Container: 
  Barrel or Crate
  Glasses, Metals, and 
  Woods, size Medium
  Crate, 
  Large
  Container: 
  Barrel or Crate
  Clothing: General, size 
  Large
  Sacks
  unprotected
  Simple Foodstuffs, size 
  Medium
  Chest
  Locks: Chest, 
  Simple, using 
  Context D
  Gems: Semi-Precious, 
  using Context D
  ML1-RSN-9: Rail View
  Read the following if the PCs take a look out any of the 
  windows of the structure.
    The clean windows are of superior quality; it’s possible 
  to see a great deal of the mines outside through them.  In 
  particular, it’s a perfect view of the rails, which makes 
  sense given the function of the structure.
  
  213
  Mines L1
  Map 70: Underground River Piers Overview (ML1-UGRP-O)
  One square equals 5 ft.
  
  214
  Mines L1
  ML1-UGRP-O: Underground River Piers Overview
  Overview
  This was a major production area for the Mines, and one 
  of the rare areas where it was possible to produce useful 
  materiel that did not consist of rock, metal, or ore.  
  Theme & Purpose
  It’s a useful area to plunder for resources, and to obtain a bit 
  of information.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  ML1-UGRP-O-1: Elevator Up
  This leads to “Map 20: Chaos Secret (MC-CSCR)” on page 
  84.
  ML1-UGRP-O-2: Elevator Down
  This operates freely, and may be taken down to “Map 91: 
  Elevators West (ML2-ELW)” on page 268.
  ML1-UGRP-O-3: Fishery
  This building is explored in further detail in “Map 71: 
  Underground River Fishery (ML1-FSH)” on page 215.
  ML1-UGRP-O-4: Piers North
  Please refer to page 218 for more details.
  ML1-UGRP-O-5: Piers Mid
  Page 220 begins more details on this area.
  ML1-UGRP-O-6: Piers South
  Please refer to page 222 for furhter information.
  ML1-UGRP-O-7: Railway Southeast
    This sturdy railway was a major vector for production to 
  be distributed throughout the rest of this level, and thus 
  the rest of the mine.  Though most of it is intact and in 
  great condition, a rubble pile obstructs the area almost at 
  its end.
  ML1-UGRP-O-8: Railway North
    Major patches of rubble bar the way on this major 
  expanse of railway that connects to the north of the mine 
  level.
  ML1-UGRP-O-9: Fishery Basement
  For reference, this is the Fishery Basement, described in 
  “Map 53: Fishery Basement (MC-FH-BM)” on page 169.
  
  215
  Mines L1
  Map 71: Underground River Fishery (ML1-FSH)
  One square equals 5 ft.
  
  216
  Mines L1
  ML1-FSH: Underground River Fishery
  Overview
  This building conducted the operations of producing fish 
  products under the mountain.  It was essential for generating 
  a great deal of foodstuffs that were required to support 
  the population of the Mines; to have imported all of the 
  necessary meals for the miners would have bankrupted the 
  management.
  Theme & Purpose
  Some clues may be discovered as to the nature of the Mines 
  and what happened here.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll any NPC Encounter results.
  Areas of Interest
  ML1-FSH-1: Guano Entrance
    What might have once been the southern entrance is 
  now an unrecognizable ruin.  Guano lies spattered over 
  everything; the wall and doors are completely destroyed, 
  and in their place is a makeshift, thigh-high wall of 
  intentionally-piled debris and bags.
  ML1-FSH-2: Southeast Rubble
    The southeast corner of the building has been reduced to 
  rubble.  Although precarious, it’s possible to enter and 
  exit the structure by climbing over the pieces of rock, 
  brick, and detritus.
  ML1-FSH-3: Main Hall
    This large room is made claustrophobic by the presence 
  of so much rubble.  In the center is a body crushed by 
  falling rocks, its corpse picked clean of valuables and 
  flesh.
  ML1-FSH-4: Barrel Stack
    A pyramid of stacked barrels rests here, somehow intact 
  despite the chaos of the rest of this room.
  Access
  Contents
  Barrels 
  (12x)
  Container: 
  Barrel or Crate
  Salted fish (treat as 
  Rations), 20x
  ML1-FSH-5: Workbench Debris
    A workbench sits against the north wall of this room, 
  nearly intact amidst the chaos.  Rusty tools are scattered 
  across its surface; you see one fish-gutting knife that 
  is in uncharacteristically perfect condition.  To the 
  northwest, a set of double doors stands ajara.
  Access
  Contents
  Workbench
  unprotected
  Weapons: Light, one result, 
  using Context C
  ML1-FSH-6: Dining Hall
    Workers once congregated here over food and stories.  
  The room is in pristine condition.  Double doors open to 
  the west, and a single door lies open to the east.  Atop 
  the table in the center of the room is a scrap of paper.
    If the PCs investigate the paper, roll on the 
    Plot 
  Discoveries table to determine its content.
  ML1-FSH-7: Workspace
    This cramped, narrow hall contains a row of battered 
  workstations, littered with blood and tools.  Blood only 
  a few days old pools on the floor.  It looks as though this 
  had once been the main work area for working fish, but 
  recently has been used to dismember, dissect, or torture 
  people.
  Access
  Contents
  Workbench
  unprotected
  Weapons: Light, roll 3d6 
  times, all results are 
  mundane
  ML1-FSH-8: Elevator Down
  This operates freely, and may be taken down to “Map 91: 
  Elevators West (ML2-ELW)” on page 268.
  ML1-FSH-9: Formal Hall
    This may once have been the more formal dining 
  chambers.  A corpse lies across the north entrance to the 
  building, dead but a few days only and fully equipped.  A 
  dining table occupies the majority of the space here, set 
  for diners who never enjoyed their last meal, which sits 
  rotted on the plates.  A sideboard sits against the south 
  
  217
  Mines L1
  wall.
  Access
  Contents
  Corpse
  unprotected
  Armor: Light AND 
  Weapons: Martial 1H 
  AND 
  Armor: Shields AND 
  Potions: Moderate, 
  using Context D
  Sideboard
  Locks: Furniture, 
  Simple
  Weapons: Simple
  ML1-FSH-10: Northwest Rubble
    Boulders—thrown or fallen, you cannot discern—have 
  destroyed the corner of the building here, allowing entry 
  or egress.  To the southwest is a locked door that is in 
  surprisingly good shape given the destruction elsewhere.
  Access
  Quarters Door
  Locks: Door, Reinforced
  ML1-FSH-11: Fishmaster’s Quarters
    These private quarters are in perfect condition, 
  untouched by the debris and chaos elsewhere in the 
  building.  A writing desk, dressing desk, two small 
  cabinets, a bed, a chest, and a privy circle a rug in the 
  middle of the room.  To the south and west are great 
  veiws of the undergroudn river area via huge windows 
  that extend nearly floor-to-ceiling.
  Access
  Contents
  Writing 
  Desk
  unprotected
  Writing Supplies
  Dressing 
  Desk
  Locks: Furniture, 
  Simple
  Coin Treasure: 
  Moderate
  Cabinets 
  (2x)
  unprotected
  Clothing: General
  Chest
  Locks: Chest, Simple 
  AND  
  Traps: General, using 
  Context D
  Gems: Semi-
  Precious AND 
  Potions: Moderate
  ML1-FSH-12: Stalagmite
    An enormous stalagmite sits here in the corner formed 
  by the building to the southwest.  
  ML1-FSH-13: Barrels
    Six barrels sit here in an informal cluster.  Three are 
  open and empty.
  Access
  Contents
  Barrels 
  (3x)
  Container: Barrel or 
  Crate
  Fresh water
  ML1-FSH-14: Railway Terminus
    The railway from the north comes to an abrupt end here 
  in a pile of huge boulders.
  ML1-FSH-15: Barrels Northwest
    Four barrels sit her, nearly dstroyed by the rubble to the 
  north but somehow untouched.
  Access
  Contents
  Barrels 
  (3x)
  Container: Barrel or 
  Crate
  Alcohol: General, 
  using Context B
  ML1-FSH-16: Railway North
  This leads to the north and east of the Mines.
  ML1-FSH-17: North Entrance
    Coins lie scattered before the door of the main entrance, 
  which is ajar.  Blood lies pooled under the corpse that 
  obstructs the doorway.
  Access
  Contents
  Doorway 
  Coins
  unprotected
  Coin Treasure: Moderate, 
  using Context B
  
  218
  Mines L1
  Map 72: Piers North (ML1-UGRP-N)
  One square equals 5 ft.
  
  219
  Mines L1
  ML1-UGRP-N: Piers North
  Overview
  This was the northern of the three piers that extended into 
  the underground river, used primarily for fishing purposes 
  and occasionally to acquire water for use elsewhere in the 
  Mines.
  Theme & Purpose
  An underground river is somewhat spooky in and of itself; 
  doubly so amidst an abandoned and creepy mine.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll NPC Encounter results once.
  Areas of Interest
  ML1-UGRP-N-1: Railway
    Boulders and rubble partially obstruct progress on this 
  railway.
  ML1-UGRP-N-2: Sacks and Barrels
    Just on the bank of the river is a pile of sacks and a large 
  barrel.  Everything stinks a bit of fish and the murky 
  dank of the river.
  Access
  Contents
  Sacks
  unprotected
  Fishing Supplies, 
  size Medium
  Barrel, 
  Large
  Container: Barrel or 
  Crate
  Fresh water
  ML1-UGRP-N-3: Crates and Chests
    North of the pier is set of crates and two treasure chests.  
  The chest to the east has been smashed open; coins are 
  scattered about.
  Access
  Contents
  Crate, 
  Large
  Container: 
  Barrel or Crate
  General Supplies, size 
  Medium
  Crate, 
  Small
  Container: 
  Barrel or Crate
  Fishing Supplies, size 
  Medium
  Chest
  Locks: Chest, 
  Simple
  Rations & Prepared Food 
  AND 
  Potions: Moderate
  Open 
  Chest
  unprotected
  Coin Treasure: Moderate, 
  using Context D, ignore 
  platinum and gold results
  ML1-UGRP-N-4: Pier
    The pier is a set of wooden planks, sturdy-seeming 
  enough, but hardly industrial-grade.  At most, you figure 
  the wood could safely support up to two people at once.
  Despite the intuition described, the entire party can safely 
  step afoot without incident, regardless of quantity or 
  composition.
  ML1-UGRP-N-5: Pier End
    The short L-shaped pier terminates in a drunken 
  assemblage of empty barrels, spilled ale bottles, and a 
  chair.
  ML1-UGRP-N-6: Rail South
    From the treads and marks underfoot, the rails here 
  appear heavily used to ferry fish produce southward.
  ML1-UGRP-N-7: Fish Production Bench
    This long table is littered with all manner of dulled, 
  rusty, and otherwise unsafe-looking weapons.  Dried fish 
  gunk litters the holes and grooves in the surface of the 
  table.  To the west is a trio of empty barrels that reek of 
  fish-stink, and a locked chest.
  Access
  Contents
  Bench
  unprotected
  Daggers (3d6x)
  Chest
  Locks: Chest, 
  Simple
  Fishing Supplies AND 
  Potions: Moderate
  ML1-UGRP-N-8: Rock Debris
  Upon searching this area, roll on the 
    Random 
  Encounters table; ignore any NPC Encounters results.  Place 
  any monsters that result in the area marked “6” to the south.
  ML1-UGRP-N-9: Boulders
    This huge, head-high pile was caused either by flinging 
  or by cave-in; you can’t quite be certain which.
  
  220
  Mines L1
  Map 73: Piers Mid (ML1-UGRP-M)
  One square equals 5 ft.
  
  221
  Mines L1
  ML1-UGRP-M: Piers Mid
  Overview
  This area was used for fishing, of course, and for production.  
  The cave-in to the southeast has left a great deal of rubble, 
  and the hole in the ceiling leading to the surface caves.
  Theme & Purpose
  This is where the PCs will land if they took the hole in the 
  floor entrance from the surface.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  ML1-UGRP-M-1: Pier
    This sturdily-built pier has reinforced wooden planks.  
  The entrance is flanked by two sealed barrels.
  Access
  Contents
  Barrel (2x)
  Container: Barrel or Crate
  Fresh water
  ML1-UGRP-M-2: Pier End
    The end of this pier is a trio of barrels and a small crate.  
  There is also a small circular table, two chairs, and two 
  chests: one is locked, and the other has been bashed 
  open; coins are scattered over the surface of the planks.
  Access
  Contents
  Barrels 
  (3x)
  Container: 
  Barrel or Crate
  General Supplies
  Crate, 
  Small
  Container: 
  Barrel or Crate
  Fishing Supplies, size 
  Medium
  Locked 
  Chest
  Locks: Chest, 
  Simple
  Weapons: Martial 1H, using 
  Context D
  Open 
  Chest
  unprotected
  Coin Treasure: Moderate, 
  using Context D, ignore 
  platinum and gold results
  ML1-UGRP-M-3: Production Wharf
    A long table sits here, clearly used for gutting and 
  cleaning fish caught from the pier to the west.  
  Access
  Contents
  Bench
  unprotected
  Daggers (4d4x)
  ML1-UGRP-M-4: Guano Patch
    A long stretch of guano covers the ground here, reaching 
  northeast and connecting with the ruined building there.  
  To the southwest is a trio of barrels; one is empty and 
  open; the other two remain sealed.
  Access
  Contents
  Barrel 
  (2x)
  Container: Barrel 
  or Crate
  Rations & Prepared Food
  ML1-UGRP-M-5: Rubble
    A massive cave-in happened here; debris from the ceiling 
  litters the earth here.
  ML1-UGRP-M-6: Ceiling Hole
    Looking down on the rubble from on high is a hole in the 
  ceiling, formed from fallen debris.  A quiet, yet steady 
  rush of cold, musty wind comes from the aperture, which 
  sits a full 30’ above where you stand.
  This comes from, and conceivably leads to if the PCs find a 
  way of ascending 30’ vertically, “Map 16: Fishery Secret 
  Grotto (MC-FH-SG)” on page 72.
  ML1-UGRP-M-7: Crates
    Three crates sit here at the terminus of the railway.  Atop 
  them is an assortment of items, and a locked chest.
  Access
  Contents
  Crates, 
  Small 
  (3x)
  Container: 
  Barrel or Crate
  Fishing Supplies, size 
  Medium
  Chest
  Locks: Chest, 
  Simple
  General Supplies AND 
  Coin Treasure: Moderate, 
  using Context B
  ML1-UGRP-M-8: Rail Terminus
    The railway dead-ends here in a head-high pile of 
  boulders.  The arrangement appears intentional.
  
  222
  Mines L1
  Map 74: Piers South (ML1-UGRP-S)
  One square equals 5 ft.
  
  223
  Mines L1
  ML1-UGRP-S: Piers South
  Overview
  The largest of the three subsections of piers in the western 
  area of the first level of the Mines, 
    Piers South also 
  contains the most in the way of storage.
  Theme & Purpose
  It’s a good place to stock up on supplies... and discover more 
  about the nature and history of the Mines.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  ML1-UGRP-S-1: Ceiling Hole
  This leads to and from “Map 16: Fishery Secret Grotto (MC-
  FH-SG)” on page 72.
  ML1-UGRP-S-2: Rubble
    A sizable pile of rubble sits here, fallen from the ceiling.  
  Things look stable now, but you shudder to think of 
  what calamity must have taken place to produce such a 
  dropping of elements from above.
  ML1-UGRP-S-3: Guano Patch
    A large patch of guano lies in the center of this region.
  ML1-UGRP-S-4: Rubble Northeast
    A mountain of debris sits here, well over 10’ tall.  
  Climbing to the top seems possible, but perhaps ill-
  advised.
  In addition to threatening a dangerous terrain incident, 
  there’s nothing to be gained or seen from this vantage point.
  ML1-UGRP-S-5: Rubble Southeast
    A head-high foothill of rubble cascades from the larger 
  pile to the north, leading all the way to the railtracks to 
  the south.
  ML1-UGRP-S-6: Elf Corpse
    Amidst the debris lies a dead elf, her gear armor stripped 
  from her but her weapons intact.  From the crustiness of 
  the blood nearby, she’s been dead at least a week.
  Access
  Contents
  Elf 
  Corpse
  unprotected
  Weapons, Martial Ranged AND 
  Weapons, Light
  ML1-UGRP-S-7: Dwarf Corpse
    Battered and bloody, this dead dwarf was slain in the last 
  few days at most.  Only valuables have been looted; gear 
  remains untouched.
  Access
  Contents
  Dwarf 
  Corpse
  unprotected
  Weapons, Martial 2H AND 
  Armor, Heavy AND 
  Weapons, Light
    In addition, the dwarf carries an important scrap of 
  paper: roll on the 
    Plot Discoveries table.
  ML1-UGRP-S-8: Railway Terminus 
    The railway simply ends here.  You’re not sure whether 
  someone simply failed to finish building, or if a lazy 
  designer just had the track end with no discernable 
  warning.
  ML1-UGRP-S-9: Storage
    A large stack of crates, bags, and barrels sits here, 
  nestled against one stalagmite and to the north of a more 
  substantial floor-to-ceiling natural rock column.
  Access
  Contents
  Crates, 
  Large 
  (5x)
  Container: 
  Barrel or Crate
  General Supplies
  Crates, 
  Small 
  (3x)
  Container: 
  Barrel or Crate
  Fishing Supplies, size 
  Medium
  Locked 
  Chest
  Locks: Chest, 
  Simple
  Armor: Shields AND 
  Potions: Moderate
  Barrels 
  (9x)
  Container: 
  Barrel or Crate
  Alcohol: General, using 
  Context D
  
  224
  Mines L1
  ML1-UGRP-S-10: Firepit
    A firepit, unused for at least a few weeks, sits here on 
  the bank of the underground river.  Scattered and empty 
  ale bottles have been tossed nearby.  To the north is a 
  quarter of barrels; while three are empty, the fourth is 
  open and seems to contain fresh water.
  ML1-UGRP-S-11: Rock Pillar
  While there is nothing to see here, if the PCs venture out 
  onto the pier to the north before they investigate this area, 
  roll on the 
    Random Encounters table as they do.  Ignore 
  any results of NPC Encounter, and place any monsters that 
  result from the roll here.
  ML1-UGRP-S-12: Production Bench
    All manner of bloody, visceral, fish-slaying implement 
  rests on this bench, with baskets scattered nearby.
  Access
  Contents
  Bench
  unprotected
  Weapons, Light, using Context 
  D, roll 1d4 times
  ML1-UGRP-S-13: Pier
    A sturdy pier greets you.  At its entrance is a sealed 
  barrel.
  Access
  Contents
  Barrel
  Container: Barrel or Crate
  Fresh Water
  ML1-UGRP-S-14: Pier End
    A tthe tip of this pier is an assortment of barrels and 
  personal effects, a table, a chair, and a locked chest.
  Access
  Contents
  Barrels 
  (5x)
  Container: 
  Barrel or Crate
  Fish (treat as Rations 
  & Prepared Food, size 
  Medium, using Context D)
  Chest
  Locks: Chest, 
  Simple
  Fishing Supplies AND 
  Weapons: Ranged
  
  225
  Mines L1
  Map 75: Central Storage Overview (ML1-CST-O)
  One square equals 5 ft.
  
  226
  Mines L1
  ML1-CST-O: Central Storage Overview
  Overview
  This area was used as centralized storage for the entire Mine 
  operation.  Everything that took more than a day to reach the 
  surface from the Mines, or to be distributed into the Mines 
  from the surface, ended up here in transit.
  Theme & Purpose
  Although it’s a veritable hoard of potential treasure and 
  supplies, it’s also home to a great number of beasties.
  Random Encounters
  Use the standard / default Random Encounter rules for 
  this level.  Reroll any results of “NPC Encounter” or “No 
  Encounter” once.
  Areas of Interest
  ML1-CST-O-1: Explosives Shack
  This building is described in more detail in “Map 76: Central 
  Storage: Explosives Shack (ML1-CST-EXS)” on page 227.
  ML1-CST-O-2: Rock Pillar
    A tall, but thin, needle of rock extends from the floor 
  nearly to the ceiling here.  About its base are further rods 
  of seemingly naturally-occuring stalagmites in an arc.
  Upon investigating this area, roll on the 
    Random 
  Encounters table, ingoring any NPC Encounter results; 
  place any monsters that result in the Stacks area to the west.
  ML1-CST-O-3: Stacks
  Please refer to “Map 77: Central Storage: Stacks (ML1-CST-
  STK)” on page 230 for further details.
  
  227
  Mines L1
  Map 76: Central Storage: Explosives Shack (ML1-CST-EXS)
  One square equals 5 ft.
  
  228
  Mines L1
  ML1-CST-EXS: Central Storage: Explosives Shack
  Overview
  This shed was used to store explosives, primarily for 
  demolition purposes, to excavate and explore distant areas 
  of the mine.  Thankfully, the chaotic nature of circumstances 
  in the wake of the Obelisk’s discovery have not led to any 
  evildoer discovering the cache for destructive purposes.
  Theme & Purpose
  It’s a site of a major explosives cache which, if not defused, 
  has the potential to destroy the mines later in the adventure.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll “NPC Encounter” results once.
  Areas of Interest
  ML1-CST-EXS-1: Entrance
    A massive set of steel double doors is locked against you.  
  The lock mechanism appears to have been bludgeoned, 
  but it did not yield.  Wall sconces with burned-down 
  torches flank the doors.
  Access
  Explosives Shack 
  Doors
  Locks: Door, Stronghold, using 
  Context B
  ML1-CST-EXS-2: Main Room
    Tables, crates, and debris is littered around this room, 
  which appears to have been a common area for those 
  manning this post.  A makeshift meal is set in the table 
  to the southwest, the food long spoiled.  Two crates and a 
  chest are stacked against the north wall.
  Access
  Contents
  Crates 
  (2x)
  Container: 
  Barrel or Crate
  General Supplies, using 
  Context C
  Chest
  Locks: Chest, 
  Strongbox
  Coin Treasure: Moderate, 
  using Context B AND  
  Potions: Moderate
  ML1-CST-EXS-3: Debris
    There’s a small hole in the ceiling of the shack above 
  this area, perhaps head-sized.  It seems that someone 
  has taken the debris from the roof, paired it with 
  miscellanous garbage and other spare supplies, and 
  started to form a makeshift barricade.  There are two 
  odd things about this, if true: one, there is no sign of 
  who made the obstacle; and two, the barricade faces 
  northeast, which is inside the room, facing the reinforced 
  door that is partially hidden behind a grey curtain.
  Access
  East Door
  Locks: Door, Reinforced
  Access
  Contents
  Sacks
  unprotected
  Rations & Prepared Food
  ML1-CST-EXS-4: East Storage
    Barrels are stacked in the south crevice in this store 
  room.  Two chests sit chaotically in the open: one is open 
  and empty; the other is closed and locked.  A door is 
  locked against further passage to the north.
  Access
  North Door
  Locks: Door, Reinforced, using Context C
  Access
  Contents
  Chest
  Locks: Chest, 
  Strongbox
  Gems: Semi-Precious, using 
  Context D
  Barrels 
  (5x)
  Container: 
  Barrel or Crate
  Fresh water
  ML1-CST-EXS-5: Explosives Hall
    A chest sits in the northeast corner.  A chequered floor 
  extends narrowly to the west.
  Access
  Contents
  Chest
  Locks: Chest, 
  Strongbox AND 
  Traps: General, using 
  Context B
  Armor: Heavy, using 
  Context C
  ML1-CST-EXS-6: Explosives
    Three barrels sit here.  There is a smell of something 
  sulfurous that singes the nostrils.
  
  229
  Mines L1
  Simple intuition may tell the PCs that they’re looking 
  at explosive powder, but in case the olfactory clue is 
  insufficient, any character may make a passive 
    Skill 
  check to conclude the nature of the barrels’ contents.  
  Appropriate skills include Profession: Soldier, Alchemy, 
  Nature, and so on.  The GM is encouraged to have the PCs 
  surmise correctly, so that the Quest below can be initiated.
  The barrels are quite heavy: it’s possible to roll them outside, 
  particularly if the secret door right nearby is discovered, but 
  it is not feasible to cart them about for the remainder of the 
  adventure.
  The purpose of the explosives here is purely story-based; 
  however, clever PCs wishing to make use of the powder may 
  use the following profile.
    Explosive Mining Powder
  Value 50 gp; Weight 1 lb.; Materials gunpowder base; 
  Nature non-magical; Aura none; Slot usable; CL n/a
  Depending on the nature of your campaign and its 
  technology level, you may treat this as simple gunpowder, 
  with all the benefits and uses that derive therefrom.
  For lower-tech campaigns in which that substance has not 
  yet been discovered, or in which it’s not commonplace, treat 
  it as a mining, excavating tool only if possible.
  Exposing the powder to any flame or spark will detonate 
  it instantly.  It inflicts 2d10 damage, and has an explosive 
  range of 10’; any other doses of the powder that are within 
  this range also detonate.  Additional pounds of powder 
  increase the damage by 2d10 points, and the range by 5’, per 
  pound.
  Construction Requirements n/a
  It should be noted, perhaps obviously, that any ignition of 
  the barrels, accidental or intentional, detonates all three 
  kegs and destroys the building as well as any PCs within it 
  instantly.
  Access
  Contents
  Barrels 
  (3x)
  Container: Barrel or 
  Crate, using Context C
  Explosive powder 
  (50 lbs.)
    Quest: Things Fall Apart
    Summary: Defuse the demolition explosives in this shed, 
  or risk their misuse by others later in the adventure.
    Rewards: 
    2 Reward Stars.
    Locations: Central Storage: Explosives Shack (ML1-
  CST-EXS).
    Key NPCs: None.
    Kickoff: The PCs discover the shed, and identify the 
  barrels in Location 6 as being explosive in nature.
    Description:
  It’s possible that the PCs never encounter this building, or 
  perhaps in exploring it they never discover the explosive 
  barrels in Location 6.  If so, no Catalyst Impact is generated, 
  as the party has not made an intentional action.
  If the party does discover the barrels, however, and 
  determine that they are filled with explosives, they have a 
  decision to make:
    They may ignore the barrels, either failing to predict 
  that they may be used for ill purpose, or seeing that 
  possibility and shrugging it off.
    Alternately, they may attempt to defuse the potential 
  bomb.  This can be accomplished in a myriad of ways, 
  both magical and mundane.  The easiest way, however, 
  and the cheapest, is to simply pour water into the 
  barrels.  There’s even some water readily available 
  for this purpose in the room to the southeast.  As for 
  alternate approaches, the GM is left to determine 
  whether a given attempt is successful, but is encouraged 
  to let honest efforts succeed here.
    Things Fall Apart (Ignore):  Chaos +2
  Ignoring the potential destructive capabilities of the 
  explosives cache results in a Catalyst Impact of 
    Chaos 
  +2. 
  In order to trigger this effect, the party must discover the 
  explosives barrels, identify them as being destructive in 
  nature, and either fail to draw the conclusion that they might 
  be misused, or recognize that possibility and intentionally 
  ignore it.  The effect triggers as soon as the party leaves the 
  building without having denatured the barrels.
  Note that the party may trigger this impact by leaving, and 
  then return later, and trigger the Defuse impact below.  The 
  two effects stack if triggered in this sequence.
    Things Fall Apart (Defuse): 
    Law +2
  Denaturing the explosive barrels at any point in the 
  adventure generates a Catalyst Impact: 
    Law +2.
  This stacks with other Catalyst Impacts for this Quest.
  ML1-CST-EXS-7: Secret Door
  This door may be discovered from either side.
  Access
  Secret Explosives 
  Door
  Locks: Door, Secret, using 
  Context C
  
  230
  Mines L1
  Map 77: Central Storage: Stacks (ML1-CST-STK)
  One square equals 5 ft.
  
  231
  Mines L1
  ML1-CST-STK: Central Storage: Stacks
  Overview
  This is the central, main area of storage for the first level of 
  the Mines.  Any supplies making their way down to other 
  levels, or production making its way back up to the surface, 
  will be stored here temporarily en route if its progress is not 
  expedited.
  Theme & Purpose
  A place of vast resupply, it’s also home to a great many 
  monsters, owing to its central location and myriad hiding 
  opportunities.
  Random Encounters
  Use the standard / default Random Encounter rules for 
  this level.  Roll twice as often as normal, and reroll “No 
  Encounter” results once.
  Areas of Interest
  ML1-CST-STK-1: Southeast Stack
    A 15’-high wall of greyish-wood crates is stacked here.
  Access
  Contents
  Crates, 
  Large 
  (3x)
  Container: Barrel or 
  Crate, using Context 
  C
  General Supplies, using 
  Context C, size Large
  Crates, 
  Small 
  (6x)
  Container: Barrel or 
  Crate
  Fishing Supplies, size 
  Medium
  ML1-CST-STK-2: East Entrance
    An entryway of sorts is formed from a gap here in the 
  stacks.
  ML1-CST-STK-3: Northeast Body
    A dwarven corpse lies here, its limbs stretched in agony 
  and a trail of blood leading to the south.
  Access
  Contents
  Dwarf 
  Corpse
  unprotected
  Armor: Medium AND 
  Weapons: Martial 1H AND 
  Armor: Shields AND 
  Potions: Moderate, using Context 
  D
  ML1-CST-STK-4: Crate Wall North
    A 10’ tall mountain range of wooden crates is stacked 
  here.  On top is a series of smaller crates, and a locked 
  chest.
  Access
  Contents
  Crates, 
  Large (6x)
  Container: Barrel or 
  Crate, using Context B
  Textiles, using 
  Context D, size 
  Large
  Crates, 
  Small (3x)
  Container: Barrel or 
  Crate
  Clothing: General, 
  using Context B
  ML1-CST-STK-5: Rock Pillar
    A pillar of grey rock extends nearly to the ceiling here.  
  It’s surrounded by clumps of fallen rocks.
  ML1-CST-STK-6: Northwest Cratewall
    A clump of crates sits here, forming a 10’ high ridge that 
  flows from north to south.  On top are occasional smaller 
  crates.
  Note that the profile below refers to the entire “ridgeline” of 
  crates forming the central portion here.
  Access
  Contents
  Crates, 
  Large (11x)
  Container: Barrel or 
  Crate, using Context B
  Glasses, Metals, 
  and Woods, size 
  Large
  Crates, 
  Small (6x)
  Container: Barrel or 
  Crate
  Rations & 
  Prepared Food, 
  size Medium
  ML1-CST-STK-7: Tiny Crate Scattering
    To the northwest of the main ridge of crates is a 
  scattering of small, chest-sized containers
  Access
  Contents
  Crates, 
  Tiny (9x)
  Container: Barrel or 
  Crate, using Context D
  Books AND 
  Writing Supplies
  
  232
  Mines L1
  ML1-CST-STK-8: Ruined Containers
    A series of shipping crates, imported from the surface, 
  have been smashed open here; within was a variety of 
  foodstuffs, now long rotted.  To the south is a scattering 
  of debris, perhaps the start of a makeshift barricade 
  against wandering monsters.  
  ML1-CST-STK-9: Central Corpse
    A dwarven miner lays here, stripped of her belongings, 
  and some weeks dead from the look of it.  A trail of blood 
  leads to the south, parallelling a line of rocks and fallen 
  stones.
  The north-south line of the stones mentioned forms an 
  important divide: if the party is positioned to its west, place 
  any new random encounters as approaching from Location 2 
  to the east.  Similarly, if the party is east of this line of rocks, 
  new encounters enter from Location 13 to the west.
  ML1-CST-STK-10: Privy
    This luxurious privy has a door on it.  Less luxurious is 
  the trail of blood that leads to the north, terminating in a 
  dead miner.
  ML1-CST-STK-11: Southwest Barricade
    A barricade of sorts has been formed here from sacks, 
  bags, and debris.  It forms a chest-high wall to fill the 
  gap between the crate stacks; as the crates to the south 
  are somewhat lower in height, sacks have been heaped 
  atop those boxes to keep the height of the impromptu 
  wall level.  The bags themselves all appear to contain 
  grain and seed, but they have been eaten and defecated 
  on by rats for weeks.  Indeed, as you approach, rats 
  scatter from every bag, except for those that attack you.
  A single 
    Rat Swarm attacks the party here as they 
  approach within 20’.
  ML1-CST-STK-12: Small Stack
    A clump of smaller containers is piled here, forming 
  an outcropping of sorts from the main north/south 
  ridgeline.
  Access
  Contents
  Crates, 
  Tiny (5x)
  Container: Barrel or 
  Crate, using Context C
  Alcohol: General, 
  using Context C
  ML1-CST-STK-13: Western Approach
    From this vantage, it almost seems as though there 
  is nothing untoward: the Stacks appear to be a large 
  formation of mostly wooden containers.  The barricade to 
  the south of the main wall of crates, and the thin scent of 
  irony blood in the air, soon give lie to the facade quickly.
  
  233
  Mines L1
  Map 78: Secret Mine Area North (ML1-SCTN)
  One square equals 5 ft.
  
  234
  Mines L1
  ML1-SCTN: Secret Mine Area North
  Overview
  This was once the northernmost area of this floor of the 
  Mines, but it was quickly abandoned once it became clear 
  that the naturally-occuring cave produced zero yield of 
  interest.  The humidity and coolness lend themselves to 
  the attention of monsters, however; in order to remove the 
  risk, the entrance was sealed by demolitions a few years 
  ago.  Although it has not been discovered in the wake of the 
  Obelisk’s unveiling, there are tiny tunnels that lead here 
  from the surface, and as such, this area has been used over 
  time by many monsters.
  Theme & Purpose
  This is an area of relative safety, though it cannot be used 
  as such for very long.  It’s also a good place to do some 
  monster-hunting, if that’s what the party is looking for.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Roll half as often as normal, and reroll any monster-
  related encounters once.
  Areas of Interest
  ML1-SCTN-1: Entrance
  Only read the italicized text below if the secret is discovered.
    The earth and stone falls away at your touch, easily in 
  places, and requiring brute force in others to expose a 
  very wide passage into an enormous, seemingly naturally-
  occuring chamber.  The air is quite cool, and yet humid 
  too.  You hear a scuttling sound in the dark ahead.
  Access
  Secret Area Door
  Locks: Door, Secret, using 
  Context B, Perception only
  ML1-SCTN-2: Rockpile East
    A hip-high pile of fallen boulders and debris sits just 
  inside the entrance.
  Roll on the 
    Random Encounters table; keep rerolling 
  until it yields a result containing only monsters of size 
  Medium or smaller.  Place the resulting beasts on the 
  rockpile and have them attack; unless the party has taken 
  extraordinary measures to excavate from a distance, the 
  monsters will have the benefit of surprise.
  ML1-SCTN-3: Rockpile West
    You hear the picking of tiny claws from within this 
  rockpile.  Braced for danger, you relax when you see just 
  a few handfuls of mice emerge and skitter away into the 
  distance.
  ML1-SCTN-4: Main Chamber
    Cool, humid air flows about you.  The icy dampness 
  makes you think of a rock, picked up, and exposing all 
  sorts of creepy-crawlies in the cooler earth underneath.
  ML1-SCTN-5: Rock Pillar
    Dominating the center of this room is a massive rock 
  pillar connecting the floor to the ceiling 30’ above you.  
  The pillar tapers to a base 50’ in circumference, with 
  smaller rockpiles scattered about.
  ML1-SCTN-6: Cobweb Corner
    The northeast corner of the chamber consists of a 
  smaller rock pillar than the one in the center, connected 
  to the walls via spiderwebs.
  When the PCs explore this area, there is nothing to discover.  
  However, if they have not explored this corner by the time 
  they investigate Location 7 below, roll on the 
    Random 
  Encounters table and reroll until you get a monster 
  encounter; place that encounter as emerging from this 
  cobweb corner as the PCs check out Location 7.
  ML1-SCTN-7: Darkrock Patch
    To the north of the enormous rock pillar is a patch of 
  bluish-black rocks surrounding a massive boulder that 
  sticks out from the earthen floor.  The air, and sounds, 
  are calm here, as though treading lightly and carefully 
  about this bizarre scene.
  The rock itself is a very, very faint echo of the substance 
  that composes the Obelisk; aside from exuding an extremely 
  subtle 
    Chaotic aura, it poses no threat. 
  What does pose a threat, however, is the potential for 
  monsters emerging from Location 6 and/or Location 9.  
  Random encounters placed in these areas as a result of 
  failing to explore those areas stack, so it’s possible that the 
  party will be attacked from both sides while exploring the 
  
  235
  Mines L1
  Darkrock Patch here.
  ML1-SCTN-8: Rockspill
    The ceiling is lower here, dipping to 10’ as it approaches 
  the western cave walls.  It seems quite volatile, too, 
  based on the scatterings of boulders, rocks, and mud on 
  the floor.
  ML1-SCTN-9: Spider Pillar
    In between the two 10’ high rock pillars is a massive 
  floor-to-ceiling spiderweb.  Strangely, there is nothing 
  stuck in it; it is either so fresh that nothing has gotten 
  tangled up yet, or so old that it has been picked clean.
  When the PCs explore this area, there is nothing to discover.  
  However, if they have not explored this corner by the time 
  they investigate Location 7 above, roll on the 
    Random 
  Encounters table and reroll until you get a monster 
  encounter; place that encounter as emerging from this 
  massive spiderweb as the PCs check out Location 7.
  ML1-SCTN-10: West Crevice
    The chamber narrows to a tiny crevice here, into which 
  one might put one’s arm but little more.  In the faint 
  light, you think you see a glimmer reflected.
  This crevice has been used as a secret stash over the years.
  Access
  Contents
  Crevice
  unprotected
  Gems: Medium-Quality, using 
  Context B AND 
  Potions: Moderate, using Context 
  C
  
  236
  Mines L2
  Mondaria Mines: 
  Level 2
  
  237
  Mines L2
  Map 79: Mines Level 2 Overview (ML2-O)
  One square equals 20 ft.
  
  238
  Mines L2
  Level Introduction: Mines Level 2
  Summary
  Level 2 of the Mines has interesting and varied terrain.  It’s 
  also the first occurence of active mining that the PCs will be 
  exposed to, mostly in the northwest and northeast corners 
  of the mines.  The lake to the southwest is a particularly 
  interesting zone.
  Entrances and Exits
  Note that the following are typical, even secret, means of 
  entering and exiting the level as it was designed.
  Other, magical means of navigating the level (for example, 
  teleportation spells or those that grant incorporeality) are 
  not discussed and are left to the GM to manage should they 
  be introduced.
  Navigation to Mines Level 1
    There are three Elevators ascending to Level 1, near 
  locations 4, 5, and 6.
    Location 3 continues the tunnels underneath the 
  basement of the Southwest Residence.
  Navigation to Mines Level 3
    Locations 4, 5, and 6have Elevators that descend as well.
    Location 3 continues the tunnels underneath the 
  basement of the Southwest Residence, which leads 
  down the spiraling pit.
  Overview
  The bulk of this level is an enormous, single chamber, 
  stretching hundreds of feet from the lake in the southwest 
  to the mining areas of the northern corners, with plenty 
  of storage and buildings in between and all connected via 
  railway.
  To the southeast, in a separate zone, is the continuation of 
  the tunnel-pits that extend beneath the residential district of 
  the surface city.
  Atmosphere & Theme
  This, perhaps as much as any other level of the Mines, 
  should feel like an active production center.  The mining 
  regions should feel very recently and abruptly abandoned; 
  the buildings and storage areas should feel recently in use.
  Overall, a growing sense of foreboding should continue, 
  but ultimately, this should feel as though the influence of 
  the Obelisk has been limited to the dearth of denizens, not 
  affecting the physical structure of anything as of yet.
  Default Random Encounters
  Some Areas of Interest within this level will describe 
  a certain approach to Random Encounters, either by 
  overriding the timing (e.g., “every 30 minutes), and/or by 
  providing its own localized version of the random encounter 
  table below.
  Absent such an override, roll on the following table of 
  Default Random Encounters for every 5 minutes the party 
  remains in this area.
  Table 13: Mines Level 2 Default Random Encounters
  D%
  Event
  Description
  01-20
  No 
  Encounter
  Nothing interesting or specific 
  occurs to deter the party from 
  their overall objectives and 
  exploration.
  21-38
  Trivial 
  Encounter
  Roll once on Monsters: Surface, 
  Trivial.
  39-55
  Light 
  Encounter
  Roll once on Monsters: Surface, 
  Light.
  56-74
  Average 
  Encounter
  Roll once on Monsters: Surface, 
  Average.
  75-84
  Advanced 
  Encounter
  Roll once on Monsters: Surface, 
  Advanced.
  85-89
  Elite 
  Encounter
  Roll once on Monsters: Surface, 
  Elite.
  90-00
  NPC 
  Encounter
  Roll once on the Default NPC 
  Encounter Table below.
  Default NPC Encounters
  Some Areas of Interest within this level will describe a 
  certain approach to NPC Encounters, providing its own 
  localized version of the table below.
  Absent such an override, when in this level, when directed to 
  roll for a random NPC, roll on the following table.  
    Note that if a certain circumstance mandates the 
  presence of an NPC, you may ignore and reroll results of 
  “No Encounter” on the table below. 
   
  The GM is, as in all other aspects of the adventure, to 
  use her common sense regarding use of this table.  You 
  should feel free to ignore or reroll results with which you 
  don’t agree, or simply choose a result yourself to keep 
  with the atmosphere of the adventure as experienced by 
  your gaming group. 
   
  Note, also, that any entry in the list below that has a 
  blank (“-”) next to it for roll results means that that NPC 
  is never normally encountered in this level.
  Table 14: Mines Level 2 Default NPC Encounters
  D%
  Event
  Description
  01-05
  No 
  Encounter
  Despite an initial feeling, the party 
  does not encounter any NPCs at 
  this time.
  
  239
  Mines L2
  D%
  Event
  Description
  06-10
  Common 
  NPC
  Addicted Miners shamble toward 
  the party:
    1d4x 
    2d4x 
    2d6x 
    3d8x
  11-14
  Common 
  NPC
  Afflicted Miners shamble toward 
  the party:
    1d4x 
    2d4x 
    2d6x 
    3d8x
  15
  Common 
  NPC
  A single Bleak Mute lurches within 
  view of the party.
  16
  Common 
  NPC
  One Crazed Harbinger stumbles 
  about within view of the party.
  17-25
  Common 
  NPC
  Tainted Miners walk creepily 
  toward the party:
    2d4x 
    2d6x 
    2d8x 
    2d12x
  26-40
  Common 
  NPC
  Miners approach the party 
  suspiciously:
    2d6x 
    2d8x 
    2d10x 
    2d12+4x
  41-44
  Common 
  NPC
  One Mining Taskmaster walks 
  purposefully toward the party.
  45
  Common 
  NPC
  A terrified Munitions Wench is 
  visible, huddled in her rags.
  46
  Common 
  NPC
  You see a Supply Maid in tattered 
  clothes, though you’re not sure she 
  sees you.
  47
  Common 
  NPC
  A horrifying Tainted Taskmaster 
  walks about.
  48
  Common 
  NPC
  Celebrants dance and amble 
  toward the party:
    1d4x 
    2d4x 
    2d6x 
    3d8x
  49
  Common 
  NPC
  Firedancers lithely come toward 
  the party:
    1d4x 
    2d4x 
    2d6x 
    3d8x
  D%
  Event
  Description
  50
  Common 
  NPC
  A Firedancer party approaches 
  the PCs:
    1x Campmaiden, 1d4x 
  Firedancers, 2d4x Celebrants
    1x Hearthstud, 2d4x 
  Firedancers, 2d6x Celebrants
    1x Campmaiden, 1x 
  Hearthstud, 2d6x 
  Firedancers, 2d6x Celebrants
    1x Campmaiden, 1x 
  Hearthstud, 2d8x 
  Firedancers, 2d8x Celebrants
  51
  Common 
  NPC
  A single Campmaiden or 
  Hearthstud approaches the party 
  with a twinkle in their eye.  Use 
  the sex opposite the majority of 
  the PCs’ composition, or randomize 
  if there is a tie.
  52
  Named NPC
  Ambling scholar Brocambe 
  Methurzz.
  53
  Named NPC
  Beastmaster Gabharn.
  54
  Named NPC
  Blacksmith Hamfast Burrbottom.
  55
  Named NPC
  Feastmaster Frobwin Glamfork.
  56
  Named NPC
  Herbalist Innelothe.
  57
  Named NPC
  Illusionist entertainer Raekeldorr.
  58
  Named NPC
  Keeper of Records Skandern 
  Lithutz.
  59
  Named NPC
  Keepmaster Vanarelia Riccards.
  60-64
  Named NPC
  Loremaster Dalnarok.
  65-69
  Named NPC
  Mercenary dwarf Gordsturll.
  70-74
  Named NPC
  Merenary tiefling Killarth.
  75-80
  Named NPC
  Railmaster Arranz Trevain.
  81
  Named NPC
  Tinkermaster Skandbard.
  82
  Named NPC
  Warden Imeltrude Legande.
  83
  Named NPC
  Brewmaster Glimdarffe Sudsglub.
  84
  Named NPC
  Cartographer Estarel Finequill..
  85
  Named NPC
  Chemist Incebb Gullip..
  86
  Named NPC
  Chief engineer Didkeln 
  Clawhammer.
  87
  Named NPC
  Coinmaster Lugatoo.
  88
  Named NPC
  Dwarven union leader Danalin 
  Foeslash.
  89
  Named NPC
  Elven administration leader 
  Maresmir.
  90
  Named NPC
  Engineer Brimdog Firecleave.
  91
  Named NPC
  Foreman Belerras.
  92
  Named NPC
  Gangboss Dagbrag.
  93
  Named NPC
  Lead designer Estarel Finequill.
  94
  Named NPC
  Mayor Faenadorn.
  95
  Named NPC
  Minemaster Thrennian Lo’quee.
  96
  Named NPC
  A Mystic Seer.
  
  240
  Mines L2
  D%
  Event
  Description
  97
  Named NPC
  Sage Natobbe.
  98
  Named NPC
  Stablehand Friskbik.
  99
  Named NPC
  Stablemaster Semtammi.
  00
  Named NPC
  Tribute magister Elawelle.
  Areas of Interest
  ML2-O-1: Underground Lake
  This area is described in more detail beginning on page 
  241.
  ML2-O-2: Skimmer’s Cache
  Please refer to page 250 for further details.
  ML2-O-3: Invaded Residence Sub-
  Basement
  Page 252 commences further information.
  ML2-O-4: Elevators North
  This region is documented starting on page 255.
  ML2-O-5: Elevators East
  Please turn to page 265 for more details.
  ML2-O-6: Elevators West
  Page 268 begins full information.
  ML2-O-7: Mining Area Northeast
  This region is described starting on page 271.
  ML2-O-8: Mining Area Northwest
  Refer to page 274 for more details.
  ML2-O-9: Gem Cache
  This region is documented commencing on page 276.
  ML2-O-10: Riverbank Processing
  Page 279 starts full details on this area.
  ML2-O-11: Railshed & Storage East
  This area is described starting on page 286.
  ML2-O-12: Railshed & Storage 
  Northwest
  This structure and its surrounding area are documented 
  beginning on page 292.
  
  241
  Mines L2
  Map 80: Underground Lake & Island Overview (ML2-ULI-O)
  One square equals 5 ft.
  
  242
  Mines L2
  ML2-ULI-O: Underground Lake & Island Overview
  Overview
  Originally used for fishing, this lake has been largely picked 
  clean of life.  Its bridges and piers have fallen into disrepair, 
  and the wild flora and fauna of the damp cave has gradually 
  taken over the region.  It remains a useful place to fish, 
  though the variety of produce and the threat increasingly 
  posed by the native monsters make it a less and less 
  attractive area for the miners to obtain food.
  Theme & Purpose
  This underground lake contains a variety of threats and 
  pleasures, risks and rewards.  It is an anomaly in the 
  underground environment, however, and should be treated 
  as a very unique region.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll any “NPC Encounter” results.
  In addition, the lake itself is quite volatile: any PC entering 
  it at any point prompts an automatic roll on the 
    Random 
  Encounters table, ignoring non-monster encounters.  
  Critters that result from this roll should be placed at least 
  30’ away from the PC(s) who entered the water, preferably 
  approaching the party from an unexplored direction.
  If there is no monster resulting from the above roll, or 
  if the party stays in the water after any such monster is 
  vanquished, roll again on the 
    Random Encounters table 
  as above for every full minute the party conducts aqueous 
  activities.  
  There is no limit to the number of encounters that the party 
  might summon in this manner, though the GM is encouraged 
  to limit the threat to a single active encounter at a time.
  Areas of Interest
  ML2-ULI-O-1: Northern Island
  Turn to page 243 for further description.
  ML2-ULI-O-2: Center Island
  Page 245 contains more information.
  ML2-ULI-O-3: Southern Island
  Please refer to page 248 for more details.
  
  243
  Mines L2
  Map 81: Underground Lake Northern Island (ML2-ULI-N)
  One square equals 5 ft.
  
  244
  Mines L2
  ML2-ULI-N: Underground Lake Northern Island
  Overview
  The northernmost of the three islands in the lake, it’s also 
  the least used, owing to the volatility of nature to be found 
  there.
  Theme & Purpose
  There is treasure to be had, but at what cost?
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll any “No Encounter” results once.
  Areas of Interest
  ML2-ULI-N-1: Stone Bridge
    A massive stone bridge spans the water from the main 
  cave floor.
  ML2-ULI-N-2: Island North
    The ground on this island is mucky and damp, as though 
  the surrounding waters flood on occasion.  Fungus grows 
  all over in patches and groves.  In the mud, you see 
  prints and tracks of all manner of beast.
  ML2-ULI-N-3: Tiny Bay
    Crops of large rock form tiny islands in this small bay 
  formed by a curve of the island.  The water in this area 
  flows as though along a river, from north to south.
    If any PC disrupts the water in this bay, either by wading 
  into it or even by throwing a stone (or missing with a 
  ranged weapon in combat elsewhere on the island!), 
  roll immediately on the 
    Random Encounters table, 
  ignoring any non-monster results, and placing any 
  monsters that result as emerging from the water in this 
  bay.
  ML2-ULI-N-4: Fungal Grove
    Purplish-crimson fungus covers most of the island’s 
  width at this central point.  Clumps of it move and sway, 
  as though sensing your presence.
    1d4 
    Yellow Musk Creepers emerge if any of the fungi 
  are touched or disrupted, and attack the party.
  ML2-ULI-N-5: Rock Cove
    A thin ledge of rock protrudes here, in contrast to the 
  mud of the rest of the island.  It’s surrounded on the 
  edges by small ridges of various mushroom.
  These are harmless, and pose no threat.
  ML2-ULI-N-6: Southeast Pier
    This wooden structure has long fallen into disrepair, 
  neglected and worn down by time and the elements.  You 
  see claw marks and scratches pitting the surface here 
  and there.  To the south are two barrels; one is open and 
  empty.
  Access
  Contents
  Barrel
  Container: Barrel or 
  Crate, using Context D
  Alcohol: General, 
  using Context B
  ML2-ULI-N-7: Pier Terminus
    The long pier from the island has a 20’ gap in it, ending 
  in this small pierlet that is effectively its own little 
  island in the lake.  On it is a duo of sealed barrels, and a 
  treasure chest.
  Getting to this island is its own challenge: the water here is 
  10’ deep, and remember that entering or staying in the lake 
  at any point has a chance of introducing monsters.
  Access
  Contents
  Barrels
  Container: Barrel 
  or Crate, using 
  Context D
  Glasses, Metals, and 
  Woods, size Medium, 
  using Context C
  Chest
  Traps: General, 
  using Context D  
  (chest is unlocked)
  Gems: High-Quality, using 
  Context D, AND 
  Weapons: Martial 1H, 
  using Context C AND 
  Potions: Moderate, using 
  Context C
  
  245
  Mines L2
  Map 82: Underground Lake Center Island (ML2-ULI-C)
  One square equals 5 ft.
  
  246
  Mines L2
  ML2-ULI-C: Underground Lake Center Island
  Overview
  The largest of the three islands, this is also the most active, 
  and is the only one still used for fishing.
  Theme & Purpose
  Loot and danger, in equal measure, meet the party here.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll any non-monster results once.
  Areas of Interest
  ML2-ULI-C-1: North Stone Bridge
    This massive carved-stone structure connects the 
  mine’s main floor to the large lake island.  Despite 
  wear and tear of perhaps a hundred years, it remains 
  in remarkably good shape, owing to the dwarven 
  construction you intuit from the carved runes.
  ML2-ULI-C-2: South Stone Bridge
  This leads to “Map 83: Underground Lake Southern Island 
  (ML2-ULI-S)” on page 248.
  ML2-ULI-C-3: Main Island
    The largely earthen ground here is damp, and the air 
  humid, but it stops short of being muddy.  Your feet leave 
  easily-visible tracks; among them you see those of other 
  creatures, big and small, recent and old.  
  ML2-ULI-C-4: Southeast Firepit
    A firepit sits here at the base of the rock pillar.  It has 
  been recently used, as in the last few days.  You see some 
  footprints in the earth surrounding the rock circle.
  A 
    Survival or similar skill check at DC 15 will reveal that 
  a mixed group of Dwarves and Elves made use of this fire a 
  few days ago.
  ML2-ULI-C-5: Southern Fungal Clump
    The southeast corner of the island is wetter and muddier 
  than the rest of the land.  Fungus grows heavily here, 
  waist-high in areas.  It feels quiet and calm here.
  Although the description sounds scary, the fungus that grows 
  here actually produces a sound-dampening effect; do not 
  roll on the 
    Random Encounters table while the party is 
  exclusvely here.
  ML2-ULI-C-6: North Firepit
    A long-abandoned firepit sits on the north edge of the 
  island.  Nearby is a ridge of fungus in purple, red, and 
  yellow hues.
  Disturbing the fungus here will stain clothing and flesh 
  a dark shade of the appropriate color—a paste formed 
  of smashed spores.  The delicate spores are completely 
  harmless, however.
  ML2-ULI-C-7: Storage
    The western edge of the island is a storage haven, 
  consisting of crates, bags, and one chest.
  Access
  Contents
  Crates, 
  Large 
  (6x)
  Container: Barrel 
  or Crate, using 
  Context D
  Glasses, Metals, and 
  Woods, size Large, using 
  Context B
  Crates, 
  Small 
  (9x)
  Container: Barrel 
  or Crate, using 
  Context D
  Fishing Supplies, size 
  Medium
  Chest
  Locks: Chest, 
  Simple
  Armor: Medium AND 
  Weapons: Simple
  ML2-ULI-C-8: Rock Pillar Fungus 
  Garden
    The center of the island is dominated by a huge growth 
  of multicolored fungus, sprouting in and among a vortex 
  of rock clumps that surround a central rock pillar which 
  stretches to the ceiling 25’ above you.
    Disturbing any of the fungus in this area—or setting foot 
  on any of the rocks—prompts an immediate roll on the 
    Random Encounters table, ignoring non-monster 
  results.
  ML2-ULI-C-9: Pier Entrance
    Abutting the entrance to the southwest pier are clumps 
  of empty barrels that smell of fish.
  ML2-ULI-C-10: Pier
    A long pier forms a kind of cross stretching into the 
  
  247
  Mines L2
  water to the southwest of the island.  Barrels abound, 
  and there is a table and two chairs for sitting and fishing 
  should the need arise.
  Access
  Contents
  Barrels, 
  Small 
  (4x)
  Container: Barrel 
  or Crate, using 
  Context D
  Rations & Prepared Food, 
  using Context D
  Barrels, 
  Large 
  (3x)
  Container: Barrel 
  or Crate, using 
  Context B
  Fishing Supplies, size 
  Medium
  
  248
  Mines L2
  Map 83: Underground Lake Southern Island (ML2-ULI-S)
  One square equals 5 ft.
  
  249
  Mines L2
  ML2-ULI-S: Underground Lake Southern Island
  Overview
  Historically used for short-term storage, or to resupply 
  fishing needs without venturing to the main Mines area, this 
  island is now quite old and forgotten.
  Theme & Purpose
  This island is the most difficult to get to, the most dangerous, 
  and also the most profitable from a loot perspective.
  Random Encounters
  Use the standard / default Random Encounter rules for 
  this level.  Roll twice as often as normal.  Ignore any non-
  monster results.  
  Place any encounters that result as approaching from the 
  northern island.
  Areas of Interest
  ML2-ULI-S-1: Stone Bridge
  This leads to “Map 82: Underground Lake Center Island 
  (ML2-ULI-C)” on page 245.
  ML2-ULI-S-2: Main Island
    The ground here is a mix of grainy mud and occasional 
  stone.  Tracks and claw marks are fainter here, as 
  though the island had seen much less recent use than its 
  northern neighbors.
  ML2-ULI-S-3: Fungus Firepit
    A firepit sits here, unused for years yet its skeleton is 
  unmistakable.  About it grows a variety of fungus.
  ML2-ULI-S-4: Storage & Treasure
    A curving pile of barrels and crates has been placed 
  here.  A chest sits in the midst of the array, and a pile of 
  belongings has been dumped next to a rock group.
  Access
  Contents
  Crate, 
  Large
  Container: 
  Barrel or Crate, 
  using Context D
  Fishing Supplies, size 
  Large
  Crates, 
  Small 
  (7x)
  Container: 
  Barrel or Crate, 
  using Context B
  General Supplies, size 
  Medium
  Barrels 
  (9x)
  Container: 
  Barrel or Crate
  Rations & Prepared Food, 
  size Medium
  Stacked 
  Barrels 
  (4x)
  Container: 
  Barrel or Crate
  Alcohol: General, size 
  Medium
  Access
  Contents
  Chest
  Locks: Chest, 
  Simple, using 
  Context D AND 
  Traps: General, 
  using Context B
  Gems: Medium-Quality, 
  using Context B AND 
  Weapons: Martial Ranged
  Treasure 
  Pile
  unprotected
  Armor: Light AND 
  Armor: Shields AND 
  Weapons, Martial 1H AND 
  Potions: Moderate AND 
  Coin Treasure: Moderate, 
  using Context D
    Upon searching this area, roll on the 
    Random 
  Encounters table immediately; ignore non-monster 
  encounters.
  
  250
  Mines L2
  Map 84: Skimmer’s Cache Secret South (ML2-SCS)
  One square equals 5 ft.
  
  251
  Mines L2
  ML2-SCS: Skimmer’s Cache Secret South
  Overview
  This chamber is a naturally-occuring cave extension that 
  has been sealed off from the main Mines area by scavengers 
  hoping to secret gems.  
  Theme & Purpose
  It’s a great source of valuables, if the party can discover it.
  Random Encounters
  Use the standard / default Random Encounter rules for 
  this level.  Roll half as often as normal.  Reroll “NPC 
  Encounter” results.
  Come Into My Parlor...
  Touching any of the spiderwebs here will prompt an 
  immediate roll on the 
    Random Encounters table.  Ignore 
  any non-monster results, and introduce ensuing encounters 
  as approaching from the north, curious or enraged that the 
  secret has been discovered.  
  This effect only occurs the first time webs are disturbed; 
  thereafter, the party may explore in relative peace.
  Areas of Interest
  ML2-SCS-1: Entrance
  Only read the italicized text if the secret is discovered.
    The entire wall here seems a little fishy.  Veins of rock 
  on the edges seem to disappear into a wall of a different 
  texture and composition.  Pursuing a hunch, you poke at 
  the wall to the south here: Sure enough, the rock comes 
  apart with some wedging.  It appears that someone has 
  stacked hundreds of rocks here, and smeared a muddy clay 
  around them as a kind of improvisational mortal to hold 
  the secret in place.
  This leads back to the main mine area as described in “Map 
  79: Mines Level 2 Overview (ML2-O)” on page 237.
  Access
  Skimmer’s Cache 
  Secret Door
  Locks: Door, Secret, using 
  Context C, Perception only
  ML2-SCS-2: Crates
    In the southwest corner of the chamber is a trio of secure 
  crates, and two locked treasure chests, surrounded by 
  spiderwebs.
  Access
  Contents
  Secure 
  Crate 
  (3x)
  Container: 
  Barrel or Crate, 
  using Context C
  Armor: Medium AND 
  Weapons: Martial 2H
  Access
  Contents
  Chests 
  (2x)
  Locks: Chest, 
  Strongbox, 
  using Context B
  Coin Treasure: Moderate, 
  using Context B AND 
  Gems: Semi-Precious, 
  using Context D
  ML2-SCS-3: Empty Chest
    Sitting amidst rockpiles and spiderwebs is a large 
  wooden chest.  Its lock has been smashed to bits.  
  Although the chest itself is empty, there are small piles of 
  scattered gemstones on the ground nearby.
  Access
  Contents
  Ground Near Chest
  unprotected
  Gems: Low, size 
  Medium
  ML2-SCS-4: Southeast Spiderweb Cache
    Underneath the shadow of an enormous spiderweb that 
  reaches from the cave walls to a floor-to-ceiling rock 
  pillar are two treasure chests.
  Access
  Contents
  Chests 
  (2x)
  Locks: Chest, 
  Simple, using 
  Context C
  General Supplies AND 
  Gems: Low AND 
  Armor: General
  
  252
  Mines L2
  Map 85: Invaded Residence Sub-Basement (ML2-IRSB)
  One square equals 5 ft.
  
  253
  Mines L2
  ML2-IRSB: Invaded Residence Sub-Basement
  Overview
  Underneath the Residential District of the surface city 
  is a spiraling hive of lairs, tunnels, and pits.  This marks 
  the transition from a few sub-basement levels to an actual 
  monstrous lair of sorts.
  Theme & Purpose
  This is one of the unorthodox means of entering the lower 
  Mine levels.  Merely being here should impose a sense of 
  creepy-crawly dread in the party.
  Random Encounters
  Use the standard / default Random Encounter rules for 
  this level.  Roll twice as often as normal.  Reroll any “NPC 
  Encounter” results.
  Areas of Interest
  ML2-IRSB-1: Hole in Ceiling
  The hole is 20’ up from the floor, and leads to “Map 63: 
  Residence SW Basement (MC-RSW-BM)” on page 195.
  ML2-IRSB-2: Slate Pile
    A mountain of slate and shale have been heaped here.  It 
  seems the perfect place for a large creature to stretch out 
  and relax.
    Disturbing this pile in any way prompts a roll on the 
    
  Random Encounters table.  Ignore any non-monster 
  results, and reroll on the appropriate sub-table until 
  you get a Swarm result.  That swarm emerges from 
  underneath the pile.
  ML2-IRSB-3: Northwest Rock Pillar
    This massive stalagmite stretches 20’ up to the ceiling of 
  the chamber.  Piles of fallen rock lie about its base.
  ML2-IRSB-4: Debris Swath
    Splintered and flattened rock chunks litter the entire 
  north edge of the massive chamber.  It looks like some 
  have been thrown, others scuttled and dragged.  Someone 
  or something has intentionally been accumulating the 
  debris.
    Upon entering this area, if the PCs have not already 
  investigated Location 7 to the east, roll immediately on 
  the 
    Random Encounters table, and ignore any non-
  monster results.  Any encounter that ensues will emerge 
  from Location 7.
  ML2-IRSB-5: Northeast Rock Pillar
    Another floor-to-ceiling formation of rock sits here 
  among the rubble, this one brown, and with substantial 
  clumps of fallen boulders about its base.
  ML2-IRSB-6: Guano Path
    Much of the north and central regions of this chamber 
  are covered in monster feces, forming a slick and 
  disgusting surface.  Although much of the guano is 
  months old, some is much fresher.
  ML2-IRSB-7: Northeast Debris
    Rocks, gravel, and even some pieces of wood lie here in a 
  mangled assortment.
  ML2-IRSB-8: Fungal Patch
    Ochre fungus litters the ground here in a wide swath.  It 
  appears common in nature, and non-volatile.
  ML2-IRSB-9: Southeast Rock Pillar
    Sprouting from the ground is a thin brown rock pillar 
  that reaches nearly to the ceiling 25’ above you.  Boulders 
  and toadstools lie about its base.  From the south comes a 
  thin, cool howl of air.
  ML2-IRSB-10: Corpses
    An assortment of dead bodies is strewn here, not quite 
  piled, but definitely moved here intentionally.  Their 
  belongings have largely been removed, and in many 
  places, their flesh consumed; it seems as though they 
  have been dead a week or more.
  Access
  Contents
  Corpses
  unprotected
  Coin Treasure: Moderate, using 
  Context D, Copper and Silver 
  results only
  ML2-IRSB-11: Bonepiles
    On a ledge formed by the overhang of the ceiling 10’ 
  above you is an assortment of piles of bones, each 
  
  254
  Mines L2
  one belonging to a different creature.  There are some 
  humanoid skeletons, as well as much more monstrous 
  ones.  Some piles seem to have been thrown in a heap; 
  others are more carefully arranged.  One Ettin skeleton 
  seems as though it might simply have rotted away over 
  the years to the bones that now lay here.
  There is no treasure to be found among the long-dead bodies.
  ML2-IRSB-12: Rounding the Corner
    As you traverse the narrow ledge, there is a gust of wind 
  from the pit below.
  Each Medium-sized PC must make a 
    Acrobatics check at 
  DC 10 to keep their footing.  Failure means they risk falling 
  into the pit to the southwest; any other party member may 
  attempt to stay their fall, attempting their own Acrobatics 
  check at the same DC.  Success means that nobody falls; 
  failure of this second attempt means that both PCs plummet.
  ML2-IRSB-13: Calm Debris
    From this vantage point, you sense a calmness of the 
  wind and spirit.  You can see the entire chamber to the 
  north, across the gaping chasm.  You feel oddly protected 
  by the head-high piles of stone and debris on either side 
  fo you.
  The location and odd calm of this place means that no 
  Random Encounters will take place here so long as the 
  party does not draw attention to themselves.  They may even 
  take a long rest if they do not light a fire.
  ML2-IRSB-14: Pit
    A yawning pit lies in the south-center of the lair.  It 
  descends at least a hundred feet down from what you can 
  tell.
  Falling down here is a very, very bad thing: it ends three 
  entire mine levels down, each of which is between 30’ and 
  50’ in depth.  For practical purposes, most unprotected falls 
  into this pit spell certain doom for any but the most heroic 
  PC; the GM is left to determine the lethality of blunders or 
  combat effects that lead PCs to a fall here.
  ML2-IRSB-15: Hole Down
    A hole in the earth here leads down into the darkness.  
  The tunnel extends at least 30’ under you; though it 
  seems well-traveled, it is most certainly not man-made, 
  but rather excavated by some form of creature.
  This leads to “Map 120: Circular Stair Pit (ML3-CSP)” on 
  page 349.
  
  255
  Mines L2
  Map 86: Elevators North Overview (ML2-ELN-O)
  One square equals 5 ft.
  
  256
  Mines L2
  ML2-ELN-O: Elevators North Overview
  Overview
  This region is something of a stronghold, rare anywhere in 
  the Mines for its protective wall.  Sadly, although the wall 
  stands, the doors to the west have been forced open, and 
  monsters still run rampant.  
  Theme & Purpose
  The elevators allow access above and below this level of 
  the Mines.  In addition, there is a great deal of looting and 
  investigatory opportunity in the Operations building, which 
  typically also contains a key NPC.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  ML2-ELN-O-1: Stronghold Doors
    These massive, 20’ steel doors which appear to be the 
  only aperture in a similarly-tall and 8’ thick rock wall 
  seem able to repel any intrustion... which makes it all 
  the  more unsettling to note that the doors have been 
  smashed open.  The hinges are warped, and the doors 
  leaning on their frames; these won’t close again without 
  a major overhaul and weeks of effort by concentrated 
  teams.
  ML2-ELN-O-2: Secret Entrance
  Only read the italicized text below if the secret is revealed.
    One portion of the stone wall here has a slightly different 
  rock pattern than the rest of the area.  Prodding, you find 
  a stone that makes an audible “click” noise as you push it.  
  It swings outward to reveal a lock mechanism, and as you 
  examine more closely, you can see the outline of a 5’ tall 
  doorway in the surrounding rock.
  Access
  Secret Entrance
  Locks: Door, Secret, using Context B
  ML2-ELN-O-3: Operations
  Please refer to page 257 for further details on this building.
  ML2-ELN-O-4: Barrier
  Page 263 begins more information on this area.
  ML2-ELN-O-5: Elevator Down
  This leads to “Map 121: Elevators North (ML3-EN)” on page 
  351.
  ML2-ELN-O-6: Elevator Up
  Take this to “Map 69: Rail Switchhouse North (ML1-RSN)” 
  on page 210.
  ML2-ELN-O-7: Elevator Control
  Please turn to page 261 for further details.
  
  257
  Mines L2
  Map 87: Elevators North: Operations (ML2-ELN-LS)
  One square equals 5 ft.
  
  258
  Mines L2
  ML2-ELN-LS: Elevators North: Operations
  Overview
  This building is the administrative nexus of this level of the 
  Mines.  It’s also been used to entertain, and as storage of 
  valuables given the protected position behind the walls.
  Theme & Purpose
  The PCs should intuit from the massive wall that this area 
  was a place of protection, and thus likely of valuables 
  as well.  Although much of the best loot has been culled 
  by chaotic opportunists, this building is still rife with 
  investigatory and monetary benefit.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll monster-related results once.
  Default Doors
  Unless otherwise specified, all doors in the building are 
  closed, locked, and conform to the following profile:
  Access
  Default Door
  Locks: Door, Reinforced
  NPCs of Note
  The Cartographer is often here.  Each time the PCs approach 
  the building, he has a 
    60% chance of being here during 
  all hours.
  Areas of Interest
  ML2-ELN-LS-1: North Entrance
    These reinforced double doors have been tampered with, 
  but the lock still holds.
  ML2-ELN-LS-2: Main Hall
    Thick red carpets cover much of the cold cobblestone 
  floors here.  Double doors lead to the northeast, the 
  west, and to the south; single doors lead to the east and 
  southeast.  Two open barrels of fresh water sit on either 
  side of the main entrance to the northwest.
  ML2-ELN-LS-3: Storage
    A bounty of containers has been pushed up against 
  every surface in this square room.  Across the floor are 
  scattered coins, perhaps from a hasty looting retreat.
  Access
  Contents
  Crate, 
  Large 
  (3x)
  Container: 
  Barrel or Crate
  General Supplies, size 
  Large
  Access
  Contents
  Crates, 
  Small 
  (3x)
  Container: Barel 
  or Crate
  Rations & Prepared Food, 
  size Medium
  Barrels 
  (4x)
  Container: Barel 
  or Crate
  Alcohol: General, size 
  Medium
  Sack Pile
  unprotected
  Simple Foodstuffs, size 
  Medium
  Chests 
  (4x)
  Locks: Chest, 
  Simple
  Armor: General AND 
  Weapons: General
  Floor 
  Coin 
  Trail
  unprotected
  Coin Treasure: Moderate, 
  using context D, ignore 
  Platinum and Gold
  ML2-ELN-LS-4: Northeast Guestroom
    It’s a bit cramped in here, but mainly because so much 
  furniture has been inserted: a small table ringed with 
  chairs, a writing desk, a dressing desk, a privy, a wash 
  basin filled with moldy water, a dresser cabinet, a bed, a 
  potted plant, and a bedside table.
  Access
  Contents
  Dressing 
  Desk
  Locks: Furniture, 
  Simple
  General Supplies
  Writing 
  Desk
  Locks: Furniture, 
  Simple, using Context D
  Writing Supplies
  Cabinet
  unprotected
  Clothing: General, 
  using Context B
  ML2-ELN-LS-5: Southeast Guestroom
    This room forms a slanted rectangle.  Within are writing 
  and dressing desks, a privy, small and large clothing 
  cavinets, a potted plant, and a small table with a 
  comfortable chair.
  
  259
  Mines L2
  Access
  Contents
  Dressing 
  Desk
  Locks: Furniture, 
  Simple, using 
  Context D
  Alcohol: General, using 
  Context B
  Writing 
  Desk
  unprotected
  Writing Supplies AND 
  Coin Treasure: 
  Moderate, using Context 
  D
  Cabinet, 
  Small
  unprotected
  Clothing: General, using 
  Context B
  Cabinet, 
  Large
  Locks: Furniture, 
  Simple, using 
  Context C
  Armor: Light AND 
  Clothing: General, using 
  Context C
  ML2-ELN-LS-6: Dining Hall
    A bit cramped, perhaps, but there’s enough room in 
  this well-lit chamber for a fully-set banquet table, two 
  sideboard cabinets, two food tables, two chairs, three 
  stools, and three potted plants.
  Access
  Contents
  Sideboards 
  (2x)
  Locks: Furniture, 
  Simple, using 
  Context B
  Alcohol: General, using 
  Context C
  Food 
  Tables (2x)
  unprotected
  Rations & Prepared 
  Food
  ML2-ELN-LS-7: Secret Bedroom Door
  Behind the potted plant to the southwest of the dining hall is 
  a secret door:
  Access
  Secret Bedroom Door
  Locks: Door, Secret
  ML2-ELN-LS-8: Southwest Guestroom
    This narrow chamber conains a large table set with 
  rotted food, writing and dressing desks, a clothing 
  cabinet, a wash bashin, and a privy.
  Access
  Contents
  Dressing 
  Desk
  Locks: Furniture, 
  Simple, using 
  Context B
  Alcohol: General, using 
  Context B AND 
  Potions: Moderate
  Writing 
  Desk
  Locks: Furniture, 
  Simple
  Writing Supplies AND 
  Books: General, using 
  Context D
  Cabinet
  unprotected
  Clothing: General
  ML2-ELN-LS-9: Storage Entrance
    A tall set of double doors bars entry to the southern 
  portion of the building.
  ML2-ELN-LS-10: Southwest Entrance
    Strong double doors are closed and locked here.
  ML2-ELN-LS-11: Southeast Entrance
    These doors are reinforced with iron and banded heavily; 
  the lock is of ornate design.  A massive hole has been 
  torn in the wood, however, and the north door half has 
  been just about torn off its hinges.  You can fit through 
  the gap made in the damage easily.
  ML2-ELN-LS-12: Storage East
    A wide avenue runs through the southern chamber, 
  which runs the width of the building.  Against the north 
  wall are piled a large crate, a smaller crate, and various 
  sacks and bags.  The southeast of the building contains 
  another large crate, two more smaller crates, and an 
  octagonal table and chair.
  Access
  Contents
  North Large 
  Crate
  Container: 
  Barrel or Crate
  General Supplies, size 
  Large
  North Small 
  Crate
  Container: 
  Barrel or Crate
  Rations & Prepared 
  Food, size Medium
  North Sacks
  unprotected
  Simple Foodstuffs, 
  size Medium
  South Large 
  Crate
  Container: 
  Barrel or Crate
  Glasses, Metals, and 
  Woods, size Large
  South Small 
  Crates (2x)
  Container: 
  Barrel or Crate
  Glasses, Metals, and 
  Woods, size Medium
  ML2-ELN-LS-13: Storage West
    The southwest corner of the building is rife with 
  containers, and smells of constant use and minerals.  To 
  the north is a small crate and an array of barrels; the 
  south holds a stack of barrels, two large crates, and two 
  locked treasure chests.
  Access
  Contents
  North Small 
  Crate
  Container: 
  Barrel or Crate
  Textiles, size Medium
  North Barrels 
  (7x)
  Container: 
  Barrel or Crate
  Fresh water
  South Large 
  Crates (2x)
  Container: 
  Barrel or Crate
  Glasses, Metals, and 
  Woods, size Large
  South Barrels 
  (6x)
  Container: 
  Barrel or Crate
  Alcohol: General, size 
  Medium
  Chests (2x)
  Locks: Chest, 
  Simple
  Armor: General AND 
  Coin Treasure: 
  Moderate, using 
  Context B
  ML2-ELN-LS-14: Storage South
    A locked set of double doors leads to a hemisphere-
  shaped chamber.  Empty bottles litter the floor next to a 
  circular table ringed with chairs.  A trio of chests rests 
  against the southwest corner, and two further chests are 
  in the south.
  
  260
  Mines L2
  Access
  Contents
  Southwest 
  Chests (3x)
  Locks: Chest, 
  Strongbox
  Potions: Moderate AND 
  Coin Treasure: Moderate
  South 
  Chests (2x)
  Locks: Chest, 
  Strongbox AND 
  Traps: General, 
  using Context D
  Weapons: Martial 1H 
  AND 
  Weapons: Martial 
  Ranged AND 
  Gems: Low
  The secret door to the southeast can be discovered from 
  either side, and has the following profile:
  Access
  Secret Exit
  Locks: Door, Secret
  
  261
  Mines L2
  Map 88: Elevators North: Elevator Control (ML2-ELN-EC)
  One square equals 5 ft.
  
  262
  Mines L2
  ML2-ELN-EC: Elevators North: Elevator Control
  Overview
  Under normal operations, the elevators to the south 
  are controlled from this region.  In the wake of wanton 
  destruction, however, the switches are malfunctioning, and 
  they must be operated manually.
  Theme & Purpose
  It’s an interesting area to explore, particularly for those 
  wishing to understand what happened once the gate to the 
  southwest was smashed open.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll all non-monster encounters once.
  Areas of Interest
  ML2-ELN-EC-1: Ruined Wall
    A ruined wall stretches the width of the cave here.  It 
  varies from head-high in places to knee-high in others.  
  Much of the damage appears to have been smashing, but 
  there are occasional scorch and corrosive marks as well.
  ML2-ELN-EC-2: Northwest Rubble
    The northwest edge of the cave is littered with rubble.  
  Some is spillover from the ruins of the wall and tower to 
  the south, but other pieces consist of fallen stones from 
  the ceiling 15’ above.
    Upon entering this area, roll on the 
    Random 
  Encounters table; ignore non-monster encounters and 
  place any critters that result Location 5 to the northeast.  
  If Location 5 has recently been explored by the party, 
  place the monsters in Location 4; if that, too, has been 
  cleared, then place the monsters as coming from the 
  south.
  ML2-ELN-EC-3: North Rock Clumps
    Clumps of greenish-grey rock dot the floor here, as the 
  ceiling narrows to a scant 8’ high.  The air is cool and 
  dry, and the sounds of the surrounding cave grow quiet.
  ML2-ELN-EC-4: Nest
    This cozy area is nestled between the ruined wall to the 
  south, the earthen cave wall to the east, and an array of 
  chest-high debris to the north.  You see sticks, stones, 
  and other material arranged in something of a nest about 
  the space, though there are no recent signs of activity 
  here.
  The nest is long abandoned.  However, it can be used to 
  avoid detection or escape monsters, as it’s large enough and 
  concealed enough to obstruct even a large group of PCs.
  ML2-ELN-EC-5: Northeast Rock Pillar
    A rock pillar stretches all the way to the ceiling, 10’ 
  above you.  A clump of boulders can be seen to the 
  northeast of the pillar.
  ML2-ELN-EC-6: Ruined Buildin
    This was once a guard building; it’s now a waist-high 
  pile of circular rubble.  Something very large and angry 
  wreaked destruction upon the structure; though you 
  see no bodies or skeletons, you suspect it was trying to 
  annihilate those who had taken refuge here.
  ML2-ELN-EC-7: Malfunctioning Switch
    Here, then, are the control levers for the elevators a short 
  distance to the south.  They appear massively damaged, 
  and can be moved with no resistance; you suspect that 
  whatever mechanism to which they had been attached is 
  no longer hooked up to these switches.
  
  263
  Mines L2
  Map 89: Elevators North: Elevator Barrier (ML2-ELN-EB)
  One square equals 5 ft.
  
  264
  Mines L2
  ML2-ELN-EB: Elevators North: Elevator Barrier
  Overview
  The northern elevators were a bit of a stronghold, where 
  access was tightly controlled.  This barrier had been a gated 
  aperture through which all incoming and outgoing goods 
  and personnel were gatekept; in the wake of the Obelisk’s 
  discovery and the ensuing destruction, it is but a runed 
  reminder of the lawfulness this region encompassed before.
  Theme & Purpose
  Coming or going via the elevators featured here, it’s likely 
  that the party will pass through this region on their journies 
  elsewhere in this level.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll non-monster encounters once.
  Areas of Interest
  ML2-ELN-EB-1: West Aperture
    Rubble to the west, and a ruined wall to the east: you 
  envision this gap was originally for personnel and 
  guards to enter and exit through a smaller door than that 
  available in the main wall to the east.
  ML2-ELN-EB-2: West Guard Post
    This small building was burned to a crisp, its stone and 
  mortar evaporated so that only dried chunks of hardened 
  stone remain.
  Access
  Contents
  Rubble
  unprotected
  Armor: Shields, using Context B
  ML2-ELN-EB-3: East Guard Post
    This used to be a guard post, controlling access to 
  the east.  It’s now a knee-high pile of fused rock, icily 
  fractured from its original configuration.  
  Access
  Contents
  Rubble
  unprotected
  Coin Treasure: Moderate, using 
  Context D, halve quantities
  ML2-ELN-EB-4: Guardwall
    Nearly the whole width of the cave at this point is 
  dominated by a rubble wall.  You surmise it may have 
  been as high as 15’ before it was destroeddestroyed, 
  though now it ranges from a few inches to 8’ of stone in 
  varying states of destruction.
  ML2-ELN-EB-5: Eastern Debris
    Much of the eastern guardpost’s stone has been tossed 
  here, either as part of the explosions or force that 
  destroyed them in the first place, or by those seeking to 
  excavate the debris.
    Disturbing this area (e.g., via search) may attract the 
  attention of nearby critters; roll on the 
    Random 
  Encounters table and ignore non-monster results.  Place 
  any encounter that ensues as approaching from Location 
  1 to the west.
  ML2-ELN-EB-6: Front Rubble
    This chest-tall pile of debris seems to have been 
  intentionally arranged, in an effort to scale the 8’ 
  tall ruined wall at this point.  You can scramble over 
  easily, but as there is no equivalent pile on the other 
  side, getting back the same way here would be more 
  challenging.
  ML2-ELN-EB-7: Elevator Down
  This leads to “Map 121: Elevators North (ML3-EN)” on page 
  351.
  ML2-ELN-EB-8: Elevator Up
  Take this to “Map 69: Rail Switchhouse North (ML1-RSN)” 
  on page 210.
  
  265
  Mines L2
  Map 90: Elevators East (ML2-ELE)
  One square equals 5 ft.
  
  266
  Mines L2
  ML2-ELE: Elevators East
  Overview
  This eastern region allows access above and below to 
  the other levels of the Mines.  It’s also a decently-sized 
  waystation of supplies going in and out of the complex.
  Theme & Purpose
  It’s deserted, abruptly so, like so much else of the Mines, 
  but its open nature and pivotal location make it a focus of 
  friendlies and hostiles.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Roll twice as often as normal.
  Areas of Interest
  ML2-ELE-1: Elevator Down
  This leads to “Map 123: Elevators East (ML3-EE)” on page 
  357.
  ML2-ELE-2: Elevator Up
  Take this operable elevator up to “Map 68: Rail 
  Switchhouse East (ML1-RSE)” on page 208.
  ML2-ELE-3: Work Area
    A long table sits here, entirely deserted and vacant.  
  Nicks and marks in its wood indicate that it saw a lot of 
  duty, likely as a staging area for packing and unpacking.
  ML2-ELE-4: Firepit
    Long unused, this ring of rocks contains some months-
  old ashes from a companiable fire.
  ML2-ELE-5: Rock Pillar
    Boulders surround this rock pillar, which reaches 30’ up 
  to the ceiling of the mine at this point.
  While in the central region of this map, introduce new 
  monster encounters from behind this pillar, to the southeast.
  ML2-ELE-6: Secret Wall Entrance
  This door, and what lies beyond it, are described in “Map 86: 
  Elevators North Overview (ML2-ELN-O)” on page 255.
  ML2-ELE-7: Railway
    Though it’s clear it’s seen heavy use over the years, this 
  region of the railway is in good repair and seems quite 
  usable.
  ML2-ELE-8: Fungal Patch
    Toadstools and mushroom caps range in size from 
  fingertip-sized to head-sized.
    There is nothing volatile to be found here, however, upon 
  disturbing any of the fungus, roll on the 
    Random 
  Encounters table, ignoring non-monster results and 
  placing any encounters that ensue as approaching from 
  the northeast.
  ML2-ELE-9: Crates Southwest
    An orderly arrangement of five large crates sit here.  The 
  wood appears pitted and dented, but the containers are 
  intact.
  Access
  Contents
  Crates 
  (5x)
  Container: 
  Barrel or Crate
  General Supplies, size 
  Large, using Context B
  ML2-ELE-10: Crates West
    A cluster of five large crates has been placed here, to the 
  southwest of the down elevator.
  Access
  Contents
  Crates 
  (5x)
  Container: 
  Barrel or Crate
  Clothing, size Large
  ML2-ELE-11: Barrels Northwest
    A cluster of barrels has been placed here in a rough 
  triangle.  Four have been opened, and are empty; the 
  remaining five are sealed.
  Access
  Contents
  Barrels 
  (5x)
  Container: 
  Barrel or Crate
  Fresh water
  ML2-ELE-12: Barrels Northeast
    An assortment of barrels have been stacked here, just to 
  
  267
  Mines L2
  the north of the up elevator.
  Access
  Contents
  Barrels 
  (9x)
  Container: 
  Barrel or Crate
  Alcohol: General, using 
  Context B
  ML2-ELE-13: Crateline East
    A large spine of crates has been stacked leading from the 
  southern portion of the up-heading elevator.  The wood, 
  nails, and seals are all substantial and sturdy. 
  Access
  Contents
  Crates 
  (9x)
  Container: Barrel or 
  Crate, using Context C
  Glasses, Metals, and 
  Woods, size Large
  ML2-ELE-14: Cask Stack
    Just north of the firepit, and northwest of the rock pillar, 
  a neatly-stacked array of casks has been placed.
  Access
  Contents
  Casks 
  (7x)
  Container: 
  Barrel or Crate
  Alcohol: General, using 
  Context C
  
  268
  Mines L2
  Map 91: Elevators West (ML2-ELW)
  One square equals 5 ft.
  
  269
  Mines L2
  ML2-ELW: Elevators West
  Overview
  The chaotic zone of this level of the Mines is littered with 
  trash, feces, and debris.  The elevators, however, are still 
  functioning perfectly.
  Theme & Purpose
  It’s a good means of access to other levels of the Mine, and a 
  solid option for those seeking to fight some monsters.  Other 
  than that, there’s not much to find here!
  Random Encounters
  Use the standard / default Random Encounter rules for 
  this level.  Roll twice as often as normal, and reroll “NPC 
  Encounter” results once.
  Areas of Interest
  ML2-ELW-1: Path North
  This path leads to “Map 100: Railshed & Storage Northwest 
  (ML2-RSS-NW)” on page 292.
  ML2-ELW-2: Rock Pillar
    A small rock pillar stands here, reaching up 20’ toward 
  the ceiling 35’ above you.
  ML2-ELW-3: Guano Patch
    In a huge swath about the base of the rock pillar is a 
  sheet of inches-thick guano, secreted from who-knows-
  how-many creatures over the past few years.  The top 
  layer is fresh, but the crunch underfoot speaks of a 
  longer-term build-up.  There’s a body lying horribly 
  mangled amongst the feces.
    The PCs can walk slowly through here without difficulty; 
  moving quickly or stopping long enough to, say, loot 
  the body prompts a roll on the 
    Random Encounters 
  table, ignoring results of “NPC Encounter” and rerolling 
  “No Encounter” results once.  Any monsters that result 
  from such a pursuit will approach from the north.
  Access
  Contents
  Half-Elf 
  Corpse
  unprotected
  Armor: Light AND 
  Weapons: Martial Ranged AND 
  Potions: Moderate
  ML2-ELW-4: Barricade
    All manner of debris has been piled chest-high in this 
  large makeshift barricade, intended to apparently defend 
  against approaching threats from the north.
  ML2-ELW-5: Sandbag Line
    Just south of the huge barricade is a line of sandbags, 
  assembled hastily from the looks of it and reaching 
  to your thighs.  Though it may have been intended as 
  a second line of defense against the north, from the 
  blood splatters, you suspect it was instead used to 
  guard against enemies from the south, suggesting that 
  whomever took a stand here had two fronts of threat to 
  deal with.
  ML2-ELW-6: Fungal Growth
    A large patch of fungus forms the western border of the 
  barricades.
  ML2-ELW-7: Elevator Down
  This leads to “Map 122: Elevators West (ML3-EW)” on page 
  354.
  ML2-ELW-8: Elevators Up
  Please refer to “Map 71: Underground River Fishery (ML1-
  FSH)” on page 215 for futher details about the destination 
  here.
  ML2-ELW-9: Table
    A table and six chairs sits in between the two elevators.  
  There is nothing on it, and no telltales in its wood to 
  suggest what it may have been used for during normal 
  Mine operations.
  This was actually a gambling table: those seated here would 
  wager on which elevator would move next.  That anyone had 
  enough time or interest to bet on such a phenomenon speaks 
  much as to the work ethic of those in this region.
  ML2-ELW-10: Guano Patch Southeast
    Another patch of feces spreads here, interspersed with 
  toadstools growing from the fertilization.
  ML2-ELW-11: Firepit
    A long-unused firepit sits here, amudst a decomposing 
  
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  Mines L2
  corpse dead many months.  A crate and an open and 
  empty treasure chest sit nearby.
  Access
  Contents
  Crate
  Container: Barrel or 
  Crate
  General Supplies, 
  size Medium
  ML2-ELW-12: Firepit Monster Corpse
    A firepit, unused for months at least, sits on the southern 
  edge of this area, near a bunch of toadstools.  To the 
  north is the rotting carcass of a monster; circling the 
  corpse is an assortment of sacks and bags.
  Access
  Contents
  Sacks
  unprotected
  Simple Foodstuffs, size Large
  ML2-ELW-13: Barrel Line
    A rounded line of barrels parallels the railtracks here.  
  Two are open and empty; the remaining five are sealed.
  Access
  Contents
  Barrels 
  (5x)
  Container: Barrel or 
  Crate
  Alcohol: General, 
  size Medium
  ML2-ELW-14: Railway
    The railway is battered, the rails nicked and scored, 
  and the rail bed has not been upkept at all.  However, it 
  appears stable enough if taken at cautious speeds.
  
  271
  Mines L2
  Map 92: Mining Area Northeast (ML2-MNE)
  One square equals 5 ft.
  
  272
  Mines L2
  ML2-MNE-Mining Area Northeast
  Overview
  This simple mining zone is anything but simple: overrun by 
  monsters, this region was host to a brutal massacre among 
  the fungus and chaos of its contents.
  Theme & Purpose
  If the PCs search thoroughly, they might find a clue as 
  to what life was like in the Mines prior to the Obelisk’s 
  discovery.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll all “NPC Encounter” results.
  Areas of Interest
  ML2-MNE-1: Railway
    These tracks are unstable, warped, and generally 
  dangerous in appearance.
  ML2-MNE-2: Rock Pillar
    An enormous, 30’ tall rock pillar stretches up to the 
  ceiling and connects.  About its broad base are cobwebs, 
  large boulder spills, and some occasional fungus.
  ML2-MNE-3: Fungal Circle
    Patches of mushrooms have formed a circle about a 
  group of rocks here.
  ML2-MNE-4: Rock Terminus
    At the end of the rails is a pile of boulders.  It appears 
  as though the rails were simply built to stop here, either 
  from laziness or because the rails were unfinished.
  ML2-MNE-5: Barrels
    What may once have been an orderly stack of barrels is 
  now spilled all over the area.  Some barrels are empty 
  and open; others are still sealed.
  Access
  Contents
  Barrels, 
  Large (6x)
  Container: Barrel 
  or Crate
  Fresh water
  Barrels, 
  Small (5x)
  Container: Barrel 
  or Crate
  Alcohol: General
  ML2-MNE-6: Guano Cobwebs
    South of a trio of huge spiderwebs is a patch of feces, 
  produced likely by monsters long gone.
  ML2-MNE-7: Fungus Wall
    From the north wall, circling around to the cave wall to 
  the southeast, is a huge swath of fungus in various sizes, 
  ranging from fingertip to head-sized.  A large clump 
  somewhat in the middle reaches to your hips.
    2d4 Fungal Crawlers emerge from the center area to 
  attack if any of the fungus is disturbed.
  ML2-MNE-8: Dead Zone
    Bodies lay strewn about here, the apparent final stand of 
  a dozen or more miners who were boxed into a corner by 
  approaching monsters... or other miners.  It’s difficult to 
  tell, but most bodies have some sort of damage that you 
  don’t imagine would be possible via manmade weapons.  
  Blood indicates a fresh conflict; decomposing corposes 
  to the north speak of a fight long past.  To the east is an 
  assortment of large crates.  
  Access
  Contents
  Crates, 
  Large 
  (6x)
  Container: Barrel 
  or Crate
  Glasses, Metals, and 
  Woods, size Large, using 
  Context B
  Crate, 
  Small
  Container: Barrel 
  or Crate
  Textiles: General, size 
  Medium, using Context C
    If the party searches the crates, they discover a letter 
  among the loot; roll on the 
    Plot Discoveries table.
  ML2-MNE-9: Northeast Corpses
    Among two hapazard crates, fungus, rocks, and 
  spiderwebs, is an assortment of long-dead rotting 
  corpses.  It appears to be mainly dwarves, with a few 
  elves and half-elves in the mix.  One body even seems to 
  be a half-orc.
  
  273
  Mines L2
  Access
  Contents
  Crates, 
  Large (2x)
  Container: Barrel 
  or Crate
  General Supplies, size 
  Large
  Bodies 
  (6x)
  unprotected
  Armor: General AND 
  Weapons: Simple
  ML2-MNE-10: Cratewall
    Small, chest-high boxes have been placed here in a rough 
  second line of defense between the sandbags to the 
  south and the fungus to the north.  Debris of all manner 
  is mixed in with the sandbags to form a barricade.  
  From the chaos you spy to the northeast, it seems that 
  such defenses were not sufficient to ward off whatever 
  threatened the poor miners.
  Access
  Contents
  Crates, 
  Small 
  (6x)
  Container: Barrel 
  or Crate
  Glasses, Metals, and 
  Woods, size medium, 
  using Context D
  ML2-MNE-11: Barricade Center
    A huge moud of supplies, broken furniture, crates, and 
  even dead monster corpses is piled head-high here.  
  There’s a break in the fungus to the northeast.
  Traveling very carefully, the party can pass through here to 
  the northeast without disturbing the fungus.
  ML2-MNE-12: Monster Corpse
    The southeasternmost area of this region holds the thin 
  edge of the sandbag barricade; to the south is a pile of 
  bones and a decomposing monster corpse.
  
  274
  Mines L2
  Map 93: Mining Area Northwest (ML2-MNW)
  One square equals 5 ft.
  
  275
  Mines L2
  ML2-MNW: Mining Area Northwest
  Overview
  Once a major bustling source of mining, this area is now 
  abandoned.  Tools are scattered everywhere as though 
  recently discarded, though in truth it has been a month or 
  more in most cases.  
  Theme & Purpose
  The area is picked-through in terms of loot and treasure, but 
  it does lead to a secret chamber to the northeast for those 
  persistent or observant enough to find it.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Roll twice as often as normal, and reroll all results of 
  “No Encounter” once.
  Areas of Interest
  ML2-MNW-1: Railway
    This part of the track is sturdy, well-repaired, and ready 
  for stable action.
  ML2-MNW-2: Lumber Stack
    A huge pile of raw tree lumber sits here, ready for 
  carving into whatever purpose is needed.  The pile 
  consists of mostly 5’-diameter trunks, shaved of limbs 
  and roughly cylindrical in nature, piled 8’ high.
    Disturbing this pile produces a Swarm that emerges 
  from the nooks and crannies; roll on the 
    Random 
  Encounters table and reroll until you get a Swarm-type 
  monster.
  ML2-MNW-3: Firepit
    At the end of the railway is a big firepit.  It looks recently 
  used, but for a much smaller fire than it was constructed  
  to contain.
  ML2-MNW-4: Mining Scaffolds
    Around the western and northwestern perimeter of this 
  area are mining scaffolds.  Constructed mainly out of 
  wood, with some metal here and there, these precarious 
  structures allow access to the full height of the rock wall 
  via climbing; although ladders are in place here and 
  there, in general it would take a nimble soul to make full 
  use of these.  
  These scaffolds are 20’ tall.
  ML2-MNW-6: Netting
    North of an abandoned firepit and amidst a huge variety 
  of scattered tools is a massive, thick net.  From the 
  smudges here and there, you suspect it was used to wrap 
  up larger boulders of ore if a crate was unavailable.
  ML2-MNW-8: Secret Chamber
  Access
  Secret Entrance
  Locks: Door, Secret, Perception Only, 
  using Context D
  
  276
  Mines L2
  Map 94: Gem Cache (ML2-GEM)
  One square equals 5 ft.
  
  277
  Mines L2
  ML2-GEM: Gem Cache
  Overview
  Once a secret cache of gems, this area was used as a hiding 
  area for miners who could not make their way out of the 
  mining zone to the west.
  Theme & Purpose
  The miners were slaughtered by monsters.  Some bodies 
  were taken as food; others were consumed on the spot; the 
  remaining corpses persist here still, rotting in ignored chaos.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Roll twice as often as normal.
  Ignore any “NPC Encounter” results, and have all monster-
  related encounters enter from the secret entrance to the 
  southwest.
  Areas of Interest
  ML2-GEM-1: Entrance
    As you pry apart the rocks and dirt used to shore up this 
  entrance, your noses are assaulted by the smell of decay, 
  blood, fire, and soot.  It rushes out of the chamber like 
  a wave, as though it has been pent up for months, and 
  eager to escape its confines.
  ML2-GEM-2: Rock Barricade
    Rocks have been piled waist-high here as a first defense.
  It was not enough, though the monster corpse to the 
  south indicates that the fighting was not entirely one-
  sided.
  Picking through the debris yields some loot:
  Access
  Contents
  Rock 
  Barricade
  unprotected
  Armor: General, roll 1d4 
  times AND 
  Weapons: Simple, roll 2d6 
  times
  ML2-GEM-3: Sandbag Barricade
    The second line of defense is a pile of hastily-made 
  sandbags, among a quartet of barrels, one of which 
  contains fresh water.
  ML2-GEM-4: Gem Cache
    A trail of coins scattered over the floor leads to an 
  assortment of crates and treasure chests.
  Access
  Contents
  Crates, 
  Small (4x)
  Container: Barrel or 
  Crate
  Rations & Prepared 
  Food, size Medium
  Access
  Contents
  Cave Floor
  unprotected
  Coin Treasure: 
  Moderate, using 
  Context D
  Chests, 
  Large (6x)
  Locks: Chest, 
  Strongbox, using 
  Context C
  Gems: Semi-
  Precious, size 
  Medium
  Chests, 
  Small (3x)
  Locks: Chest, 
  Strongbox AND 
  Traps: General, using 
  Context B
  Gems: Medium-
  Quality, size 
  Medium
  ML2-GEM-5: Rock Debris Barricade
    A third line of defense is an assemblage of boulders to 
  the west, and bounded to the east by an arc of waist-high 
  debris, scavenged from the main mining area to the west.
  Access
  Contents
  Debris 
  Barricade
  unprotected
  Armor: Light, roll 1d6 times 
  AND 
  Weapons: Light, roll 2d4 
  times
  ML2-GEM-6: Corpses and Rock Pillar
    A 20’ rock pillar is surrounded by boulders to the south 
  and west, and to its east are four bodies in late stage of 
  decomposition.
  Access
  Contents
  Corpses 
  (4x)
  unprotected
  Armor: Medium AND 
  Weapons: Ranged
  ML2-GEM-7: Rockslide
    A 15’ stalagmite stretches above a huge assortment of 
  boulders here.
  
  278
  Mines L2
  Access
  Contents
  Boulder 
  Pile
  unprotected
  Potions: Moderate, using 
  Context B AND 
  Weapons: Martial 1H, roll 1d4 
  times
  ML2-GEM-8: Treasure Pile
    Hidden away behind a half-orc corpse, rocks, and 
  sandbags is a huge pile of treasure, surrounded by 
  scattered gemstones as though a sack had been ripped 
  open.
  Access
  Contents
  Treasure 
  Pile
  unprotected
  Gems: Semi-Precious, size 
  Medium, using Context C AND 
  Gems: Medium-Quality, using 
  Context B AND 
  Weapons: Martial Ranged AND 
  Armor: Shields
  Half-Orc 
  Corpse
  unprotected
  Armor: Heavy AND 
  Weapons: Martial 2H
  Cave 
  Floor
  unprotected
  Gems: Low, size Large
  
  279
  Mines L2
  Map 95: Riverbank Processing (ML2-RIV)
  One square equals 5 ft.
  
  280
  Mines L2
  ML2-RIV: Riverbank Processing
  Overview
  Once used for processing fish caught from the piers and 
  islands to the west, this area has increasingly been used 
  simply to process ore and sift through rock and silt that has 
  been mined from the northwest and northeast of this level, 
  supplied via the railways.
  Theme & Purpose
  There’s a fair amount of resupply available here.  
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  ML2-RIV-1: Riverbank North Pier
  Please refer to page 281 for more details about this area.
  ML2-RIV-2: Riverbank South Pier
  Page 284 begins more information about this region.
  
  281
  Mines L2
  Map 96: Riverbank North Pier (ML2-RIV-N)
  One square equals 5 ft.
  
  282
  Mines L2
  ML2-RIV-N: Riverbank North Pier
  Overview
  Occasionally used for fishing, the piers themselves are 
  opportunities for respite from the gruelling work of sifting, 
  sorting, and packing ore from the mines.
  Theme & Purpose
  A good amount of looting opportunity is here, as well as 
  some solid defensive options for parties being pursued by 
  overwhelming foes.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  ML2-RIV-N-1: North Firepit
    A firepit sits on the bank of the lake.  To its east are two 
  huge crates and a bloodied elf corpse.  Northwest of this 
  is a stack of casks.
  Access
  Contents
  Crates, 
  Large 
  (2x)
  Container: 
  Barrel or 
  Crate, using 
  Context B
  Glasses, Metals, and Woods, 
  size Large, using Context C
  Elf 
  Corpse
  unprotected
  Armor: Light AND 
  Weapons: Martial Ranged AND 
  Weapons: Martial 1H
  Casks 
  (5x)
  Container: 
  Barrel or 
  Crate
  Alcohol: General, using Context 
  C, size Medium
  ML2-RIV-N-2: Pier Barricade
    Someone was backed onto the pier by threat, and formed 
  a barricade at the entrance.  A single sealed barrel sits at 
  the edge of the lake; three empty ones are to the south.
  Access
  Contents
  Barrel
  Container: Barrel or Crate, 
  using Context D
  Fresh water
  ML2-RIV-N-3: Crates and Firepit
    This firepit has been used in the past few weeks.  To its 
  east is a trio of large containers, atop one of which is a 
  chest.  A pile of sacks sits to the southeast of these.
  Access
  Contents
  Crates, 
  Large 
  (3x)
  Container: 
  Barrel or 
  Crate
  Glasses, Metals, and Woods, size 
  Large, using Context D
  Access
  Contents
  Sacks
  unprotected
  Simple Foodstuffs, size Medium
  Chest
  Locks: 
  Chest, 
  Simple
  Alcohol: General, using Context 
  C AND 
  Potions: Moderate, using 
  Context B
  ML2-RIV-N-4: Dwarf Corpse
    Near a production bench littered with tools is a bloodied 
  dwarf corpse.  A blood trail leads north, and a small crate 
  sits to the south.
  Access
  Contents
  Crate, 
  Small
  Container: 
  Barrel or Crate
  Fishing Supplies, size 
  Medium
  Dwarf 
  Corpse
  unprotected
  Armor: Heavy AND 
  Weapons: Martial 1H AND 
  Armor: Shields
  Casks (5x)
  Container: 
  Barrel or Crate
  Alcohol: General, using 
  Context C, size Medium
  Production 
  Bench
  unprotected
  Weapons: Simple, roll 2d6 
  times
  ML2-RIV-N-5: Pier
    Sturdy and sure, this wooden pier is littered with empty 
  bottles.
  ML2-RIV-N-6: Pier End
    A barrel, a half-elf corpse, and a chest can be found here, 
  along with a circular table littered with candles and 
  tools.
  Access
  Contents
  Barrel
  Container: 
  Barrel or Crate
  Fishing Supplies, size 
  Medium, using Context C
  
  283
  Mines L2
  Access
  Contents
  Half-Elf 
  Corpse
  unprotected
  Armor: Medium AND 
  Weapons: Martial Ranged 
  AND 
  Weapons: Martial 1H AND 
  Armor: Shields
  Chest
  Locks: Chest, 
  Strongbox AND  
  Traps: 
  General, using 
  Context D
  Coin Treasure: Moderate 
  AND 
  Gems: Semi-Precious, using 
  context B AND 
  Potions: Moderate
  Table
  unprotected
  Weapons: Simple, roll 1d4 
  times
  ML2-RIV-N-7: Railway
    Dented the tracks may be, and the occasional riser is 
  missing or rotted away, but the general structure of the 
  railway in this area seems sound.
  
  284
  Mines L2
  Map 97: Riverbank South Pier (ML2-RIV-S)
  One square equals 5 ft.
  
  285
  Mines L2
  ML2-RIV-S: Riverbank South Pier
  Overview
  The southern pier sees no more fishing use than its northern 
  neighbor, but the area is still used for ore processing and 
  packaging.
  Theme & Purpose
  There’s information to be obtained here in addition to a bit 
  of loot.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  ML2-RIV-S-1: Pier
    The boards creak and moan under your weight, but do 
  not flex noticeably; the structure seems safe enough.
  ML2-RIV-S-2: Corpse Terminus
    The north fork of the pier ends in a chair and barrel.  
  South of the octagonal table littered with tools are two 
  empty barrels, two sealed barrels, a chair, and a dwarven 
  corpse, dead some weeks from the look of things.
  Access
  Contents
  Barrels 
  (3x)
  Container: 
  Barrel or Crate
  Fishing Supplies, size 
  Medium, using Context C
  Dwarven 
  Corpse
  unprotected
  Armor: Light AND 
  Weapons: Ranged AND 
  Weapons: Light AND 
  Armor: Shields, using 
  Context C
  Table
  unprotected
  Weapons: Simple, roll 1d4 
  times
    In addition, a scrap of paper can be found on the dwarf’s 
  body: roll on the 
    Plot Discoveries table.
  ML2-RIV-S-3: Rocks, Barrels, and Body
    A dwarven body, riddled with slashes and pierced holes, 
  lies here, stripped of its belongings, amidst a series of 
  boulders.  To their north is a trio of sealed barrels.
  Access
  Contents
  Barrels 
  (3x)
  Container: 
  Barrel or Crate
  Rations & Prepared 
  Meals, size Medium, using 
  Context B
  ML2-RIV-S-4: Stone Bridge
  This leads to “Map 82: Underground Lake Center Island 
  (ML2-ULI-C)” on page 245.
  ML2-RIV-S-5: Production Table South
    An assortment of tools and lightly-rusted weapons is 
  scattered here on this table, scored heavily and darkened 
  with soot from use.
  Access
  Contents
  Production 
  Table
  unprotected
  Weapons: Simple, roll 
  2d6 times
  ML2-RIV-S-6: Railway
    Damaged but usable, is the appearance of these tracks.
  ML2-RIV-S-7: Production Tables North
    These heavily-dented tables are rickety and seem about 
  to collapse.  A single dagger sits atop each one.
  
  286
  Mines L2
  Map 98: Railshed & Storage East (ML2-RSS-E)
  One square equals 5 ft.
  
  287
  Mines L2
  ML2-RSS-E: Railshed & Storage East
  Overview
  This building was once a railshed, used primarily for storage.  
  It is now the domain of the 
    Tribute Magister, who has 
  partnered with a 
    Wandering Prostitute to establish a 
  business much in demand in the wake of the Obelisk’s chaos.
  Both can only be found in the building, as they have 
  developed (perhaps justly so!) an overwhelming fear of the 
  Mines themselves.
  Theme & Purpose
  Loot, social contact, and the opportunity to explore what 
  may have happened in the Mines: this is a valuable region to 
  explore.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  ML2-RSS-E-1: Railshed
  Please refer to page 294 for more detail on this building.
  ML2-RSS-E-2: Railway
    Very sturdy, sound, and in good upkeep, these rails are.
  ML2-RSS-E-3: Northwest Storage
    Three clusters of barrels sit here, amidst an enormous 
  amount of trash formed roughly into piles.  The cluster 
  to the northeast has six open barrels, of which four are 
  empty and two have fresh water; the remaining three 
  barrels in that cluster are sealed.  In the center of the 
  area is a huge half-orc corpse, quite decomposed.  To 
  the southwest are two more bodies, one in advanced 
  decay and the other, a dwarf, somewhat recent, with a 
  blood trail that leads to the entrance to the house to the 
  northeast.
  Access
  Contents
  Barrels, 
  Small (5x)
  Container: 
  Barrel or Crate
  General Supplies, size 
  Medium
  Barrels, 
  Large (10x)
  Container: 
  Barrel or Crate
  Alcohol: General, size 
  Medium, using Context 
  B
  Barrels, 
  Large (3x)
  Container: 
  Barrel or Crate
  Fresh Water
  Half-Orc 
  Corpse
  unprotected
  Armor: Heavy AND 
  Weapons: Exotic AND 
  Weapons: Martial 1H 
  AND 
  Armor: Shields, using 
  Context C
  Access
  Contents
  Decomposed 
  Corpse
  unprotected
  Armor: Light AND 
  Weapons: Ranged AND 
  Weapons: Simple
  Dwarf 
  Corpse
  unprotected
  Armor: Heavy AND 
  Weapons: Martial 2H 
  AND 
  Weapons: Light
  ML2-RSS-E-4: Southwest Storage
    There is a single half-elf corpse, killed within weeks, 
  amidst a blood trail that leads from the north to the 
  south of the building.  To the southwest is an assortmen 
  tof small containers, smashed furniture, and a trio of 
  sacks.
  Access
  Contents
  Crates, 
  Small (4x)
  Container: 
  Barrel or Crate
  Glasses, Metals, and 
  Woods, size Medium
  Half-Elf 
  Corpse
  unprotected
  Armor: Light AND 
  Weapons: Martial 
  Ranged
  Sacks (3x)
  unprotected
  Simple Foodstuffs
  ML2-RSS-E-5: Tables and Barrels
    To the southeast of the railshed, a duo of elven corpses 
  lies bloodied among a huge mess of barrels and two 
  tables ringed with chairs.
  Access
  Contents
  Barrels (8x)
  Container: 
  Barrel or Crate
  Alcohol: General, using 
  Context B, size Medium
  Elf Corpses 
  (2x)
  unprotected
  Armor: Light AND 
  Weapons: Martial 2H
  
  288
  Mines L2
  ML2-RSS-E-6: Northeast Debris
    In between the forks of the railway is a pile of waist-high 
  boulders.  Southwest of that is a field of broken tables 
  and chairs.
  ML2-RSS-E-7: Main Storage West
    Five huge crates are piled here amidst a bunch of broken 
  furniture to the east.  Smaller crates and one treasure 
  chest are piled on top, and a big assortment of bags and 
  sacks lies to the south.
  Access
  Contents
  Crates, 
  Large (5x)
  Container: 
  Barrel or Crate
  Glasses, Metals, and 
  Woods, size Large
  Crates, 
  Small (6x)
  Container: 
  Barrel or Crate
  General Supplies, size 
  Medium, using Context 
  B
  Chest
  Locks: Chest, 
  Simple
  Potions: Moderate
  Sack Pile
  unprotected
  Simple Foodstuffs, size 
  Large
  
  289
  Mines L2
  Map 99: Railshed & Storage East: Shed Detail (ML2-RSS-E-S)
  One square equals 5 ft.
  
  290
  Mines L2
  ML2-RSS-E-S: Railshed & Storage East: Shed Detail
  Overview
  Once a means of keeping an eye on the railway, this building 
  has been turned into a gambling den and place of ill repute, 
  run by the openly corrupt Tribute Magister and staffed for 
  nefarious purpose by a Wandering Prostitute.
  Theme & Purpose
  Much information can be gleaned from the Magister, and 
  there are Quests to discover and resolve throughout the 
  building.
  Random Encounters
  Use the standard / default Random Encounter rules for 
  this level.  Reroll monster-related results once; place any 
  beasties that do arise as approaching from the west, outside 
  the building.
  NPCs of Note
  Of note, both the 
    Tribute Magister and the 
    
  Wandering Prostitute are nearly always here.  Each has a 
    90% chance of being here during all hours.
  Default Doors
  Unless otherwise indicated, all doors in the building are 
  closed and locked, and derive from the following profile:
  Access
  Default Door
  Locks: Door, Simple
  Areas of Interest
  ML2-RSS-E-S-1: Prostitute’s Entrance
    Lit torches sit in sconces to either side of ornate wooden 
  double doors. 
  If the PCs approach and knock, the Wandering Prostitute 
  will open the door, greet them, and invite them inside, unless 
  they make it clear they are uninterested in her services.
  Access
  Prostitute’s 
  Entrance
  Locks: Door, Reinforced, using 
  Context C
  ML2-RSS-E-S-2: Prostitute’s Den
    This room is well and romantically lit via dozens of 
  candles.  A huge bed with ample down-filled pillows and 
  blankets is to the northeast; a wash basin filled with rose 
  petals and water is to its west.  A small table with chairs 
  sits to the east, atop of which sits a platter of fresh fruit.  
  Potted and well-tended plants sit in each of the four 
  corners, and five enormous pillow-chairs sit in all areas.  
  Spiced incense assaults your nostrils, though you cannot 
  locate a burning substance to blame.
  Note that it’s quite possible to set this room ablaze from 
  any number of activities that bump candles the wrong way, 
  including activities for which this room has been composed 
  intentionally.
  The circular table to the west of the bed hides a secret 
  panel underneath, in the hollow of which the Wandering 
  Prostitute keeps her valuables.
  Access
  Contents
  Secret 
  Table 
  Panel
  Locks: Furniture, 
  Strong AND Traps: 
  General, using 
  Context C
  Use Locks: Door, 
  Secret, Perception 
  only to discover
  Potions: Moderate, 
  using Context C AND 
  Gems: High-Quality, 
  using Context B AND 
  Coin Treasure: 
  Moderate AND 
  Weapons: Light, using 
  Context C
  Half-
  Elf 
  Corpse
  unprotected
  Armor: Light AND 
  Weapons: Martial 
  Ranged
  There are two secret doors to discover, allowing the 
  Prostitute discreet access to other areas of the building.
  ML2-RSS-E-S-3: Secret Door to 
  Gambling Den
  This door is used by the Prostitute to escape volatile clients, 
  or by the Magister to secret clients away to deal with his 
  colleague.
  Access
  Gambling Den Secret 
  Door
  Locks: Door, Secret, using 
  Context B
  ML2-RSS-E-S-4: Secret Door to 
  Magister’s Chamber
  This is used for liaisons between the Magister himself and 
  the Prostitute.  It operates both ways, so that either may call 
  
  291
  Mines L2
  upon the other.
  Access
  Magister’s Chamber 
  Secret Door
  Locks: Door, Secret, using 
  Context C
  ML2-RSS-E-S-5: South Entrance
    Double doors banded with steel greet you amidst lit wall 
  sconces.
  Access
  South Entrance
  Locks: Door, Reinforced
  ML2-RSS-E-S-6: Gambling Den
    Three tables are spaced evenly throughout this room, 
  ringed with chairs and set with fresh food.  To the south 
  is a potted plant and a sideboard cabinet; to the east are 
  two large food cabinets, and two stoves in the northeast 
  corner.  Sets of double doors lead out to the west, and to 
  another chamber northwards.
  Access
  Contents
  Sideboard
  Locks: Furniture, 
  Simple
  Weapons: Simple, roll 
  1d4 times
  Food 
  Cabinets 
  (2x)
  unprotected
  Simple Foodstuffs, size 
  Medium
  Tables 
  (3x)
  unprotected
  Rations & Prepared 
  Meals, using Context C
  ML2-RSS-E-S-7: Stoves
    These stoves are hot, and ready to cook.  It looks like a 
  meal is in some stage of assembly here.
  Access
  Contents
  Stoves (2x)
  unprotected
  Simple Foodstuffs
  ML2-RSS-E-S-8: Banquet Hall
    A huge banquet table sits on an equally enormous rug 
  occupying much of this room.  Comfortable chairs, potted 
  plants, three sideboards, and two storage cabinets ring 
  the perimeter.  To the west is a set of reinforced double 
  doors leading outside; to the east is a simple single 
  wooden door.
  Access
  Contents
  Sideboards 
  (2x)
  Locks: Furniture, 
  Simple
  Alcohol: General, 
  using Context C
  Cabinets 
  (2x)
  unprotected
  Rations & Prepared 
  Meals, using Context C
  ML2-RSS-E-S-9: Northwest Entrance
    Ornate carvings feature heavily in this otherwise simple 
  wooden double door.  To the north and south are lit 
  torches fitted in sconces against the brick.
  ML2-RSS-E-S-10: Drawing Room
    Used as an informal meal room as well as a place to 
  simply relax, this room has terrific views of the mine 
  via the nearly floor-to-ceiling windows that feature 
  on the north and eastern walls.  Six bookshelves are 
  interspersed with potted plants and comfortable chairs 
  about the perimeter.  Two tables are present as well, set 
  with delicious-looking food.  A single door leads to the 
  west, and a very heavily-reinforced door to the south.
  Access
  Contents
  Bookshelves 
  (6x)
  unprotected
  Books: General
  Tables (2x)
  unprotected
  Rations & Prepared Meals, 
  using Context C
  Access
  Magister’s 
  Chamber Door
  Locks: Door, Reinforced, using Context 
  C AND 
  Traps: General, using Context B
  ML2-RSS-E-S-11: Magister’s Chambers
    The smell of incense is strong here.  Large quarters have 
  been afforded to the Tribute Magister, which include 
  three potted plants, an enormous down-filled bed, a 
  bookshelf, a dressing desk with chair, two comfortable 
  sitting chairs, a small table ringed with chairs, a privy, 
  and a wash basin filled with fresh water.
  Underneath the bed, in the mattress itself and accessible 
  only from underneath (or by ripping the bed apart!), is a 
  secret cache of wealth.
  Access
  Contents
  Bookshelf
  unprotected
  Books: General, using 
  Context C
  Dressing 
  Desk
  Locks: Furniture, 
  Simple
  Writing Supplies, using 
  Context C
  Under-
  Bed Secret 
  Storage
  unprotected
  Use Locks: 
  Door, Secret, 
  Perception only 
  to spot
  Coin Treasure: 
  Moderate, using Context 
  C AND 
  Gems: High-Quality AND 
  Gems: Medium-Quality, 
  using Context C
  ML2-RSS-E-S-12: Railway
    Secure, strong, and able, these tracks appear.
  
  292
  Mines L2
  Map 100: Railshed & Storage Northwest (ML2-RSS-NW)
  One square equals 5 ft.
  
  293
  Mines L2
  ML2-RSS-NW: Railshed & Storage Northwest
  Overview
  A major nexus of transportation leading from the north and 
  eastern regions of this level of the Mines to the northwest 
  and south, this railshed also serves as a repository of 
  information and records. 
  Theme & Purpose
  As a result of its ancillary purpose, the Railshed is rife with 
  valuable information.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  NPCs of Note
  It’s possible to discover the 
    Keeper of Records in this 
  zone.  Each time the PCs approach this area, there is a 
    
  40% likelihood of placing the Keeper in the Railshed.
  Areas of Interest
  ML2-RSS-NW-1: Path East
  This leads to “Map 86: Elevators North Overview (ML2-
  ELN-O)” on page 255.
  ML2-RSS-NW-2: Path South
  Take this path to “Map 91: Elevators West (ML2-ELW)” on 
  page 268.
  ML2-RSS-NW-3: Railway Nexus
  This solid junction joins rails from the east and north.  
  Heading north along railway or path leads to “Map 93: 
  Mining Area Northwest (ML2-MNW)” on page 274.
  ML2-RSS-NW-4: Railshed
  Please refer to page 294 for further details.
  
  294
  Mines L2
  Map 101: Railshed & Storage Northwest: Shed Detail (ML2-RSS-NW-S)
  One square equals 5 ft.
  
  295
  Mines L2
  ML2-RSS-NW-S: Railshed & Storage Northwest: Shed Detail
  Overview
  This railshed doubles as an information repository.
  Theme & Purpose
  This may be the area holding the single largest opportunity 
  for gathering information in the entire Mines.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll any monster-related encounters once.
  Vital Information
  Every single bookshelf in the building has a chance of 
  containing something of interest to researching PCs.  
    There is a a 
    5% chance, per bookshelf, that among 
  the books and scrolls is a a scrap of paper of interest: roll 
  on the 
    Plot Discoveries table.
  Default Doors
  Unless otherwise described, all doors in this building 
  conform to the following profile:
  Access
  Default Door
  Locks: Door, Simple, using Context C
  Areas of Interest
  ML2-RSS-NW-S-1: East Entrance
    Simple wooden double doors bar your way here.  To 
  either side is an unlit wall sconce with decrepit torch.
  ML2-RSS-NW-S-2: South Entrance
    The wood on these double doors has worn down 
  considerably, but it’s still functional.  And, it’s still locked 
  against your passage.
  ML2-RSS-NW-S-3: Worktable
    In the southwest corner of this reading room is a lab 
  table with all manner of gadgets, tubes, and piping.
  Treat this as an alchemist’s lab.
  ML2-RSS-NW-S-4: Reading Room
    A long table occupies the center of this room; atop it are 
  scattered all manner of books large and small.  To the 
  southeast is a square table similarly adorned.  Double 
  doors are placed in the northeast and the south; to the 
  northwest is a single wooden door.  The two sets of 
  northern doors are each partially obstructed by a thick 
  grey curtain.
  Access
  Contents
  Center 
  Table
  unprotected
  Books: General, using 
  Context B, size Medium
  Southeast 
  Table
  unprotected
  Books: General, size Medium
  ML2-RSS-NW-S-5: Records Library
    The favorable scent of leather, wood, paper, and dust 
  wafts toward you as you enter this serene chamber.  
  Row upon row of bookcase are arranged here.  To the 
  southeast is a reading table heaped with books.  Double 
  doors are situated to the east, south, and west; the latter 
  two sets have thick grey curtains dampening the sound.  
  To the north is a simple wooden door.
  Access
  Contents
  Bookshelves 
  (29x)
  unprotected
  Each has only a 
    15% 
  chance of having something 
  interesting.  If so: 
  Books: General, using 
  Context B
  Reading 
  Table
  unprotected
  Books: General, size 
  Medium, using Context C
  ML2-RSS-NW-S-6: Keeper’s Quarters
    These private chambers are ringed with bookshelves.  A 
  washbasin, two potted plants, bed, writing desk, dressing 
  table, privy, and a reading table complete the furniture.  
  Double doors lead eastward; to the south and west are 
  single doors.  Finally, there is a small stove nestled into 
  the northeast corner.
  These are the personal quarters of the Keeper of Records.
  
  296
  Mines L3
  Access
  Contents
  Bookshelves 
  (5x)
  unprotected
  Books: General, using 
  Context B
  Reading 
  Table
  unprotected
  Books: General, size 
  Medium, using Context C
  Writing 
  Desk
  unprotected
  Writing Supplies, using 
  Context C AND
    Roll on the 
    Plot 
  Discoveries table 1d4 
  times
  Dressing 
  Desk
  Traps: 
  General
  Weapons: Light, using 
  Context C
  ML2-RSS-NW-S-7: North Entrance
    A simple, yet secure, single door leads into the building 
  at this point.
  ML2-RSS-NW-S-8: West Entrance
    This door has been colored similarly to the greyish-white 
  stone that composes most of the building; it’s almost 
  difficult to make out.  
  ML2-RSS-NW-S-9: Railway
    Solid, stable, and secure, this railway junction appears to 
  be in tip-top order.
  
  297
  Mines L3
  Mondaria Mines: 
  Level 3
  
  298
  Mines L3
  Map 102: Mines Level 3 Overview (ML3-O)
  One square equals 20 ft.
  
  299
  Mines L3
  Level Introduction: Mines Level 3
  Summary
  The three zones of Chaos, Law, and Love have up until now 
  been largely accessible, one from the other.  This is the first 
  level in which the three regions are segregated from one 
  another.  This likely involves backtracking and navigating 
  from one path to the other for completionist parties.
  The good news is that no matter which path the PCs take 
  down into this level, they may proceed further in a number 
  of different ways.
  Entrances and Exits
  Note that the following are typical, even secret, means of 
  entering and exiting the level as it was designed.
  Other, magical means of navigating the level (for example, 
  teleportation spells or those that grant incorporeality) are 
  not discussed and are left to the GM to manage should they 
  be introduced.
  Navigation to Mines Level 2
    There are three Elevators ascending to Level 2, near 
  locations 11, 12, and 13.
    Location 10 continues the tunnels underneath the 
  basement of the Southwest Residence.
  Navigation to Mines Level 4
    Locations 11, 12, and 13 have Elevators that descend as 
  well.
    Location 1 has a hole in the floor that leads down.
    Location 10 continues the tunnels underneath the 
  basement of the Southwest Residence, which leads 
  down the spiraling pit.
  Overview
  To the north is a completely isolated region dedicated to 
  Law.  
  Chaos’ influence persists in the West, and owing to that 
  region’s nature, there are two secret paths from the publicly-
  visible elevators and mining area.  To the south, a secret wall 
  leads to a monster lair, beneath which is a hole in the floor 
  leading down further into the Mines.  To the east is a secret 
  passage which marries the west of Chaos to the east of Love.
  Love’s dedicated region is to the east, where the 
  Loremaster’s domicile may be found.
  Atmosphere & Theme
  This is a region of isolation, dank, and dark mining.  The 
  floors are more strewn with debris, the floors are darker and 
  more soot-strewn, and the ceilings less tall and grand: the 
  party should get the definite sense that they are descending 
  further and further underground beneath the enormous 
  mountain on the surface.
  Default Random Encounters
  Some Areas of Interest within this level will describe 
  a certain approach to Random Encounters, either by 
  overriding the timing (e.g., “every 30 minutes), and/or by 
  providing its own localized version of the random encounter 
  table below.
  Absent such an override, roll on the following table of 
  Default Random Encounters for every 5 minutes the party 
  remains in this area.
  Table 15: Mines Level 3 Default Random Encounters
  D%
  Event
  Description
  01-20
  No 
  Encounter
  Nothing interesting or specific 
  occurs to deter the party from 
  their overall objectives and 
  exploration.
  21-38
  Trivial 
  Encounter
  Roll once on Monsters: Surface, 
  Trivial.
  39-55
  Light 
  Encounter
  Roll once on Monsters: Surface, 
  Light.
  56-72
  Average 
  Encounter
  Roll once on Monsters: Surface, 
  Average.
  72-84
  Advanced 
  Encounter
  Roll once on Monsters: Surface, 
  Advanced.
  85-89
  Elite 
  Encounter
  Roll once on Monsters: Surface, 
  Elite.
  90-00
  NPC 
  Encounter
  Roll once on the Default NPC 
  Encounter Table below.
  Default NPC Encounters
  Some Areas of Interest within this level will describe a 
  certain approach to NPC Encounters, providing its own 
  localized version of the table below.
  Absent such an override, when in this level, when directed to 
  roll for a random NPC, roll on the following table.  
    Note that if a certain circumstance mandates the 
  presence of an NPC, you may ignore and reroll results of 
  “No Encounter” on the table below. 
   
  The GM is, as in all other aspects of the adventure, to 
  use her common sense regarding use of this table.  You 
  should feel free to ignore or reroll results with which you 
  don’t agree, or simply choose a result yourself to keep 
  with the atmosphere of the adventure as experienced by 
  your gaming group. 
   
  Note, also, that any entry in the list below that has a 
  blank (“-”) next to it for roll results means that that NPC 
  is never normally encountered in this level.
  
  300
  Mines L3
  Table 16: Mines Level 3 Default NPC Encounters
  D%
  Event
  Description
  01-05
  No 
  Encounter
  Despite an initial feeling, the party 
  does not encounter any NPCs at 
  this time.
  06-10
  Common 
  NPC
  Addicted Miners shamble toward 
  the party:
    1d4x 
    2d4x 
    2d6x 
    3d8x
  11-14
  Common 
  NPC
  Afflicted Miners shamble toward 
  the party:
    1d4x 
    2d4x 
    2d6x 
    3d8x
  15
  Common 
  NPC
  A single Bleak Mute lurches within 
  view of the party.
  16
  Common 
  NPC
  One Crazed Harbinger stumbles 
  about within view of the party.
  17-25
  Common 
  NPC
  Tainted Miners walk creepily 
  toward the party:
    2d4x 
    2d6x 
    2d8x 
    2d12x
  26-40
  Common 
  NPC
  Miners approach the party 
  suspiciously:
    2d6x 
    2d8x 
    2d10x 
    2d12+4x
  41-44
  Common 
  NPC
  One Mining Taskmaster walks 
  purposefully toward the party.
  45
  Common 
  NPC
  A terrified Munitions Wench is 
  visible, huddled in her rags.
  46
  Common 
  NPC
  You see a Supply Maid in tattered 
  clothes, though you’re not sure she 
  sees you.
  47
  Common 
  NPC
  A horrifying Tainted Taskmaster 
  walks about.
  48
  Common 
  NPC
  Celebrants dance and amble 
  toward the party:
    1d4x 
    2d4x 
    2d6x 
    3d8x
  49
  Common 
  NPC
  Firedancers lithely come toward 
  the party:
    1d4x 
    2d4x 
    2d6x 
    3d8x
  D%
  Event
  Description
  50
  Common 
  NPC
  A Firedancer party approaches 
  the PCs:
    1x Campmaiden, 1d4x 
  Firedancers, 2d4x Celebrants
    1x Hearthstud, 2d4x 
  Firedancers, 2d6x Celebrants
    1x Campmaiden, 1x 
  Hearthstud, 2d6x 
  Firedancers, 2d6x Celebrants
    1x Campmaiden, 1x 
  Hearthstud, 2d8x 
  Firedancers, 2d8x Celebrants
  51
  Common 
  NPC
  A single Campmaiden or 
  Hearthstud approaches the party 
  with a twinkle in their eye.  Use 
  the sex opposite the majority of 
  the PCs’ composition, or randomize 
  if there is a tie.
  52
  Named NPC
  Ambling scholar Brocambe 
  Methurzz.
  53
  Named NPC
  Beastmaster Gabharn.
  54
  Named NPC
  Blacksmith Hamfast Burrbottom.
  55
  Named NPC
  Feastmaster Frobwin Glamfork.
  56
  Named NPC
  Herbalist Innelothe.
  57-59
  Named NPC
  Illusionist entertainer Raekeldorr.
  60
  Named NPC
  Keeper of Records Skandern 
  Lithutz.
  61
  Named NPC
  Keepmaster Vanarelia Riccards.
  62-69
  Named NPC
  Loremaster Dalnarok.
  70-74
  Named NPC
  Mercenary dwarf Gordsturll.
  75-79
  Named NPC
  Merenary tiefling Killarth.
  80
  Named NPC
  Railmaster Arranz Trevain.
  81
  Named NPC
  Tinkermaster Skandbard.
  82
  Named NPC
  Warden Imeltrude Legande.
  83
  Named NPC
  Brewmaster Glimdarffe Sudsglub.
  84
  Named NPC
  Cartographer Estarel Finequill..
  85
  Named NPC
  Chemist Incebb Gullip..
  86
  Named NPC
  Chief engineer Didkeln 
  Clawhammer.
  87
  Named NPC
  Coinmaster Lugatoo.
  88
  Named NPC
  Dwarven union leader Danalin 
  Foeslash.
  89
  Named NPC
  Elven administration leader 
  Maresmir.
  90
  Named NPC
  Engineer Brimdog Firecleave.
  91
  Named NPC
  Foreman Belerras.
  92
  Named NPC
  Gangboss Dagbrag.
  93
  Named NPC
  Lead designer Estarel Finequill.
  94
  Named NPC
  Mayor Faenadorn.
  95
  Named NPC
  Minemaster Thrennian Lo’quee.
  96
  Named NPC
  A Mystic Seer.
  
  301
  Mines L3
  D%
  Event
  Description
  97
  Named NPC
  Sage Natobbe.
  98
  Named NPC
  Stablehand Friskbik.
  99
  Named NPC
  Stablemaster Semtammi.
  00
  Named NPC
  Tribute magister Elawelle.
  Areas of Interest
  ML3-O-1: Pit Down
  This leads to “Map 127: Pit Up/Down (ML4-PIT)” on page 
  369.
  ML3-O-2: Secret Passage
  Please refer to “Map 104: Secret Passage (ML3-SP)” on 
  page 304 for further details.
  ML3-O-3: Mining West
  This area is described in more detail in “Map 105: Mining 
  West Overview (ML3-MW-O)” on page 307.
  ML3-O-4: Mining Love West
  Turn to “Map 109: Mining Love West Overview (ML3-
  MLW-O)” on page 318 for more details.
  ML3-O-5: Mining Love East
  For more details, please refer to “Map 111: Mining Love 
  East Overview (ML3-MLE-O)” on page 324.
  ML3-O-6: Mining Law North
  Please refer to “Map 113: Mining Law North Overview 
  (ML3-MLN)” on page 330.
  ML3-O-7: Mining Law South
  Description for this region can be found in “Map 115: 
  Mining Law South Overview (ML3-MLS-O)” on page 336.
  ML3-O-8: Cave-In
  Please turn to “Map 118: Cave-In (ML3-CIN)” on page 344 
  for more details.
  ML3-O-9: Lair
  Turn to “Map 119: Lair (ML3-LAR)” on page 346.
  ML3-O-10: Circular Stair Pit
  Please refer to “Map 120: Circular Stair Pit (ML3-CSP)” on 
  page 349.
  ML3-O-11: Elevators North
  Refer to “Map 121: Elevators North (ML3-EN)” on page 
  351.
  ML3-O-12: Elevators West
  Please turn to “Map 122: Elevators West (ML3-EW)” on 
  page 354.
  ML3-O-13: Elevators East
  These are described in more detail in “Map 123: Elevators 
  East (ML3-EE)” on page 357.
  
  302
  Mines L3
  Map 103: Pit Down (ML3-PD)
  One square equals 5 ft.
  
  303
  Mines L3
  ML3-PD: Pit Down
  Overview
  This is a naturally-occuring gap in the floor of the lair, 
  through which enterprising PCs may traverse to the next 
  level down in the Mines.
  Theme & Purpose
  To get to this point, the PCs will have fought their way 
  through the Lair itself, and faced its denizens.  They should 
  greet this opportunity with a fair amount of trepidation 
  given that!
  In addition, the massive amount of debris littered here 
  makes it challenging to face foes in this environment.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll results of “No Encounter” or “NPC Encounter” 
  once.
  Areas of Interest
  ML3-PD-1: Pit Down
  This leads down to “Map 127: Pit Up/Down (ML4-PIT)” on 
  page 369.
  The pit is about 40’ down, so the PCs will need some means 
  of descending safely and/or slowly to avoid taking damage.
  ML3-PD-2: Northeastern Approach
    Foothills of spilled rock pile higher as you move toward 
  the southwest of the lair.  Soon, boulders of grey, brown, 
  and in between are piled shoulder-high.
  This is the most likely avenue by which the party will 
  approach the area.
  ML3-PD-3: Rock Pillar
    A stalagmite here reaches all the way to the top of the 
  ceiling 20’ above you.  About its base is an assortment of 
  boulders and debris.
  Hiding in this area grants a +6 circumstance bonus to all 
    
  Stealth checks.
  ML3-PD-4: Southwest Debris Clearing
    The boulder spill in this region is comparatively low: 
  rocks pile only to your knees at most.
    If the PCs enter this area without having first checked 
  Location 3 above, roll immediately on the 
    Random 
  Encounters table, ignoring “No Encounter” results 
  and rerolling all “NPC Encounter” results.  Place any 
  monsters that ensue as emerging from the rock piles in 
  Location 3.
  ML3-PD-5: South Debris
    About a rock pillar in the south of this area is an 
  assortment of rocks and boulders.
  This is the safest approach: entering the area from the 
  southeast, and arcing up through this region, causes no 
  wandering monsters to spawn.
  ML3-PD-6: Southeast Approach
    This area is comparatively barren of rocks and debris.  
  To the northwest, a clump of spiderwebs clings to a rock 
  pillar.
  So long as the party continues their progress to the Pit to the 
  northwest, do not roll on the 
    Random Encounters table 
  while in this area.
  ML3-PD-7: Volatile Rocks
    As you climb and scramble over these rocks, you hear a 
  scuttling and the clicking of claws on stone.
    Upon entering this area, roll immediately on the 
    
  Random Encounters table; reroll until you get a result 
  consisting of monsters of size Small or smaller.  Place 
  the critters as emerging from underneath the party from 
  within the hollows in the rocks they’re crawling over.
  
  304
  Mines L3
  Map 104: Secret Passage (ML3-SP)
  One square equals 5 ft.
  
  305
  Mines L3
  ML3-SP: Secret Passage
  Overview
  This passage caved in from the west side; those on the 
  eastern side intentionally blocked off their side as well to 
  prevent intrusion from the west.
  Theme & Purpose
  The only indicator that this region contains a secret passage 
  is that it’s exceedingly rare for a corner in the Mines to not 
  contain something interesting on its own.
  Functionally, this is the only means of accessing the western 
  and eastern regions in this map without going to another 
  Mine level and coming back via a different elevator.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  ML3-SP-1: Rock Pillar Northwest
    An enormous, broad-based stalagmite stretches to the 
  ceiling 30’ above you.  About its base is a thick cluster of 
  boulders and fungus.
  ML3-SP-2: Rock Pillar Southwest
    Smaller than its northern neighbor, this stalagmite 
  reaches only 20’ tall, short of the 30’ high ceiling.  To the 
  north is a cluster of toadstools.
    If this area is not searched prior to discovering the 
  secret in Location 3 to the east, upon entering the secret 
  passage, roll on the 
    Random Encounters table; reroll 
  until you get a result that contains monsters of only 
  Small size or smaller.  Place the resulting encounter as 
  emerging from the fungus patch in this area.
  ML3-SP-3: Secret Passage West
  Only read the italicized text if the secret is discovered.
    As you examine the wall here more closely, you discover 
  it’s actually just a cave-in: boulders and loose rocks fallen 
  from the ceiling.  They’re easy to pry away; as you do so, 
  you reveal a huge passage leading east.
  Access
  Secret Passage 
  West
  Locks: Door, Secret, Perception only
  ML3-SP-4: Rock Pillar East
    A narrow stalagmite stretches 20’ tall, well short of the 
  40’ tall cave ceiling at this point.  About its base is a 
  cluster of fungus.
    If this area is not searched prior to discovering the secret 
  in Location 5 to the west, upon entering the secret 
  passage, roll on the 
    Random Encounters table; reroll 
  until you get a result that contains monsters of only 
  Small size or smaller.  Place the resulting encounter as 
  emerging from the fungus patch in this area.
  ML3-SP-5: Secret Passage East
  Only read the italicized text if the secret is discovered.
    Climbing over the piles of boulders interspersed along 
  this wall, you pick at the earth and stone, seeking a 
  secret.  Your effort is soon rewarded: the wall is actually 
  an intentionally-composed canvase of rock and soot, 
  packed together to resemble a naturally-occuring obstacle.  
  Prying the stuff away reveals a large passage leading 
  west.
  Access
  Secret Passage 
  West
  Locks: Door, Secret, using Context 
  C, Perception only
  ML3-SP-6: Corpse East
    This poor dwarven lass has been decomposing for 
  quite some time, an apparent victim of falling rocks 
  from overhead.  Nearby is a pile of treasure; coins are 
  scattered loosely about her.
  Access
  Contents
  Dwarf 
  Corpse
  unprotected
  Armor: Heavy, using Context C 
  AND 
  Weapons: Martial 2H AND 
  Weapons: Martial Ranged AND 
  Potions: Moderate, using Context 
  D
  Cave 
  Floor
  unprotected
  Coin Treasure: Moderate, halve 
  quantities
  
  306
  Mines L3
  ML3-SP-7: Corpse West
    A skeleton marks the place where a dwarven miner 
  passed away long ago.  Treasure is piled to his northeast, 
  and coins lay scattered about him.
  Access
  Contents
  Dwarf 
  Corpse
  unprotected
  Armor: Medium, using Context 
  B AND 
  Weapons: Martial 1H AND 
  Armor: Shields
  Cave 
  Floor
  unprotected
  Coin Treasure: Moderate, using 
  Context D, halve quantities
  
  307
  Mines L3
  Map 105: Mining West Overview (ML3-MW-O)
  One square equals 5 ft.
  
  308
  Mines L3
  ML3-MW-O: Mining West: Overview
  Overview
  This zone encompasses the entire western edge of the map, 
  and includes all three major mining regions in the Chaos 
  area of this level of the Mines.
  Theme & Purpose
  Loot, danger, and... well, that’s really about it: a mix of loot 
  and monsters.  
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll all NPC Encounter results, and reroll results of 
  “No Encounter” once.
  Areas of Interest
  ML3-MW-O-1: Mining West: North
  Please refer to page 309 for more details.
  ML3-MW-O-2: Mining West: Center
  Page 312 contains more information about this region.
  ML3-MW-O-3: Mining West: South
  Turn to page 315 for details about this zone.
  
  309
  Mines L3
  Map 106: Mining West: North (ML3-MW-N)
  One square equals 5 ft.
  
  310
  Mines L3
  ML3-MW-N: Mining West: North
  Overview
  The least disturbed and disrupted of the three mining 
  regions in the west of this floor of the Mines.
  Theme & Purpose
  Everything here looks as though the miners simply walked 
  away from their work one day.  Little is disturbed or 
  destroyed.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  ML3-MW-N-1: Railway
    These rails are notched but sturdy.
  ML3-MW-N-2: Northeast Mining
    Scaffolds allow access to all 25’ of the rock wall to 
  the north.  Fresh water barrels stand nearby—one 
  empty, another full.  Piles of sacks are scattered here, 
  perhaps from disruption of a once-orderly pile.  A large 
  washbasin sits to the west of a narrow rock pillar that 
  reaches 15’ up from the cave floor.
  Access
  Contents
  Sack 
  Pile
  unprotected
  Simple Foodstuffs, size Large
  ML3-MW-N-3: North Central Mining
    A large scaffold reaches 30’ from floor to ceiling.  A 
  water trough full of murky water sits nearby.  To the 
  west is a trio of large sacks.
  Access
  Contents
  Sacks 
  (3x)
  unprotected
  Glasses, Metals, and Woods, size 
  Medium, using Context D
  ML3-MW-N-4: North Wood Store
    A wheelbarrow sits near a water trough, both to the 
  north of a stack of wood.  Scaffolding reaches 25’ from 
  the cave floor.
  ML3-MW-N-5: Northwest Crevice
    An array of precarious scaffolding reaches 15’ to the 
  ceiling of this corner of the mining area.  A duet of heavy, 
  soot-stained bags sits nearby, as do two fresh water 
  barrels.
    If this area is not explored prior to the party either 
  exploring Locations 6 and 7, or leaving the area, upon 
  the party entering those locations or trying to leave 
  this region, roll on the 
    Random Encounters table 
  and reroll until you get a monster encounter.  Place the 
  resulting creatures as emerging from this crevice.
  Access
  Contents
  Sacks 
  (2x)
  unprotected
  Rations & Prepared Foodstuffs, 
  size Medium, using Context D
  ML3-MW-N-6: North-Northwest Mining
    An array of rusty scaffolds abut each other in this area, 
  reaching 25’ to the ceiling.  Water barrels, most of them 
  empty, spot the region, and three stacks of grimy bags 
  lay on the floor.
  Access
  Contents
  Sacks 
  (3x)
  unprotected
  Weapons: Simple, roll 1d4 times
  ML3-MW-N-7: Grain Store
    Sacks of food are stored neatly here, at the foot of 
  scaffolds that reach 25’ upward.
  Access
  Contents
  Sacks 
  (10x)
  unprotected
  Simple Foodstuffs, using Context 
  B
  ML3-MW-N-8: Barrels & Netting
    Just south of the curve of the railway is a long stretch of 
  heavy knotted netting, stained black and grey from long 
  use hauling chunks of ore.  To either side of the net is an 
  array of barrels: one is full of fresh water, and three are 
  empty.
  
  311
  Mines L3
  Access
  Contents
  Barrels 
  (9x)
  Container: 
  Barrel or Crate
  Glasses, Metals, and Woods, 
  size Medium, using Context B
  ML3-MW-N-9: Hidden Treasure
    Secreted in a hollow formed by a ring of chest-high 
  boulders is a locked treasure chest.
  Access
  Contents
  Chest
  Locks: Chest, 
  Strongbox
  Weapons: Martial 1H AND 
  Armor: General, both using 
  Context C
  ML3-MW-N-10: Ore Storage
    Crates are strewn in a clump to the south of a 20’ tall 
  rock pillar.  Atop one is a treasure chest.  To the south of 
  these containers is a cask stand.
  Access
  Contents
  Crates, 
  Large 
  (6x)
  Container: Barrel 
  or Crate, using 
  Context C
  Glasses, Metals, and 
  Woods, size Large, using 
  Context C
  Crates, 
  Small 
  (3x)
  Container: Barrel 
  or Crate, using 
  Context C
  General Supplies, size 
  Medium
  Chest
  Locks: Chest, 
  Strongbox AND 
  Traps: General, 
  using Context D
  Potions: Moderate, size 
  Medium AND 
  Coin Treasure: Moderate, 
  using Context B
  Casks 
  (5x)
  Container: Barrel 
  or Crate
  Alcohol: General, using 
  Context B
  ML3-MW-N-11: Southwest Mining
    An array of sturdy-looking scaffolds stretches along this 
  length of 25’ high rock wall.  Empty barrels and scattered 
  supplies are everywhere.
  
  312
  Mines L3
  Map 107: Mining West: Center (ML3-MW-W)
  One square equals 5 ft.
  
  313
  Mines L3
  ML3-MW-W: Mining West: Center
  Overview
  This bizarre mining area suffered massive casualties in the 
  rush of monsters that followed the Obelisk’s discovery.  
  Mutant fungus has taken over the majority of the area, and 
  makeshift barricades did little to stay the creatures that 
  sought the miners’ blood.
  Theme & Purpose
  Those seeking experience points are well served by hanging 
  out in this area.  Beyond that, however, there is rich loot to 
  be had if the PCs can weather the threats.
  Random Encounters
  Use the standard / default Random Encounter rules for 
  this level.  Reroll all results of “No Encounter” or “NPC 
  Encounter”.
  Areas of Interest
  ML3-MW-W-1: Railway
    These tracks are dented here and there, but appear quite 
  serviceable.
  ML3-MW-W-2: Blood Trail
    A thin trail of days-old blood leads from the fungus-
  encrusted rock pillar to the east, across the tracks, to the 
  mining area to the west.
  ML3-MW-W-3: Dwarf Corpse North
    A blood trail from the east ends in a days-old dwarven 
  corpse.  This miner has been slashed to bits, her 
  equipment largely in place but her flesh partially 
  consumed in places.
  Access
  Contents
  Dwarf 
  Corpse
  unprotected
  Armor: Heavy AND 
  Weapons: Martial 1H AND 
  Potions: Moderate
  ML3-MW-W-4: Corpse Line
    A line of weeks-old bodies have been arranged here 
  amidst a field of dried, caked blood.
  Access
  Contents
  Dwarf 
  Corpses 
  (4x)
  unprotected
  Armor: Medium AND 
  Weapons: Martial 1H AND 
  Weapons: Light
  ML3-MW-W-5: Sandbag Wall
    An “L” shape of thigh-high sandbags has been formed 
  here, as a deterrent against assaults from the northeast.  
  From the blood splattered nearby, it seems unlikely that 
  such defenses were successful.
  ML3-MW-W-6: Debris Barricade
    A chest-tall mound of trash stands here as a means of 
  defense against attacks from the east.  
    Digging in the debris yields loot; however it also attracts 
  attention.  When finding the below treasure, roll secretly 
  on the 
    Random Encounters table; randomize the 
  direction from which resulting encounters enter (north, 
  east, and south options).
  Access
  Contents
  Debris
  unprotected
  Gems: Low, using Context D
  ML3-MW-W-7: Massacre
    Five bodies lay amidst an obvious scuffle, with weeks-
  old crusted blood everywhere.  The corpses are mangled, 
  slashed, and pierced, with chunks of flesh visibly 
  missing.
  Access
  Contents
  Dwarf 
  Corpses 
  (4x)
  unprotected
  Armor: General AND 
  Weapons: General (roll twice)
  ML3-MW-W-8: Mining Equipment
    In contrast to the bloody areas to the north, this region is 
  comparatively peaceful.  It looks as though miners simply 
  dropped their equipment and left the area.  Here and 
  there, you see signs of a rapid scuffle, but neither blood 
  nor body lays about.
  Treat the mining equipment as an array of two-handed 
  weapons, as follows:
  
  314
  Mines L3
  Access
  Contents
  Equipment
  unprotected
  Weapons: Martial 2H, roll 
  2d6 times
  ML3-MW-W-9: Fungus Patch
    About the base of a 15’ tall rock pillar is a spray of 
  fungus.  From the middle of the fungus leads a blood trail 
  heading to the west.
    Disturbing this fungus prompts an eruption of monsters 
  from within: roll on the 
    Random Encounters table, 
  and reroll until you get a result consisting of monsters of 
  Small size or smaller.  Do this only once, the first time 
  the PCs disturb the mushrooms.
  ML3-MW-W-10: Fungus Explosion
    The entire cave wall along this region has been consumed 
  by fungus of a yellowish-grey hue.  Caps in sizes ranging 
  from hand-sized to 4’ across are sprayed on every 
  surface.
    There is no truly safe means of traversing this area.  
  Disturbing any portion of this fungus prompts an 
  eruption of monsters from within: roll on the 
    
  Random Encounters table, and reroll until you get a 
  result consisting of monsters of Small size or smaller.   
  At any given moment, only one group of monsters can be 
  here as a result of this process; however, once the first 
  such group has been dispatched, after 2 minutes, any 
  additional disturbance will prompt a similar eruption of 
  monsters.
  Hidden among the fungus, underneath the caps on the cave 
  floor, is some treasure:
  Access
  Contents
  Mushroom 
  Cave Floor
  unprotected
  Coin Treasure: Moderate
  
  315
  Mines L3
  Map 108: Mining West: South (ML3-MW-S)
  One square equals 5 ft.
  
  316
  Mines L3
  ML3-MW-S: Mining West: South
  Overview
  The southwestern corner of this level of the Mines contains 
  a variety of monsters and abandoned equipment.
  Theme & Purpose
  It’s almost essential for the PCs to pass through this area 
  on their way to the secret Lair to the south.  In addition, 
  on its own merit, there is some fair amount of loot to be 
  discovered.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll “NPC Encounter” results once.
  Areas of Interest
  ML3-MW-S-1: Railway
    Sturdy rails and fresh wooden railties make this a 
  reliable-seeming stretch of rails.
  ML3-MW-S-2: Mining Northwest
    Two barrels of fresh water sit among 25’ tall scaffolds 
  and a variety of abandoned mining equipment.
  ML3-MW-S-3: Mining Center-West
    Two barrels of fresh water sit near a crevice of fallen 
  boulders.  It appears that the miners were in the midst 
  of excavating the boulders to further the mining effort 
  westward when the catastrophe hit.
  Hidden among the boulders is a tiny cache of secreted 
  belongings, only discoverable if the PCs intentionally search 
  the area:
  Access
  Contents
  Boulder 
  Stash
  unprotected
  Coin Treasure: Moderate, 
  using Context B
  ML3-MW-S-4: Mining Southwest
    A pile of sacks and a huge variety of shovels and picks sit 
  to the north of this region.  Rusty yet well-constructed 
  scaffolding is arranged along the 20’ tall cave walls to 
  the south and west.
  Access
  Contents
  Sack Pile
  unprotected
  Rations & Prepared Food, 
  size Large
  ML3-MW-S-5: Mining South
    25’ high scaffolds allow access to the southern cave 
  wall here.  Wheelbarrows, pickaxes, and other tools lay 
  abandoned in the soot and dirt.
  Access
  Contents
  Abandoned 
  Tools
  unprotected
  Weapons: Simple, roll 2d4 
  times
  ML3-MW-S-6: Mining Southeast
    Wood piles and a long-unlit brazier form the 
  southeastern edge of the mining zone.
  ML3-MW-S-7: Central Production
    This area was rife with activity before the calamity: two 
  water barrels abut a cluster of boulders that falls just 
  shy of the rail tracks.  A table ringed with chairs shows a 
  good amount of nicks and scars, and two cleavers sit in 
  the middle.  A brazier, lit in the past few days, sits to the 
  north, just westward of a cluster of barrels, one of which 
  contains fresh water and a second of which is empty.  
  Piles of uncut lumber sit in various stages of carving and 
  whittling, ready for use in scaffolding or anything else.
  Access
  Contents
  Barrels 
  (3x)
  Container: Barrel 
  or Crate
  Alcohol: General, using 
  Context B
  Table
  unprotected
  Weapons: Simple (roll 
  twice)
  ML3-MW-S-8: Southeast Storage
    A trio of huge containers sits here.  Atop one is a pile of 
  grain sacks; the other two each hold a treasure chest.  To 
  the east is a brazier, lit in the past few days.
  Access
  Contents
  Crates, 
  Large 
  (3x)
  Container: Barrel 
  or Crate, using 
  Context C
  Glasses, Metals, and 
  Woods, size Large, using 
  Context B
  Sack 
  Pile
  unprotected
  Simple Foodstuffs, size 
  Medium
  
  317
  Mines L3
  Access
  Contents
  Chests 
  (2x)
  Locks: Chest, 
  Simple, using 
  Context D
  Weapons: Light, roll 1d4 
  times
  ML3-MW-S-9: Sackpile
    An enormous pile of grain sacks has been placed here 
  in a haphazard manner.  Some of these may have been 
  taken for use in sandbag defenses to the northwest.  A 
  wood-chopping block sits to the south of the pile; to the 
  northeast is a long-unused brazier.
  Access
  Contents
  Sack Pile
  unprotected
  Simple Foodstuffs, size Large
  ML3-MW-S-10: Guano
    In the southwestern shadow of a 20’ tall rock pillar, this 
  region is covered in a light film of monstrous feces.  It’s 
  unclear precisely what monster or monsters produced 
  this mess, but it looks weeks old.
  ML3-MW-S-11: Cave-In Secret
  This leads to “Map 118: Cave-In (ML3-CIN)” on page 344.
  
  318
  Mines L3
  Map 109: Mining Love West Overview (ML3-MLW-O)
  One square equals 5 ft.
  
  319
  Mines L3
  ML3-MLW-O: Mining Love West: Overview
  Overview
  A wide oval perimeter of abandoned mining equipment 
  surrounds ore storage and a large building now used for 
  entertainment.
  Theme & Purpose
  Owing to the relative isolation of this zone, it’s somewhat 
  safe, at least for short periods.  The Illusionist 
  Entertainer’s residence is particularly safe.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll monster-related encounters once.
  NPCs of Note
  Given that it includes his residence, this region is almost 
  guaranteed to contain the 
    Illusionist Entertainer.  He 
  has a 
    90% chance of being somewhere in this region.
  Areas of Interest
  ML3-MLW-O-1: Illusionist Entertainer’s 
  Hut
  Please refer to page 321 for further details.
  ML3-MLW-O-2: Railway
    This long, looping oval of track has nearly-new tracks, 
  and long-rotted wooden ties; it seems as though it would 
  provide a smooth, though risky, ride.
  ML3-MLW-O-3: Northeast Mining
    25’ tall scaffolds form an “L” shaped perimeter to 
  this area, which includes a scattering of equipment, 
  spiderwebs, and three stacks of casks.
  Access
  Contents
  North 
  Barrels (3x)
  Container: Barrel 
  or Crate
  Alcohol: General, 
  using Context B
  Center 
  Barrels (3x)
  Container: Barrel 
  or Crate
  Fresh water
  Southwest 
  Barrels (3x)
  Container: Barrel 
  or Crate
  Alcohol: General, 
  using Context D
  ML3-MLW-O-4: North-Central Mining
    Abandoned tools litter the cave floor here, south of a 
  complex stretch of 20’ tall rusty scaffolding.  To the west 
  is a stand of barrels.
  Access
  Contents
  Barrels (6x)
  Container: Barrel 
  or Crate
  Alcohol: General, 
  using Context D
  Abandoned 
  Tools
  unprotected
  Weapons: Simple, 
  roll 2d6 times
  ML3-MLW-O-5: Northwest Mining
    Spiderwebs stretch from the 20’ tall, scaffolded cave 
  walls to the floor-to-ceiling rock pillar to the west.  To 
  the north of the rock pillar is a barrel of fresh water.
    Monsters enjoy abiding here: roll on the 
    Random 
  Encounters tableabcv until you get a monster result; 
  place that result here, as being dormant and asleep until 
  the PCs disturb it/them.
  ML3-MLW-O-6: West-Northwest Mining
    To the west of the rock pillar is a trio of sealed barrels.  
  Nearer the 20’ tall scaffolding against the western 
  cave wall is a duet of fresh water barrels.  Abandoned 
  equipment lies strewn everywhere.
  Access
  Contents
  Barrels (3x)
  Container: Barrel 
  or Crate
  Alcohol: General, 
  using Context B
  Abandoned 
  Tools
  unprotected
  Weapons: Simple, 
  roll 2d4 times
  ML3-MLW-O-7: Central Ore Storage
    A massive, 35’ tall, floor-to-ceiling rock pillar sits here, 
  encircled by storage from the mining operations.  A huge 
  cluster of bags is arranged to its northeast; large crages 
  sit to the northwest; another group of crates is south of 
  the pillar; and a stack of wood stands beyond that.
  
  320
  Mines L3
  Access
  Contents
  Bag Pile
  unprotected
  Simple Foodstuffs, 
  size Large
  Northwest 
  Crates (5x)
  Container: Barrel 
  or Crate, using 
  Context C
  Glasses, Metals, and 
  Woods, size Large, 
  using Context C
  South 
  Crates (5x)
  Container: Barrel 
  or Crate, using 
  Context C
  Glasses, Metals, and 
  Woods, size Large, 
  using Context B
  ML3-MLW-O-8: South Mining
    20’ tall scaffolding simply stops here, as though nothing 
  of interest might be in the walls at this point.  Five 
  barrels sit to the north of a muddy water trough; two are 
  empty.
  Access
  Contents
  Barrels (3x)
  Container: Barrel or Crate
  Fresh water
  ML3-MLW-O-9: Netting
    To the southeast of the building is an array of stained 
  netting, used for hauling ore quickly over rough surfaces.
  ML3-MLW-O-10: Elevator Down
  This elevator leads to “Map 141: Elevators North Overview 
  (ML4-ENL-O)” on page 402.
  
  321
  Mines L3
  Map 110: Mining Love West: Illusionist Entertainers’ Hut (ML3-MLW-ES)
  One square equals 5 ft.
  
  322
  Mines L3
  ML3-MLW-ES: Mining Love West: Illusionist Entertainer’s Hut
  Overview
  This building has been freshly-constructed over the past 
  few months as a residence for the Illusionist Entertainer.  
  Even—one might say especially—in an environment of chaos 
  and destruction, entertainment is essential to keep one’s 
  sanity.
  Theme & Purpose
  There may be no better place to safely meet a large number 
  of NPCs than this building. 
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Roll twice as often as normal.  Ignore all monster-
  related encounters.
  NPCs of Note
  There is always a 
    90% chance that the 
    Illusionist 
  Entertainer will be in residence.
  Popular Establishment
  Prior to the PCs entering the building, roll 
    2d4 times 
  on the Random NPC Encounters table to determine which 
  NPCs are present here already.
  Areas of Interest
  ML3-MLW-ES-1: Entrance
    A set of wooden double doors stands here, with lit 
  torches in wall sconces to either side and potted, well-
  tended plants on the outside of those.
  These doors are never locked.
  ML3-MLW-ES-2: Spectators
    This room has clearly been intended for entertainment.  
  Around the perimeter are all manner of cushions; potted 
  plants sit in every corner.  A sideboard sits just to the 
  east of the doors to the north; a small table ringed with 
  chairs has been placed to the west of the doors.  A single 
  wooden door leads to the east, obscured by a red velvet 
  curtain; a similar door-and-curtain arrangement leads to 
  the southeast.
  Access
  Contents
  Sideboard
  unprotected
  Rations & Prepared Food, 
  using Context C
  Access
  Illusionist’s 
  Quarters Door
  Locks: Door, Simple, using Context C
  ML3-MLW-ES-3: Stage and Bar
    The center portion of the room serves as both stage and 
  bar: a large “L” shape formed of tables, and ringed with 
  comfortable, cushioned chairs, describes a square-shaped 
  stage.  To the south are two sideboards.
  Access
  Contents
  Sideboards 
  (2x)
  Locks: Furniture, 
  Simple
  Weapons: Light
  ML3-MLW-ES-4: Kitchen
    This compact room is clearly the kitchen: a stove burns 
  to the northeast; beneath it is a food prep table that has 
  seen better days.  Two chests have been shoved in the 
  northwest corner; to the southeast is an array of sacks.  
  Finally, a large food storage cabinet sits against the 
  southwest corner.
  Access
  Contents
  Food Prep 
  Table
  unprotected
  Weapons: Simple, roll 1d4 
  times
  Chests 
  (2x)
  Locks: Chest, 
  Simple
  Potions: Moderate, using 
  Context B
  Sacks 
  (4x)
  unprotected
  Simple Foodstuffs, size 
  Medium
  Food 
  Storage 
  Cabinet
  Locks: 
  Furniture, 
  Simple
  Rations & Prepared Food, 
  using Context C, size 
  Medium AND 
  Potions: Moderate, using 
  Context B
  ML3-MLW-ES-5: Illusionist’s Quarters
    These posh digs are surely the personal quarters of the 
  Entertainer master.  Piles of clothes of all manner have 
  been tossed unceremoniously on the floor atop a plush 
  carpet.  To the northeast is a large clothing cabinet; a 
  privy and washbasin sit to its south.  Against the north 
  
  323
  Mines L3
  wall are three bookcases and a dressing desk.  To the 
  west is a large bed with down comforter.  Against the 
  south wall are two cabinets and a workbench, atop 
  which is arrayed all manner of scarves, pots, and other 
  paraphrenalia used in the act.
  Access
  Contents
  Floor
  unprotected
  Clothing: General, using 
  Context C, size Large
  Northeast 
  Cabinet
  unprotected
  Clothing: General, size 
  Medium
  Bookshelves 
  (3x)
  unprotected
  Books: General, using 
  Context D
  South 
  Cabinets 
  (2x)
  Locks: 
  Furniture, 
  Simple
  Clothing: General, using 
  Context C AND 
  Armor: Light, using Context 
  C AND 
  Weapons: Light
  Dressing 
  Desk
  Locks: 
  Furniture, 
  Simple
  Coin Treasure: Medium, 
  using Context B AND
    A letter is within: roll on 
  the 
    Plot Discoveries 
  table.
  ML3-MLW-ES-6: South Door
    To the southeast of the personal quarters is a simple 
  wooden door.
  Access
  Storage 
  Door
  Locks: Door, Reinforced, using Context B 
  AND 
  Traps: General, using Context C
  ML3-MLW-ES-7: Storage
    This room smells musty, and somehow of incense as well.  
  Four chests are scattered against the southwest wall; two 
  small crates sit to the southeast.  Bags have been placed 
  in the east.
  Access
  Contents
  Chests 
  (4x)
  Locks: Chest, 
  Simple, 
  using 
  Context C
  Armor: General AND 
  Gems: Semi-Precious AND
    
    20% chance of a letter 
  within: roll on the 
    
  Plot Discoveries table.
  Crates 
  (2x)
  Container: 
  Barrel or 
  Crate
  Textiles: General, using 
  Context C, size Medium
  Sacks 
  (2x)
  unprotected
  Potions: Moderate, using 
  Context B
  ML3-MLW-ES-8: Railway North
    Sturdy and ready, these tracks seem.
  ML3-MLW-ES-9: Rock Pillar Southeast
    This stalagmite reaches 20’ of the way toward the 35’ 
  high ceiling.
  ML3-MLW-ES-10: Rock Pillar West
    35’ high, the ceiling is here: this narrow spire reaches all 
  the way to the top, though it seems quite precarious.
  ML3-MLW-ES-11: Railway South
    These tracks appear well-used and sturdy.
  
  324
  Mines L3
  Map 111: Mining Love East Overview (ML3-MLE-O)
  One square equals 5 ft.
  
  325
  Mines L3
  ML3-MLE-O: Mining Love East Overview
  Overview
  This northwestern region is home to a great deal of mining, 
  plenty of monsters, and the Chemist’s House, a place of 
  solid threat and ample equipment.
  Theme & Purpose
  This region has a good deal of value for all manner of party: 
  monsters, information, and loot.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Roll twice as often as normal, and reroll results of 
  “No Encounter” once.
  NPCs of Note
  The 
    Chemist is nearly always in the 
    Chemist’s 
  House; upon entering that area, there is a 
    90% chance 
  of this.
  Areas of Interest
  ML3-MLE-O-1: Chemist’s House
  Please refer to page 327 for more details on this building.
  ML3-MLE-O-2: Fungus Bloom
    About the base of an absolutely enormous rock pillar 
  that reaches 40’ straight up to the ceiling above you, a 
  similarly impressive fungal bloom has taken root.
  This fungus has a variety of effects.  At the end of every 2 
  full rounds spent in any square with any fungus in it, roll on 
  the following table separately for each character who does 
  so:
  Table 17: Fungal Bloom Effects
  D%
  Sample Effect
  01-30
  No effect.  
  31-50
  You suddenly get desperately thirsty.
  For 24 hours, you suffer from the Nauseated 
  condition.
  51-60
  Swallowing becomes an effort as your throat 
  tenses up.  It feels as though you’ve eaten a huge 
  ladleful of honey or similarly viscous substance.  
  You recover 1 hp if you were not already at 
  full health; if you were, the effect creates a 
  sweet, favorable taste in your mouth, but has no 
  mechanical effect.
  61-70
  Bile surges from your innards; you throw up.
  D%
  Sample Effect
  71-80
  Nothing happens for a moment.  Then, for a split 
  second, the entire world appears to be black and 
  white.  You shake your head, and everything is 
  back to normal.  
  You’re not entirely sure you didn’t hallucinate 
  the effect.
  81-90
  You are absolutely certain that you have been 
  posioned by the fungal spores.  Evil permeates 
  your skin, and seeps into your brain.  You can 
  feel death calling for you in an eerie voice, both 
  hideous and tempting.  
  For 24 hours, you suffer from the Shaken 
  condition.
  91-99
  Your vision blurs.  You see double of nearly 
  everthing that is more than 10’ away from you.
  For 
    1d4 hours, you suffer from the Dazed 
  condition.
  00
  You have a violent urge to throw up.  Just as you 
  are struggling to remain upright, however, the 
  sickness passes, and you feel much better.  
  All of your Ability Scores gain a +1 benefit for 
  24 hours.
  ML3-MLE-O-3: Northwest Mining
    Clusters of scaffolding reach 25’ up into the cave ceiling 
  in this area.  Troughs of blackish, silt-ridden water sit 
  interspersed with barrels of fresh water.  
  ML3-MLE-O-4: Spiderweb Debris
    A 20’ tall stalagmite is encircled by spiderwebs and 
  trash.
    Disturbing any of these webs prompts attention: roll 
  on the 
    Random Encounters table, ignoring results 
  of “NPC Encounter”.  Place any monsters that result as 
  
  326
  Mines L3
  coming from the spiderwebs to the south.
  ML3-MLE-O-5: Spiderwebs East
    Massive, overlapping spiderwebs are strung here across 
  the floor and between clumbs of rock and debris.
    Disturbing any of these webs prompts attention: roll 
  on the 
    Random Encounters table, ignoring results 
  of “NPC Encounter”.  Place any monsters that result as 
  coming from the spiderwebs to the south.
  ML3-MLE-O-6: Spiderweb Center
    Amidst a huge circle of spiderwebs is a central clearing 
  devoid of threads.  In this area is a gruesome collection 
  of bones, bodies, and freshly-killed corpses in various 
  stages of decay.  You spy a half-orc, three dwarves, and 
  two elves.
  Access
  Contents
  Half-Orc 
  Corpse
  unprotected
  Armor: Heavy AND 
  Weapons: Martial 2H
  Dwarf 
  Corpses 
  (3x)
  unprotected
  Armor: Medium AND 
  Weapons: Martial 1H AND 
  Armor: Shields
  Elf 
  Corpses 
  (2x)
  unprotected
  Armor: Light AND 
  Weapons: Martial Ranged AND 
  Weapons: Light
  ML3-MLE-O-7: Mining West-Northwest
    Scaffolds reach 25’ to the ceiling in this region.  A murky 
  trough and a fresh water barrel can be found here as 
  well.
  ML3-MLE-O-8: Mining North-Northwest
    A trio of empty barrels smells like rotted fish, though 
  there is nothing inside.  Wood planks sit ready to be 
  shaped into anything needed.  Two sealed barrels can be 
  found to the east of this region.  Scaffolding reaches to 
  the 20’ high ceiling.
  Access
  Contents
  Barrels (3x)
  Container: Barrel or Crate
  Fresh water
  ML3-MLE-O-9: Mining West-Northwest
    Spiderwebs, a barrel of fresh water, and a trough filled 
  with a vile blackish-grey substance are arranged about a 
  stalagmite.  Several mining tools can be found scattered 
  on the ground.  The 20’ tall cave wall can be accessed via 
  rickety scaffolding.
  Access
  Contents
  Mining 
  Tools
  unprotected
  Weapons: Simple, roll 2d4 
  times
  ML3-MLE-O-10: Mining East
    The 20’ tall eastern cave wall here contains an 
  assortment of scaffolding, spiderwebs, and boulder piles.  
  Some rocks appear to have been pried from the mining 
  wall in the past few weeks.
    When the PCs enter this area, roll on the 
    Random 
  Encounters table, ignoring results of “NPC Encounter”.  
  Place any monsters that result from this roll as 
  approaching from the railway tracks to the southwest, 
  from the “12” marking Location 12.
  ML3-MLE-O-11: Mining Southeast
    The 25’ tall cave wall in these parts can be accessed by a 
  number of scaffolds.  Wheelbarrows, tools, and boulders 
  can be found scattered about.
  Access
  Contents
  Mining 
  Tools
  unprotected
  Weapons: Simple, roll 1d4 
  times
  ML3-MLE-O-12: Mining South
    Waist-high piles of boulders dot the base of the 25’ tall 
  cave wall here.  Rusty scaffolds have seen better days, 
  but seem up to the task of offering support.  Fresh water 
  barrels are spaced evenly across the area.
  ML3-MLE-O-13: Railway
    These rails seem in great condition, though to the south a 
  large wheelbarrow has been placed across the tracks.  To 
  the west of the arc is an assortment of crates.  
    If the party is traveling via railcar, they will have 
  to stop here to remove the wheelbarrow in order to 
  continue.  When they disembark, roll on the 
    Random 
  Encounters table, ignoring results of “NPC Encounter”.  
  Place any monsters that result from this roll as 
  approaching from Location 5 to the west.
  Access
  Contents
  Crates, 
  Large 
  (2x)
  Container: 
  Barrel or 
  Crate
  Glasses, Metals, and Woods, 
  size Large
  Crates, 
  Small 
  (2x)
  Container: 
  Barrel or 
  Crate
  General Supplies, size Medium
  
  327
  Mines L3
  Map 112: Mining Love East: Chemist’s House (ML3-MLE-C)
  One square equals 5 ft.
  
  328
  Mines L3
  ML3-MLE-C: Mining Love East Chemist’s House
  Overview
  This was, and remains, the residence of the Chemist, a 
  character of some bizarre quirks and curious focus whose 
  idiosyncracies have only gotten worse with the chaos 
  resulting from the Obelisk’s discovery.
  Theme & Purpose
  A bounty of loot and information is available here, if the PCs 
  wish to brave the danger.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll monster-related encounters once, and place 
  any that do ensue as approaching from outside this map, to 
  the east.
  NPCs of Note
  The 
    Chemist is nearly always here: there is a 
    90% 
  chance.
  Areas of Interest
  ML3-MLE-C-1: Massive Rock Pillar
  This is described in “Map 111: Mining Love East Overview 
  (ML3-MLE-O)” on page 324.
  ML3-MLE-C-2: Fungal Bloom
  This is also described on page 324.  In short, any PC 
  walking through the fungus is subject to random effects.
  ML3-MLE-C-3: Railway
    Sturdy and sure, these tracks appear ready for use.
  ML3-MLE-C-4: Entryway Lab
    A single, simple wooden door gives access to this room 
  from the outside.  A long rectangular table occupies 
  the center of the room; it’s littered with all manner of 
  alchemy tools and ingredients.  Potted plants of bizarre 
  hue lurk in three corners; the northwest contains a 
  chest surrounded by large, strange-smelling sacks.  To 
  the north a single wooden door leads further into the 
  building.
  Access
  Contents
  Lab 
  Table
  unprotected
  Weapons: Simple AND 
  Alchemy Lab
  Chest
  Locks: Chest, Simple 
  AND 
  Traps: General, 
  using Context D
  Potions: Moderate, 
  size Medium
  Sacks 
  (5x)
  unprotected
  Simple Foodstuffs
  Access
  South Entrance
  Locks: Door, Reinforced
  North Door
  Locks: Door, Simple
  ML3-MLE-C-5: Main Chamber
    Bookshelves, potted plants, chairs, and a stove ring the 
  perimeter of this oddly-shaped room with a perfect view 
  of the rockspire and fungal bloom to the east.  In the 
  center is a dining table set with chairs and fresh food.  A 
  single wooden door leads to the northwest.  
  Access
  Contents
  Lab Table
  unprotected
  Alchemy Lab with additional 
  +1 circumstance bonus to 
  Alchemy checks AND 
  Potions: Moderate, using 
  Context B
  Bookshelves 
  (3x)
  unprotected
  Books: General, using 
  Context B
  Access
  Chemist’s 
  Quarters Door
  Locks: Door, Reinforced AND  
  Traps: General, using Context C
  Secret Door 
  West
  Locks: Door, Secret (Perception) /  
  Locks: Door, Reinforced (to open)
  ML3-MLE-C-6: Observation
    Nestled in the northeast corner of the main chamber is 
  an array of comfortable chairs facing out the windows 
  to the east, two bookshelves, and a variety of laboratory 
  equipment stacked with reagents and vessels.
  
  329
  Mines L3
  Access
  Contents
  Lab Table
  unprotected
  Weapons: Simple, using 
  Context B AND 
  Potions: Moderate, using 
  Context B
  Bookshelves 
  (2x)
  unprotected
  Books: General
  ML3-MLE-C-7: Chemist’s Quarters
    This “L” shaped room forms the personal quarters of 
  the Chemist.  Two cabinets, a small table, dressing desk, 
  privy, washbasin, and a bed form the furniture; to the 
  southeast of the bed is a treasure chest.
  Access
  Contents
  Cabinets 
  (2x)
  unprotected
  Clothing: General
  Dressing 
  Desk
  Locks: Furniture, 
  Simple
  Writing Supplies AND 
  Weapons: Simple, using 
  Context C
  Chest
  Locks: Chest, 
  Strongbox AND 
  Traps: General, 
  using ContextB
  Potions: Moderate, 
  using Context C, size 
  Medium AND
    A half-burnt scrap of 
  paper can be found in 
  this chest: roll on the 
    Plot Discoveries 
  table.
  ML3-MLE-C-8: Storage Entrance
    A trail of days-old blood approaches these steel double 
  doors from the northwest.  Coins are scattered about the 
  cave floor nearby.  To the northeast is a trio of barrels, 
  two of which are open and empty; just outside the doors 
  is a single sealed barrel.
  Access
  Contents
  Barrels 
  (2x)
  Container: Barrel 
  or Crate
  Alcohol: General, using 
  Context C
  Cave 
  Floor
  unprotected
  Coin Treasure: General, 
  using Context B, halve 
  quantities
  Access
  Storage 
  Entrance
  Locks: Door, Stronghold, using 
  Context C
  ML3-MLE-C-9: Elf Corpse
    A grisly scene meets your eyes: an elven body lies 
  crumped and bloody, dead not but a few days.  Coins and 
  blood form a trail from the north, outside the main doors 
  to this chamber.  
  Access
  Contents
  Elf Corpse
  unprotected
  Armor: Light AND 
  Weapons: Martial 1H AND 
  Potions: Moderate, all 
  using Context C
  Cobblestone 
  Floor
  unprotected
  Coin Treasure: General, 
  using Context C, halve 
  quantities
  ML3-MLE-C-10: Storage
    This shed contains a great deal of containers, all of which 
  seem particularly well-made and upkept. Two large 
  crates in the southwest, two small crates, two treasure 
  chests, five large barrels, three smaller casks, and a large 
  pile of sacks comprise the contents.
  Access
  Contents
  Crates, 
  Large 
  (2x)
  Container: Barrel 
  or Crate, using 
  Context C
  Glasses, Metals, and 
  Woods, size Large, 
  using Context C
  Crates, 
  Small 
  (2x)
  Container: Barrel 
  or Crate, using 
  Context C
  Potions: Moderate, size 
  Large
  Chests 
  (2x)
  Locks: Chest, 
  Strongbox
  Gems: Medium Quality
  Barrels, 
  Large 
  (5x)
  Container: Barrel 
  or Crate, using 
  Context C
  Alcohol: General, using 
  Context C
  Casks, 
  Small 
  (3x)
  Container: Barrel 
  or Crate, using 
  Context C
  Alcohol: General, using 
  Context C; roll twice 
  and pick the more 
  expensive result
  Sack Pile
  unprotected
  Simple Foodstuffs, size 
  Large
  
  330
  Mines L3
  Map 113: Mining Law North Overview (ML3-MLN)
  One square equals 5 ft.
  
  331
  Mines L3
  ML3-MLN: Mining Law North Overview
  Overview
  This region is rife with mining, but of particular note, 
  contains the Loremaster’s Shack.
  Theme & Purpose
  Gather information, is the primary reason for being here.  
  There’s not much loot to be found.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  NPCs of Note
  The 
    Loremaster is of course in the 
    Loremaster’s 
  Shack quite often (
    90% chance).
  Areas of Interest
  ML3-MLN-1: Loremaster’s Shack
  Find more information about this building on page 333.
  ML3-MLN-2: Railway
    Nicked and grooved and scarred from fire, these rails 
  nevertheless seem serviceable.
  ML3-MLN-3: Woodpile
    Near a set of boulders and a rock pillar is a pile of uncut 
  wooden logs.  
  Within the logs, only discovered if searched intentionally, is 
  a small cache from a paranoid (and now long dead) miner:
  Access
  Contents
  Woodpile
  unprotected
  Coin Treasure: Moderate, 
  using Context D
  ML3-MLN-4: Dwarf Corpse
    Lying partly across the railway is a dwarven corpse, dead 
  a few weeks at least.  
  Access
  Contents
  Dwarf 
  Corpse
  unprotected
  Armor: Medium AND 
  Weapons: Martial 2H
  ML3-MLN-5: Dwarf Corpse Woodpile
    South of a stack of lumber is another dwarven body, 
  this one dead at least a month from the state of 
  decomposition.  It appears to have been hacked to death 
  viciously.
  Access
  Contents
  Dwarf 
  Corpse
  unprotected
  Armor: Medium AND 
  Weapons: Martial 2H
  ML3-MLN-6: Drained Corpse
    This body, lying amidst abandoned tools and broken 
  equipment, is so dessicated it’s tough to tell even the race 
  of the victim.  You suspect half-elf, though.  Scaffolding 
  nearby reaches 20’ tall.
  Access
  Contents
  Half-Elf 
  Corpse
  unprotected
  Armor: Light AND 
  Weapons: Martial 2H
  ML3-MLN-7: Mining Northeast
    20’ tall scaffolding towers over an assortment of 
  abandoned and enormous pickaxes and other tools.  
    While the party is exploring in this corner, roll on the 
    Random Encounters table until you get a monster 
  result; place the critter(s) as waiting in Location 2 until 
  the PCs venture southward again.
  Access
  Contents
  Abandoned 
  Tools
  unprotected
  Weapons: Martial 2H, roll 
  2d4 times, using Context D
  ML3-MLN-8: Northeast Crevice
    The mining walls and ceiling narrow to a scant 10’ tall; 
  scaffolding barely has to do anything here to reach the 
  ceiling.  Spiderwebs and a barrel of fresh water flank a 
  pile of boulders.
  The boulder pile hides some particularly interesting ore 
  that has gone unmoved as of yet; it is only discoverable if 
  intentionally searched.
  
  332
  Mines L3
  Access
  Contents
  Boulder 
  Pile
  unprotected
  Glasses, Metals, and Woods, 
  using Context C, size Medium
  ML3-MLN-9: Mining Northeast
    20’ scaffolds reach to the ceiling here.  Two barrels of 
  fresh water are at hand to quench thirst or to assist in 
  quenching fires.  To the west is a dwarven corpse, dead 
  several weeks.
  Access
  Contents
  Dwarf 
  Corpse
  unprotected
  Armor: Light AND 
  Weapons: Martial 2H AND 
  Potions: Moderate, using 
  Context B
  ML3-MLN-10: Mining East
    A huge variety of sacks and bags has been piled here.  
  Netting has been left to the southwest; it seems to 
  have been used to haul ore.  Spiderwebs coat the entire 
  eastern cave wall, against which scaffolding has been 
  erected to reach all the way to the 25’ ceiling.  Mining 
  tools lay abandoned everywhere.
  Access
  Contents
  Sack Pile
  unprotected
  Simple Foodstuffs, size Large
  Cave 
  Floor
  unprotected
  Weapons: Simple, roll 2d6 
  times, using Context B
  ML3-MLN-11: Mining Southeast
    20’ high scaffolds stand against the web-encrusted cave 
  walls here.  Fresh water barrels are spaced evenly.  To 
  the west, the railway appears to parallel the curve of the 
  wall that has been mined.
  
  333
  Mines L3
  Map 114: Mining Love North: Loremaster’s Shack (ML3-MLN-LM)
  One square equals 5 ft.
  
  334
  Mines L3
  ML3-MLN-LM: Mining Law North: Loremaster’s Shack
  Overview
  The Loremaster held quarters here, and is still here much of 
  the time.
  Theme & Purpose
  This is one of the best potential sources of information about 
  the Mines, their operation, and what truly happened here in 
  the entire complex.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll Monster Encounters once.
  NPCs of Note
  The 
    Loremaster is nearly always (
    90% chance) here.
  Areas of Interest
  ML3-MLN-LM-1: Entrance
    Two steel doors bar your entrance here.  To either side 
  are lit torches hanging in wall sconces against the brick.  
  Potted plants, well-tended, have been placed outside 
  those on either side.
  Access
  Entrance
  Locks: Door, Reinforced, using Context C
  ML3-MLN-LM-2: Reception Hall
    This well-furnished hall has chequered wood floors and 
  is dominated by a huge banquet table set with fresh 
  snacks.  Flourishing potted plants are spaced at intervals 
  about the perimeter.  A sideboard sits against the north 
  wall; chairs are spaced around the room.  To the south, a 
  set of simple wooden doors allows entry further into the 
  house; a second set of doors leads eastward.
  Access
  Contents
  Sideboard
  unprotected
  Rations & Prepared Food, 
  size Medium
  Both sets of doors mentioned have no lock.
  ML3-MLN-LM-3: Kitchen / Pantry
    A stove sits against the western wall.  About the edges 
  of the room are scattered a variety of foodstuffs and 
  containers, including several food-prep stations.  A chest 
  sits to the north of the stove.
  Access
  Contents
  Chest
  Locks: 
  Chest, 
  Simple
  Potions: Moderate, size 
  Medium
  Food 
  Prep 
  Tables 
  (3x)
  unprotected
  Simple Foodstuffs, size 
  Medium
  Cabinets 
  (2x)
  unprotected
  Rations & Prepared Food, size 
  Medium
  Sack Pile
  unprotected
  Simple Foodstuffs, size Large
  ML3-MLN-LM-4: Drawing Room
    This cozy, triangular room is littered with comfortable-
  looking chairs, most facing east and south outside 
  against the windows overlooking the railway.  Sideboards 
  and bookshelves line the north and west walls.  A door 
  leads to the northeast.
  Access
  Contents
  Sideboards 
  (2x) 
  Locks: 
  Furniture, 
  Simple
    A note can be found 
  here: roll on the 
    
  Plot Discoveries table.
  Bookshelves 
  (4x)
  unprotected
    Each has a 
    40% 
  chance to contain a 
  scroll containing in-
  formation from the 
    
  Plot Discoveries table.
  Access
  Loremaster’s 
  Quarters 
  Door
  Locks: Door, Reinforced, using Context 
  C AND 
  Traps: General, using Context B
  
  335
  Mines L3
  ML3-MLN-LM-5: Loremaster’s Quarters
    A beautiful room has large windows facing the eastern 
  and southeastern cavern areas.  The bed faces eastward, 
  to provide a better view upon first waking up.  A dressing 
  desk, privy, washbasin, cabinet, writing desk, and several 
  comfortable chairs complete the arrangement.  To the 
  northwest is a set of double doors leading westerward; 
  to the south of this, a single steel door also leads to the 
  west.
  Access
  Contents
  Dressing 
  Desk
  unprotected
  Weapons: Simple, using 
  Context D
  Cabinet
  unprotected
  Clothing: General, using 
  Context C
  Writing 
  Desk
  unprotected
  Writing Supplies
  Access
  Closet 
  Doors
  Traps: General, using Context B 
  (no lock)
  Storage 
  Door
  Locks: Door, Stronghold AND 
  Traps: General, using Context B
  ML3-MLN-LM-6: Closet Library
    What would normally be a closet for the bedroom is 
  instead a library and laboratory, perhaps fitting for a 
  Loremaster of a giant mining complex.  Bookshelves form 
  a light maze of corridors, leading to a lab bench and a 
  reading nook.  
  Access
  Contents
  Bookshelves 
  (12x)
  unprotected
    Each has a 
    30% 
  chance to contain a scroll 
  containing information 
  from the 
    Plot 
  Discoveries table.
  In addition, each has a 
  separate, 
    25% chance to 
  contain a useful book: Books, 
  General
  Lab Bench
  unprotected
  Weapons: Simple AND 
  Potions: Moderate, using 
  Context C
  ML3-MLN-LM-7: Storage Vault
    This musty room smells of oil and ore.  Three treasure 
  chests, a small crate, and piles of uncut gems lay 
  scattered here.  Atop the crate is an open book.
  Access
  Contents
  Crate, Small
  Container: 
  Barrel or 
  Crate
  Glasses, Metals, and 
  Woods, using Context C, 
  size Medium
  Access
  Contents
  Chests (3x)
  Locks: 
  Chest, 
  Strongbox
  Potions: Moderate, using 
  Context C AND 
  Coin Treasure: Moderate, 
  using Context B
  Gem Pile
  unprotected
  Gems: Low, size Medium, 
  using Context 
  ML3-MLN-LM-8: Railway
    Study and curving, these rails look ready for safe use.
  
  336
  Mines L3
  Map 115: Mining Law South Overview (ML3-MLS-O)
  One square equals 5 ft.
  
  337
  Mines L3
  ML3-MLS-O: Mining Law South Overview
  Overview
  A previously orderly area, this region has fallen into 
  disrepair of late in the wake of the Obelisk’s discovery.  Of 
  note, it contains the Sage’s Shack.
  Theme & Purpose
  The Sage is one of the best sources of information in the 
  adventure.  In addition, there is a fair amount of loot to be 
  had.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  NPCs of Note
  Of note, the 
    Sage can oft be found in the 
    Sage’s 
  Shack 
    90% of the time.
  Areas of Interest
  ML3-MLS-O-1: Sage’s Shack
  Please refer to page 339 for more details about this 
  building.
  ML3-MLS-O-2: Woodpiles and Fungus
    A set of two large woodpiles sits to the north of the 
  rail tracks.  To the north and northwest of these is a 
  broad array of fungus.  Two large containers are in the 
  southeast of this region.
  Access
  Contents
  Crate, Large 
  (3x)
  Container: 
  Barrel or 
  Crate
  Glasses, Metals, and 
  Woods, using Context C, 
  size Medium
  Chests (3x)
  Locks: 
  Chest, 
  Strongbox
  Potions: Moderate, using 
  Context C AND 
  Coin Treasure: Moderate, 
  using Context B
  Gem Pile
  unprotected
  Gems: Low, size Medium, 
  using Context 
  ML3-MLS-O-3: Mining Southwest
    A long-unused firepit lies among a variety of mining 
  equipment and abandoned tools.  Scaffolding in this area 
  looks well-worn but usable, and reaches up to the top fo 
  the 25’ tall mining cave walls.
    As the party enters this area, roll on the 
    Random 
  Encounters table and reroll until you get a monster 
  encounter.  Place the resulting critter(s) as approaching 
  from Location 2.  
  ML3-MLS-O-4: Mining Southeast
    Scaffolds here are rusty and reach 20’ tall.  Troughs of 
  murky, disgusting water are spaced acorss the area.  A 
  firepit sits here, long unfired.  Raw logs sit in a stack, 
  ready to be shaped for further use.
  ML3-MLS-O-5: Mining South-Southeast
    A quarter of barrels marks the southern portion of this 
  area.  Fresh water lies in a barrel.  Scaffolds stretch 30’ 
  tall.  The curve of the mining wall mirrors the curve of 
  the railway.
  Access
  Contents
  Barrels 
  (4x)
  Container: 
  Barrel or Crate
  Alcohol: General, Using 
  Context B
  ML3-MLS-O-6: Mining East
    The rusted and creaking scaffolds here reach 30’ high.  
  Four casks sit in a row, on their sides.  There’s an 
  assortment of abandoned tools.
  Access
  Contents
  Barrels (4x)
  Container: 
  Barrel or Crate
  Alcohol: General
  Abandoned 
  Tools
  unprotected
  Weapons: Martial 2H, 
  roll 2d6 times
  ML3-MLS-O-7: Mining Northeast
    The mine wall, 25’ tall, narrows to a corner here among 
  piles of boulders and the occasional outcropping of 
  toadstools.  A ridge of barrels sits to the west; one 
  contains fresh water, and two are empty.
  
  338
  Mines L3
  Access
  Contents
  Barrels (4x)
  Container: 
  Barrel or Crate
  Alcohol: General, using 
  Context D
  ML3-MLS-O-8: Fungus Railway & 
  Storage
    A huge crop of mushrooms has taken root and grown 
  atop the rails and the railbeds here.  To the west of the 
  rails, a line of heavy containers has been placed.  An 
  unused firepit sits to the east of the rails and fungus.
  Access
  Contents
  Crates, 
  Large 
  (6x)
  Container: Barrel or 
  Crate, using Context 
  B
  Glasses, Metals, and 
  Woods, size Large
    As the party enters this area, roll on the 
    Random 
  Encounters table and reroll until you get a monster 
  encounter.  Place the resulting critter(s) as approaching 
  from Location 7.  Ignore this effect if the party has 
  already explored Location 7 before entering this area.
  ML3-MLS-O-9: Funal Rock Pillar
    A large stalagmite reaches 30’ to the ceiling in this area.  
  It’s surrounded by a huge variety of mushroom sizes.  To 
  the northwest is a duo of wood chopping piles.
  Disturbing the fungus in this area prompts a roll on the 
    
  Random Encounters table.  Reroll monster-related results 
  once.  Place any encounters that result as approaching from 
  the southwest, west of Location 2.
  
  339
  Mines L3
  Map 116: Mining Law South: Sage’s Shack (ML3-MLS)
  One square equals 5 ft.
  
  340
  Mines L3
  ML3-MLS: Mining Law South: Sage’s Shack
  Overview
  This is the home and operations of the Sage.  Typically, the 
  Sage is called for or summoned, and so there has not been a 
  great deal of cause for others to intrude into the domicile.
  Theme & Purpose
  It’s a great opportunity to loot and gain information, if the 
  Sage can be dealt with in a savory manner.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  NPCs of Note
  Of note, the 
    Sage can oft be found in the 
    Sage’s 
  Shack 
    90% of the time.
  Areas of Interest
  ML3-MLS-1: Entrance
    A simple-looking door bars your way here.  A lit torch 
  rests in a wall sconce just to the north of the door itself.
  Access
  Entrance
  Locks: Door, Simple, using Context C
  ML3-MLS-2: Seance Library
    This room has the feel of a library, with bookshelves 
  lining all but the west wall.  However, the thick smell of 
  incense in the air, and the somewhat dark conditions, 
  make you think of a ceremony, a seance, or other kind of 
  scrying opporunity.  A set of double doors leads north; to 
  the south, a single door bars entry.
  Access
  Contents
  Bookshelves 
  (7x)
  unprotected
    20% chance of useful 
  book: Books: General 
  AND
    15% chance of an infor-
  mative note:  
    roll on 
  the 
    Plot Discoveries 
  table.
  Access
  Bedroom 
  Doors
  Locks: Door, Simple, using Context C AND 
  Traps: General, using Context B
  Kitchen 
  Door
  Locks: Door, Weak
  ML3-MLS-3: Kitchen 
    This room contains a stove in the east, and a variety of 
  food sacks in the west.
  Access
  Contents
  Food Sacks 
  (6x)
  unprotected
  Simple Foodstuffs, size 
  Medium
  ML3-MLS-4: Sage’s Chambers
    A bookshelf sits just inside the door to the east; a bed to 
  the north of it.  A privy is wedged just north of the bed, 
  immediately to the west of a large worktable littered 
  with notes and equipment.  A dressing desk sits against 
  the southeast wall.  Finally, a sideboard rests against the 
  northeast corner.
  Access
  Contents
  Bookshelf
  unprotected
  Books: General, using 
  Context C
  Dressing 
  Desk
  Locks: Furniture, 
  Strong
  Potions: Moderate AND 
  Gems: Semi-Precious
  ML3-MLS-5: Secret Cache Door
  Only read the italicized text if the secret is discovered.
    Behind the sideboard, the brick of the north wall is 
  disfigured slightly.  Prying with a blade, you discover a 
  crease.  After some careful poking and prodding, you find 
  a lock hidden to match the brick facade.
  Access
  Secret 
  Cache Door
  Locks: Door, Secret, using Context B, 
  Perception AND 
  Locks: Door, Stronghold, using Context D 
  (to open)
  
  341
  Mines L3
  ML3-MLS-6: Secret Cache
    This small room at the north of the building holds a 
  variety of containers: a pile of sacks in the southwest, 
  two treasure chests, and a small crate in the northeast.  
  A recently-used firepit and cauldron sit in the northwest 
  corner.
  Access
  Contents
  Sack 
  Pile
  unprotected
  Rations & Prepared Food, 
  using Context C, size Medium
  Chests 
  (2x)
  Locks: Chest, 
  Strongbox
  Weapons: General, using 
  Context C AND 
  Armor: General, using Context 
  C
  Crate, 
  Small
  Container: 
  Barrel or Crate
  Glasses, Metals, and Woods, 
  size Medium, using Context C
  ML3-MLS-7: Rock Pillar
    To the southwest of the building is a floor-to-ceiling 
  stalagmite whose northern outcropping nearly touches 
  the southwest wall of the Sage’s Shack.
  ML3-MLS-8: Railway
    This section of the railway appears solid and well-
  balanced, able to support a heavy load if necessary.
  
  342
  Mines L3
  Map 117: Cave-In: Entire Chamber (ML3-CIN-C)
  One square equals 5 ft.
  
  343
  Mines L3
  ML3-CIN-C: Cave-In: Entire Chamber
  Overview
  This region is a large natural cavern, formed from water 
  erosion from the trickly that once fell from above via the 
  underground river in other Mine levels.  The trickly has long 
  since been plugged, but the natural cave remains.
  It was once connected to the main Mine area to the north, 
  but a massive cave-in severed the connection.  Fearing that 
  the cave-in was a harbinger of further disasters due to 
  unsafe structure, Mondaria City decided not to excavate the 
  cave-in.
  Theme & Purpose
  Logistically, it’s one of the few unorthodox means of 
  descending to Mines Level 4.  In addition, there is some 
  significant monster-related challenge to be found here.
  Random Encounters
  Use the standard / default 
    Random Encounter rules 
  for this level.  Ignore “NPC Encounter” results, and reroll 
  results of “No Encounter” once.
  Areas of Interest
  ML3-CIN-C-1: Pit Down
  Turn to page 302 for further details.
  ML3-CIN-C-8: Cave-In
  Page 344 holds more details about this region.
  ML3-CIN-C-9: Lair
  This creepy location is described starting on page 346.
  
  344
  Mines L3
  Map 118: Cave-In (ML3-CIN)
  One square equals 5 ft.
  
  345
  Mines L3
  ML3-CIN: Cave-In
  Overview
  This is the actual area caved in via fallen rocks decades 
  ago.  The occasional rogue miner will poke and prod here, 
  but ultimately, all fear further disasters more than they are 
  curious, and the region has gone largely untouched.
  Theme & Purpose
  This is the only real means of entering the Cave-In region to 
  the south, and what it invovles.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  ML3-CIN-1: Railway
    The railbed is somewhat rotted, and the rails a bit 
  corroded, but you feel as though these rails can still 
  safely hold cars.
  ML3-CIN-2: Cave-In Boulders
    At the GM’s discretion, nearly every NPC—named or 
  otherwise—who inhabits this level of the Mines should 
  know about the cave-in and would tell the PCs if they 
  inquire about interesting features or happenings or a 
  related topic.  Such knowledge would allow the party to 
  ignore the Perception check involved.
  Access
  Cave-In 
  Boulders
  Locks: Door, Secret, using Context D, 
  Perception AND 
  Locks: Door, Stronghold, using Context B, 
  Strength-related only (to pass through)
  ML3-CIN-3: Western Boulder Cluster
    Amidst a huge pile of boulders and loose rocks is a nook 
  surrounded on most sides by spiderwebs.  Boulders pile 
  up to the ceiling to the south; it is not possible to pass 
  through in that direction from here.
    If the party does not investigate this area before moving 
  through the center passage, roll on the 
    Random 
  Encounters table, rerolling until you get a monster-
  related encounter, and placing it here.
  ML3-CIN-4: Eastern Boulder Cluster
    Fallen rocks block passage south, but form a little alcove 
  in the easternmost region of the cave-in.
    While the party is in this alcove, roll on the 
    Random 
  Encounters table, rerolling until you get a monster-
  related encounter, and placing it as approaching from 
  Location 5.
  ML3-CIN-5: Rock Pillar
    A squat and thick stalagmite lurks in the south of the 
  cave-in.  Spiderwebs blanket the sides.
  
  346
  Mines L3
  Map 119: Lair (ML3-LAR)
  One square equals 5 ft.
  
  347
  Mines L3
  ML3-LAR: Lair
  Overview
  A spacious, natural cave in a mine rich in life and interesting 
  minerals... such a location would never remain vacant for 
  long.  
  Theme & Purpose
  The first location that contains a true showdown-style, large-
  environment, massively challenging monster battle, the Lair 
  also contains a fair amount of reward for those willing to 
  undertake the challenge.
  Random Encounters
  Until the Lair Monster(s) (see below) are defeated, suspend 
  Random Encounter rolls. 
  After that point, use the standard / default Random 
  Encounter rules for this level, but roll twice as often as 
  normal, and reroll all results that do not contain one or more 
  monsters.
  Lair Monsters
  As the PCs approach this area, roll on the 
    Monsters: 
  Mines, Advanced table, using Context C.  Place the resulting 
  monster(s) in Location 10.
    The GM is encouraged to be creative with how to 
  play this encounter.  Walking boldly into what should 
  obviously be a lair should demand an appropriately 
  deadly reaction; sneaking up, spying from afar, gathering 
  information, or other more cautious approaches should 
  bear fruit.  This fight, if fight indeed it is to be, should 
  likely be the centerpiece of the gaming session it takes 
  place in.
  Areas of Interest
  ML3-LAR-1: Bloody Approach
    Slews of recently-spilled blood splotches mark the 
  approach to the lair from the northwest.  A dwarven 
  skeleton lies to the north.
  ML3-LAR-2: Northwest Approach
    Patches of oddly-colored rock formations form a waist-
  high barrier of sorts here.  Five corpses in varying stages 
  of rot are scattered carelessly here among the boulders; 
  four are dwarves and one is a half-orc.
  Access
  Contents
  Dwarven 
  Corpses 
  (4x)
  unprotected
  Armor: Heavy AND 
  Weapons: Martial 1H AND 
  Armor: Shields
  Half-Orc 
  Corpse
  unprotected
  Armor: Medium AND 
  Weapons: Martial 2H, using 
  Context C
  ML3-LAR-3: Corpse Pit
    A slight depression in the cave floor here has been filled 
  to chest-height with skeletons, corpses, and freshly-slain 
  bodies not a week old.  Many are dwarves; others are 
  half-orcs and humans.  There are several large monsters 
  here as well.  From the equipment and varying ages of 
  the bodies’ rot, you suspect this is what has befallen a 
  series of adventurers or miners who have found their 
  way into this chamber somehow and have attempted to 
  slay the denizens.  The monster bodies are likely critters 
  who have wandered here, or those who sought to take 
  the lair over and failed.
  Access
  Contents
  Dwarven 
  Corpses 
  (3x)
  unprotected
  Armor: Heavy AND 
  Weapons: Martial 1H AND 
  Armor: Shields
  Half-Orc 
  Corpses 
  (2x)
  unprotected
  Armor: Medium AND 
  Weapons: Martial 2H, using 
  Context C
  Human 
  Corpse
  unprotected
  Armor: Heavy AND 
  Weapons: Martial 2H
  ML3-LAR-4: Barricade
    An enormous amount of trash and debris has been piled 
  here in a semicircle facing to the northwest.  Near as you 
  can tell, some adventurers came upon the lair when it 
  was unoccupied, and defended it against the return of its 
  occupant... unsuccessfully.
  ML3-LAR-5: Bones
    Bones and more bones abound here: bone piles, 
  skeletons, and skull piles.  There is, however, a pile of 
  treasure to the southeast of this region.
  
  348
  Mines L3
  Access
  Contents
  Treasure 
  Pile
  unprotected
  Potions: Moderate AND 
  Coin Treasure: Moderate AND 
  Weapons: Light
  ML3-LAR-6: Treasure Hoard South
    A huge variety of gems and coins from all manner of 
  lands in the Realm are scattered here, coating the floor 
  as though someone intentionally wanted as much of 
  it covered in shiny trinkets as possible.  Corpses are 
  here and there, and there is a small pile of collected 
  belongings in the center of the area.
  Access
  Contents
  Cave 
  Floor
  unprotected
  Coin Treasure: Moderate, size 
  Large AND 
  Gems: Low, size Large AND 
  Gems: Semi-Precious, size 
  Medium AND 
  Gems: Medium-Quality, using 
  Context D
  Treasure 
  Pile
  unprotected
  Potions: Moderate, using 
  Context D, size Medium AND 
  Weapons: Simple AND 
  Armor: General
  ML3-LAR-7: Treasure Hoard North
    Amidst odd-looking rocks of all style and color, coins and 
  gems are scattered everywhere.  Most appear dented 
  and dinged, but shiny nevertheless.  A treasure pile of 
  collected belongings, some singed and some clawed but 
  functional, rests in the north of this region.
  Access
  Contents
  Cave 
  Floor
  unprotected
  Coin Treasure: Moderate, size 
  Large AND 
  Gems: Low, size Medium AND 
  Gems: Semi-Precious, size 
  Medium, all using Context D
  Treasure 
  Pile
  unprotected
  Potions: Moderate, AND 
  Weapons: General AND 
  Armor: General, all using 
  Context B
  ML3-LAR-8: Treasure Pile Northwest
    A large collection of adventuring gear has been piled 
  here at the base of the rock pillar that reaches 30’ to the 
  ceiling.
  Access
  Contents
  Treasure 
  Pile
  unprotected
  General Supplies AND 
  Rations & Prepared Food AND 
  Clothing: General, roll 1d4 
  times AND 
  Armor: General, roll 1d4 times 
  AND 
  Weapons: General, roll 1d4 
  times
  ML3-LAR-9: Barricade North
    This line of debris and garbage reaches from the north 
  base of the rock pillar to the northern portion of the cave 
  wall in this region.  An empty treasure chest sits here, 
  with a pile of clothing and coins scattered across the 
  floor.
  Access
  Contents
  Cave 
  Floor
  unprotected
  Coin Treasure: Moderate, size 
  Medium, using Context B
  Clothing 
  Pile
  unprotected
  Clothing: General, size Large, 
  using Context D
  ML3-LAR-10: Lair Central
    The vast expanse of earthen and stone cave floor here is 
  interrupted only by the occasional rock.  It is otherwise 
  smoothed, with slight depressions here and there, as 
  though something large and vile had made its home here.
  
  349
  Mines L3
  Map 120: Circular Stair Pit (ML3-CSP)
  One square equals 5 ft.
  
  350
  Mines L3
  ML3-CSP: Circular Stair Pit
  Overview
  This pit continues the descent of the tunnels underneath the 
    Residential District in the surface city.
  Theme & Purpose
  There should be a slightly rising temperature, more 
  humidity, and a greater sense that the PCs are descending 
  down, down, down, into the murky unknown.  If the party 
  is entering the Mines for the first time via this route, they 
  should be scared of the unknown; PCs who have already 
  traversed the mines should still be wary and afraid, as 
  this pit clearly leads to a region thye have likely not yet 
  encountered.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Ignore all “NPC Encounter” results.  All monsters 
  enter the area from the exit opposite where the PCs entered 
  from: that is, if the PCs are going down, then critters come 
  from 
    Location 5, and if the party is coming up, monsters 
  enter from 
    Location 1.
  Areas of Interest
  ML3-CSP-1: Crawlspace Up
  This leads to “Map 85: Invaded Residence Sub-Basement 
  (ML2-IRSB)” on page 252.
  ML3-CSP-2: Southern Path
    A warm wind blows gently from the yawning pit to your 
  north.  There’s plenty of room on this path, but it still 
  makes you uneasy.
    Roll on the 
    Random Encounters table.  If you get a 
  monster result, place the monster in Location 4, across 
  the chasm; the party can likely see the critter(s) from 
  across the pit.
  ML3-CSP-3: Fungus Cluster
    The eastern edge of the descending circular path is 
  infested with a variety of mushrooms.  
  There is no threat here.
  ML3-CSP-4: Northern Path
    The spiralling path takes a steeper descent here as it 
  approaches a crawlspace to your southwest.
  ML3-CSP-5: Crawlspace Down
  This leads to “Map 139: Circular Stair Pit (ML4-CSP)” on 
  page 397.
  
  351
  Mines L3
  Map 121: Elevators North (ML3-EN)
  One square equals 5 ft.
  
  352
  Mines L3
  ML3-EN: Elevators North
  Overview
  The only means of entering or leaving the large northern 
  chunk of this level of the Mines, these elevators are rich 
  with plunder... and with threat.
  Theme & Purpose
  This will be the first thing the PCs encounter on their way 
  into this region, regardless of their means of entry.  It should 
  be somewhat chaotic, yet welcoming.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  ML3-EN-1: Elevator Down
  In order to use this elevator, the party must spend 10 
  minutes cleaning the thick layer of spiderwebs off of its 
  surface.
  Once cleaned, it is functional, and leads to “Map 141: 
  Elevators North Overview (ML4-ENL-O)” on page 402.
  ML3-EN-2: Elevator Up
  This leads to “Map 86: Elevators North Overview (ML2-
  ELN-O)” on page 255.
  ML3-EN-3: Elevator Central Storage
    Between the two elevator platforms, a wide array of 
  containers has been placed.  Four large crates, atop 
  which rest three chests; four small crates; an array of 
  sacks and bags... and a variety of spiderwebs cling to 
  everything.
  Access
  Contents
  Crates, 
  Large 
  (4x)
  Container: 
  Barrel or Crate, 
  using Context C
  Glasses, Metals, and 
  Woods, size Large
  Crates, 
  Small 
  (4x)
  Container: 
  Barrel or Crate, 
  using Context C
  General Supplies, size 
  Large
  Chests 
  (3x)
  Locks: Chest, 
  Simple, using 
  Context C
  Rations & Prepared Food, 
  using Context C AND 
  Weapons: Simple, using 
  Context B, roll 1d4 times
  Sack Pile
  unprotected
  Simple Foodstuffs, size 
  Large
  ML3-EN-4: Spider Trash
    This array of debris and spiderwebbing appears to be the 
  result of enormous webs capturing trash that has been 
  flung about over a long period of time.
  ML3-EN-5: Railway Webbing
    This section of the tracks has been webbed over by thick 
  strands of aged spiderwebbing.  It appears impassable in 
  its current state.
  To clear these rails, the PCs must spend 5 minutes clearing 
  the spiderwebs.
  ML3-EN-6: Rock Pillar
    A 20’ tall stalagmite falls short of the 35’ tall ceiling 
  above.  About its base is a huge array of spider webs, 
  some reaching 20’ tall.  Amidst the boulders and webbing 
  four corpses, sucked dry and dead many weeks from the 
  looks of it.
  Access
  Contents
  Dwarven 
  Corpses 
  (4x)
  unprotected
  Armor: General AND 
  Weapons: General, both 
  using Context B
  ML3-EN-7: Storage West
    The normal serenity of these web-coated crates and 
  sacks contrasts with the carnage about its base: two 
  bodies, slain amidst wide swathes of blood that date 
  their demise at days, not weeks.  To the north is an array 
  of barrels, one of which is empty and a second of which 
  contains fresh water.  
  Access
  Contents
  Dwarven 
  Corpses 
  (2x)
  unprotected
  Armor: General AND 
  Weapons: General
  Crates, 
  Large 
  (2x)
  Container: 
  Barrel or Crate, 
  using Context C
  Glasses, Metals, and 
  Woods, size Large
  
  353
  Mines L3
  Access
  Contents
  Crates, 
  Small 
  (3x)
  Container: 
  Barrel or Crate
  Textiles: General
  Sack Pile
  unprotected
  Rations & Prepared Food, 
  using Context D, size 
  Large
  Barrels 
  (4x)
  Container: 
  Barrel or Crate, 
  using Context B
  Alcohol: General, using 
  Context D
  ML3-EN-8: Campfire
    A large campfire, used not a few days ago, is surrounded 
  by two halfling corpses and four bedrolls.  To the 
  southwest is a stack of casks partially covered in 
  spiderwebs.
  Access
  Contents
  Halfling 
  Corpses 
  (2x)
  unprotected
  Armor: Light AND 
  Weapons: Ranged
  Bedrolls 
  (4x)
  unprotected
  General Supplies
  Barrels 
  (5x)
  Container: 
  Barrel or Crate
  Fresh water
  ML3-EN-9: Southeast Webbing
    This array of spiderwebs appears to have been 
  successful: three dessicated corpses lay nearby, 
  presumedly victims of the spinners.
  Access
  Contents
  Human 
  Corpses 
  (3x)
  unprotected
  Armor: Medium AND 
  Weapons: Light AND 
  Armor: Shields, all using 
  Context B
  ML3-EN-10: Railway South
    Sturdy and functional, this railway appears ready for use, 
  though spattered with blood here and there.
  ML3-EN-11: Railway North
    Dented and a bit rusty, these rails nevertheless look 
  ready to bear weight and speed.
  
  354
  Mines L3
  Map 122: Elevators West (ML3-EW)
  One square equals 5 ft.
  
  355
  Mines L3
  ML3-EW: Elevators West
  Overview
  This is one of the means of entry and egress from this level 
  of the Mines... and it’s also one of the deadliest regions in 
  the Mines.
  Theme & Purpose
  Although by nature, the PCs will wish to loot everything 
  here, only the foolish or immensely prepared will be able to 
  weather the storm of assault from all directions.
  Random Encounters
  Instead of using Random Encounter rules, use the 
  “Perpetual Assault” rule below.
  NPCs of Note
  There is always a single 
    Crazed Harbinger here, 
  muttering insanely to herself and wandering among the 
  carnage.
  Perpetual Assault
  Thriving with chaos and the blood of those it has claimed, 
  this region is steeped in carnage and bad influence.  
  Every 5 minutes, roll on the 
    Random Encounters table, 
  rerolling all “NPC Encounter” results.  Note that although 
  it’s therefore possible for a given roll to result in nothing 
  at all, the need to roll is not suspended simply by having a 
  monster in play: it’s possible to have multiple encounters in 
  play at once.
  Randomize the direction from which the threat comes by 
  rolling a 
    D8:
  D8
  Entry Direction
  1
  North
  2
  Northeast
  3
  East
  4
  Southeast
  5
  South
  6
  Southwest
  7
  West
  8
  Northwest
  Areas of Interest
  ML3-EW-1: Elevator Up
  This leads to “Map 91: Elevators West (ML2-ELW)” on page 
  268.
  ML3-EW-2: Elevator Down
  Take this to “Map 140: Elevators West (ML4-EWC)” on 
  page 399.
  ML3-EW-3: Crate Stack Southeast
    Crates of all size and construction have been tossed here, 
  erected into a makeshift barricade.  Spiderwebs connect 
  most crates together; there are sacks about the base 
  of some boxes as well.  Barrels sit haphazardly to the 
  southwest and southeast.
  Access
  Contents
  Crates, 
  Large (9x)
  Container: 
  Barrel or Crate
  Glasses, Metals, and 
  Woods, size Large
  Crates, 
  Small (6x)
  Container: 
  Barrel or Crate, 
  using Context B
  General Supplies, size 
  Medium
  Sack Piles 
  (3x)
  unprotected
  Simple Foodstuffs, size 
  Medium
  Barrels 
  (5x)
  Container: 
  Barrel or Crate
  Alcohol: General, using 
  Context D, size Medium
  ML3-EW-4: Treasure East
    A half-elven corpse lies, a week or two gone at most, 
  among a scattering of coins, blood, and weapons.  Barrels 
  and boulders add to the confusion.
  Access
  Contents
  Half-Elf 
  Corpse
  unprotected
  Armor: Light AND 
  Weapons: Martial Ranged AND 
  Weapons: Light
  Cave 
  Floor
  unprotected
  Coin Treasure: General, using 
  Context D AND 
  Weapons: General, roll 1d6 
  times AND 
  Gems: Low, using Context D
  Barrels 
  (4x)
  Container: 
  Barrel or 
  Crate
  Alcohol: General, using Context 
  D, size Medium
  
  356
  Mines L3
  ML3-EW-5: Coin Carnage
    A half-orc corpse, dead a few days at most, lies bloody 
  and gashed among a mess of bloody coins and gemstones.  
  Two open treasure chests to the east may explain the 
  chaotic spill.  To the north is a large stack of treasure; to 
  the northeast is a makeshift barricade formed of barrels 
  and crates and sacks.
  Access
  Contents
  Half-Orc 
  Corpse
  unprotected
  Armor: General AND 
  Weapons: Martial 2H
  Cave 
  Floor
  unprotected
  Gems: Low, using Context D 
  AND 
  Coin Treasure: Moderate, 
  using Context D
  Treasure 
  Stack
  unprotected
  Armor: General, roll 1d4 times 
  AND 
  Weapons: General, roll 1d4 
  times AND 
  Potions: Moderate, roll 1d4 
  times, all using Context D
  Crates, 
  Large 
  (3x)
  Container: 
  Barrel or 
  Crate
  Glasses, Metals, and Woods, 
  size Large
  Crate, 
  Small
  Container: 
  Barrel or 
  Crate
  General Supplies, size Medium
  Barrels 
  (8x)
  Container: 
  Barrel or 
  Crate
  Alcohol: General, using 
  Context B
  Sack Pile
  unprotected
  Simple Foodstuffs, size 
  Medium
  ML3-EW-6: Railway North
    The rails appear dented but usable; however, someone 
  has constructed a makeshift wall of trash and debris 
  here.
  To use the rails, the PCs would have to spend 10 minutes 
  clearing junk off of the track here.
  ML3-EW-7: Railway South
    A massive, 8’ tall pile of sacks and bags has been piled 
  here atop the tracks.
  It would take at least an hour to clear the tracks so that they 
  are usable.
  Access
  Contents
  Sack Pile
  unprotected
  Simple Foodstuffs, size Large, 
  roll 2d6 times
  ML3-EW-8: Crate Barricade Northwest
    Crates, barrels, and sacks have been placed together 
  here in a very frenzied attempt to provide protection.  A 
  dwarven corpse sits in a splash of blood to the south.
  Access
  Contents
  Crates, 
  Large 
  (3x)
  Container: 
  Barrel or Crate
  Glasses, Metals, and 
  Woods, size Large
  Crates, 
  Small 
  (2x)
  Container: 
  Barrel or Crate
  General Supplies, size 
  Medium
  Barrels 
  (7x)
  Container: 
  Barrel or Crate
  Alcohol: General, using 
  Context D
  Dwarven 
  Corpse
  unprotected
  Armor: General AND 
  Weapons: Martial 2H AND 
  Potions: Moderate, using 
  Context B
  Sack 
  Piles (2x)
  unprotected
  Simple Foodstuffs, size 
  Large
  ML3-EW-9: Barricade West
    Crates and a huge vareity of sack have been placed here 
  to ward off assaults from the west.
  Access
  Contents
  Crate, 
  Large
  Container: 
  Barrel or Crate
  Glasses, Metals, and 
  Woods, size Large
  Crate, 
  Small
  Container: 
  Barrel or Crate
  General Supplies, size 
  Medium
  Barrels 
  (3x)
  Container: 
  Barrel or Crate
  Alcohol: General, using 
  Context D
  Sack Pile
  unprotected
  Simple Foodstuffs, size 
  Large, all quantities 
  doubled
  ML3-EW-10: Barricade Southwest
    The improvised western barricade ends here, with a gap 
  filled oddly by a pile of firewood and a stack of treasure.
  Access
  Contents
  Crate, 
  Large
  Container: 
  Barrel or Crate
  Glasses, Metals, and 
  Woods, size Large
  Crate, 
  Small
  Container: 
  Barrel or Crate
  General Supplies, size 
  Medium
  Barrels 
  (3x)
  Container: 
  Barrel or Crate
  Alcohol: General, using 
  Context D
  Sack Pile
  unprotected
  Simple Foodstuffs, size 
  Large
  Cave 
  Floor
  unprotected
  Coin Treasure: Moderate 
  AND 
  Gems: Low, both using 
  Context D
  Treasure 
  Stack
  unprotected
  Weapons: General AND 
  Armor: General, roll 1d4 
  times AND 
  Potions: Moderate, roll 1d4 
  times, all using Context B
  
  357
  Mines L3
  Map 123: Elevators East (ML3-EE)
  One square equals 5 ft.
  
  358
  Mines L3
  ML3-EE: Elevators East
  Overview
  Orderly and proper, the Law-aligned region of this level of 
  the Mines has a fitting entry point and organization for its 
  central storage.
  Theme & Purpose
  A decent means of acquiring loot, this zone is by no means 
  safe.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  ML3-EE-1: Elevator Up
  This leads to “Map 90: Elevators East (ML2-ELE)” on page 
  265.
  ML3-EE-2: Elevator Down
  The party may take this to “Map 145: Elevators East (ML4-
  EEL)” on page 411.
  ML3-EE-3: Railway
    Sturdy and sure, these rails have seen, and yet are ready 
  for, a lot of action.
  ML3-EE-4: Storage Northeast
    Crates and barrels in orderly stacks and rows can be 
  found here among the boulders of the cave floor.
  Access
  Contents
  Crates, 
  Large 
  (2x)
  Container: 
  Barrel or Crate
  Glasses, Metals, and 
  Woods, size Large
  Large 
  Barrels 
  (7x)
  Container: 
  Barrel or Crate
  Alcohol: General, using 
  Context B
  Small 
  Barrels 
  (3x)
  Container: 
  Barrel or Crate
  Fresh water
  ML3-EE-5: Storage Northwest
    An octagonal table sits here, ringed with chairs and 
  empty on top, overlooking both the elevators and the 
  railway.  To the north is a triangle formation of barrels 
  and two large containers.
  Access
  Contents
  Crates, 
  Large 
  (2x)
  Container: 
  Barrel or Crate
  General Supplies, size 
  Large
  Large 
  Barrels 
  (6x)
  Container: 
  Barrel or Crate
  Fresh water
  ML3-EE-6: Sacks Southwest
    You’ve never seen such neat and orderly stacking of 
  sacks, even in a sandbag wall.  
  Access
  Contents
  Sack Pile
  unprotected
  Simple Foodstuffs, size 
  Large, double quantities
  ML3-EE-7: Crates South
    Seven crates lurk to the south of the elevators.
  Access
  Contents
  Crates, 
  Large 
  (7x)
  Container: 
  Barrel or Crate
  Glasses, Metals, and 
  Woods, size Large
  ML3-EE-8: Tables South
    Directly to the south of the elevators is a rectangular 
  table, ringed with chairs and set with a long-rotted meal 
  for three.  To its east is a long table which carries a small 
  arsenal of weaponry.
  Access
  Contents
  Long 
  Table
  unprotected
  Weapons: General, roll 3d6 
  times
  
  359
  Mines L4
  ML3-EE-9: Storage East
    A large cluster of large and small crates sits just to the 
  southeast of the railway curve here.  On top and neary 
  are four treasure chests.
  Access
  Contents
  Crates, 
  Large 
  (3x)
  Container: 
  Barrel or Crate
  Glasses, Metals, and 
  Woods, size Large
  Crates, 
  Small 
  (7x)
  Container: 
  Barrel or Crate
  Textiles: General, size 
  Medium, using Context B
  Chests 
  (4x)
  Locks: Chest, 
  Simple
  Coin Treasure: Moderate, 
  using Context D, halve 
  quantities
  
  360
  Mines L4
  Mondaria Mines: 
  Level 4
  
  361
  Mines L4
  Map 124: Mines Level 4 Overview (ML4-O)
  One square equals 20 ft.
  
  362
  Mines L4
  Level Introduction: Mines Level 4
  Summary
  Perhaps the most distinctive and unique of the Mine levels, 
  Level 4 consists almost entirely of an underground city.
  Entrances and Exits
  Note that the following are typical, even secret, means of 
  entering and exiting the level as it was designed.
  Other, magical means of navigating the level (for example, 
  teleportation spells or those that grant incorporeality) are 
  not discussed and are left to the GM to manage should they 
  be introduced.
  Navigation to Mines Level 3
    There are three Elevators ascending to Level 3, near 
  locations 10, 11, and 12.
    Location 9 leads back up to the tunnels underneath the 
  basement of the Southwest Residence.
    Location 1 leads back up to the Lair found in the 
  previous Mine level.
  Navigation to Mines Level 5
    Locations 10, 11, and 12 have Elevators that descend as 
  well.
    Location 1 has a hole in the floor that leads down.
    Location 9 continues the tunnels underneath the 
  basement of the Southwest Residence, which leads 
  down the spiraling pit.
  Overview
  The Underground City is ruined, destroyed and brought low 
  by all manner of monster.
  To the southwest is a large region containing a massive Lair, 
  the true home of the monster(s) that made temporary home 
  above.
  To the southeast is a continuation of the spiraling descent 
  underneath the Residential District on the surface; 
  however, it hides a secret area to its northwest.
  Atmosphere & Theme
  The Underground City was once a nexus of social activity 
  and commerce in the depths of the Mine.  Dwarf and Elf saw 
  conflict, true, but it was one of the few places where one and 
  the other could rub shoulders without much of a secondary 
  reason to do so.  
  In the wake of the Obelisk’s chaos, however, the ruined city 
  is now a macabre reminder of the degree to which the entire 
  Mine complex has fallen asunder.
  Default Random Encounters
  Some Areas of Interest within this level will describe 
  a certain approach to Random Encounters, either by 
  overriding the timing (e.g., “every 30 minutes), and/or by 
  providing its own localized version of the random encounter 
  table below.
  Absent such an override, roll on the following table of 
  Default Random Encounters for every 5 minutes the party 
  remains in this area.
  Table 18: Mines Level 4Default Random Encounters
  D%
  Event
  Description
  01-20
  No 
  Encounter
  Nothing interesting or specific 
  occurs to deter the party from 
  their overall objectives and 
  exploration.
  21-34
  Trivial 
  Encounter
  Roll once on Monsters: Surface, 
  Trivial.
  35-49
  Light 
  Encounter
  Roll once on Monsters: Surface, 
  Light.
  50-64
  Average 
  Encounter
  Roll once on Monsters: Surface, 
  Average.
  65-81
  Advanced 
  Encounter
  Roll once on Monsters: Surface, 
  Advanced.
  82-89
  Elite 
  Encounter
  Roll once on Monsters: Surface, 
  Elite.
  90-00
  NPC 
  Encounter
  Roll once on the Default NPC 
  Encounter Table below.
  Default NPC Encounters
  Some Areas of Interest within this level will describe a 
  certain approach to NPC Encounters, providing its own 
  localized version of the table below.
  Absent such an override, when in this level, when directed to 
  roll for a random NPC, roll on the following table.  
    Note that if a certain circumstance mandates the 
  presence of an NPC, you may ignore and reroll results of 
  “No Encounter” on the table below. 
   
  The GM is, as in all other aspects of the adventure, to 
  use her common sense regarding use of this table.  You 
  should feel free to ignore or reroll results with which you 
  don’t agree, or simply choose a result yourself to keep 
  with the atmosphere of the adventure as experienced by 
  your gaming group. 
   
  Note, also, that any entry in the list below that has a 
  blank (“-”) next to it for roll results means that that NPC 
  is never normally encountered in this level.
  
  363
  Mines L4
  Table 19: Mines Level 4 Default NPC Encounters
  D%
  Event
  Description
  01-05
  No 
  Encounter
  Despite an initial feeling, the party 
  does not encounter any NPCs at 
  this time.
  06-10
  Common 
  NPC
  Addicted Miners shamble toward 
  the party:
    1d4x 
    2d4x 
    2d6x 
    3d8x
  11-14
  Common 
  NPC
  Afflicted Miners shamble toward 
  the party:
    1d4x 
    2d4x 
    2d6x 
    3d8x
  15
  Common 
  NPC
  A single Bleak Mute lurches within 
  view of the party.
  16-17
  Common 
  NPC
  One Crazed Harbinger stumbles 
  about within view of the party.
  17-19
  Common 
  NPC
  Tainted Miners walk creepily 
  toward the party:
    2d4x 
    2d6x 
    2d8x 
    2d12x
  20-21
  Common 
  NPC
  Miners approach the party 
  suspiciously:
    2d6x 
    2d8x 
    2d10x 
    2d12+4x
  22-23
  Common 
  NPC
  One Mining Taskmaster walks 
  purposefully toward the party.
  24
  Common 
  NPC
  A terrified Munitions Wench is 
  visible, huddled in her rags.
  25
  Common 
  NPC
  You see a Supply Maid in tattered 
  clothes, though you’re not sure she 
  sees you.
  26
  Common 
  NPC
  A horrifying Tainted Taskmaster 
  walks about.
  -
  Common 
  NPC
  Celebrants dance and amble 
  toward the party:
    1d4x 
    2d4x 
    2d6x 
    3d8x
  -
  Common 
  NPC
  Firedancers lithely come toward 
  the party:
    1d4x 
    2d4x 
    2d6x 
    3d8x
  D%
  Event
  Description
  -
  Common 
  NPC
  A Firedancer party approaches 
  the PCs:
    1x Campmaiden, 1d4x 
  Firedancers, 2d4x Celebrants
    1x Hearthstud, 2d4x 
  Firedancers, 2d6x Celebrants
    1x Campmaiden, 1x 
  Hearthstud, 2d6x 
  Firedancers, 2d6x Celebrants
    1x Campmaiden, 1x 
  Hearthstud, 2d8x 
  Firedancers, 2d8x Celebrants
  -
  Common 
  NPC
  A single Campmaiden or 
  Hearthstud approaches the party 
  with a twinkle in their eye.  Use 
  the sex opposite the majority of 
  the PCs’ composition, or randomize 
  if there is a tie.
  27
  Named NPC
  Ambling scholar Brocambe 
  Methurzz.
  28
  Named NPC
  Beastmaster Gabharn.
  29
  Named NPC
  Blacksmith Hamfast Burrbottom.
  30
  Named NPC
  Feastmaster Frobwin Glamfork.
  31
  Named NPC
  Herbalist Innelothe.
  32
  Named NPC
  Illusionist entertainer Raekeldorr.
  33
  Named NPC
  Keeper of Records Skandern 
  Lithutz.
  34
  Named NPC
  Keepmaster Vanarelia Riccards.
  35
  Named NPC
  Loremaster Dalnarok.
  36-37
  Named NPC
  Mercenary dwarf Gordsturll.
  37-38
  Named NPC
  Merenary tiefling Killarth.
  39
  Named NPC
  Railmaster Arranz Trevain.
  40
  Named NPC
  Tinkermaster Skandbard.
  41
  Named NPC
  Warden Imeltrude Legande.
  42-50
  Named NPC
  Brewmaster Glimdarffe Sudsglub.
  51
  Named NPC
  Cartographer Estarel Finequill..
  52
  Named NPC
  Chemist Incebb Gullip..
  53-60
  Named NPC
  Chief engineer Didkeln 
  Clawhammer.
  61-65
  Named NPC
  Coinmaster Lugatoo.
  66-70
  Named NPC
  Dwarven union leader Danalin 
  Foeslash.
  71-75
  Named NPC
  Elven administration leader 
  Maresmir.
  76
  Named NPC
  Engineer Brimdog Firecleave.
  77-82
  Named NPC
  Foreman Belerras.
  83-89
  Named NPC
  Gangboss Dagbrag.
  90
  Named NPC
  Lead designer Estarel Finequill.
  91
  Named NPC
  Mayor Faenadorn.
  92
  Named NPC
  Minemaster Thrennian Lo’quee.
  93
  Named NPC
  A Mystic Seer.
  
  364
  Mines L4
  D%
  Event
  Description
  94
  Named NPC
  Sage Natobbe.
  95
  Named NPC
  Stablehand Friskbik.
  96
  Named NPC
  Stablemaster Semtammi.
  97-00
  Named NPC
  Tribute magister Elawelle.
  Areas of Interest
  ML4-O-1: Pit Up/Down
  Please turn to page 369 for further details.
  ML4-O-2: Ledge
  Page 371 holds more information.
  ML4-O-3: Treasure Hoard
  Please go to page 373 for a complete description.
  ML4-O-4: Rock Wall Boulders
  This range of fallen boulders that shook free during the 
  Obelisk’s awakening forms a “spine” of destruction, 
  bisecting the city laterally.  
  Other than forming a difficult terrain obstacle that one needs 
  to scale, there is no location-specific information about this 
  terrain feature.
  ML4-O-5: Mess Hall
  This destroyed building is described starting on page 376.
  ML4-O-6: Ruined Temple
  This massive complex is explored beginning on page 379.
  ML4-O-7: Elder Tower Husk
  This once-magnificent building and its surrounding area is 
  described on page 392.
  ML4-O-8: Nest
  Turn to page 395 for further details.
  ML4-O-9: Circular Stair Pit
  Page 397 holds more information.
  ML4-O-10: Elevators West
  Please refer to page 399 for further details.
  ML4-O-11: Elevators North
  Turn to page 402 for further details.
  ML4-O-12: Elevators East
  Page 411 commences a full description.
  ML4-O-13: Dreadslimed Miner Barracks
  This macabre structure is described starting with page 414.
  ML4-O-14: Dwarven Union Leader
  Formerly a place of political power, this ruined building can 
  be found described starting on page 414.
  ML4-O-15: Elven Administration Leader
  These buildings are somewhat intact, but inside are rotted 
  and trashed; find more description on page 424.
  ML4-O-16: Administration Building
  A neutral location of leadership for many aspects of the 
  Mines, this building is described starting on page 427.
  
  365
  Mines L4
  Map 125: Ruined City Overview (ML4-RCO)
  One square equals 20 ft.
  
  366
  Mines L4
  ML4-RCO: Ruined City Overview
  Overview
  It’s a busy, complex place to keep track of, but all the more 
  important for being so.
  Theme & Purpose
  A pervading sense of loss, of destruction, and of wonder 
  at what this place must have once looked like, months ago 
  before the Obelisk unleashed its chaos and forces.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  
  Areas of Interest
  ML4-RCO-4: Rock Wall Boulders
  This range of fallen boulders that shook free during the 
  Obelisk’s awakening forms a “spine” of destruction, 
  bisecting the city laterally.  
  Other than forming a difficult terrain obstacle that one needs 
  to scale, there is no location-specific information about this 
  terrain feature.
  ML4-RCO-5: Mess Hall
  This destroyed building is described starting on page 376.
  ML4-RCO-6: Ruined Temple
  This massive complex is explored beginning on page 379.
  ML4-RCO-7: Elder Tower Husk
  This once-magnificent building and its surrounding area is 
  described on page 392.
  ML4-RCO-10: Elevators West
  Please refer to page 399 for further details.
  ML4-RCO-11: Elevators North
  Turn to page 402 for further details.
  ML4-RCO-12: Elevators East
  Page 411 commences a full description.
  ML4-RCO-13: Dreadslimed Miner 
  Barracks
  This macabre structure is described starting with page 414.
  ML4-RCO-14: Dwarven Union Leader
  Formerly a place of political power, this ruined building can 
  be found described starting on page 414.
  ML4-RCO-15: Elven Administration 
  Leader
  These buildings are somewhat intact, but inside are rotted 
  and trashed; find more description on page 424.
  ML4-RCO-16: Administration Building
  A neutral location of leadership for many aspects of the 
  Mines, this building is described starting on page 427.
  
  367
  Mines L4
  Map 126: Pit Ledge Overview (ML4-PIT-O)
  One square equals 5 ft.
  
  368
  Mines L4
  ML4-PIT-O: Pit Ledge Overview
  Overview
  A lair above, a lair below... this ledge area also contains a 
  lair, and treasure too.  It’s easy to miss, however, if you’re 
  simply falling down the hole from above; one must scale 
  intentionally to the landing in Location 1 below in order to 
  disembark, so to speak.
  Theme & Purpose
  Dark, dank, and smelling of monster: this is a natural cavern 
  filled with danger and reward.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll all results of “NPC Encounter”.
  Areas of Interest
  ML4-O-1: Pit Up/Down
  Please turn to page 369 for further details.
  ML4-O-2: Ledge
  Page 371 holds more information.
  ML4-O-3: Treasure Hoard
  Please go to page 373 for a complete description.
  
  369
  Mines L4
  Map 127: Pit Up/Down (ML4-PIT)
  One square equals 5 ft.
  
  370
  Mines L4
  ML4-PIT: Pit Up/Down
  Overview
  This is the entry to, and exit from, the Pit Ledge area.
  Theme & Purpose
  Rocks cast shadows, hinting at the unknown... careful with 
  your step in these parts!
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll any results of “NPC Encounter”.
  Areas of Interest
  ML4-PIT-1: Pit Up and Down
  PCs who are simply falling will miss this level entirely, as the 
  pit goes straight up and down for three levels (one above, 
  this one, and one below).
  Those who are scaling via rope, or descending via a 
  controlled method such as flying, may stop here as they 
  wish.
  Up, this leads to “Map 103: Pit Down (ML3-PD)” on page 
  302.
  Down, this descends on to “Map 164: Ceiling Hole (ML5-
  HOL)” on page 463.
  ML4-PIT-2: Boulder Crescent
    A spill of boulders from the cave ceiling 20’ above you 
  forms a crescent with you at the “mouth”, facing east.  
  The analogy makes you a bit wary.
  ML4-PIT-3: Southwest Webbing
    The rock pillar here reaches all the way, thinly, to the 
  ceiling.
  ML4-PIT-4: Northeast Webbing
    Another rock pillar; this one reaches 15’ to the ceiling 
  with a massive spiderweb connecting it to the northern 
  cavewall.
  ML4-PIT-5: Path East
    Something or someone has worn a path eastward.
  This leads to “Map 128: Ledge (ML4-LED)” on page 371.
    If the party heads eastward without investigating 
  Locations 3 and 4, roll on the 
    Random Encounters 
  table for each of these unvisited locations.  Reroll 
  each until it results in a monster encounter; place the 
  resulting critter(s) in the location for which you rolled.  
  This means that if the PCs investigated neither location, 
  they will have two monster encounters approaching from 
  behind!
  
  371
  Mines L4
  Map 128: Ledge (ML4-LED)
  One square equals 5 ft.
  
  372
  Mines L4
  ML4-LED: Ledge
  Overview
  A naturally-occuring, large alcove off of the path to the 
  south, this region is a good hiding home for all manner of 
  lesser creatures seeking the unwanted discards of their 
  master’s feasting.
  Theme & Purpose
  Ideally, the PCs venture into this region, slay the monsters 
  found, and pat themselves on the back for a job well done, 
  ignoring the true danger in the cavern below them.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll any “NPC Encounter” results.
  Areas of Interest
  ML4-LED-1: Southwest Approach
    Small boulders and rocks litter the ground irregularly all 
  about the earthen cave floor here.  A path has been worn 
  from the south, arcing around in a semicircle back down 
  to the south to your east.  You hear a scuttling in the dark 
  distance ahead.
    As the PCs approach from here, roll on the 
    Monsters: 
  Mines, Light table, placing the result in Location 3.  
  Then, roll on the 
    Monsters: Mines, Average table, 
  and put the ensuing creature(s) in Location 4.
  ML4-LED-2: Rock Pillar South
    An enormous stalagmite reaches 25’ to the ceiling above 
  you here.  About its base is a realm of darkened boulders 
  and rockspill.
  ML4-LED-3: Rock Pillar Northwest
    This rock pillar reaches up thinly, topping off 5’ shy of 
  the 20’ cave ceiling.
  ML4-LED-4: Webbed Rock Pillar
    Cobwebs and spiderwebs blanket the eastern side of this 
  stalagmite, which reaches 10’ up toward the ceiling.
  ML4-LED-5: Southeast Approach
    The worn path in the cave floor leads to the south, and 
  eastward, from this area.
  If the PCs somehow enter the Ledge region from this side 
  instead of from Location 1, perform the same “setting up the 
  monsters” activity as you would have done in Location 1 as 
  the party approaches from here.
  
  373
  Mines L4
  Map 129: Treasure Hoard (ML4-TRH)
  One square equals 5 ft.
  
  374
  Mines L4
  ML4-TRH: Treasure Hoard
  Overview
  Between the lair-like areas on the mine levels above and 
  below this ledge, the most threatening denizens of this zone 
  have mainly left this alternate cozy resting place alone.
  Theme & Purpose
  This should look and feel like the abandoned hoard and lair 
  of a monster long slain.  The party may very well feel as 
  though they have vanquished a major encounter, even though 
  the true challenge lies in wait beneath them!
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll any “NPC Encounter” results.
  Areas of Interest
  ML4-TRH-1: Approach
    It’s calm, and quiet, here.  You detect no scuttling, no 
  beat of wings: nothing stirs, here.  There’s a trickle 
  of water, somewhere, elsewhere in the caverns, but it 
  sounds far away, as though miles from here.  The air is 
  warm, but not humid; it’s quite comfortable.
  ML4-TRH-2: Treasure West
    The earthen cave floor is littered with a sparse coating 
  of coins, taken from all regions and geographies of the 
  Realm.  Three treasure chests sit against the base of a 
  huge rock pillar which reaches 25’ to the ceiling.  A few 
  pieces of pottery and a bundle of clothing complete the 
  hoard.
  Access
  Contents
  Cave 
  Floor
  unprotected
  Coin Treasure: Moderate, 
  using Context D
  Chests 
  (3x)
  Locks: Chest, 
  Simple
  Potions: Moderate AND  
  Weapons: General, using 
  Context D
  Clothing 
  Pile
  unprotected
  Clothing: General, using 
  Context C AND 
  Armor: Light
  ML4-TRH-3: Treasure Southwest
    A big pile of loot sits here, unprotected and amidst only 
  a scattering of gems and coins.  A second, smaller pile 
  of treasure sits ot the northeast, in roughly the center of 
  this huge chamber.
  Access
  Contents
  Cave Floor
  unprotected
  Coin Treasure: Moderate, 
  using Context D, halve 
  quantities AND 
  Gems: Low, using Context D
  Treasure 
  Pile 
  Southwest
  unprotected
  Potions: Moderate, roll 2d4 
  times AND  
  Weapons: General, roll 1d4 
  times AND 
  Armor: General, roll 1d4 
  times
  Treasure 
  Pile 
  Northeast
  unprotected
  Clothing: General, using 
  Context C AND 
  Armor: Light AND 
  Weapons: Ranged
  ML4-TRH-4: Treasure Southeast
    An open chest and several bags sit amongst a scattering 
  of uncut and nicked gemstones.  
  Access
  Contents
  Cave 
  Floor
  unprotected
  Coin Treasure: Moderate AND 
  Gems: Low, both using Context B
  ML4-TRH-5: Treasure West
    A small pile of treasure sits south of two treasure chests, 
  at the base of a stalagmite that reaches nearly to the 
  ceiling 25’ above you.
  Access
  Contents
  Cave 
  Floor
  unprotected
  Textiles: General, using 
  Context C AND 
  Weapons: General AND 
  Armor: Shields, using 
  Context C
  
  375
  Mines L4
  Access
  Contents
  Chests 
  (2x)
  Locks: Chest, 
  Simple AND 
  Traps: General, 
  using Context 
  D
  Potions: Moderate AND  
  Gems: Medium-Quality, 
  using Context D AND 
  Weapons: General, using 
  Context C
  ML4-TRH-6: Treasure Northeast
    A massive pile of coins and gems sits to the east of a huge 
  boulder pile and the rock pillar.  An open treasure chest 
  sits to the northwest; coins and gems from it have spilled 
  everywhere about the floor here.
  Access
  Contents
  Cave 
  Floor
  unprotected
  Coin Treasure: Moderate, 
  using Context D, halve 
  quantities AND 
  Gems: Low, using Context B
  Treasure 
  Pile
  unprotected
  Coin Treasure: Moderate, 
  size Large AND 
  Gems: Semi-Precious, both 
  using Context B
  
  376
  Mines L4
  Map 130: Mess Hall (ML4-MSH)
  One square equals 5 ft.
  
  377
  Mines L4
  ML4-MSH: Mess Hall
  Overview
  This was used as a dining hall for all manner of miners, 
  though in truth it was most frequented by the rank-and-file 
  dwarven crew.
  Theme & Purpose
  Once a place of camraderie, this this ruined establishment is 
  a thorough reminder of how much the city has fallen.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  NPCs of Note
  There’s a 
    60% Brewmaster may be found here.
  Areas of Interest
  ML4-MSH-1: Entrance
    Masonry from a fallen arch indicates that this western 
  wall used to be an entrance.
  ML4-MSH-2: Barricade
    A makeshift barricade has been assembled here from 
  all manner of food sack, debris, and trash.  From the 
  carnage you see to the east inside, however, these 
  defenses appeared to be insufficient.
  Searching the food bags yields some unspoiled wares:
  Access
  Contents
  Food Bags
  unprotected
  Simple Foodstuffs, size Large
  ML4-MSH-3: Mess Hall West
    Once a dining area for all manner of staff, this large 
  room’s furniture has been destroyed.  Bodies, dwarven, 
  litter the slave floor, as does their blood.
  Access
  Contents
  Dwarven 
  Corpses (3x)
  unprotected
  Armor: Light AND 
  Weapons: Simple
  ML4-MSH-4: Kitchen West
    Smokestacks reach up from this destroyed hut.  Bodies, 
  dead months, have been stacked here, perhaps to stall 
  the impact of decay.  Their belongings have been stripped 
  from them, presumably to aid others still alive and 
  defending.
  ML4-MSH-5: Pantry West
    The scent of food still lingers here, despite the presence 
  of a pile of monster skulls on the floor.  Perhaps the 
  defenders took tropies and kept them here as a prize?
  ML4-MSH-6: Kitchen East
    A second kitchen area also holds bodies.  One of these is 
  fresher in rot than the others, and yet has possessions.
  Access
  Contents
  Half-Elf 
  Corpse
  unprotected
  Armor: Light AND 
  Weapons: Martial Ranged AND 
  Weapons: Light
  ML4-MSH-7: Pantry East
    A second pantry contains a great deal of rubble and 
  debris.  You see a small chest in the northwest, and the 
  glint of coin buried amidst the trash.
  Access
  Contents
  Cave 
  Floor
  unprotected
  Coin Treasure: Moderate, 
  using Context D, halve 
  quantities
  Chest
  Locks: Chest, 
  Simple, using 
  Context C
  Potions: Moderate, using 
  Context B AND 
  Writing Supplies
  ML4-MSH-8: Mess Hall East
    Smashed furniture and debris litters the floor here.  In 
  the northeast are a few sacks; just south of the pantry is 
  a gnomish corpse.
  Access
  Contents
  Sacks (2x)
  unprotected
  Simple Foodstuffs
  
  378
  Mines L4
  Access
  Contents
  Gnome 
  Corpse
  unprotected
  Clothing: General AND 
  Weapons: Simple, both 
  using Context D
  ML4-MSH-9: Officer’s Mess
    Although smashed like everything else, the furniture 
  here appears to have been a bit higher-quality than its 
  western neighbors.  A dead elf lies on the floor next to a 
  scattering of coins, a pile of treasure, a chest, and three 
  barrels, two of which are empty.
  Access
  Contents
  Cave 
  Floor
  unprotected
  Coin Treasure: Moderate AND 
  Gems: Low AND 
  Weapons: Light AND 
  Armor: Light
  Barrel
  Container: 
  Barrel or 
  Crate
  Alcohol: General, using Context 
  C
  Elf 
  Corpse
  unprotected
  Armor: Light AND 
  Weapons: Martial 1H, both 
  using Context C AND
    The body contains a letter: 
  roll on the 
    Plot Discover-
  ies table.
  ML4-MSH-10: Debris Corner
    You hear the scuttling of rats from somewhere 
  underneath the trash and fallen wall in this corner, but 
  you see nothing.
  ML4-MSH-11: Alley
    This alley between the two ruined buildings is largely 
  clear of rocks, but has been webbed over by giant spiders 
  in the past months.
  
  379
  Mines L4
  Map 131: Ruined Temple Overview (ML4-RNT-O)
  One square equals 5 ft.
  
  380
  Mines L4
  ML4-RNT-O: Ruined Temple Overview
  Overview
  The center of the Underground City was a massive, 
  polytheistic temple reserved for all who wished to worship.  
  Few of the rank-and-file possessed true belief; in practice, 
  this was a ceremonial central location in which to collect 
  Tribute.
  Theme & Purpose
  It’s important to remember that the PCs may explore the 
  Underground City in a nearly endless variety of paths.  As 
  a result, they may get to the Temple via any of its outskirt 
  regions.
  The first time they enter this area, they should feel a sense 
  of serene calm, of peace... but with a cliched undercurrent of 
  being too quiet.  The absence of sound should be a warning, 
  not a prompt to relax.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Roll twice as often as normal.
  NPCs of Note
  Given that the 
    Temple was a place of collecting Tribute, 
  the 
    Tribute Magister is often times (
    40%) seen 
  here.
  Areas of Interest
  ML4-RNT-O-1: Ruined Temple Northeast
  Please turn to page 381 for further details.
  ML4-RNT-O-2: Ruined Temple Southeast
  This quadrant is described starting on page 383.
  ML4-RNT-O-3: Ruined Temple 
  Southwest
  Page 385 commences details of this area.
  ML4-RNT-O-4: Ruined Temple 
  Northwest
  Refer to page 387 for more information.
  ML4-RNT-O-5: Center Temple
  Please refer to page 389 for more details.
  
  381
  Mines L4
  Map 132: Ruined Temple Northeast (ML4-RNT-NE)
  One square equals 5 ft.
  
  382
  Mines L4
  ML4-RNT-NE: Ruined Temple Northeast
  Overview
  Most of the outer areas surrounding the Temple center are 
  ceremonial entrances or paths to connect the Temple proper 
  to other areas. 
  Theme & Purpose
  Depending on how the PCs choose to explore the 
  Underground City, this may be their entry point, or their 
  final area of exploration.  
  The first time they enter this area, they should feel a sense 
  of serene calm, of peace... but with a cliched undercurrent of 
  being too quiet.  The absence of sound should be a warning, 
  not a prompt to relax.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Roll twice as often as normal.
  NPCs of Note
  Given that the 
    Temple was a place of collecting Tribute, 
  the 
    Tribute Magister is often times (
    40%) seen 
  here.
  Areas of Interest
  ML4-RNT-NE-1: Fallen Entrance Arch
    This fallen rock archway led north.  A well-worn path 
  can be found beneath the rock and debris that leads 
  southward.
  ML4-RNT-NE-2: Sackpile
    Sacks are spewed everywhere in this region.  It looks as 
  though a large stack of foodsacks was toppled amidst a 
  great deal of fighting.  To the south are two small crates.
  Access
  Contents
  Sacks
  unprotected
  Simple Foodstuffs, size 
  Large
  Crates, 
  Small (2x)
  Container: Barrel 
  or Crate
  General Supplies, size 
  Medium
  ML4-RNT-NE-3: Debris North
    This alcove contains a huge spiderweb overhanging a 
  large mound of trash and destroyed wall.  A single large 
  crate rests against the north wall.
  Access
  Contents
  Crates, 
  Large (2x)
  Container: Barrel 
  or Crate
  Textiles, General, using 
  Context C, size Large
  ML4-RNT-NE-4: Northeast Corner
    A massive monster corpse rests here amidst the stones 
  and fallen walls.
  Access
  Contents
  Monster Corpse
  unprotected
  Gems: Semi-Precious
  ML4-RNT-NE-5: Rock Pillar Bodies
    A narrow stalagmite reaches 20’ high here, well short of 
  the 35’ high ceiling above you.  Two bodies rest amidst a 
  trail of blood that leads southeast.
  Access
  Contents
  Half-Elf 
  Corpse
  unprotected
  Armor: General AND 
  Weapons: General AND 
  Potions: Moderate
  Elf 
  Corpse
  unprotected
  Armor: Light, using Context C 
  AND 
  Weapons: Light
  
  383
  Mines L4
  Map 133: Ruined Temple Southeast (ML4-RNT-SE)
  One square equals 5 ft.
  
  384
  Mines L4
  ML4-RNT-SE: Ruined Temple Southeast
  Overview
  Most of the outer areas surrounding the Temple center are 
  ceremonial entrances or paths to connect the Temple proper 
  to other areas. 
  Theme & Purpose
  Depending on how the PCs choose to explore the 
  Underground City, this may be their entry point, or their 
  final area of exploration.  
  The first time they enter this area, they should feel a sense 
  of serene calm, of peace... but with a cliched undercurrent of 
  being too quiet.  The absence of sound should be a warning, 
  not a prompt to relax.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Roll twice as often as normal.
  NPCs of Note
  Given that the 
    Temple was a place of collecting Tribute, 
  the 
    Tribute Magister is often times (
    40%) seen 
  here.
  Areas of Interest
  ML4-RNT-SE-1: Fallen Tower
    This tower reaches 20’ tall; however, much of its height 
  is destroyed.  Among the rubble inside you find a 
  treasure chest and some odd bits of ceremonial pottery.
  Access
  Contents
  Chest
  Locks: Chest, 
  Strongbox
  Writing Supplies AND 
  Gems: Semi-Precious, 
  using Context C
  ML4-RNT-SE-2: Fallen Entry Arch
    The thick fringe of well-masoned stones, and the well-
  worn path that leads southeast, indicates that this 
  archway used to be a major point of entry to the Temple 
  area.
  ML4-RNT-SE-3: Debris Pile
    Amidst a huge mound of destroyed wall and lumber, 
  you find some ceremonial urns and pottery, as well as a 
  weeks-dead elven noble.
  Access
  Contents
  Urns
  unprotected
  Coin Treasure: Moderate, using 
  Context D, halve quantities
  Access
  Contents
  Elf 
  Corpse
  unprotected
  Armor: Light AND 
  Weapons: Martial 1H AND 
  Weapons: Martial Ranged AND 
  Potions: Moderate, all using 
  Context C
  ML4-RNT-SE-4: Corpses
    Three half-elf corpses lay here amidst a trail of blood 
  that leads south and then northeast.  To the north, next 
  to ceremonial pottery, is a duet of crates.
  Access
  Contents
  Half-Elf 
  Corpses
  unprotected
  Armor: General AND 
  Weapons: Light AND 
  Armor: Shields
  Crate, 
  Large
  Container: 
  Barrel or 
  Crate
  Rations & Prepared Food, size 
  Large
  Crate, 
  Small
  Container: 
  Barrel or 
  Crate
  Clothing: General, using 
  Context C, size Medium
  
  385
  Mines L4
  Map 134: Ruined Temple Southwest (ML4-RNT-SW)
  One square equals 5 ft.
  
  386
  Mines L4
  ML4-RNT-SW: Ruined Temple Southwest
  Overview
  Most of the outer areas surrounding the Temple center are 
  ceremonial entrances or paths to connect the Temple proper 
  to other areas. 
  Theme & Purpose
  Depending on how the PCs choose to explore the 
  Underground City, this may be their entry point, or their 
  final area of exploration.  
  The first time they enter this area, they should feel a sense 
  of serene calm, of peace... but with a cliched undercurrent of 
  being too quiet.  The absence of sound should be a warning, 
  not a prompt to relax.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Roll twice as often as normal.
  NPCs of Note
  Given that the 
    Temple was a place of collecting Tribute, 
  the 
    Tribute Magister is often times (
    40%) seen 
  here.
  Areas of Interest
  ML4-RNT-SW-1: Destroyed Tower
    At the southern foot of an utterly destroyed tower is a 
  trio of corpses and small crate.
  Access
  Contents
  Elf 
  Corpse 
  (3x)
  unprotected
  Armor: Medium AND 
  Weapons: Martial 2H
  Crate, 
  Small
  Container: 
  Barrel or 
  Crate
  Rations & Prepared Food, using 
  Context C, size Large
  ML4-RNT-SW-2: Webbed Debris
    Much of the structure of the tower to the northeast 
  seems to have fallen here during its destruction.  Most of 
  it has been webbed over by giant spiders. 
    Searching the rubble will take a bit of time; automatically 
  roll on the 
    Random Encounter table and ignore 
  “NPC Encounter” results.
  Access
  Contents
  Debris
  unprotected
  Gems: Low, using Context D, 
  halve quantities
  ML4-RNT-SW-3: Huge Web Corner
    This corner consists of a huge pile of fallen masonry, 
  covered entirely by a massive spiderweb.  To the east is a 
  trio of barrels and a corpse.
    Searching the rubble will take a bit of time; automatically 
  roll on the 
    Random Encounter table and ignore 
  “NPC Encounter” results.
  Access
  Contents
  Debris
  unprotected
  Weapons: Simple, using Context 
  D
  Dwarf 
  Corpse
  unprotected
  Armor: Heavy AND 
  Weapons: Martial 2H
  ML4-RNT-SW-4: Fallen Barrels
    Six large barrels appear to have toppled from a 
  previously well-organized arrangement; to the south, 
  two empty barrels remain.  Amidst shattered pottery is a 
  human body, not but a few days perished.
  Access
  Contents
  Human 
  Corpse
  unprotected
  Armor: Medium AND 
  Weapons: Ranged
  Barrels 
  (6x)
  Container: Barrel 
  or Crate
  Alcohol: General, using 
  Context B, size Large
  ML4-RNT-SW-5: Rock Pillar
    This big stalagmite nearly reaches the ceiling 30’ above 
  you.  At its base is a big assortment of trash, a skeleton, 
  and an elven corpse several weeks dead.
  Access
  Contents
  Elf 
  Corpse
  unprotected
  Armor: General AND 
  Weapons: General, both using 
  Context C
  
  387
  Mines L4
  Map 135: Ruined Temple Northwest (ML4-RNT-NW)
  One square equals 5 ft.
  
  388
  Mines L4
  ML4-RNT-NW: Ruined Temple Northwest
  Overview
  Most of the outer areas surrounding the Temple center are 
  ceremonial entrances or paths to connect the Temple proper 
  to other areas. 
  Theme & Purpose
  Depending on how the PCs choose to explore the 
  Underground City, this may be their entry point, or their 
  final area of exploration.  
  The first time they enter this area, they should feel a sense 
  of serene calm, of peace... but with a cliched undercurrent of 
  being too quiet.  The absence of sound should be a warning, 
  not a prompt to relax.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Roll twice as often as normal.
  NPCs of Note
  Given that the 
    Temple was a place of collecting Tribute, 
  the 
    Tribute Magister is often times (
    40%) seen 
  here.
  Areas of Interest
  ML4-RNT-NW-1: Battle Massacre
    The middle of this region appears to have been the site of 
  a major conflict.  A large monster corpse dominates the 
  scene; amidst it is an array of bodies several weeks dead.
  Access
  Contents
  Halfing 
  Corpse
  unprotected
  Armor: Light AND 
  Weapons: Light AND 
  Armor: Shields
  Dwarf 
  Corpses 
  (2x)
  unprotected
  Armor: Heavy AND 
  Weapons: Martial 1H AND 
  Armor: Shields
  Elf 
  Corpse
  unprotected
  Armor: Medium AND 
  Weapons: Martial Ranged
  ML4-RNT-NW-2: Pottery
    Ceremonial pottery seems to have been stashed here; 
  perhaps the battle to the west was to guard it, as the 
  urns are untouched amidst the otherwise rampant 
  destruction.
  Access
  Contents
  Urns 
  (4x)
  unprotected
  Gems: Semi-Precious, using 
  Context B
  ML4-RNT-NW-3: Fall Entry Arch
    These beautiful, carved stones indicate a major point of 
  entry for the outskirts of the ruined temple.
  
  389
  Mines L4
  Map 136: Ruined Temple: Center Temple (ML4-RNT-C)
  One square equals 5 ft.
  
  390
  Mines L4
  ML4-RNT-C: Ruined Temple Center
  Overview
  Most of the outer areas surrounding the Temple center are 
  ceremonial entrances or paths to connect the Temple proper 
  to other areas. 
  Theme & Purpose
  Depending on how the PCs choose to explore the 
  Underground City, this may be their entry point, or their 
  final area of exploration.  
  The first time they enter this area, they should feel a sense 
  of serene calm, of peace... but with a cliched undercurrent of 
  being too quiet.  The absence of sound should be a warning, 
  not a prompt to relax.
  Random Encounters
  Do not roll for Random Encounters while the PCs are in the 
  temple center.  Instead, use the Defend the Temple Quest 
  below.
  NPCs of Note
  Given that the 
    Temple was a place of collecting Tribute, 
  the 
    Tribute Magister is often times (
    40%) seen 
  here.
  Areas of Interest
  ML4-RNT-C-1: Entryway
    Destroyed timbers, singed masonry, and blood partially 
  obstruct the western entrance to the temple center.  
  Heaps of skulls, a mixture of races and monsters and 
  sizes, are piled about the path.  Skeletons, bits of bone, 
  and a recently-slain elf warrior lying in a pool of days-
  old blood complete the macabre visage.
  Access
  Contents
  Elf 
  Corpse
  unprotected
  Armor: Light AND 
  Weapons: Martial Ranged AND 
  Weapons: Martial 2H AND 
  Potions: Moderate, all using 
  Context C
  ML4-RNT-C-2: Destroyed Tower
    This was once a tall tower, now laid low by what looks 
  like a mixture of fire and acid.
  ML4-RNT-C-3: Southeast Carnage
    Another elf warrior lays here, not but a few days slain.  
  More skeletons of older-dead elves lay nearby, along with 
  piles of monster skulls.
  Access
  Contents
  Elf 
  Corpse
  unprotected
  Armor: Light AND 
  Weapons: Martial Ranged AND 
  Weapons: Martial 2H, all using 
  Context C
  ML4-RNT-C-4: Webbed Debris
    This corner contains a pile of fallen masonry, webbed 
  over from giant spiders months ago.  You see glass vials 
  and sealed tubes laying among the trash.
  Access
  Contents
  Debris
  unprotected
  Potions: Moderate, using 
  Context C, size Large
  ML4-RNT-C-5: Bonepile
    An elven warrior lies slain to the east of a large pile 
  of bones.  They appear to mostly be from destroyed 
  monsters.
  Access
  Contents
  Elf 
  Corpse
  unprotected
  Armor: Medium AND 
  Weapons: Martial 2H AND 
  Potions: Moderate, all using 
  Context C
  ML4-RNT-C-6: Center Temple
    This highly ceremonial stone dais has been largely 
  untouched by the destruction that afflicts all other 
  aspects of this region.  As you set foot on the hallowed 
  steps, the scuttle of claws from the west disturbs the 
  serenity.
    Quest Defend the Temple
    Summary: Survive escalating waves of monster attack.
  
  391
  Mines L4
    Rewards:  
    3 Reward Stars.
    Locations: Ruined Temple Center.
    Key NPCs: None.
    Kickoff: One or more PCs steps in the temple center.
    Description:
  A few rounds after the PCs enter the temple center proper, 
  roll on the 
    Monsters: Mines, Average FlexContent 
  table.  Place the result as approaching from the west.
  Five rounds after that, roll on the 
    Monsters: Mines, 
  Advanced FlexContent table, with similar placement.
  Finally, five rounds following the second wave, roll on the 
    
  Monsters: Mines, Elite FlexContent table, with the same 
  placement.  
  In between waves of assault, the PCs should be encouraged 
  to scavenge supplies from the three corners of the temple, 
  each of which contains useful supplies.
    Surviving all three waves of attack grants all party 
  members 
    3 Reward Stars.
    Defend the Temple (Survive): 
   Law +3
  Merely by surviving the attacks produces a Catalyst Impact 
  of 
   Law +3.
  
  392
  Mines L4
  Map 137: Elder Tower Husk (ML4-ETH)
  One square equals 5 ft.
  
  393
  Mines L4
  ML4-ETH: Elder Tower Husk
  Overview
  The Elder Tower was once the loftiest spire in the 
  Underground City.  The area surrounding it was used for 
  many purposes, but was primarily a social center.
  Theme & Purpose
  The sense of loss, of destruction, and of ruins should persist 
  here; that such a huge building has been razed should 
  resonate with most characters.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  ML4-ETH-1: Pathways
    Rubble lies strewn everywhere.  Much of it is masonry 
  and wood; occasionally you see shattered glass from 
  windows as well.  Debris and fallen buildings make the 
  well-worn social paths carved into the earthen cave floor 
  pointless.
  ML4-ETH-2: Northeast Tower
    Most of the walls of this circular tower have been 
  reduced to rubble.  Within, someone has stashed a fair 
  amount of treasure.
  Access
  Contents
  Treasure 
  Pile
  unprotected
  Coin Treasure: Moderate AND 
  Gems: Semi-Precious AND  
  Weapons: General, all using 
  Context B
  ML4-ETH-3: Desecrated Shrine
    This shrine has been desecrated; feces from all ilk of 
  creature have been smeared and dropped upon it.  Carven 
  reliefs of the deity it served have been smashed, dulled, 
  or filed off, so that it’s impossible to even tell which god 
  was worshipped here.
  This shrine suffers from a Desecration Aura:
    Desecration Aura
  Non-Evil creatures within 10’ of a desecrated shrine in the 
  Mines must pass a 
    Constitution check at the following 
  DCs, or suffer the Frightened effect (-2 penalty on all attack 
  rolls, saving throws, skill checks, and ability checks) for an 
  hour.
  Leaving the affected area does not remove the effect of a 
  failed save, and creatures must make a new check each 
  time they approach the affected area, regardless of previous 
  successes or failures.
    DC 12 
    DC 15 
    DC 18 
    DC 22
  Hidden beneath a piece of stone that moves freely once 
  examined is a stash of wealth:
  Access
  Contents
  Shrine 
  Stash
  unprotected
  Gems: Medium-Quality, using 
  Context B
  ML4-ETH-4: Southeast Passage
    This well-worn path arcs from southwest to northeast.  
  Occasional fallen boulders and rockspill dots the ground.
  ML4-ETH-5: Fallen Archway
    Ornate stones have crumbled and been smashed here, 
  marking what must have been a previously beautiful 
  crossing point between the western and eastern regions 
  around this wall.
  ML4-ETH-6: Northern Commons
    This expansive area appears to have been a place of 
  frequent usage by the population of the city.  The ridge 
  of fallen boulders arcs around to the north, and to the 
  southwest is an absolutely massive, floor-to-ceiling rock 
  pillar that stretches high to the 35’ tall cavetop above.
    Upon entering this area for the first time, roll on the 
    
  Random Encounter table and ignore “NPC Encounter” 
  results.  Any monsters that ensue should be placed as 
  approaching from Location 9 to the southwest.  This 
  effect applies regardless of whether Locations 9 and/or 
  10 have already been explored by the party.
  
  394
  Mines L4
  ML4-ETH-7: Northwest Repository
    This building is so damaged and overgrown with moss 
  and algae that you can’t tell its original purpose before 
  the ruination.  It might have been a place of communal 
  storage, or it may have been a shop.  Regardless, the 
  debris strewn everywhere occupies much of the space 
  inside; there is a small stash of supplies just inside the 
  northern entry point.
  Access
  Contents
  Treasure 
  Pile
  unprotected
  Weapons: Light AND 
  Armor: Light AND 
  Armor: Shields AND 
  Gems: Low, using Context D
  ML4-ETH-8: Ruined Tower
    This tower must have been quite tall, to have generated 
  so much debris in the surrounding area.  Inside is a pile 
  of coins and clothing.
  Access
  Contents
  Treasure 
  Pile
  unprotected
  Coin Treasure: Moderate, 
  using Context B AND 
  Clothing: General, using 
  Context B
  ML4-ETH-9: Southwest Commons
    Several boulders have fallen from the ceiling during some 
  seismic disruption; they speckle the landscape across this 
  vast region.  To the north is the spine of fallen rock; to 
  the south is a mostly-intact but heavily-damaged wall.
    Upon entering this area for the first time, roll on the 
    
  Random Encounter table and ignore “NPC Encounter” 
  results.  Any monsters that ensue should be placed as 
  approaching from Location 6 to the northeast.  This 
  effect applies regardless of whether Locations 6 and/or 
  10 have already been explored by the party.
  ML4-ETH-10: Elder Tower
    To the east of this area is the fallen Elder Tower: it must 
  have risen nearly to the top of the cave ceiling, such is 
  the girth of its base.  Inside is a treasure chest, alone 
  atop the patterned slate floor.
  Access
  Contents
  Chest
  Locks: Chest, 
  Strongbox AND 
  Traps: General, using 
  Context C
  Potions: Moderate AND 
  Weapons: Exotic, both 
  using Context C
  
  395
  Mines L4
  Map 138: Nest (ML4-NST)
  One square equals 5 ft.
  
  396
  Mines L4
  ML4-NST: Nest
  Overview
  This hidden area is a naturally-made offshoot of the pitlike 
  spiral to the east.  Over the years, it’s been home to all 
  manner of cave-dwelling critter.
  Theme & Purpose
  Although this nest is home to quite a challenging array of 
  critters, the reward (other than experience!) is likely to 
  disappoint treasure-seeking PCs.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Roll twice as often as normal, and reroll any results 
  of “NPC Encounter”.
  Lair
    As the party enters this area, roll on the 
    Monsters: 
  Mines, Advanced FlexContent table to determine the 
  monster(s) to which this nest is home currently.  Place 
  the ensuing beasties in Location 4.
    Next, roll twice on the 
    Monsters: Mines, Average 
  FlexContent table; place the results in Locations 2 and 
  3.
  Areas of Interest
  ML4-NST-1: Entry
    You make your way past the dirt-clogged entry wall.  
  Inside is a vast chamber, cool and clammy and smelling 
  of moist earth, like the underside of a newly-exposed 
  rock.  You hear scuttling and clacking from the north and 
  west.
  ML4-NST-2: Southwest Alcove
    This cozy corner is littered with animal detritus. To the 
  southeast is a 20’ tall rock pillar that connects floor to 
  ceiling; spiderwebs connect it to the cave wall to the 
  south and boulders are piled about its base.
  ML4-NST-3: Northwest Alcove
    In the shadow of a floor-to-ceiling stalagmite that 
  reaches 20’ above you is a natural alcove that appears to 
  be home to some manner of beast.
  ML4-NST-4: Northeast Lair
    Rocks of all manner and size dot the earthen floor here.
  Despite the presence of the creature(s) identified at the start 
  of exploring this region, there is no treasure to be found 
  here.
  
  397
  Mines L4
  Map 139: Circular Stair Pit (ML4-CSP)
  One square equals 5 ft.
  
  398
  Mines L4
  ML4-CSP: Circular Stair Pit
  Overview
  [...]
  Theme & Purpose
  [...]
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  ML4-CSP-1: Crawlspace Up
  This leads to “Map 120: Circular Stair Pit (ML3-CSP)” on 
  page 349.
  ML4-CSP-2: Secret Wall
  Only read the italicized text below if the secret is discovered.
    Some of the mushrooms against the wall here appear 
  trodden upon; unusual with such a wide path to the south.  
  Pressing and prodding, you discover the earthen wall to 
  be loosely-packed clumps of dung and dirt, easily removed 
  even if it is a bit disgusting to do so.  You swiftly reveal a 
  wide passage to the west.
  Access
  Secret Wall
  Locks: Door, Secret, using Context B, 
  Perception only
  ML4-CSP-3: Southwest Path
    The air that blows up from the pit to your north is 
  warm, more humid than it has been until this point.  You 
  hear faint noises from below, which could be whispers, 
  screams, the scrape of claws and feet across rock, or 
  maybe it’s just the sound of water rushing along.
  ML4-CSP-4: Southeast Path
    If the party has reached this point without a random 
  encounter, trigger one now: roll on the 
    Random 
  Encounter table and ignore “NPC Encounter” results.  
  Place any resulting monsters as approaching from 
  Location 5 to the north.
  ML4-CSP-5: Crawlspace Down
  This heads down to “Map 164: Ceiling Hole (ML5-HOL)” on 
  page 463.
  
  399
  Mines L4
  Map 140: Elevators West (ML4-EWC)
  One square equals 5 ft.
  
  400
  Mines L4
  ML4-EWC: Elevators West
  Overview
  The southwest corner of the Underground City holds one of 
  the three entry/exit points of the complex, as well as a great 
  deal of treasure potential.
  Theme & Purpose
  Some areas of the City are so damaged, their original 
  purpose is unclear: this entire region is such a location.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  ML4-EWC-1: Elevator Down
  This leads to “Map 160: Elevators West (ML5-EWC)” on 
  page 452.
  ML4-EWC-2: Elevator Up
  Take this to head to “Map 122: Elevators West (ML3-EW)” 
  on page 354.
  ML4-EWC-3: Elevator Storage
    Between the two elevator mechanisms is a line of crates; 
  a sack pile lays to the north and on top of a southern 
  crate is a treasure chest.
  Access
  Contents
  Crates, 
  Large 
  (2x)
  Container: Barrel or 
  Crate
  General Supplies, size 
  Large
  Crates, 
  Small 
  (3x)
  Container: Barrel or 
  Crate
  Glasses, Metals, and 
  Woods, size Medium
  Sack 
  Pile
  unprotected
  Rations & Prepared 
  Food, size Medium
  Chest
  Locks: Chest, Simple
  Armor: Heavy
  ML4-EWC-4: Northeast Passage
    A well-worn path leads to the northeast.
  ML4-EWC-5: Southeast Passage
    A corpse lies, not but a few days slain, in a wide spatter 
  of blood that leads westward.
  Access
  Contents
  Dwarf 
  Corpse
  unprotected
  Armor: Light AND 
  Weapons: Simple
  ML4-EWC-6: Ruined Tower
    This tower was expansive in size.  Inside, on the 
  cobblestone floor, is a dead half-elf, surrounded by blood, 
  coins, and treasure.
  Access
  Contents
  Half-Elf 
  Corpse
  unprotected
  Armor: Light AND 
  Weapons: Ranged
  Sacks 
  (2x)
  unprotected
  Simple Foodstuffs, 
  size Medium
  Chest
  Locks: Chest, 
  Strongbox, using 
  Context B
  Rations & Prepared 
  Food AND 
  Potions: Moderate
  ML4-EWC-7: Blood Trail
    A thick blood trail, a week or so old, leads north-to-south 
  in this area, culminating in a half-orc body to the south.  
  Two sealed barrels have been placed against the mostly-
  intact wall to the south.
  Access
  Contents
  Half-Orc 
  Corpse
  unprotected
  Armor: Medium AND 
  Weapons: Martial 2H AND 
  Weapons: Light
  Barrels 
  (2x)
  Container: 
  Barrel or Crate
  Alcohol: General
  ML4-EWC-8: Northwest Entry Arch
    A well-wrought archway of stone has toppled here.  
  Nearby, a dead gnome lies in a pool of days-old blood.  
  Two casks sit against the wall to the northeast.
  Access
  Contents
  Gnome 
  Corpse
  unprotected
  Weapons: Simple
  
  401
  Mines L4
  Access
  Contents
  Casks (2x)
  Container: Barrel 
  or Crate, using 
  Context C
  Alcohol: General, using 
  Context C
  ML4-EWC-9: Cold Cellar
    Though the top of this hutch has crumbled, partially 
  obstructing what was the entrance to the east, you can 
  make your way past the rubble, down steps about 8’ to a 
  naturally cool place carved into the earthen floor.  Inside 
  is a dead human, a chest, a small treasure pile, a stack of 
  bags, and two casks.
  Access
  Contents
  Human 
  Corpse
  unprotected
  Weapons: Light AND 
  Weapons: Ranged
  Chest
  Locks: Chest, Simple 
  AND 
  Traps: General, both 
  using Context D
  Potions: Moderate, 
  using Context C AND 
  Gems: Low
  Casks 
  (2x)
  Container: Barrel or 
  Crate, using Context B
  Fresh water
  Sack 
  Pile
  unprotected
  Rations & Prepared 
  Food
  ML4-EWC-10: Southwest Alley
    There is a wide space between the southwest wall that 
  seems to box in this region, and the cave wall that 
  encloses the entire underground city.  Rocks and boulders 
  are scattered here and there from falls.
    Roll twice as often for Random Encounters here as you 
  would otherwise.
  ML4-EWC-11: Northern Tower
    Debris from this tower has fallen to the west, forming a 
  massive, head-high pile.  There are no ground-level entry 
  points to the tower here; you can climb up and across the 
  ruin however and drop in from above.  Inside is a large 
  pile of gemstones.
  Access
  Contents
  Gemstone 
  Pile
  unprotected
  Gems: Low AND 
  Gems: Semi-Precious, using 
  Context B
  
  402
  Mines L4
  Map 141: Elevators North Overview (ML4-ENL-O)
  One square equals 5 ft.
  
  403
  Mines L4
  ML4-ENL-O: Elevators North Overview
  Overview
  This is the region surrounding the Law-affiliated elevators 
  leading up and down from this level of the Mines.
  Theme & Purpose
  A major form of entry and egress for this level, the ruins in 
  this area also comprise a great deal of loot and adventure 
  opportunity.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  ML4-ENL-O-1: Elevators North - East
  Please turn to page 404 for further details.
  ML4-ENL-O-2: Elevators North - 
  Northwest
  Page 407 begins more detail on this area.
  ML4-ENL-O-3: Elevators North - 
  Southwest
  Refer to page 409 for a complete description.
  
  404
  Mines L4
  Map 142: Elevators North: East (ML4-ENL-E)
  One square equals 5 ft.
  
  405
  Mines L4
  ML4-ENL-E: Elevators North: East
  Overview
  This is the region surrounding the northern up elevator.  
  Theme & Purpose
  Thickly populated by indicators of past glory, this zone is rife 
  with collapsed buildings and loot.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  ML4-ENL-E-1: Northeast Passage
    Rubble and fallen debris lines this broad passage.
  ML4-ENL-E-2: Fallen Archway East
    Ornate, rune-carved stones have fallen from this former 
  archway leading south.
  ML4-ENL-E-3: Fallen Archway West
    Ornate, rune-carved stones have fallen from this former 
  archway leading south.
  This archway fell still containing an unsprung trap set up by 
  the defenders: roll on the 
    Traps: General FlexContent 
  table to determine the effect.
  ML4-ENL-E-4: Barricade
    A final, desperate stand was taken here by defenders 
  holding position against an attack from the north.  Sacks 
  of sand, smashed furniture, and other debris forms a 
  pathetic waist-high fence that stretches long across the 
  space here.  From the elven body lying near the bags, it 
  seems unsuccessful.
  Access
  Contents
  Elf 
  Corpse
  unprotected
  Armor: Light AND 
  Weapons: Martial Ranged AND 
  Weapons: Simple
  ML4-ENL-E-5: Elevator Up
  This leads to “Map 121: Elevators North (ML3-EN)” on page 
  351.
  ML4-ENL-E-6: Northeast Tower
    Rubble though its perimeter may be, its interior has 
  suffered little damage.  On the cobblestones is a dead 
  dwarf, a chest, and smashed furniture, all awash in 
  week-old blood.
  Access
  Contents
  Dwarf 
  Corpse
  unprotected
  Armor: Heavy AND 
  Weapons: Light AND 
  Armor: Shields
  Chest
  Locks: Chest, 
  Strongbox, using 
  Context D
  Potions: Moderate, using 
  Context C AND 
  Gems: Low
  ML4-ENL-E-7: Eastern Alley
    Rubble and debris are strewn across the path here.
  ML4-ENL-E-8: Southeast Ruined Tower
    This compact tower has been razed to the earth; very 
  little of its walls remain and you can simply step over 
  any part that does.  Inside is an open and empty chest, 
  and a stash of treasure.
  Access
  Contents
  Treasure 
  Stash
  unprotected
  Armor: General AND 
  Clothing: General, using 
  Context C AND 
  Coin Treasure: Moderate, 
  using Context D
  ML4-ENL-E-9: Southeast Casks
    A quartet of casks is stacked here.  To their northeast is a 
  bloodied half-elf corpse.
  Access
  Contents
  Half-
  Elf 
  Corpse
  unprotected
  Armor: Light AND 
  Weapons: Simple
  Casks 
  (4x)
  Container: Barrel 
  or Crate
  Alcohol: General, using 
  Context B
  
  406
  Mines L4
  ML4-ENL-E-10: Southeast Rubble
    A mountain of rubble is piled waist-high at the foot of an 
  array of walls.  To the west is a spiderweb connecting the 
  debris to fallen boulders.
  ML4-ENL-E-11: Alcove of the Dead
    Nestled bewteen the head-high wall remnant to the north 
  and a chest-high ridge of boulders to the south is this 
  macabre alcove.  The shadows of spiderwebs fall upon 
  a dead tiefling and an array of carefully collected and 
  stacked bonepiles.
  Access
  Contents
  Tiefling 
  Corpse
  unprotected
  Armor: Medium AND 
  Weapons: Exotic AND 
  Weapons: Martial Ranged
  ML4-ENL-E-12: Southwest Tower
    Massive spiderwebs tower 15’ above the remnants of a 
  guard tower.  At its base is a broken table and a battered 
  but still locked treasure chest.
  Access
  Contents
  Chest
  Locks: Chest, 
  Simple AND 
  Traps: General
  Potions: Moderate AND 
  Coin Treasure: Moderate
  ML4-ENL-E-13: Crates
    The fruit of the mines smells strongly from within these 
  crates.
  Access
  Contents
  Crates, 
  Large 
  (4x)
  Container: Barrel 
  or Crate, using 
  Context C
  Glasses, Metals, and 
  Woods, size Large, using 
  Context C
  Crate, 
  Small
  Container: Barrel 
  or Crate
  General Supplies, size 
  Medium
  ML4-ENL-E-14: Battle Bloodsplash
    Two dwarven miners lie here, hacked apart by some 
  long-departed foe.  Their clothing is in tatters, but their 
  equipment remains.
  Access
  Contents
  Dwarf 
  Corpses 
  (2x)
  unprotected
  Gems: Low, halve quantities 
  AND 
  Weapons: Martial 2H
  
  407
  Mines L4
  Map 143: Elevators North: Northwest (ML4-ENL-NW)
  One square equals 5 ft.
  
  408
  Mines L4
  ML4-ENL-NW: Elevators North: Northwest
  Overview
  Consisting almost entirely of rubble, this is one of the most 
  heavily-damaged areas in the entire Underground City.
  Theme & Purpose
  There is ample opportunity for looting, if one is brave 
  enough to face the threats.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Roll twice as often as normal, and reroll results of 
  “NPC Encounter” or “No Encounter” once.
  Areas of Interest
  ML4-ENL-NW-1: Elevator Down
  This leads to “Map 156: Elevators North Overview (ML5-
  ENL-O)” on page 442.
  ML4-ENL-NW-2: Barrels
    Three barrels sit empty near a pile of rubble.  They smell 
  of rotted flesh, but you see nothing inside.
  ML4-ENL-NW-3: Ruined Storage
    This appears to have been a dry, above-ground cellar; the 
  ground is paved over and cool.  In the midst of the rubble 
  you find a pile of clothing, some small sacks, and a chest.
  Access
  Contents
  Clothing 
  Pile
  unprotected
  Clothing: General, size 
  Medium, using Context B
  Sacks
  unprotected
  Simple Foodstuffs
  Chest
  Locks: Chest, 
  Simple
  Coin Treasure: Moderate, 
  using Context B
  ML4-ENL-NW-4: North Rubble
    Spiderwebs cling to rubble from fallen towers and walls 
  here.  To the south, a pile of debris escalates up 10’ to 
  peek over the remnants of the wall to the southeast.
  ML4-ENL-NW-5: Northwest Rubble
    It must have been a mighty tower indeed to the south, 
  for so much debris to have been generated from its 
  destruction.  This pile surrounds the tower itself on all 
  western sides.
    When exploring this area, there is nothing of true 
  interest to find; however, roll on the 
    Random 
  Encounters table and ignore any “NPC Encounter” 
  results.  Place monsters that result as approaching from 
  the northeast, regardless of the manner in which the 
  party has been exploring.
  ML4-ENL-NW-6: Ruined Tower
    You can see the remains of a carved-stone spiral staircase 
  inside this large tower.  It’s serene and calm within, 
  despite the presence of two half-elf corpses lying in 
  week-old blood.  A chest and a few boulders complete the 
  scene.
  Access
  Contents
  Half-Elf 
  Corpses 
  (2x)
  unprotected
  Armor: Light AND 
  Weapons: Simple AND 
  Armor: Shields
  Chest
  Locks: Chest, 
  Simple
  Potions: Moderate
  ML4-ENL-NW-7: Storage South
    A fallen arch to the north indicates one of the former 
  entrances to the fallen tower.  In this area, there is a 
  large crate, a small crate, a quarter of stacked casks, an 
  assortment of sacks, and to the northeast, close to the 
  elevator, a battered dwarf body not a few days dead.
  Access
  Contents
  Crate, 
  Large
  Container: 
  Barrel or Crate
  Glasses, Metals, and 
  Woods, size Large
  Crate, 
  Small
  Container: 
  Barrel or Crate
  Rations & Prepared Food, 
  size Medium
  Casks 
  (4x)
  Container: 
  Barrel or Crate
  Alcohol: General, using 
  Context D
  Dwarf 
  Corpse
  unprotected
  Armor: General AND 
  Weapons: General
  ML4-ENL-NW-8: Southwest Debris
    A cascade of trash, fallen timbers, and ruined masonry 
  form an enormous 12’ tall pile here.
  There is nothing of interest to be found here.
  
  409
  Mines L4
  Map 144: Elevators North: Southwest (ML4-ENL-SW)
  One square equals 5 ft.
  
  410
  Mines L4
  ML4-ENL-SW: Elevators North: Southwest
  Overview 
  The most debris-laden and bleak of the locations surrounding 
  the norhtern elevators, this region is relatively safe, owing to 
  its abandoned and uninteresting nature.
  Theme & Purpose
  This is one of the exceedingly rare places of solace and rest 
  in this floor of the Mines.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  
  Note that while hunkering down in Location 5, Random 
  Encounters are suspended entirely, allowing the party to 
  take a full rest if they so wish.
  Areas of Interest
  ML4-ENL-SW-1: Ruined Tower
    This tower is half-destroyed; its remanant reaches 12’ 
  tall.  Within, however, is nothing but a mass of fallen 
  debris and huge spiderwebs.
  ML4-ENL-SW-2: Path North
    This region is dotted with rocks and pebbles, but seems 
  otherwise calm.
  ML4-ENL-SW-3: Treasure Stash
    In the shadow of an “L” shaped wall segment is a dead 
  dwarven miner.  Though her body is weeks decayed, you 
  can tell the cause of death: acid, which ate away nearly 
  half her body.  Nearby is an assortment of bones in neat 
  piles, and a large stash of loot.
  Access
  Contents
  Dwarf 
  Corpse
  unprotected
  Armor: Heavy AND 
  Weapons: General
  Treasure 
  Stash
  unprotected
  Gems: Semi-Precious AND 
  Coin Treasure: Moderate, 
  using Context D AND 
  Potions: Moderate
  ML4-ENL-SW-4: Boulder Spine
    This spine of boulders is 8’ tall in this region—passable, 
  but only by a sturdy climb.
  ML4-ENL-SW-5: Safe Depression
    This depression in the earth is bordered on all sides by 
  safe, 8’ tall wall remnants or boulders.  So long as you 
  don’t have a problem sharing it with the weeks-dead elf 
  corpse and six barrels, you feel as though you can rest 
  safely here without fear of discovery.
  Access
  Contents
  Elf 
  Corpse
  unprotected
  Armor: General AND 
  Weapons: Simple
  Barrels 
  (6x)
  Container: 
  Barrel or 
  Crateq
  Fresh water
  ML4-ENL-SW-6: Debris Stack
    Fallen walls have formed an enormous, 15’ tall triangle of 
  rubble here.  
  ML4-ENL-SW-7: Boulder Ridge
    The boulders in this area are only hip-height, but 
  massive.  
  Careful searching reveals a glint amidst the stone:
  Access
  Contents
  Boulders
  unprotected
  Potions: Moderate, using 
  Context C
  ML4-ENL-SW-8: Destroyed Tower
    Spiderwebs are all that remains of the contents of this 
  ruined tower, which appears to have been destroyed by a 
  combination of bludgeoning and fire.
  
  411
  Mines L4
  Map 145: Elevators East (ML4-EEL)
  One square equals 5 ft.
  
  412
  Mines L4
  ML4-EEL: Elevators East
  Overview
  This region contains the largest concentration of storage and 
  mundane loot that is available on this level of the Mines.
  Theme & Purpose
  As one of the means of entry to and egress from this floor 
  of the Mines, and as a major area of storage, this region is 
  likely to be something the PCs run across in their journey.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  ML4-EEL-1: Eastern Alley
    The eastern outskirts of the underground city form a 
  cold, bleak, narrow path to navigate.
    Upon entering this alley from either direction, roll on 
  the 
    Random Encounter table and ignore “NPC 
  Encounter” results.  Any monsters that result should be 
  placed as entering from the opposite end of the alley.
  ML4-EEL-2: Northeast Entry Arch
    Fallen rune-carved stones form the remnants of a 
  previously-ornate entry point for the courtyard to the 
  west.
  ML4-EEL-3: Northeast Carnage
    Two elven corpses lay in a spattered blood trail that leads 
  south to the barricade.  Trash and debris lies scattered 
  and heaped against every wall and wall remnant.  To the 
  northeast is a shattered guardpost that has been nearly 
  razed to the ground.
  Access
  Contents
  Elf Corpses 
  (2x)
  unprotected
  Armor: Light AND 
  Weapons: Martial 1H
  Guard Post
  unprotected
  Gems: Low, using Context 
  D, halve quantities
  ML4-EEL-4: Northeast Barricade
    Sacks, bags, trash, battered furniture, and bedding have 
  been piled shoulder-high here in an unsuccessful attempt 
  to block intruders.  A dwarven corpse lies amidst a trail 
  of blood that leads southward across the courtyard.  
  Access
  Contents
  Dwarf 
  Corpse
  unprotected
  Armor: Heavy AND 
  Weapons: Ranged AND 
  Weapons: Simple
  ML4-EEL-5: Ruined Tower East
    This demolished tower has elements of what was once 
  a circular staircase still in place, though the steps reach 
  only 10’ high.  Amidst the rubble and spiderwebs is a 
  chest and an assortment of spilled coins.
  Access
  Contents
  Chest
  Locks: Chest, 
  Simple
  Potions: Moderate
  Cobblestone 
  Floor
  unprotected
  Coins: Moderate, 
  using Context D, halve 
  quantities
  ML4-EEL-6: Smashed Guardpost East
    A guardpost once stood here; it has now been reduced to 
  little more than a burnt wooden shell.
  The post is empty within, though the PCs are welcome to 
  waste time searching.
  ML4-EEL-7: Courtyard Southeast
    The southern and eastern walls here are mostly intact.  
  Against the south wall is a head-high stack of barrels.  
  The southeast corner contains a spiderwebbed stack of 
  bags; to their north, a column of wooden crates lines the 
  inside of the wall.  The trail of blood leading from the 
  north and west intersects a human corpse in the east of 
  this region. 
  Access
  Contents
  Barrels (9x)
  Container: 
  Barrel or Crate
  Fresh water
  Sack Pile
  unprotected
  Simple Foodstuffs, size 
  Large
  Crates, 
  Large (5x)
  Container: 
  Barrel or Crate
  General Supplies, size 
  Large
  
  413
  Mines L4
  Access
  Contents
  Human 
  Corpse
  unprotected
  Armor: Light AND 
  Weapons: Ranged
  ML4-EEL-8: Elevator Up
  This leads to “Map 123: Elevators East (ML3-EE)” on page 
  357.
  ML4-EEL-9: Elevator Down
  The PCs may take this to “Map 161: Elevators East (ML5-
  EEL)” on page 455.
  ML4-EEL-10: Dead Elf Treasure
    An elven warrior has been slain here, amidst a splash of 
  coins.
  Access
  Contents
  Elf 
  Corpse
  unprotected
  Armor: Medium AND 
  Weapons: Martial Ranged, using 
  Context C
  Cave 
  Floor
  unprotected
  Coins: Moderate, using Context D, 
  halve quantities
  ML4-EEL-11: Rock Pillar
    A stalagmite here reaches 20’ into the air, a bit short of 
  the 30’ ceiling in this area.  About its western base is a 
  small gap between spire and wall, in which can be found 
  a spill of coins.
  Access
  Contents
  Cave 
  Floor
  unprotected
  Coin Treasure: Moderate, using 
  Context B
  ML4-EEL-12: Ruined Guardpost West
    This guardpost has been destroyed, except for the 
  northwest wall, which adjoins the nearby tower.  This 
  wall is mostly intact, and it holds a control switches, 
  presumably for the elevators.
  The switches here can be used to remotely activate either 
  elevator.
  ML4-EEL-13: Gnome Corpse & Barrels
    Thick spiderwebs lay like a macabre tarpaulin over 
  two clusters of barrels.  To the south is some smashed 
  furniture and a dead gnome who appears to have been 
  nearly decapitated from a bladed attack.
  Access
  Contents
  Barrels 
  (9x)
  Container: 
  Barrel or Crate, 
  using Context D
  Alcohol: General, using 
  Context D
  Gnome 
  Corpse
  unprotected
  Armor: Heavy AND 
  Weapons: Ranged AND 
  Weapons: Light
  ML4-EEL-14: North Courtyard
    Seven large containers have been stacked here, at the 
  foot of a chimneyed wall segment.  To the west of these, 
  a trail of spilled coins and gemstones encircles a large 
  pile of loot; a trail of blood and coin leads north to a 
  ruined tower.
  Access
  Contents
  Crates, 
  Large 
  (7x)
  Container: 
  Barrel or 
  Crate
  Glasses, Metals, and Woods, 
  size Large
  Treasure 
  Pile
  unprotected
  Gems: Low AND 
  Coin Treasure: Moderate AND 
  Weapons: General AND 
  Armor: General
  Cave 
  Floor
  unprotected
  Gems: Low, using Context D, 
  halve quantities AND 
  Coin Treasure: Moderate, using 
  Context D, halve quantities
  
  414
  Mines L4
  Map 146: Dreadslimed Miner Barracks (ML4-DMB)
  One square equals 5 ft.
  
  415
  Mines L4
  ML4-DMB: Dreadslimed Miner Barracks
  Overview
  Once the barracks and social nexus for nearly all dwarven 
  miners, this building is now a ruined husk, refuge for all 
  sorts of semi-sentient miners and wandering monsters.
  Theme & Purpose
  It should be made clear that this was once a barracks, laid 
  quite low and dismal by the catastrophe and chaos that has 
  taken place.  That said, rubble hides a great many supplies 
  and treasure for those willing to brave the Dreadslimed 
  Miner population (see below).
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll “NPC Encounter” or “No Encounter” results 
  once.
  NPCs of Note
  Perhaps unsurprisingly, this complex almost always has 
    
  Dreadslimed Miners about.  Each time the PCs enter this 
  region, there is a 
    90% chance of there being 
    3d6 
  Dreadslimed Miners wandering about in a semi-mindless 
  clump.
  Areas of Interest
  ML4-DMB-1: Fallen Eastern Entrance
    This entrance to the barracks consisted of a set of 
  elaborately-carved stones, which now lie on the ground 
  to the east.
  ML4-DMB-2: Ruined Western Entrance
    Runes have been passionately carved on these stones, 
  which sadly have fallen and been smashed from a 
  formerly-ornate entryway.
  ML4-DMB-3: Northwest Tower
    The walls of this tower are largely intact, except for 
  rubble-strewn holes to the south and northwest.  Inside 
  is a duo of barrels, an urn, and a pile of coins and gems.
  Access
  Contents
  Barrels 
  (2x)
  Container: 
  Barrel or Crate
  Alcohol: General, using 
  Context C
  Treasure 
  Stash
  unprotected
  Coin Treasure: Moderate 
  AND 
  Gems: Low
  ML4-DMB-4: Northeast Tower
    All of the walls are intact in this tower.  The entrance 
  to the south has been filled with sandbags and smashed 
  furniture in an attempt to defend against intrusion.  
  Inside is a dead dwarf, a treasure chest, and a pile of 
  loot.
  Access
  Contents
  Dwarf 
  Corpse
  unprotected
  Armor: General AND 
  Weapons: Simple
  Treasure 
  Stash
  unprotected
  Coin Treasure: Moderate AND 
  Gems: Semi-Precious AND 
  Potions: Moderate
  ML4-DMB-5: Leader Chamber
    This building is mossed over, but underneath the growth 
  you can tell it was lovingly and ornately carved with 
  dwarven runes aplenty.  It must have been something 
  related to leadership of the miner population.  Inside is 
  a sad assortment of algae, demolished furniture, and a 
  small stash of treasure.
  Access
  Contents
  Treasure 
  Pile
  unprotected
  Armor: General AND 
  Weapons: Exotic AND 
  Armor: Shields, all using 
  Context C
  ML4-DMB-6: Destroyed Chapel
    Shattered stone pillars indicate this was once a 
  multicultural, multi-god place of worship for the 
  dwarven miner population.
    Enough remains of the miners’ minds that they alert 
  to threats to this structure.  If any PCs step into this 
  area, any Dreadslimed Miners in the complex will seek 
  them out and attack immediately.  If no Dreadslimed 
  Miners have been defined in the complex, spawn 
    3d6 
  Dreadslimed Miners as approaching Location 2.
  
  416
  Mines L4
  ML4-DMB-7: Southwest Tower
    This tower has rubble-strewn breaches to the east, west, 
  and north.  Within can be found a trio of small casks, a 
  locked chest, and a pile of loot.
  Access
  Contents
  Barrels 
  (3x)
  Container: 
  Barrel or Crate
  Alcohol: General, using 
  Context C
  Chest
  Locks: Chest, 
  Simple AND 
  Traps: General
  Weapons: Exotic, using 
  Context C
  Treasure 
  Pile
  unprotected
  Coin Treasure: Moderate 
  AND 
  Gems: Semi-Precious
  ML4-DMB-8: Southeast Tower
    The walls to this tower are undestroyed, but damaged.  
  Rubble forms a waist-high obstacle to entering via the 
  doorless entryway to the west.  Inside the tower is an 
  assortment of sacks, a treasure chest, a chair, and a 
  barrel.  Outside, to the west, is a dead dwarf and two 
  large crates.
  Access
  Contents
  Sacks
  unprotected
  Rations & Prepared Food, 
  size Medium
  Chest
  Locks: Chest, 
  Strongbox
  Potions: Moderate, size 
  Medium, using Context C
  Barrel
  Container: 
  Barrel or Crate
  Coin Treasure: Moderate 
  AND 
  Gems: Semi-Precious
  Dwarf 
  Corpse
  unprotected
  Armor: Heavy AND 
  Weapons: Martial 2H
  Crates, 
  Large 
  (2x)
  Container: 
  Barrel or Crate
  Glasses, Metals, and Woods, 
  size Large
  ML4-DMB-9: Corpse Courtyard
    The western courtyard contains a fair amount of bodies.  
  Corpses are strewn throughout the entire courtyard, but 
  all have been stripped of their belongings: down to their 
  tunics or underclothes.  All bodies have been slain many 
  months based on their state of decomposition.
  
  417
  Mines L4
  Map 147: Dwarven Union Leader Overview (ML4-DUL-O)
  One square equals 5 ft.
  
  418
  Mines L4
  ML4-DUL-O: Dwarven Union Leader Overview
  Overview
  Once the centerpiece of the workers’ influence, this is now a 
  sad and bloody testament to how much destruction has been 
  wrought upon the city.
  Theme & Purpose
  Surprisingly, this area contains one of the rare safe spots in 
  the Mines: the southeast corner (Location 6) may be used 
  for resting without incident.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll “No Encounter” results once.
  NPCs of Note
  The 
    Dwarven Union Leader is nearly always here.  Each 
  time the party approaches this zone, roll; there is a 
    85% 
  chance.
  Additionally, this area always has 
    Dreadslimed Miners 
  patrolling, searching, and just standing there, staring into 
  what was once their sane, sentient past.  Each time the PCs 
  enter this region, there will be 
    2d8 Dreadslimed Miners 
  wandering about in a single group.
  Areas of Interest
  ML4-DUL-O-1: Dwarven Union Leader: 
  West
  Turn to page 422 for further details about this half of the 
  complex.
  ML4-DUL-O-2: Dwarven Union Leader: 
  East
  This half of the building is described commencing on page 
  420.
  ML4-DUL-O-3: North Alley
    A massive cluster of smashed furniture and seed-filled 
  sacks has been piled head-high against the wall to the 
  south.  This must have been an attempt by those within 
  barricade themselves inside the complex against assault.
  ML4-DUL-O-4: Northeast Alley
    These spiderwebs are enormous, and coat the entirety of 
  the passage for 20’.
    Cleansing the area of these webs will take at least 5 
  minutes; regardless of how the timing aligns with the 
  Random Encounters timer in general, when the party 
  begins cleaning, roll on the 
    Random Encounter 
  table, rerolling “No Encounter” and “NPC Encounter” 
  results.  Place ensuing monsters as approaching from 
  the end of the alley opposite that which the party has 
  entered from.
  ML4-DUL-O-5: Northeast “T”
    Two alleys converge here, forming a “T” intersection.  
  Spiderwebs connect most walls to each other, but at 
  sufficient height and with sufficiently low volume that 
  you can pass among them without difficulty.
  ML4-DUL-O-6: Southeast Corner
    This is the southeasternmost point of the Underground 
  City; it feels lonely and desolate in comparison to even 
  the ruined buildings in the destroyed metropolis itself.  
  There are no claw marks or footprints in the earthen 
  cave floor that you can make out.
  Perhaps unintuitively, this corner is completely safe: while 
  the party is here, suspend all Random Encounter rules; the 
  party may take a long rest without worry of interruption.
  ML4-DUL-O-7: Southeast Alley
    Spiderwebs cling to the walls in this region, stretching 
  20’ above you, nearly all the way to the 30’ ceilings.
  ML4-DUL-O-8: South Alley
    Spiderwebs here are light, but plentiful; it’s hard to 
  navigate without touching at least a few.
    Regardless of which direction the PCs are coming from, 
  when they pass these squares, roll on the 
    Random 
  Encounter table, ignoring “NPC Encounter” indicators.  
  Place any resulting monsters as approaching from 
  Location 10 in the west.
  ML4-DUL-O-9: Southwest Alley
    Spiderwebs here are light in number and volume... but 
  they appear to be pink.  Disbelieving your eyes, you look 
  closer: the webs appear to have been sprayed with a 
  
  419
  Mines L4
  shower of blood in the past week or so, rendering their 
  translucent milkiness a reddish hue.
  Other than being quite ominous and ghastly, there is nothing 
  of interest to these webs.
  ML4-DUL-O-10: Southwest Corner
    To the south of a large, trash-ridden tower base is the 
  entrance to a long, dark, and narrow alley leading east.  
  The tower is easily accessible from any direction, as the 
  walls have been razed down to hip height.
  Access
  Contents
  Tower 
  Debris
  unprotected
  Weapons: Simple, roll 1d4 
  times
  ML4-DUL-O-11: Northeast Alley
    A wide alley here separates the complexes to the south 
  and north.  It’s a relatively open expanse of earthen cave 
  floor, dotted by the occasional rock, and with a trail of 
  splashed blood leading east.
  ML4-DUL-O-12: East Approach
    It’s almost calm, this wide and open terrain approaching 
  the building to the east.  There’s little in the way of 
  debris or ichor, and the rock pillar in the center of the 
  area reaches thinly all the way to the 35’ ceilings above 
  you.
  
  420
  Mines L4
  Map 148: Dwarven Union Leader: East (ML4-DUL-E)
  One square equals 5 ft.
  
  421
  Mines L4
  ML4-DUL-E: Dwarven Union Leader East
  Overview
  The eastern half of the Dwarven Union Leader complex, this 
  was primarily used for ceremonies and storage.
  Theme & Purpose
  Loot is somewhat plentiful, but less so than danger.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  ML4-DUL-E-1: Formal Dining Hall
    Perhaps a bit compact to be called a “hall”, this 
  rectangular building holds a similarly-shaped table 
  within.  Chairs and stools are placed haphazardly about 
  it; cutlery and plates have been tossed, dropped, or 
  smashed everywhere on the floor.  The table is set with 
  rotted food, weeks past being edible.
  ML4-DUL-E-2: Ceremonial Platform
    From the runes and design, you conclude that this 
  pillared platform appears to have served no gods, and 
  indeed was somewhat bare in its appearance before 
  it was wrecked.  Based on its placement in this large, 
  open courtyard, you conclude it was likely used for 
  ceremonies, speeches, and the like.  It’s tethered to the 
  northern wall—largely intact, and reaching 20’ tall—by 
  an absolutely massive spiderweb.
  ML4-DUL-E-3: Southwest Passage
    This passage reaches around the dining hall to the north.  
  It’s covered by spiderwebs and half-filled with trash and 
  debris; the smell is awful.
  ML4-DUL-E-4: South Guard Tower
    The walls here are somewhat preserved, and between 
  5’ and 15’ tall still.  Within are a pair of urns, a smashed 
  table, and an open and empty treasure chest.
  ML4-DUL-E-5: Southeast Storage
    This corner appears to have been used for storage.  
  Three large crates, a small crate, one treasure chest, an 
  orderly stack of barrels, and a spilled pile of casks are all 
  arranged around a pile of fallen masonry in the corner.
  Access
  Contents
  Crates, 
  Large 
  (3x)
  Container: 
  Barrel or 
  Crate, using 
  Context C
  Glasses, Metals, and Woods, 
  using Context C, size Large
  Access
  Contents
  Crate, 
  Small
  Container: 
  Barrel or Crate
  Textiles, using Context C, 
  size Medium
  Chest
  Locks: Chest, 
  Strongbox
  Coin Treasure: Moderate, 
  using Context C
  Barrels 
  (12x)
  Container: 
  Barrel or Crate
  Alcohol: General, using 
  Context C
  ML4-DUL-E-6: Northeast Tower
    A tall tower has been brought low: the walls are 
  shambles, and masonry and splintered wood fills most 
  floor surfaces.  Inside, nearly hidden amongst the rubble, 
  is a single treasure chest.
  Access
  Contents
  Chest
  Locks: Chest, 
  Strongbox AND 
  Traps: General
  Potions: Moderate AND 
  Weapons: Exotic, both 
  using Context C
  
  422
  Mines L4
  Map 149: Dwarven Union Leader: West (ML4-DUL-W)
  One square equals 5 ft.
  
  423
  Mines L4
  ML4-DUL-W: Dwarven Union Leader West
  Overview
  This is the western half of the miners’ union complex.  
  Storage of communal tools and supplies is one function of 
  this area; a place to congregate socially was its main use.  
  Of course, in the wake of the Obelisk’s discovery, this, like 
  so much of the Underground City, was a defensive solace 
  where brave miners fought to the last.
  Theme & Purpose
  S bit of loot, and a great deal of atmosphere, can be found 
  here.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  ML4-DUL-W-1: North Tower
    This was more of a silo than a tower: a huge and squat 
  cylinder of stone, it measured but 20’ tall with no 
  windows on the top area.  Most walls are intact, still; 
  those on the outside measure 15’ tall and interior walls 
  are but 5’.  Inside is a duo of crates, smashed furniture, a 
  treasure chest, a pile of sacks, and three barrels, two of 
  which are empty and one of which holds fresh water.
  Access
  Contents
  Crates, 
  Small 
  (2x)
  Container: 
  Barrel or Crate
  Rations & Prepared Food, 
  size Medium
  Chest
  Locks: Chest, 
  Strongbox
  Weapons: Martial 1H AND 
  Armor: Shields, both using 
  Context C
  Sack Pile
  unprotected
  Simple Foodstuffs, size 
  Large
  ML4-DUL-W-2: East Courtyard
    Blood trails lead to the northeas, west, and southwest 
  from this area.  Well-worn paths connect these directions 
  in similar manner.  
  ML4-DUL-W-3: West Courtyard
    Three empty barrels sit at the foot of a triangle of 
  rubbage.  A fourth, still sealed, barrel sits nearby.  The 
  blood trail from the eastern courtyard ends here in a 
  dwarven corpse.
  Access
  Contents
  Barrel
  Container: 
  Barrel or Crate
  Fresh water
  Access
  Contents
  Dwarf 
  Corpse
  unprotected
  Weapons: Martial 1H AND 
  Armor: Shields AND 
  Armor: Heavy
  ML4-DUL-W-4: West Tower
    This tower is nearly intact; only its eastern walls have 
  been razed, providing easy access.  Within, however, is a 
  morass of debris: trash, splintered wood, fallen masonry; 
  it’s hard to tell what this was supposed to be other than 
  a compost heap or maybe just the results of cleaning 
  up debris from elsewhere in the complex.  A few canvas 
  sacks are among the rubbage.
  Access
  Contents
  Sacks
  unprotected
  Rations & Prepared Food, size 
  Medium, using Context D
  ML4-DUL-W-5: South Debris
    A dwarven body, dead a few weeks from the smell of it, 
  lies here at the end of a trail of blood, to the west of a 
  mountain of refuse at the foot of a mostly-destroyed wall 
  segment.
  Access
  Contents
  Dwarf 
  Corpse
  unprotected
  Armor: Medium AND 
  Weapons: Martial 2H AND 
  Weapons: Ranged
  ML4-DUL-W-6: Southeast Passage
    This passage connects the western and eastern 
  courtyards.  Within is a macabre scene: a pile of five 
  mostly-decomposed dwarven bodies, and a row of casks.
  Access
  Contents
  Casks 
  (6x)
  Container: 
  Barrel or Crate
  Alcohol: General, using 
  Context B, size Medium
  
  424
  Mines L4
  Map 150: Elven Administration Leader (ML4-EAL)
  One square equals 5 ft.
  
  425
  Mines L4
  ML4-EAL: Elven Administration Leader
  Overview
  A major nexus of control and administration for the entire 
  Mines, this set of buildings is nearly a small city unto itself.
  Theme & Purpose
  This is a great place to meet surviving NPCs of interest, and 
  to scavenge some useful information.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll monster-related results once.
  Flow of Information
    Each time the party searches the corpse of an elf or half-
  elf in this region, there is a 
    20% chance the body has 
  a letter or note on it that contains valuable information: 
  roll on the 
    Plot Discoveries table.
  NPCs of Note
  Three NPCs have a habit of frequenting this area:
  The 
    Elven Administration Leader, of course, is here 
    
  90% of the time.
  The 
    Foreman is also here much (
    65%) of the time.
  Finally, the 
    Gangboss is often (
    90%) here.
  Areas of Interest
  ML4-EAL-1: Northeast Entrance Arch
    This ornate, elven-runed masonry indicates a major point 
  of entry through the outer wall in this area.
  ML4-EAL-2: North Courtyard
    Three elven bodies lie here, dead many months by the 
  look of it.  
  Access
  Contents
  Elf 
  Corpse 
  (3x)
  unprotected
  Armor: Medium AND 
  Weapons: Martial 2H AND 
  Weapons: Martial Ranged
  ML4-EAL-3: Northeast Ruin
    Just south of the entrance is a rectangular building that’s 
  nearly vacant inside but for a small stash of equipment 
  and a weeks-dead elf.
  Access
  Contents
  Treasure 
  Chest
  Locks: Chest, 
  Strongbox, using 
  Context C
  Weapons: Martial 1H, 
  roll 1d4 times
  Elf 
  Corpse
  unprotected
  Armor: General AND 
  Weapons: General
  ML4-EAL-4: Northeast Webs
    The alley that extends to the east of this building has 
  been blanketed by spiderwebs.  It’s difficult to pass 
  without clearing them out.
  ML4-EAL-5: Northwest Residence
    The innards of this mostly-intact structure have been 
  cleared out, leaving a small chest, an elf corpse, and a 
  pile of grain sacks that has been mounted shin-high at 
  the door.
  Access
  Contents
  Treasure 
  Chest
  Locks: Chest, 
  Strongbox, using 
  Context B
  Armor: General AND 
  Coin Treasure: 
  Moderate
  Grain 
  Sack Pile
  unprotected
  Simple Foodstuffs, size 
  Medium
  ML4-EAL-6: Central West Building
    This small structure has a well-to-do flagstone floor, and 
  two elven corpse.
  Access
  Contents
  Elf 
  Corpse 
  (2x)
  unprotected
  Armor: General AND 
  Weapons: General, both using 
  Context C
  
  426
  Mines L4
  ML4-EAL-7: South Building
    This large building was once a nexus of administration.  
  It’s now been cleared out inside, and contains only a 
  large pile of treasure and two half-elven warriors.
  Access
  Contents
  Treasure 
  Pile
  unprotected
  Coin Treasure: 
  Moderate AND 
  Potions: Moderate
  Half-Elf 
  Corpses 
  (2x)
  unprotected
  Armor: Light AND 
  Weapons: Light AND 
  Armor: Shields
  ML4-EAL-8: Southwest Building
    A makeshift barricade partially obstructs the entrance to 
  this Spartan interior, consisting of two elf bodies and a 
  small pile of equipment.
  Access
  Contents
  Elf Corpse 
  (2x)
  unprotected
  Armor: Light AND 
  Weapons: Simple
  Treasure 
  Pile
  unprotected
  Coin Treasure: Moderate, 
  using Context D
  ML4-EAL-9: Southwest Tower
    This solid-looking tower has been partially demolished.  
  Inside the spiderweb-strewn interior is a pile of loot.
  Access
  Contents
  Treasure 
  Pile
  unprotected
  Gems: Low AND 
  Potions: Moderate
  ML4-EAL-10: Southeast Tower
    All of the walls are still intact to a height of 10’ in this 
  damaged tower.  Inside is a half-elf corpse, and a pile of 
  gems in an open treasure chest.
  Access
  Contents
  Half-Elf 
  Corpse
  unprotected
  Armor: Light AND 
  Weapons: Ranged
  Gem Pile
  unprotected
  Gems: Low
  ML4-EAL-11: South Courtyard
    Elven runes decorate these fallen stone blocks, indicating 
  a former entry arch to the south.  In the courtyard itself 
  are two elf guards.
  Access
  Contents
  Elf 
  Corpses 
  (2x)
  unprotected
  Armor: Medium AND 
  Weapons: Martial Ranged AND 
  Weapons: Light
  ML4-EAL-12: East Tower
    Webs coat most surfaces in this half-destroyed guard 
  tower.  It’s possible to climb over the 5’ tall pile of rubble 
  at the entrance and discover a pile of clothing and a half-
  elf body within.
  Access
  Contents
  Half-Elf 
  Corpse
  unprotected
  Armor: Light AND 
  Weapons: Simple
  Clothing 
  Pile
  unprotected
  Clothing: General AND 
  Textiles: General
  ML4-EAL-13: Center Courtyard
    As the party crosses through this point, roll on the 
    
  Random Encounter table and ignore “NPC Encounter” 
  results.  Any ensuing monsters are to be placed at 
  Location 1 to the northeast and approach the party.
  
  427
  Mines L4
  Map 151: Administration Building Overview (ML4-ADB-O)
  One square equals 5 ft.
  
  428
  Mines L4
  ML4-ADB-O: Administration Building Overview
  Overview
  This northeastern region used to be the main center 
  of operations and administration for the entire mining 
  operation.
  Theme & Purpose
  This area is completely destroyed, with rubble everywhere.  
  Combat in this zone will be particularly challenging in 
  terms of movement.  For those wishing to brave the danger, 
  however, there is ample possibility of reward, in terms of 
  loot, experience, and information.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  NPCs of Note
  Four NPCs have a habit of frequenting this area:
  The 
    Chief Engineer is here 
    50% of the time.
  The 
    Coinmaster is also here sometimes (
    30%).
  Sometimes (
    30%) the 
    Blacksmith can be found here.
  Finally, there’s a 
    50% chance that the 
    Warden is 
  here.
  Administrative Duties
    Each time the party searches a corpse in this region, 
  there is a 
    10% chance the body has a letter or note 
  on it that contains valuable information: roll on the 
    
  Plot Discoveries table.
  Areas of Interest
  ML4-ADB-O-1: Admin North
  Please turn to page 429 for more information.
  ML4-ADB-O-2: Admin South
  Page 432 begins more details.
  ML4-ADB-O-3: Admin East
  Refer to page 434 for additional information.
  
  429
  Mines L4
  Map 152: Administration Building North (ML4-ADB-N)
  One square equals 5 ft.
  
  430
  Mines L4
  ML4-ADB-N: Administration Building North
  Overview
  A complex jumble of debris and chaos, there’s no telling what 
  the PCs might encounter here.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  ML4-ADB-N-1: Northeast Entry Gate
    This gate has been destroyed, its pillars ruptured and 
  stones fallen.  A barricade of debris has been erected 
  hastily to the south.  
  ML4-ADB-N-2: Eastern Storage
    Beneath a canopy of huge spiderwebs lie three dwarven 
  corpses.  To their north is a trio of barrels, two large 
  crates, and a treasure chest.
  Access
  Contents
  Dwarf 
  Corpses 
  (3x)
  unprotected
  Armor: General AND 
  Weapons: General
  Barrels 
  (3x)
  Container: Barrel 
  or Crate, using 
  Context D
  Fresh water
  Crates, 
  Large (2x)
  Container: Barrel 
  or Crate
  General Supplies, size 
  Large
  Treasure 
  Chest
  Locks: Chest, 
  Simple
  Coin Treasure: 
  Moderate, using 
  Context B
  ML4-ADB-N-3: Center Courtyard
    Three dwarven bodies lie bloodied and bludgeoned, not a 
  few days dead, in this area.  There’s a mountain of fallen 
  masonry to the north.
  Access
  Contents
  Dwarf 
  Corpses (3x)
  unprotected
  Armor: Heavy AND 
  Weapons: Martial 1H
  ML4-ADB-N-4: Center Storage Building
    This narrow rectangle of 8’ leveled debris appears to 
  have been used for storage.  A half-orc whose arms have 
  been ripped off and taken elsewhere (or presumably 
  eaten) guards an assortment of crates, a treasure chest, 
  and two empty barrels.
  Access
  Contents
  Half-Orc 
  Corpse
  unprotected
  Armor: Heavy AND 
  Weapons: Martial 2H
  Access
  Contents
  Crates, 
  Large (2x)
  Container: Barrel 
  or Crate
  General Supplies, size 
  Large
  Crates, 
  Small (3x)
  Container: Barrel 
  or Crate
  Textiles: General, size 
  Medium
  Treasure 
  Chest
  Locks: Chest, 
  Strongbox
  Coin Treasure: 
  Moderate AND 
  Gems: Semi-Precious
  ML4-ADB-N-5: Southwest Tower
    This guard tower has been leveled to about 10’ tall.  
  Inside is an assortment of debris, webbing, a human body 
  slain a few weeks ago, and a treasure chest.
  Access
  Contents
  Human 
  Corpse
  unprotected
  Armor: Medium AND 
  Weapons: Martial 
  Ranged
  Treasure 
  Chest
  Traps: General 
  (unlocked)
  Potions: Moderate
  ML4-ADB-N-6: Southeast Tower
    All walls in this tower have been leveled to about 8-15’ 
  tall by a scorching and smashing force.  It’s accessible 
  from the south by climbing over the debris there.  Inside 
  are five barrels and a dead halfling.
  Access
  Contents
  Barrels (5x)
  Container: Barrel 
  or Crate
  Fresh water
  Halfling Corpse
  unprotected
  Weapons: Simple
  ML4-ADB-N-7: Northwest Alley
    A trail of viscous blood ends in the body of a decapitated 
  gnome.  From the small, sharp stones nearby, it 
  
  431
  Mines L4
  seems that someone hacked the head off with blunt 
  instruments.
  Access
  Contents
  Gnome Corpse
  unprotected
  Weapons: Light
  ML4-ADB-N-8: Northwest Pantry
    This appears to have been used as general storage for the 
  administration.  Inside are a horde of spiderwebs and a 
  single, locked treasure chest.
  Access
  Contents
  Treasure 
  Chest
  Locks: Chest, 
  Simple AND 
  Traps: General
  Potions: Moderate AND 
  Fishing Supplies
  ML4-ADB-N-9: North Debris
    North of the administration complex is a wide alley; in 
  this region of it, there is a huge pile of debris.
  ML4-ADB-N-10: North Alley
    A huge pile of head-high debris adjoins the northern side 
  of this wall, which is mostly intact.
  ML4-ADB-N-11: Spiderweb Alley
    Between the intact western wall of the complex and 
  the storage building is a nest of spiderwebs that makes 
  passage difficult.
    Clearing this area takes about 5 minutes; regardless of 
  the state of the Random Encounter timer, roll on the 
    
  Random Encounter table and ignore “NPC Encounter” 
  results, placing any monsters that ensue as approaching 
  from Location 1.
  ML4-ADB-N-12: South Courtyard
    A trail of blood connects the building to the north to the 
  passage to the northeast.  The connection point is the 
  body of an elven noble.
  Access
  Contents
  Elf 
  Corpse
  unprotected
  Clothing: General, using Context 
  C AND 
  Weapons: Exotic
  ML4-ADB-N-13: Garbage Pile
    Debris is piled high here; much of it in the surrounding 
  areas is masonry and splintered wood, but here it is 
  mixed with feces and discarded, rotting food.
  Access
  Contents
  Garbage 
  Pile
  unprotected
  Weapons: Martial 1H, using 
  Context C
  
  432
  Mines L4
  Map 153: Administration Building South (ML4-ADB-S)
  One square equals 5 ft.
  
  433
  Mines L4
  ML4-ADB-S: Administration Building South
  Overview
  Cluttered with rocks and debris, this is one of the most 
  difficult to navigate locations in the Mines.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  ML4-ADB-S-1: Northeast Spider Alley
    Spiderwebs blanket the entrance to this alley.
  ML4-ADB-S-2: Blood Trail
    A thin trail of days-old, crusted blood leads south from 
  this area.
  ML4-ADB-S-3: Human Body
    This human was slashed to bits by something bladed or 
  clawed.  
  Access
  Contents
  Human 
  Corpse
  unprotected
  Armor: Light AND 
  Weapons: Simple
  ML4-ADB-S-4: Barrel Chaos
    Amidst a huge pile of boulders and fallen rocks is an 
  assortment of barrels.
  Access
  Contents
  Barrels 
  (10x)
  unprotected
  Alcohol: General, using Context 
  B
  ML4-ADB-S-5: Spiderweb Cache
    Nestled underneath a canopy of giant spiderwebs is a 
  small cache of useful items you never would have seen 
  without intentionally searching.
  Access
  Contents
  Cache
  unprotected
  Weapons: Martial 1H AND 
  Armor: Shields
  ML4-ADB-S-6: Southwest Debris
    A head-high triangle of fallen masonry is wedged in 
  between two mostly-intact walls at this point.
  
  434
  Mines L4
  Map 154: Administration Building East (ML4-ADB-E)
  One square equals 5 ft.
  
  435
  Mines L4
  ML4-ADB-E: Administration Building East
  Overview
  While this region may appear to be little more than 
  a glorified alley, it’s one of the richer regions in the 
  Underground City.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  ML4-ADB-E-1: South Spiderwebs
    Spiderwebs blanket the entire width of this area.
    During the time it takes to clear through the webs, roll 
  on the 
    Random Encounter table and ignore “NPC 
  Encounter” results.  Any monsters that result, place 
  them as approaching from Location 4 to the north.
  ML4-ADB-E-2: Alley
    This stretch of empty alley seems quite out of place 
  compared to the deep debris elsewhere in the area.
  ML4-ADB-E-3: Ruined Circular Tower
    The walls of this circular guard tower have all but been 
  destroyed, measuring a scant 5-8’ tall.  Inside is a half-elf 
  corpse, tons of sacks, and a treasure chest.
  Access
  Contents
  Half-Elf 
  Corpse
  unprotected
  Armor: Light AND 
  Weapons: Simple
  Sacks
  unprotected
  Rations & Prepared 
  Food
  Treasure 
  Chest
  Locks: Chest, 
  Simple
  Potions: Moderate
  ML4-ADB-E-4: Northeast Rubble
    The fallen masonry and splintered wood in this area is 
  quite high, reaching head-tall in places.
  ML4-ADB-E-5: North Debris
    Debris here scattered loosely when stepped upon.  You 
  think you can manage safely.
  ML4-ADB-E-6: Sack Cache
    Nestled amongst a great deal of rubble is an assortment 
  of bags and sacks.
  Access
  Contents
  Sacks
  unprotected
  Simple Foodstuffs AND 
  Coin Treasure: Moderate, using 
  Context D
  ML4-ADB-E-7: North Square Tower
    Accessible easily from the west, and from the east only 
  by climbing in and dropping down from the head-high 
  rubble to the east, is a webbed-over tower than contains 
  only a dead gnome and a treasure chest.
  Access
  Contents
  Gnome 
  Corpse
  unprotected
  Clothing: General AND 
  Weapons: Simple
  Treasure 
  Chest
  (unlocked)
  Rations & Prepared 
  Food
  
  436
  Mines L4
  
  437
  Mines L5
  Mondaria Mines: 
  Level 5
  
  438
  Mines L5
  Map 155: Mines Level 5 Overview (ML5-O)
  One square equals 20 ft.
  
  439
  Mines L5
  Level Introduction: Mines Level 5
  Summary
  Level 5 is deeply segregated in a manner unlike the prior 
  levels.  There is no way, mundane or secret, to traverse 
  among the three mining areas of Law, Chaos, and Love.  The 
  entire southern region consists of the culmination of the 
  massive tunnel complex that has been leading down all the 
  way from the Residential District on the surface.
  Entrances and Exits
  Note that the following are typical, even secret, means of 
  entering and exiting the level as it was designed.
  Other, magical means of navigating the level (for example, 
  teleportation spells or those that grant incorporeality) are 
  not discussed and are left to the GM to manage should they 
  be introduced.
  Navigation to Mines Level 4
    There are three Elevators ascending to Level 4, near 
  locations 1, 3, and 2.
    Location 4 has a hole in the ceiling that leads back up 
  to the tunnel spiral that has been descending from the 
  basements of the Residential District.
    Location 6 leads back up to the Pit Up/Down found in 
  the previous Mine level.
  Navigation to Mines Level 6
    Locations 1, 2, and 3 have Elevators that descend as well.
  Overview
  This level of the Mines is difficult to cover completely.  
  Unless the party has a surplus of time and/or resources, it’s 
  likely they will only traverse one of the four major segments 
  of the caverns on their way deeper into the mountain.
  Atmosphere & Theme
  It’s more humid, more hazy, and tangibly more chaotic and 
  evil, the further the party descends.  Level 5 marks the 
  turning point of it feeling less like the cool underside of an 
  exposed rock, and more like a sauna approaching a level of 
  unwanted warmth.
  Default Random Encounters
  Some Areas of Interest within this level will describe 
  a certain approach to Random Encounters, either by 
  overriding the timing (e.g., “every 30 minutes), and/or by 
  providing its own localized version of the random encounter 
  table below.
  Absent such an override, roll on the following table of 
  Default Random Encounters for every 5 minutes the party 
  remains in this area.
  Table 20: Mines Level 5 Default Random Encounters
  D%
  Event
  Description
  01-20
  No 
  Encounter
  Nothing interesting or specific 
  occurs to deter the party from 
  their overall objectives and 
  exploration.
  21-34
  Trivial 
  Encounter
  Roll once on Monsters: Surface, 
  Trivial.
  35-49
  Light 
  Encounter
  Roll once on Monsters: Surface, 
  Light.
  50-64
  Average 
  Encounter
  Roll once on Monsters: Surface, 
  Average.
  65-81
  Advanced 
  Encounter
  Roll once on Monsters: Surface, 
  Advanced.
  82-89
  Elite 
  Encounter
  Roll once on Monsters: Surface, 
  Elite.
  90-00
  NPC 
  Encounter
  Roll once on the Default NPC 
  Encounter Table below.
  Default NPC Encounters
  Some Areas of Interest within this level will describe a 
  certain approach to NPC Encounters, providing its own 
  localized version of the table below.
  Absent such an override, when in this level, when directed to 
  roll for a random NPC, roll on the following table.  
    Note that if a certain circumstance mandates the 
  presence of an NPC, you may ignore and reroll results of 
  “No Encounter” on the table below. 
   
  The GM is, as in all other aspects of the adventure, to 
  use her common sense regarding use of this table.  You 
  should feel free to ignore or reroll results with which you 
  don’t agree, or simply choose a result yourself to keep 
  with the atmosphere of the adventure as experienced by 
  your gaming group. 
   
  Note, also, that any entry in the list below that has a 
  blank (“-”) next to it for roll results means that that NPC 
  is never normally encountered in this level.
  Table 21: Mines Level 5 Default NPC Encounters
  D%
  Event
  Description
  01-05
  No 
  Encounter
  Despite an initial feeling, the party 
  does not encounter any NPCs at 
  this time.
  06-10
  Common 
  NPC
  Addicted Miners shamble toward 
  the party:
    1d4x 
    2d4x 
    2d6x 
    3d8x
  
  440
  Mines L5
  D%
  Event
  Description
  11-14
  Common 
  NPC
  Afflicted Miners shamble toward 
  the party:
    1d4x 
    2d4x 
    2d6x 
    3d8x
  15
  Common 
  NPC
  A single Bleak Mute lurches within 
  view of the party.
  16-17
  Common 
  NPC
  One Crazed Harbinger stumbles 
  about within view of the party.
  17-19
  Common 
  NPC
  Tainted Miners walk creepily 
  toward the party:
    2d4x 
    2d6x 
    2d8x 
    2d12x
  20-21
  Common 
  NPC
  Miners approach the party 
  suspiciously:
    2d6x 
    2d8x 
    2d10x 
    2d12+4x
  22-23
  Common 
  NPC
  One Mining Taskmaster walks 
  purposefully toward the party.
  24
  Common 
  NPC
  A terrified Munitions Wench is 
  visible, huddled in her rags.
  25
  Common 
  NPC
  You see a Supply Maid in tattered 
  clothes, though you’re not sure she 
  sees you.
  26
  Common 
  NPC
  A horrifying Tainted Taskmaster 
  walks about.
  -
  Common 
  NPC
  Celebrants dance and amble 
  toward the party:
    1d4x 
    2d4x 
    2d6x 
    3d8x
  -
  Common 
  NPC
  Firedancers lithely come toward 
  the party:
    1d4x 
    2d4x 
    2d6x 
    3d8x
  -
  Common 
  NPC
  A Firedancer party approaches 
  the PCs:
    1x Campmaiden, 1d4x 
  Firedancers, 2d4x Celebrants
    1x Hearthstud, 2d4x 
  Firedancers, 2d6x Celebrants
    1x Campmaiden, 1x 
  Hearthstud, 2d6x 
  Firedancers, 2d6x Celebrants
    1x Campmaiden, 1x 
  Hearthstud, 2d8x 
  Firedancers, 2d8x Celebrants
  D%
  Event
  Description
  -
  Common 
  NPC
  A single Campmaiden or 
  Hearthstud approaches the party 
  with a twinkle in their eye.  Use 
  the sex opposite the majority of 
  the PCs’ composition, or randomize 
  if there is a tie.
  27
  Named NPC
  Ambling scholar Brocambe 
  Methurzz.
  28
  Named NPC
  Beastmaster Gabharn.
  29
  Named NPC
  Blacksmith Hamfast Burrbottom.
  30
  Named NPC
  Feastmaster Frobwin Glamfork.
  31
  Named NPC
  Herbalist Innelothe.
  32
  Named NPC
  Illusionist entertainer Raekeldorr.
  33
  Named NPC
  Keeper of Records Skandern 
  Lithutz.
  34
  Named NPC
  Keepmaster Vanarelia Riccards.
  35
  Named NPC
  Loremaster Dalnarok.
  36-37
  Named NPC
  Mercenary dwarf Gordsturll.
  37-38
  Named NPC
  Merenary tiefling Killarth.
  39
  Named NPC
  Railmaster Arranz Trevain.
  40
  Named NPC
  Tinkermaster Skandbard.
  41
  Named NPC
  Warden Imeltrude Legande.
  42-50
  Named NPC
  Brewmaster Glimdarffe Sudsglub.
  51
  Named NPC
  Cartographer Estarel Finequill..
  52
  Named NPC
  Chemist Incebb Gullip..
  53-60
  Named NPC
  Chief engineer Didkeln 
  Clawhammer.
  61-65
  Named NPC
  Coinmaster Lugatoo.
  66-70
  Named NPC
  Dwarven union leader Danalin 
  Foeslash.
  71-75
  Named NPC
  Elven administration leader 
  Maresmir.
  76
  Named NPC
  Engineer Brimdog Firecleave.
  77-82
  Named NPC
  Foreman Belerras.
  83-89
  Named NPC
  Gangboss Dagbrag.
  90
  Named NPC
  Lead designer Estarel Finequill.
  91
  Named NPC
  Mayor Faenadorn.
  92
  Named NPC
  Minemaster Thrennian Lo’quee.
  93
  Named NPC
  A Mystic Seer.
  94
  Named NPC
  Sage Natobbe.
  95
  Named NPC
  Stablehand Friskbik.
  96
  Named NPC
  Stablemaster Semtammi.
  97-00
  Named NPC
  Tribute magister Elawelle.
  Areas of Interest
  ML5-O-1: Elevators North
  Please refer to page 442 for further details.
  ML5-O-2: Elevators West
  Page 452 commences a full description of this area.
  
  441
  Mines L5
  ML5-O-3: Elevators East
  Turn to page 455 for further details.
  ML5-O-4: Jail Cell
  Refer to page 457 for additional description.
  ML5-O-5: Lair
  Please refer to page 460 for a full depiction.
  ML5-O-6: Ceiling Hole
  This region is described in detail starting with page 463.
  ML5-O-7: Mining Southwest
  Page 465 describes this area in detail.
  ML5-O-8: Mining Northwest
  Please turn to page 468 for a complete description.
  ML5-O-9: Mining North-Northwest
  Turn to page 470 commences full details.
  ML5-O-10: Mining North-Northeast
  A complete description is laid out starting on page 472.
  ML5-O-11: Mining Northeast
  Please refer to page 475 for full details.
  ML5-O-12: Mining Southeast
  Page 478 begins a full description.
  ML5-O-13: Admin Building
  This structure is described in full starting with page 481.
  ML5-O-14: Treasure Hoard
  Please turn to page 484 for complete details.
  ML5-O-15: Lair Guardians
  This region is depicted in detail on page 486.
  ML5-O-16: Lair Approach
  Turn to page 488 for full details.
  ML5-O-17: Mayor’s House
  Page 490 has a full description of this building.
  
  442
  Mines L5
  Map 156: Elevators North Overview (ML5-ENL-O)
  One square equals 5 ft.
  
  443
  Mines L5
  ML5-ENL-O: Elevators North Overview
  Overview
  Overgrown a bit with fungus, this region remains usable 
  according to its original design: a residence and workspace 
  for the Lead Designer, and a storage nexus for the Law-
  oriented aspect of this floor of the Mines.
  Theme & Purpose
  In addition to housing one the Elevators—which are the only 
  way in and out of this northwestern chamber of Mines Level 
  5—this area also holds the Designer’s House, a building rich 
  in information and loot potential.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  
  NPCs of Note
  Of note, the 
    Lead Designer is usually in the 
    
  Designer’s House.  There’s a 
    90% chance of this each 
  time the party approaches this area.
  Areas of Interest
  ML5-ENL-O-1: Designer’s House North
  Please refer to page 445 for more details.
  ML5-ENL-O-2: Designer’s House Middle
  Page 448 commences a detailed description.
  ML5-ENL-O-3: Designer’s House South
  Turn to page 450 for a complete descripton of this building.
  ML5-ENL-O-4: Elevator Up
  This leads to “Map 141: Elevators North Overview (ML4-
  ENL-O)” on page 402.
  ML5-ENL-O-5: Elevator Down
    This elevator has been nearly entirely obscured by a 
  massive overgrowth of fungus.  Although the mushrooms 
  themselves appear benign, it’s clear the elevator itself 
  will not function until the mess is cleared up.
    Clearing the elevator for use takes about 10 minutes; 
  in the midst of this process, roll on the 
    Random 
  Encounter table and ignore “NPC Encounter” results, 
  placing ensuing beasts as approching from Location 12 
  to the northwest.
  This elevator leads down to “Map 178: Elevator North Up 
  (ML6-ENU)” on page 500.
  ML5-ENL-O-6: Fungus Nest
    A huge clump of head-sized mushroom caps infests this 
  region to the south of the down-leading elevator.  
  Touching the mushrooms in this area—specifically, any 
  mushrooms that are not strictly part of the cleanup effort to 
  unveil the Elevator Down to the north—spawns a 
    Yellow 
  Musk Creeper which attacks the party.
  ML5-ENL-O-7: Designer’s Entrance
    There is just enough room here to walk to the entrance to 
  the massive building without touching any fungus.
  The door and entrance are described in greater detail in 
  “Map 157: Elevators North: Designer’s House North (ML5-
  ENL-DSN)” on page 445.
  ML5-ENL-O-8: South Secret Door
  This door is described as part of “Map 159: Elevators North: 
  Designer’s House South (ML5-ENL-DSS)” on page 450.
  ML5-ENL-O-9: South Fungal Patch
    Massive, out-of-control blooms of fungus have taken over 
  the tracks in this area.  
  Scraping the mushrooms off the track so as to enable travel 
  takes about 8 minutes, during which time the party should 
  be quite tense, but no additional effects occur.  Note that 
  depending on the status of the Random Encounters timer, 
  you may still need to make a roll on the  
    Random 
  Encounter table as normal.
  ML5-ENL-O-10: Railway Tracks
    The tracks are sturdy and sure, and the railbed is 
  secure—these tracks would be fit for purpose if it wasn’t 
  for all of the fungal infestation around!
  ML5-ENL-O-11: Rockspire
    35’ straight up, this stalagmite reaches, all the way to 
  the ceiling above you.  About its base is a cluster of fallen 
  rock and giant, head-sized mushroom caps.
  
  444
  Mines L5
  ML5-ENL-O-12: Discarded Tools
    A firepit, wheelbarrow, and woodpiles sit to the west of a 
  20’ tall stalagmite in this area.  Mining and woodworking 
  tools lie abandoned everywhere, as though they were 
  tossed down by workers who fled or were otherwise 
  compelled to leave the area.
  Access
  Contents
  Abandoned 
  Tools
  unprotected
  Weapons: Simple, roll 2d4 
  times, using Context D
  ML5-ENL-O-13: Sack Disarray
    An enormous volume of sacks has toppled here, spilling 
  to the south and west.
  Access
  Contents
  Sack 
  Piles
  unprotected
  Rations & Prepared Food, size 
  Large, double quantities
  ML5-ENL-O-14: Storage
    A large grid of crates is stored here, nestled in the curve 
  of the railway.  To the south are two treasure chests.
  Access
  Contents
  Crates, 
  Large (8x)
  Container: Barrel 
  or Crate
  Glasses, Metals, and 
  Woods, size Large
  Crates, 
  Small (6x)
  Container: Barrel 
  or Crate
  General Supplies, 
  size Medium
  Chests (2x)
  Locks: Chest, 
  Strongbox, using 
  Context B
  Glasses, Metals, 
  and Woods, using 
  Context C
  
  445
  Mines L5
  Map 157: Elevators North: Designer’s House North (ML5-ENL-DSN)
  One square equals 5 ft.
  
  446
  Mines L5
  ML5-ENL-DSN: Elevators North: Designer’s House North
  Overview
  The entryway, and main functional area, of the Lead 
  Designer’s residence.
  Theme & Purpose
  This is perhaps the most high-class, high-quality, and elitely-
  decorated establishment remaining in the Mines.  It’s a rich 
  source of information, both in terms of facts and history as 
  well as for the possibility of interacting with NPCs.
  Default Doors
  Unless otherwise specified, all doors are locked when first 
  encountered and derive from the following profile:
  Access
  Default Door
  Locks: Door, Simple, using Context C
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll monster-related results once.
  NPCs of Note
  Of note, the 
    Lead Designer is usually in the 
    
  Designer’s House.  There’s a 
    90% chance of this each 
  time the party approaches this area.
  Areas of Interest
  ML5-ENL-DSN-1: Entrance
    Empty flowerpots flank steel-reinforced doors.  To either 
  side of the doors is a wall sconce containing a lit torch.
  Access
  House Entrance
  Locks: Door, Reinforced
  ML5-ENL-DSN-2: Foyer
    This quiet chamber houses a handful of comfortable 
  chairs and a sideboard.  Simple wooden double doors 
  which lack a lock lead north.
  Access
  Contents
  Sideboard
  unprotected
  Rations & Prepared Food, 
  using Context C
  ML5-ENL-DSN-3: Dining Hall
    This long, expansive chamber houses a banquet table 
  atop a massive and expensive-looking rug.  To either 
  side of the banquet table is a smaller table, unset and 
  ringed with chairs.  Comfortable sitting chairs are spaced 
  evenly thorughout.  Against the east wall is a sideboard.  
  To the northwest, southeast, and southwest are double 
  doors partially hidden by purple curtains; the set to the 
  northwest is steel-reinforced; the southern sets bear no 
  lock.
  Access
  Contents
  Sideboard
  Locks: 
  Furniture, 
  Simple
  Rations & Prepared Food, 
  using Context C AND 
  Potions: Moderate
  ML5-ENL-DSN-4: Designer’s Chambers
    This appears to be the personal chambers of the owner 
  of this building.  A big double bed, a lab table, bookcases, 
  sideboards, plenty of tables and chairs with fresh food 
  set upon them, sitting chairs, a privy, a washbasin, 
  freshly-maintained potted plants, and a clothes cabinet 
  are all in exceptional order and upkeep.
  Access
  Contents
  Bookshelves
  unprotected
  Each has a 
    20% chance 
  of containing a book in 
  Books: General AND
  Each has a 
    25% chance 
  of prompting a roll on the 
    
    Plot Discoveries table
  Sideboards 
  (2x)
  Locks: 
  Furniture, 
  Strong
  Writing Supplies, using 
  Context C AND 
  Potions: Moderate
  Clothes 
  Cabinet
  Locks: 
  Furniture, 
  Simple
  Clothing: General, using 
  Context C, size Medium
  ML5-ENL-DSN-5: Secret Door
  Only read the italicized text below if the secret is discovered.  
  Though the description is written assuming the party is 
  approaching from the west, the door is accessible from 
  either side.
  
  447
  Mines L5
    Against the western wall, obscured behind the potted 
  plant, is a niche in the wood that seems suspicious.  
  Prodding, you discover a lock mechanism, and trace the 
  outline of a door leading westward.
  Access
  Secret 
  Door
  Locks: Door, Secret (Perception only, to 
  discover) AND 
  Locks: Door, Reinforced (to open)
  ML5-ENL-DSN-6: Guestroom A
    This westernmost guest room has well-crafted, high-
  quality furniture: a potted plant, a washbasin, a clothing 
  cabinet, writing and dressing desks, a bed, and a stool.
  Access
  Contents
  Cabinet
  Locks: Furniture, 
  Simple
  Clothing: General
  Writing 
  Desk
  unprotected
  Writing Supplies
  Dressing 
  Desk
  Locks: Furniture, 
  Simple
  Textiles: General
  ML5-ENL-DSN-7: Guestroom B
    This guestroom is nearly identical to its neighbors, but is 
  narrower.
  Access
  Contents
  Cabinet
  unprotected
  Clothing: General, 
  using Context B
  Writing 
  Desk
  unprotected
  Writing Supplies, 
  using Context C
  Dressing 
  Desk
  Locks: Furniture, 
  Simple
  Weapons: Simple
  ML5-ENL-DSN-8: Guestroom C
    A bit wider than its western counterparts, this guestroom 
  also features a table in the southeast corner.
  Access
  Contents
  Cabinet
  Locks: Furniture, 
  Simple
  Clothing: General, 
  using Context C
  Writing 
  Desk
  Locks: Furniture, 
  Simple
  Writing Supplies, 
  using Context C AND 
  Weapons: Light
  Dressing 
  Desk
  unprotected
  Gems: Low
  ML5-ENL-DSN-9: Guestroom D
    The largest of the four guestrooms, this one has pretty 
  much the same contents as its neighbors, but contains a 
  bit more space.
  Access
  Contents
  Cabinet
  Locks: Furniture, 
  Simple
  Clothing: General, 
  using Context C
  Writing 
  Desk
  Locks: Furniture, 
  Simple
  Writing Supplies, 
  using Context C AND 
  Gems: Low
  Dressing 
  Desk
  unprotected
  Armor: Light, using 
  Context C
  ML5-ENL-DSN-10: Guestroom Hallway
    This “L”-shaped hallway connects the guestrooms to the 
  kitchen in the southeast.
  ML5-ENL-DSN-11: Kitchen
    A small stove sits against the east wall; sacks of food are 
  on the west side.  To the north and south are unlocked, 
  simple wooden double doors; those to the north are 
  hidden by curtains.
  Access
  Contents
  Food 
  Sacks
  unprotected
  Simple Foodstuffs, size 
  Medium
  ML5-ENL-DSN-12: Sitting Room
    A large, rectangular room similar in size to the banquet 
  hall is home to a number of sitting chairs, potted plants, 
  and four sideboards.  Simple, unlocked wooden double 
  doors lead to the northeast and northwest; to the south 
  is a massive set of steel doors.
  Access
  Contents
  Sideboards 
  (4x)
  Locks: Furniture, 
  Simple
  Rations & Prepared 
  Food, using Context C
  Access
  Library Door
  Locks: Door, Stronghold
  
  448
  Mines L5
  Map 158: Elevators North: Designer’s House Middle (ML5-ENL-DSM)
  One square equals 5 ft.
  
  449
  Mines L5
  ML5-ENL-DSM: Elevators North: Designer’s House Middle
  Overview
  This is the Library section of the building complex.
  Theme & Purpose
  Most definitely, this zone is of particular interest to those 
  seeking valuable information.
  Default Doors
  Unless otherwise specified, all doors are locked when first 
  encountered and derive from the following profile:
  Access
  Default Door
  Locks: Door, Stronghold
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll all monster-related results.  
  Quiet, Please
  The above Random Encounter rules mean that this zone is a 
  safe place to rest for any amount of time.
  Repository of Knowledge
  Each of the dozens of bookcases in this library has the same 
  chance of bearing loot when searched:
  Access
  Contents
  Library 
  Bookshelf
  unprotected
  Each has a 
    10% chance of 
  containing a book in Books: 
  General AND
  Each has a 
    15% chance 
  of prompting a roll on the 
    
    Plot Discoveries table
  NPCs of Note
  Of note, the 
    Lead Designer is usually in the 
    
  Designer’s House.  There’s a 
    90% chance of this each 
  time the party approaches this area.
  Areas of Interest
  ML5-ENL-DSM-1: North Hall
    A quiet, vast chamber smells strongly of dust, wood, and 
  paper.  It’s a library, no question: the interior structure 
  is formed by bookshelf upon bookshelf, forming three 
  long columns of navigation that stretch the entire length 
  of the room.  The parquet floor is softened by enormous, 
  exceptionally-crafted rugs with thick pile.
  ML5-ENL-DSM-2: Reading Table
    In the exact center of the chamber is a simple wooden 
  table ringed with well-worn chairs.  To the east is a 
  fireplace; to the west, a large, floor-to-ceiling window 
  looking out into the Mine floor, flanked by comfortable 
  chairs and potted plants.
  ML5-ENL-DSM-3: South Hall
    Your footsteps echo as you traverse the south hall.  
  ML5-ENL-DSM-4: Northwest Stacks
    The hallway formed of bookshelves ends in a thin purple 
  rug.
  ML5-ENL-DSM-5: Northeast Stacks
    The northeast corner of bookshelves ends abruptly in a 
  blank stone wall to the north.
  ML5-ENL-DSM-6: Southwest Stacks
    This corner leads to the south portion of the main, center 
  corridor via a small gap in the bookshelf stacks.
  ML5-ENL-DSM-7: Southeast Stacks
    This corridor of shelves forms an “L” shape, connecting 
  back to the center alley.
  Upon reaching this corner, roll on the 
    Random 
  Encounter table and ignore monster-related results.  Place 
  any NPCs that ensue as approaching from Location 1 in the 
  north.
  ML5-ENL-DSM-8: South Library Door
    These massive, steel doors bar your entry further to the 
  south.
  
  450
  Mines L5
  Map 159: Elevators North: Designer’s House South (ML5-ENL-DSS)
  One square equals 5 ft.
  
  451
  Mines L5
  ML5-ENL-DSS: Elevators North: Designer’s House South
  Overview
  A slanted continuation of the Library to the north, containing 
  wares of slightly less interest and value.
  Theme & Purpose
  Still a rich source of information potential, it also connects 
  to the storage in the south.
  Default Doors
  Unless otherwise specified, all doors are locked when first 
  encountered and derive from the following profile:
  Access
  Default Door
  Locks: Door, Stronghold
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll all monster-related results.  
  Quiet, Please
  The above Random Encounter rules mean that this zone is a 
  safe place to rest for any amount of time.
  Repository of Knowledge
  Each of the dozens of bookcases in this library has the same 
  chance of bearing loot when searched:
  Access
  Contents
  Library 
  Bookshelf
  unprotected
  Each has a 
    5% chance of 
  containing a book in Books: 
  General AND
  Each has a 
    10% chance 
  of prompting a roll on the 
    
    Plot Discoveries table
  Areas of Interest
  ML5-ENL-DSS-1: Entrance
    To either side of the north door is a table and a few 
  chairs or stools, and a potted plant.  The tables are 
  empty, with deep indentations from long use as reading 
  tables.
  ML5-ENL-DSS-2: West Hall
    The bookshelves here are groaning under the weight of 
  their charges; some look prone to collapse.
  ML5-ENL-DSS-3: East Hall
    This hall contains a great many shelves; the wood in a 
  few cases appears to be rotted.
  ML5-ENL-DSS-4: Storage
    This large pantry smells even mustier and dustier than 
  the library chambers to the north.  Odds and ends litter 
  every surface.
  Access
  Contents
  Crate, 
  Large
  Container: Barrel 
  or Crate
  Glasses, Metals, and 
  Woods, size Large, 
  using Context C
  Treasure 
  Chests 
  (2x)
  Locks: Chest, 
  Strongbox AND 
  Traps: General
  Potions: Moderate AND  
  Writing Supplies, 
  using Context C
  Reading 
  Tables 
  (3x)
  unprotected
  Each has a 
    30% 
  chance of containing a 
  book in Books: General 
  AND
  Each has a 
    25% 
  chance of prompting a 
  roll on the 
    
    Plot 
  Discoveries table
  Barrel, 
  Sealed
  Container: Barrel 
  or Crate
  Alcohol: General, using 
  Context C
  Barrels, 
  Open
  unprotected
  Alcohol: General, using 
  Context C
  Access
  Storage Door
  Locks: Door, Secret (to identify) AND 
  Locks: Door, Stronghold (to open)
  ML5-ENL-DSS-5: South Door
    To the west of the massive locked door leading south is 
  another reading table; a smaller, circular table sits near a 
  potted plant to the east.
  
  452
  Mines L5
  Map 160: Elevators West (ML5-EWC)
  One square equals 5 ft.
  
  453
  Mines L5
  ML5-EWC: Elevators West
  Overview
  These elevators lead to the domain of Chaos within the 
  Mines.  Their current condition reflects this nature!
  Theme & Purpose
  This is the only way into and out of the western chamber 
  of Mines Level 5.  It’s not rich in loot, but certainly is in 
  danger.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll all results of “NPC Encounter” once.
  Diamonds in the Rough
  Each of the debris piles in Locations 3, 4, and 5 require a 
  good deal of time to search, and may or may not be worth it.
    Searching any one of these piles of debris will take a bit 
  of time; automatically roll on the 
    Random Encounter 
  table and ignore “NPC Encounter” results.  Any creatures 
  that result will approach from Location 6 to the west.
  Areas of Interest
  ML5-EWC-1: Elevator Up
    It appears that someone erected a makeshift barricade 
  about the south, east, and west edges of this elevator 
  shaft.  Hip-high stacks of sandbags have been piled high, 
  and to each of the four corners is a toppled pillar.  To the 
  west is a former guardpost, burnt to a crisp; rubble from 
  various sources has been piled all about.
  The elevator leads to “Map 140: Elevators West (ML4-
  EWC)” on page 399.
    Whenever the PCs set foot on this elevator—including 
  if they first descend to this level via it—roll on the 
    
  Monsters: Mines, Light FlexContent table; place the 
  results as approaching from the north.  Repeat three 
  additional times for encounters approaching from the 
  east, south, and west, respectively.  All four batches of 
  beast enter play simultaneously.
  ML5-EWC-2: Elevators Down
    An repellant mixture of guano and blood litters the 
  elevator here.  It appears to remain functional, but 
  unpleasant.  A half-orc corpse has been slain to the 
  north.
  This leads down to “Map 181: Elevators Southwest (ML6-
  ESW)” on page 507.
  Access
  Contents
  Half-Orc 
  Corpse
  unprotected
  Weapons: Exotic, using 
  Context B
  ML5-EWC-3: Northeast Debris
    An enormous volume of debris and trash has been 
  gathered and shoved up against the cave walls in this 
  expansive corner.  To the southwest of the debris, the 
  looping swirl of a blood trail connects with a half-elven 
  body that was torn apart a few weeks ago.
  Access
  Contents
  Debris Pile
  unprotected
  Gems: Low, using Context D
  Half-Elf 
  Corpse
  unprotected
  Weapons: Martial Ranged 
  AND 
  Weapons: Light
  ML5-EWC-4: South Debris
    This pile of destroyed and removed masonry piles head-
  high in places.  
  Access
  Contents
  Debris Pile
  unprotected
  Weapons: Simple, roll 1d4 
  times
  ML5-EWC-5: Southeast Debris
    In addition to an absolutely staggering pile of garbage 
  and splintered wood here, there is a cluster of two large 
  crates and a treasure chest to the north, and a somewhat 
  substiantial pile of treasure to the southwest, with coins 
  littered everywhere amid two dwarven corpses.
  Access
  Contents
  Crate, 
  Large 
  (2x)
  Container: 
  Barrel or Crate
  Glasses, Metals, and 
  Woods, size Large, using 
  Context D
  Chest
  Locks: Chest, 
  Simple
  Weapons: Martial Ranged
  
  454
  Mines L5
  Access
  Contents
  Dwarf 
  Corpses 
  (2x)
  unprotected
  Armor: Heavy AND 
  Weapons: Martial 2H AND 
  Weapons: Ranged
  Cave 
  Floor
  unprotected
  Coin Treasure: Moderate, 
  using Context D
  ML5-EWC-6: Dirt Swath
    From the base of a 25’ tall stalagmite that reaches all the 
  way to the ceiling, a spread of dirt and mud ponds about 
  in clumps to the southeast.
  ML5-EWC-7: Southwest Debris
    The scent of garbage, rot, and filth fills your nostrils as 
  you step near this area.  To the east is a pile of sacks, and 
  an elf body that appears to have been mauled by acid a 
  month or so ago.
  Access
  Contents
  Sacks
  unprotected
  Simple Foodstuffs, size 
  Medium
  Elf Corpse
  unprotected
  Weapons: Martial Ranged 
  AND 
  Potions: Moderate
  ML5-EWC-8: North Barren Patch
    This region appears to have been burnt horribly.  The 
  cave floor is melted in places; boulders are scorched, and 
  the whole place reeks of soot and cinders.  Clusters of 
  singed, empty barrels stand just shy of the curve of the 
  railway in the northeast.
  ML5-EWC-9: Railway
    These rails are sturdy, but the rail ties have seen better 
  days.  It would be safe to travel here, only if the going 
  was slow.  To the northeast of the tracks, a stack of intact 
  casks has been arranged.
  Access
  Contents
  Casks 
  (5x)
  Container: 
  Barrel or Crate
  Alcohol: General, using 
  Context B
  
  455
  Mines L5
  Map 161: Elevators East (ML5-EEL)
  One square equals 5 ft.
  
  456
  Mines L5
  ML5-EEL: Elevators East
  Overview
  These Elevators are the only way in or out of the northeast, 
  Law-oriented region of Mines Level 5.
  Theme & Purpose
  There’s a fair amount of loot potential here
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll “NPC Encounter” results once.
  Areas of Interest
  ML5-EEL-1: Railway
    There’s a fairly major breach in the rails here, just north 
  of the elevators.  A railcar could never jump the gap; 
  it would have to go back all the way around until it’s 
  repaired.
  ML5-EEL-2: Elevator Down
    Spatters of blood leave a trail heading from south to 
  northwest of this elevator; in the middle of the trail is 
  a dwarven miner who has been hacked to pieces a few 
  weeks ago from the condition of rot.
  The elevator itself leads down to “Map 182: Elevators East 
  (ML6-EEL)” on page 509.
  Access
  Contents
  Dwarf 
  Corpse
  unprotected
  Armor: Heavy AND 
  Weapons: Martial 2H, both 
  using Context D
  ML5-EEL-3: Elevator Up
  The PCs likely took this from “Map 145: Elevators East 
  (ML4-EEL)” on page 411.
  ML5-EEL-4: Western Storage
    A well-ordered assortment of crates has been stashed 
  here, to the south of a firepit.  Amidst it all, a piel of 
  coins and gems has been placed atop a splatter of blood.
  Access
  Contents
  Crates, 
  Large (7x)
  Container: 
  Barrel or 
  Crate, using 
  Context C
  Glasses, Metals, and 
  Woods, size Large
  Crates, 
  Small (6x)
  Container: 
  Barrel or Crate
  Rations & Prepared Food, 
  size Medium
  Sack Piles 
  (3x)
  unprotected
  Simple Foodstuffs, size 
  Medium
  Access
  Contents
  Barrels (3x)
  Container: 
  Barrel or Crate
  Alcohol: General, using 
  Context B
  Treasure 
  Pile
  unprotected
  Coin Treasure: Moderate, 
  using Context B AND 
  Gems: Low
  Crate Top
  unprotected
  Books: General, using 
  Context D
  ML5-EEL-5: North Tables
    In the north is a trio of tables; atop each one is a treasure 
  chest.  The easternmost one has been forced open with 
  not much skill, and is empty.  In between the center and 
  east tables is a trio of empty barrels that reek of whisky.
  Access
  Contents
  Chests 
  (2x)
  Locks: Chest, 
  Strongbox, using 
  Context B
  Weapons: Martial 1H AND 
  Potions: Moderate, both 
  using Context D
  ML5-EEL-6: Southeast Storage
    Two clusters of four crates each have been arranged 
  here.  To their south is a long table with two baskets and 
  an empty cask that smells of mead.
  Access
  Contents
  Crates, Small 
  Northeast (4x)
  Container: 
  Barrel or 
  Crate
  General Supplies, size 
  Medium
  Crates, Small 
  Southwest (4x)
  Container: 
  Barrel or 
  Crate
  Rations & Prepared 
  Food, size Medium
  ML5-EEL-7: Table
    A simple table, ringed with chairs, has knife marks all 
  atop it, and a trail of blood leads north.
  
  457
  Mines L5
  Map 162: Jail Cell (ML5-JLC)
  One square equals 5 ft.
  
  458
  Mines L5
  ML5-JLC: Jail Cell
  Overview
  The spiraling tunnels leading down from the Residential 
  District all the way on the surface of Mondaria City 
  culminates in this simple jail cell, used to store prisoners to 
  be used as meals for the denizens of the caves to the east and 
  north.
  Theme & Purpose
  PCs who have made their way down to this level from the 
  surface are in for a surprise, though by this point they should 
  have no illusions as to the nature of the tunnels they have 
  been chasing.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll all “NPC Encounter” results.
  Symbiotic Gaoler
  There’s a somewhat symbiotic relationship that has been 
  formed here, though neither party is quite aware of that 
  relationship, or indeed even of the other party!  
  The formidable creature(s) that make their lair to the east 
  ensures a steady supply of captives to be stored in this jail.
  Lesser creatures dwell in the jail itself, in Location 9.  
  These lesser creatures serve as an escape deterrent; anyone 
  attempting to leave this chamber is attacked immediately.  
  So long as no escape is attempted, these creatures will not 
  attack anybody wandering about in the chamber.
  The lesser beasts will occasionally eat a prisoner, but only to 
  satsify their need.
    As the PCs enter this area for the first time, roll on the 
   
  Monsters: Mines, Average FlexContent table, and place 
  the results in Location 9.  This creature(s) will only 
  attack the party if the PCs attack it, or if the party makes 
  any attempt to leave the chamber (via either Location 2 
  or 1).
  Areas of Interest
  ML5-JLC-1: Entryway
    You scuttle along the narrow, cramped passage on all 
  fours, bumping your head occasionally in the murky 
  dark.  Spiderwebs, mud, and filth soon coat your 
  extremities, and you wonder at the wisdom of traveling 
  through this area in the first place.
  It’s unpleasant, but there is no danger in traversing this 
  zone.
  ML5-JLC-2: Ceiling Hole
  This hole leads up to “Map 120: Circular Stair Pit (ML3-
  CSP)” on page 349.
  ML5-JLC-3: Entrance
    This chamber reeks of feces, rot, and sweaty horror.  
  It’s bleak, moist, and just unpleasant to be in; despite 
  the large size of the room, you feel penned in, 
  claustrophobic, and as though escape is impossible.
  ML5-JLC-4: South Fungal Patch
    In the bleak moisture of the chamber, a huge assortment 
  of mushrooms has blossomed.
  ML5-JLC-5: Northeast Fungus
    This entire curved corner has been overtaken by fungus.  
  Some caps are hand-sized; others are as large as one’s 
  torso.  
  ML5-JLC-6: Guano North
    This entire region is slick with guano.  From the 
  appearance, the floor is actually a thick crust of the stuff, 
  formed from the excretions of dozens of various species.
  ML5-JLC-7: Slimebank North
    On the bank of the small ugly pond is a filmy ooze of 
  brownish oil.
  This is a 
    Grey Ooze, which will attack the party if 
  approached to within 10’. 
  ML5-JLC-8: Slimebank South
    A greasy puddle of translucent ichor lies here on the edge 
  of the pond.
  This is a 
    Slime Mold, which will attack the party if 
  approached to within 10’.
  
  459
  Mines L5
  ML5-JLC-9: Gaoler’s Island
    Against the far west of the chamber is an island of 
  sorts in the pond.  It’s covered in boulders and thick 
  spiderwebs.
  ML5-JLC-10: Ichor Pond
    This shallow pond appears to barely delve 4’ under 
  the cave floor.  It’s filled with a disgusting mixture of 
  feces, oil, liquified soot, and other, more toxic residues, 
  perhaps from the ore in the mines.  It smells of burnt oil 
  and musty turnips.
  Although absolutely disgusting, there is no physical danger 
  posed by the pond.
  
  460
  Mines L5
  Map 163: Lair (ML5-LAR)
  One square equals 5 ft.
  
  461
  Mines L5
  ML5-LAR: Lair
  Overview
  This is the lair of the beast(s) that inhabit this deep level of 
  natural caves above.
  Theme & Purpose
  The main purpose is to terrify the PCs and pose a truly 
  formidable challenge to them.  A secondary goal here would 
  be to reward the party with significant treasure.
  Random Encounters
  Until the creature(s) identified in the “Denizens of the 
  Deep” rule (see below) are defeated, there are no Random 
  Encounters to be found here.
  An hour after the Denizens of the Deep are defeated, resume 
  random encounters here: use the standard / default Random 
  Encounter rules for this level.  Reroll all “NPC Encounter” 
  results.
  Denizens of the Deep
  As the PCs approach this area, roll on the 
    Monsters: 
  Mines, Elite FlexContent table.  Place the resulting beast(s) 
  as slumbering in Location 5.
    Perhaps moreso than in any other location in the entire 
  adventure, your skill here as a GM is critical.  This lair 
  is meant to pose a significant, but not insurmountable, 
  challenge to the party.  On the plus side, they may have 
  come from the spiral stair tunnels directly above this 
  lair; in that scenario, they are likely quite well-rested 
  and well-equipped, as they have bypassed four entire 
  layers of the Mines and are somewhat fresh from the 
  surface, so to speak.  If they came from the north, via the 
  Lair Approach, they are much more likely to be depleted, 
  wounded, and in need of repreieve.  Use your judgment 
  as a GM as to what level of challenge is appropriate here; 
  the goal is not to set up a Total Party Kill (TPK).   
   
  It’s also worth remembering—for yourself, as well as the 
  players!—that this entire region is completely optional; 
  wounded and weak players should size things up upon 
  seeing the Denizens and flee or backtrack as necessary 
  to avoid destruction.
  Areas of Interest
  ML5-LAR-1: Approach
    A grim calm settles over the cavern as you head 
  southward.  Rocks and boulders grow in size; the cave 
  floor darkens and deepens in hue.
  ML5-LAR-2: Guano East
    The northeast of this chamber is coated in slick 
  feces from a number of cave creatures.  Skeletons of 
  humanoids and monsters alike dot the cave floor about a 
  floor-to-ceiling rock pillar 25’ in height.
  ML5-LAR-3: Guano West
    Excrement coats the cave floor in the northwest of the 
  lair.  Monster corpses rest among the feces, making for 
  quite the aroma of putrescent decay.
  ML5-LAR-4: Corpses East
    Corpses of a multitude of humanoid races lie here, tossed 
  to the floor.  Possessions seem to have been stripped and 
  thrown in a heap in the center.
  Access
  Contents
  Treasure 
  Pile
  unprotected
  Armor: General (roll 2d6 
  times) AND 
  Weapons: General (roll 2d4 
  times) AND 
  Coin Treasure: Moderate, 
  using Context B AND 
  Gems: Semi-Precious
  ML5-LAR-5: Mudrock
    This huge rock is unusual in texture and shape.  It seems 
  to have been molded over time through erosion.
  ML5-LAR-6: Sludgepond
    To the south of the lair is a pond of viscous, dirty sludge.  
  It’s not a source of fresh water; it might be another 
  reservoir of excrement.  About the north shore of this 6’ 
  deep lake, skulls of all manner have been piled.
  ML5-LAR-7: Treasure Southeast
    A large hoard of possessions, and a vast assortment of 
  bodies in all stages of rot, lay here.
  
  462
  Mines L5
  Access
  Contents
  Treasure 
  Pile
  unprotected
  Armor: General (roll 2d6 
  times) AND 
  Weapons: General (roll 2d4 
  times) AND 
  Clothing: General (roll 1d8 
  times) AND 
  Coin Treasure: Moderate AND 
  Gems: Low AND 
  Potions: Moderate
  ML5-LAR-8: Skeletons South
    The bodies in this region are older, dead longer, and 
  in greater stages of decay; many are merely skeletons.  
  Amidst them is a spill of gems and coins surrounding 
  another cloud of possessions stripped from the hapless 
  intruders.
  Access
  Contents
  Treasure 
  Pile
  unprotected
  Armor: General (roll 1d4 
  times) AND 
  Weapons: General (roll 1d6 
  times) AND 
  General Supplies, size Large
  ML5-LAR-9: Skeletons Southwest
    These are the oldest, most decomposed corpses in the 
  lair; nearly all are dessicated skeletons.  There is no 
  treasure to speak of, unless one places value on dozens of 
  bodies from years past.
  ML5-LAR-10: Secret Passage
  Only read the italicized text below if the secret is discovered.
    Amidst the rotted corpses and horribly mangled skeletons 
  in the southwest of the lair is an earthen wall with pieces 
  of bone embedded in it.  Poking around, you discover 
  the earth comes away easily, revealing a low, moist, 
  crawlspace-like passage to the west.
  Access
  Jail Secret
  Locks: Door, Secret (Perception only)
  
  463
  Mines L5
  Map 164: Ceiling Hole (ML5-HOL)
  One square equals 5 ft.
  
  464
  Mines L5
  ML5-HOL: Ceiling Hole
  Overview
  Coming from Mines Level 3, this is another, alternate means 
  of accessing the Lair region to the east.  This is the primary 
  way the Lair’s denizen(s) enter and exit the complex.
  Theme & Purpose
  PCs who skipped the “smaller lair” on Mines Level 4 
  above on their way down to this level may be primed for a 
  significant fight, and they are correct.  If instead the party 
  investigated the lair on Level 4, they may consider the 
  challenge over when coming to this area.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll all “NPC Encounter” results.
  Areas of Interest
  ML5-HOL-1: Ceiling Crevice
    This crack in the ceiling of the cavern is 25’ from the 
  floor.  It’s surrounded by a myriad of rubble, fallen from 
  the cave top.  It seems that this hole in the ceiling was 
  caused by some sort of seismic activity.
  This leads back up to “Map 127: Pit Up/Down (ML4-PIT)” 
  on page 369.
  ML5-HOL-2: Southeast Rubble
    A ridge of shoulder-high rubble forms a natural alcove 
  to the southeast of this region.  There’s nothing of real 
  interest to be found within, however.
    If the party searches this area, roll on the 
    Random 
  Encounter table and ignore “NPC Encounter” results.  
  Any monsters that ensue should be placed as approaching 
  from Location 5 to the northeast.
  ML5-HOL-3: Southwest Rubble
    This region of the cave is narrower and taller than its 
  neighbors; from here, you can see easily to the west end 
  of the chamber.
    As the party enters this area, roll on the 
    Random 
  Encounter table, and reroll until you get a monster-
  related result.  Place the ensuing critters in Location 5, 
  however, the party can see them from this vantage point, 
  and has the option of waiting for a few minutes (during 
  which normal Random Encounter rules are suspended); 
  if they do, the monster(s) introduced will wander away, 
  never to be heard from against.
  ML5-HOL-4: North Rubble
    To the east of a 20’ tall floor-to-ceiling rockspire is a 
  cluster of boulders fallen from the ceiling.
  ML5-HOL-5: East Path
    A wide, well-worn path leads eastward.  There appear 
  to be all manner of marks in confusing scuffles in the 
  earthen cave floor.
  
  465
  Mines L5
  Map 165: Mining Southwest (ML5-MSW)
  One square equals 5 ft.
  
  466
  Mines L5
  ML5-MSW: Mining Southwest
  Overview
  One of the major areas of focused mining on this level, this 
  expansive region was one of the most productive in the 
  Mines.
  Theme & Purpose
  This is a busy place, filled with interesting loot and the 
  evidence of former events.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll “NPC Encounter” results once.
  Areas of Interest
  ML5-MSW-1: Eastern Approach
    20’ high scaffolding reaches most areas of the southern 
  cave wall here.  Barrels of fresh water are spaced evenly.  
  Piles of wood sit here, ready to be shaped.  A dwarven 
  miner has been slain here just south of the rail tracks.
  Access
  Contents
  Dwarf Corpse
  unprotected
  Weapons: Simple
  ML5-MSW-2: Woodpiles
    Four large woodpiles hold uncut, shaved timbers.
  ML5-MSW-3: North Mining
    Tools lie abandoned haphazardly in this zeon, which also 
  contains two dwarven miner corpses to the north and 
  west, dead at least a few weeks from the look of them.  
  Wheelbarrows, throughs of murky water, and rusty 
  scaffolding reaching 20’ tall complete the arrangement.
  Access
  Contents
  Dwarven 
  Corpses (2x)
  unprotected
  Armor: Light AND 
  Weapons: Light
  Abandoned 
  Tools
  unprotected
  Weapons: Simple, roll 
  1d4 times
  ML5-MSW-4: Northwest Mining
    These scaffolds reach 20’ tall to the ceiling of the 
  western cave wall.  Fresh water sits in barrels spaced 
  evenly throughout the region.  
  Access
  Contents
  Abandoned 
  Tools
  unprotected
  Weapons: Simple, roll 
  1d4 times
  ML5-MSW-5: West Mining
    Two dwarves were slain here, apparently from blunt 
  trauma to their skulls, which are both caved in.  Their 
  belonging, and those of several other miners whose 
  bodies are absent, lie scattered nearby.  
  Access
  Contents
  Dwarven 
  Corpses (2x)
  unprotected
  Armor: Medium AND  
  Weapons: Simple
  Abandoned 
  Tools
  unprotected
  Weapons: Simple, roll 
  1d6 times
  ML5-MSW-6: Southwest Mining
    Scaffolding reaches 25’ tall, to the ceiling of the curved 
  cave wall in this area.  On the floor is scattered a small 
  fortune in coins, which have apparently been spilled 
  from a large, and open, treasure chest.  A dead elf sits 
  here, apparently hacked to pieces by a multitude of 
  pickaxes, which lay nearby, bloodied.
  Access
  Contents
  Elf Corpse
  unprotected
  Armor: Light AND 
  Weapons: Martial Ranged 
  AND 
  Weapons: Martial 1H, all 
  using Context C
  Abandoned 
  Tools
  unprotected
  Weapons: Simple, roll 2d4 
  times
  Coin 
  Treasure
  unprotected
  Coin Treasure: Moderate, 
  double quantities
  ML5-MSW-7: Southeast Mining
    Scaffolds reach 20’ tall in this area, which contains a 
  plethora of wheelbarrows and two fresh water barrels.
  
  467
  Mines L5
  ML5-MSW-8: Animal Pen
    This is what appears to be a pen formed of wooden 
  stakes hammered into the earthen cave floor.  A trail of 
  blood leads into the pen, which contains a half-elf who 
  has been stabbed and lacerated to death at least a few 
  weeks ago.
  Access
  Contents
  Half-Elf 
  Corpse
  unprotected
  Armor: Medium AND 
  Weapons: Light
  ML5-MSW-9: Barricade
    An enormous quantity of grain sacks and sandbags has 
  been piled onto the tracks here.  It would take hours, if 
  not a day or more, to remove everything so as to make 
  the railway passable again.  The bags couldn’t have 
  formed a defensive barricade, as the chest-high mound 
  doesn’t seem to face any direction; the only possible 
  motivation for this structure must have been to stop the 
  railway from being used.
  ML5-MSW-10: Abandoned Tools
    Amidst a rope tarpaulin, a washing bin, and several 
  clusters of rock is an assortment of mining tools.
  Access
  Contents
  Mining Tools
  unprotected
  Weapons: Simple, roll 
  2d6 times
  ML5-MSW-11: Railway
    The rails themselves are sturdy and sure, and the railbed 
  seems well-kept... but the obstacle to the west seems to 
  prevent normal use of this railway.
  
  468
  Mines L5
  Map 166: Mining Northwest (ML5-MNW)
  One square equals 5 ft.
  
  469
  Mines L5
  ML5-MNW-Mining Northwest
  Overview
  Although set up for it, this area was used very lightly for 
  actual mining, as the cave walls were quickly deemed to hold 
  much less in the way of interest than other regions on this 
  level.
  Theme & Purpose
  Unfit for purpose as a mining zone, this area was 
  transitioned to storage soon after its establishment.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll “NPC Encounter” results once.
  Areas of Interest
  ML5-MNW-1: Rockspire
    A 30’ tall pillar of rock, encircled by spiderwebs, reaches 
  all the way to the ceiling here.  To the east is a rope 
  tarpaulin for dragging ore.
  ML5-MNW-2: North Mining
    These 25’ tall scaffolds are pristine, and seem to have 
  seen little actual use.  The wheelbarrow and water 
  troughs nearby are similarly clean.
  ML5-MNW-3: Northwest Mining
    20’ tall scaffolds show very little rust or wear in this 
  area.  Spiderwebs of varying size and thickness of 
  strand blanket many of the structures.  To the east, an 
  assortment of mining tools lie abandoned.
  Access
  Contents
  Mining Tools
  unprotected
  Weapons: Simple, roll 
  2d4 times
  ML5-MNW-4: Mining Southwest
    These shiny metal scaffolds stand 20’ tall.  Two water 
  barrels and a water trough are spaced around here.  To 
  the northwest is another fresh water barrel, a murky-
  water trough, and a sealed barrel.
  Access
  Contents
  Barrel
  Container: Barrel 
  or Crate
  Alcohol: General, using 
  Context B
  ML5-MNW-5: Mining South
    This corner of the cavern is hunched over, with a 15’ 
  ceiling at most.  Spiderwebs blanket the southern 
  corners.  
  ML5-MNW-6: Central Storage
    Roughly in the middle of this region is an assortment 
  of containers: crates in varying sizes, and atop one a 
  treasure chest; a trio of casks; and a neatly-arranged line 
  of four barrels.
  Access
  Contents
  Crates, 
  Large 
  (3x)
  Container: 
  Barrel or Crate
  Glasses, Metals, and 
  Woods, size Large
  Crates, 
  Small 
  (4x)
  Container: 
  Barrel or Crate
  General Supplies, size 
  Medium
  Chest
  Locks: Chest, 
  Simple, using 
  Context D
  Coin Treasure: Moderate, 
  using Context D, halve 
  quantities
  Casks 
  (3x)
  Container: 
  Barrel or Crate
  Alcohol: General, using 
  Context C
  Barrels 
  (4x)
  Container: 
  Barrel or Crate
  Fresh water
  ML5-MNW-7: Railway
    These tracks are smooth and appear nearly unused.
  ML5-MNW-8: East Mining
    20’ tall scaffolds reach the ceiling, but little actual 
  digging appears to have been done here by the 
  abandoned mining tools on the floor.
  Access
  Contents
  Mining Tools
  unprotected
  Weapons: Simple, roll 
  1d6 times
  
  470
  Mines L5
  Map 167: Mining North-Northwest (ML5-MNNW)
  One square equals 5 ft.
  
  471
  Mines L5
  ML5-MNNW: Mining North-Northwest
  Overview
  Used a bit for mining, but also for storage, this area suffered 
  a huge amount of fighting and corruption when the Obelisk 
  was discovered.
  Theme & Purpose
  There’s some solid opportunity for loot to be had, here.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll “NPC Encounter” results once.
  Areas of Interest
  ML5-MNNW-1: West Railway
    These rails are sturdy and sound... but the obstacle to the 
  northwest appears to render that quality moot!
  ML5-MNNW-2: Rockspire
    This thick stalagmite reaches all the way to the ceiling, 
  30’ above you.  About its base is a muddy, moist zone of 
  dirt and soot, covered in places by fallen boulders.
  ML5-MNNW-3: Sandbag Obstacle
    A huge quantity of sandbags has been tossed here to 
  form a head-high mound of barricade.  As it has no real 
  direction to speak of, it must have been placed here to 
  hinder use of the railway in either direction.  It would 
  take hours, at least, to remove sufficient bags to enable 
  progress on these rails.
  ML5-MNNW-4: Mining Northwest
    20’ tall scaffolds enable access to the entire mining wall 
  in this area.  Where fresh water would normally sit, all 
  of the evenly-spaced barrels are empty.  Water troughs 
  are filled, but the water within them is brackish, soot-
  stained, and smells foul.
  ML5-MNNW-5: Mining North
    A small pile of coins and gems sits in an open chest 
  to the south of this 20’ cave wall.  Further south, an 
  assortment of storage containers has been haphazardly 
  strewn, leading all the way nearly to the rockspire to the 
  southeast.
  Access
  Contents
  Coin 
  Treasure
  unprotected
  Coin Treasure: Moderate, 
  using Context B AND 
  Gems: Low
  Access
  Contents
  Crates, 
  Large 
  (2x)
  Container: 
  Barrel or Crate
  Glasses, Metals, and 
  Woods, size Large
  Crates, 
  Small 
  (7x)
  Container: 
  Barrel or Crate, 
  using Context B
  Rations & Prepared 
  Foods, using Context D, 
  size Medium
  ML5-MNNW-6: Mining Northeast
    The cave wall mining surface is 25’ tall in this area; the 
  rusty scaffolds easily reach to the entire length.  More 
  scattered small boxes are here, to the north and south of 
  the railway. 
  Access
  Contents
  Crates, 
  Small 
  (3x)
  Container: 
  Barrel or Crate, 
  using Context B
  Textiles: General, using 
  Context D, size Medium
  ML5-MNNW-7: East Railway
    These rails are smooth and sure... but you see some scuff 
  marks here and there, as though someone speeding along 
  had noticed the barricade to the west, and applied the 
  brakes swiftly in an effort to halt rapidly.
  
  472
  Mines L5
  Map 168: Mining North-Northeast (ML5-MNNE)
  One square equals 5 ft.
  
  473
  Mines L5
  ML5-MNNE: Mining North-Northeast
  Overview
  Perhaps the area of richest ore on this level of the Mines, 
  this zone was also used for storage.  
  Theme & Purpose
  There’s plenty of treasure and supplies to be found... but 
  also, owing to the region’s importance and prominence, a 
  great deal of carnage to find as well.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll “NPC Encounter” results once.
  Areas of Interest
  ML5-MNNE-1: Railway
    Blood greases the tracks nearly the entire circumference 
  of this region.  The fluid is a week or so old, crusted and 
  mostly dried.  You’re not sure if corpses leaking blood 
  were being transported here, or if several miners were 
  slain as they stood on the tracks or tried to escape along 
  them... it’s unclear precisely what occured.  What is 
  clear is that a massacre of some sort took place here, to 
  account for the sheer volume and surface area covered by 
  the substance.
  ML5-MNNE-2: Western Storage
    A triangle of barrels sits near two small crates, a treasure 
  chest, a wheelbarrow, a pile of debris, and an orderly 
  stack of casks.
  Access
  Contents
  Crates, 
  Small 
  (5x)
  Container: 
  Barrel or Crate
  Fishing Supplies, size 
  Medium
  Barrels 
  (5x)
  Container: 
  Barrel or Crate
  Alcohol: General, using 
  Context D
  Barrels 
  (7x)
  Container: 
  Barrel or Crate
  Fresh water
  Chest
  Locks: Chest, 
  Simple, using 
  Context C
  Potions: Moderate, using 
  Context B
  ML5-MNNE-3: Mining Northwest
    The sturdy and well-kept scaffolds in this area reach 
  all the way to the 25’ ceilings.  Debris and trash are 
  scattered everywhere.  To the southwest is a dead 
  dwarven miner.
  Access
  Contents
  Dwarf Corpse
  unprotected
  Weapons: Martial 2H
  ML5-MNNE-4: Mining North
    25’ tall scaffolds allow access to the entire cave wall 
  surface.  A dead dwarf lies amidst her own blood, with 
  tools scattered nearby.
  Access
  Contents
  Dwarf Corpse
  unprotected
  Armor: Medium AND 
  Weapons: Martial 1H
  ML5-MNNE-5: Barrel Scatter
    Barrels are scattered here, across the tracks.  To the 
  northwest, amidst the trail of blood, is a half-orc warrior, 
  slain by pickaxes and hammers from the look of it.  East 
  of the barrels, on the other side of the railway tracks, is a 
  second half-orc, slain in similar manner.
  Access
  Contents
  Half-Orc 
  Corpses 
  (2x)
  unprotected
  Armor: Heavy AND 
  Weapons: Martial 1H AND 
  Armor: Shields
  Barrels 
  (6x)
  Container: 
  Barrel or Crate
  Alcohol: General, using 
  Context B
  ML5-MNNE-6: Central Storage
    Against the eastern face of a big stalagmite is an 
  assortmet of storage containers.  A pile of trash sits to 
  the south of these.
  Access
  Contents
  Crates, 
  Large 
  (4x)
  Container: 
  Barrel or Crate, 
  using Context B
  Glasses, Metals, and 
  Woods, size Large, using 
  Context B
  Crates, 
  Small 
  (6x)
  Container: 
  Barrel or Crate
  Clothing: General, size 
  Large
  
  474
  Mines L5
  ML5-MNNE-7: Storage Southeast
    An array of chests sit upon a series of pallets here.  Coins 
  are scattered all about, likely spilled from the giant and 
  open treasure chest south of the pallets.  A huge mound 
  of trash sits to the east, near a big stalagmite.
  Access
  Contents
  Chests 
  (4x)
  Locks: Chest, 
  Strongbox, 
  using Context B
  Coin Treasure: 
  Moderate, using Context 
  C, halve quantities
  Cave Floor
  unprotected
  Coin Treasure: Moderate
  ML5-MNNE-8: Mining East
    25’ tall scaffolds grant access to the walls for mining.  
  Trash, debris, boulders, and splintered wood all lie 
  scattered across the area.  Two dwarf bodies have been 
  sliced to pieces a week or two ago.
  Access
  Contents
  Dwarf 
  Corpses 
  (2x)
  unprotected
  Weapons: Ranged AND 
  Weapons: Simple
  
  475
  Mines L5
  Map 169: Mining Northeast (ML5-MNE)
  One square equals 5 ft.
  
  476
  Mines L5
  ML5-MNE: Mining Northeast
  Overview
  This zone was used commonly from mining; it also holds 
  a good deal of the fruits of that labor, pending transport 
  elsewhere.
  Theme & Purpose
  This should feel like a formerly busy area, and the sheer 
  quantity of corpses should make it feel empty, desolate, and 
  too big, in a way.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Common Bodies
  Unless otherwise specified in the description for that 
  area, the corpses in this region have had their possessions 
  stripped from them.
  Areas of Interest
  ML5-MNE-1: Mining Northeast
    Two dwarven bodies lay bloodied and slain in this region.  
  Scaffolding reaches 20’ to the cave wall ceiling.
  Access
  Contents
  Dwarf Corpses 
  (2x)
  unprotected
  Weapons: Martial 2H
  ML5-MNE-2: Mining East
    The ceiling is about 25’ tall in this region; rusty scaffolds 
  enable full access.  To the west of a niche heavily 
  encrusted with rockspill and spiderwebs is a dwarven 
  body.  To the west is a trio of small crates and one large 
  one.
  An intentional search of the boulder niche yields some 
  results:
  Access
  Contents
  Boulder 
  Niche
  unprotected
  Gems: Semi-Precious, 
  halve quantities
  Crate, 
  Large
  Container: 
  Barrel or Crate
  Rations & Prepared 
  Food, size Large
  Crates, 
  Small (3x)
  Container: 
  Barrel or Crate
  Textiles: General, size 
  Medium
  ML5-MNE-3: Northwest Storage
    An orderly array of boxes has been webbed over and 
  bundled with copious amounts of trash.
  Access
  Contents
  Crates, 
  Large (5x)
  Container: 
  Barrel or Crate
  Glasses, Metals, and 
  Woods, size Large
  ML5-MNE-4: Central Carnage
    There are bodies strewn everywhere, not but a week 
  slain in a variety of nasty-looking ways.  Dwarf, half-elf, 
  and half-orc alike were victims of whatever occured.  To 
  the north is a trio of small crates; to the northeast, a 
  triangle of barrels, three of which are empty.
  Access
  Contents
  Crates, 
  Small (3x)
  Container: 
  Barrel or Crate
  General Supplies, size 
  Medium
  Barrels 
  (3x)
  Container: 
  Barrel or Crate
  Alcohol: General, using 
  Context B
  ML5-MNE-5: Garbage Pillar
    This stalagmite stretches 30’ to the ceiling, and has been 
  buttressed by a hip-high volume of foul-smelling trash.  
  To the east, across the tracks, is a trio of small crates.
  Access
  Contents
  Crates, 
  Small (3x)
  Container: 
  Barrel or Crate
  Clothing: General, size 
  Medium
  ML5-MNE-6: South Storage
    Crates and barrels are organized in an orderly fashion; to 
  the south is an array of containers not so well laid out.
  Access
  Contents
  Barrels 
  (7x)
  Container: 
  Barrel or Crate
  Fresh water
  Crates, 
  Large (7x)
  Container: 
  Barrel or Crate
  Glasses, Metals, and 
  Woods, size Large
  
  477
  Mines L5
  Access
  Contents
  Crates, 
  Small (3x)
  Container: 
  Barrel or Crate
  Fishing Supplies, size 
  Medium
  ML5-MNE-7: Mining Southeast
    A long, narrow crevice stretches to the east here, strewn 
  with boulders and covered in spiderwebs.  Three dwarf 
  miner bodies have bene hacked apart here.  To the 
  northwest is a small crate.
  Access
  Contents
  Boulder Niche
  unprotected
  Glasses, Metals, and 
  Woods, using Context 
  C
  Crate, Small
  Container: 
  Barrel or Crate
  Rations & Prepared 
  Food, size Medium
  Dwarf Corpses 
  (3x)
  unprotected
  Weapons: Light
  ML5-MNE-8: Rockspire Southwest
    The 30’ ceiling is scraped by this enormous stalagmite, 
  about the base of which isare piled mounds of boulders.
  
  478
  Mines L5
  Map 170: Mining Southeast (ML5-MSE)
  One square equals 5 ft.
  
  479
  Mines L5
  ML5-MSE: Mining Southeast
  Overview
  Heavy mining occured here; it was also quite a busy zone for 
  storage and transport.
  Theme & Purpose
  Massive carnage occured here; Location 2 contains one 
  of the greatest concentrations of corpses in the entire 
  adventure.  There’s also a good deal of loot to be found, 
  particularly in Location 7.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll “NPC Encounter” results once.
  Areas of Interest
  ML5-MSE-1: North Approach
    A trail of blood leads south; a dead dwarven miner lies in 
  a thickened pool of it.
  Access
  Contents
  Dwarf 
  Corpse
  unprotected
  Armor: Light AND 
  Weapons: Light
  ML5-MSE-2: Railway Massacre
    Atop and around the tracks here is massive carnage.  A 
  dozen corpses, all dead about two week’s time, lie in a 
  crusty, thickened pool of blood.  To the west is a large 
  crate and an assortment of four barrels.
  Access
  Contents
  Corpses
  unprotected
  Weapons: Simple (roll 
  3d8 times)
  Barrels 
  (4x)
  Container: 
  Barrel or Crate
  Alcohol: General, using 
  Context D
  ML5-MSE-3: Mining Northeast 
    Rusty, dented scaffolds reach 20’ to the ceiling.  A dead 
  dwarf sits in a muddy pool of blood at the foot of one 
  such structure.
  Access
  Contents
  Dwarf 
  Corpse
  unprotected
  Armor: Heavy AND 
  Weapons: Ranged
  ML5-MSE-4: Storage
    A dead half-elf lies amidst a few scattered tools, to the 
  south of a stack of crates and a treasure chest.
  Access
  Contents
  Half-Elf 
  Corpse
  unprotected
  Armor: Light AND 
  Weapons: Martial 
  Ranged AND 
  Weapons: Exotic
  Crates, 
  Large (3x)
  Container: Barrel or 
  Crate
  Glasses, Metals, and 
  Woods, size Large
  Chest
  Locks: Chest, 
  Strongbox, using 
  Context B AND 
  Traps: General, using 
  Context D
  Potions: Moderate, 
  using Context C
  ML5-MSE-5: Mining Southeast
    A slain half-orc enforcer, fully armed and armored still, 
  lies at the base of 15’ tall scaffolds.  To the west is a duo 
  of crates and a chest.
  Access
  Contents
  Half-Orc 
  Corpse
  unprotected
  Armor: Heavy AND 
  Weapons: Exotic AND 
  Weapons: Light AND 
  Armor: Shields
  Crates, 
  Small (2x)
  Container: 
  Barrel or Crate
  General Supplies
  Chest
  Locks: Chest, 
  Simple
  Coin Treasure: Moderate, 
  using Context D
  ML5-MSE-6: South Coinspill
    To the south of the curve of the railway at this spot, 
  a trail of spilled coins leads southward.  Two dwarf 
  bodies lie in a muddy depression; they appear to have 
  been sliced and bled to death, presumably while held, or 
  perhaps while they were already unconscious.
  
  480
  Mines L5
  Access
  Contents
  Cave Floor
  unprotected
  Coin Treasure: Moderate
  Dwarf 
  Corpses (2x)
  unprotected
  Weapons: Simple (roll 
  twice)
  ML5-MSE-7: Treasure Niche
    To the south of a moist zone of dirt, in a depression in 
  the cave floor, a treasure pile has been stashed.  Neary, 
  an open and empty chest sits to the north, and a locked 
  chest to the east.
    As the party enters this region, secretly roll on the 
    
  Random Encounter table, and repeat until you get a 
  monster result.  Ensuing critters are to be placed in 
  Location 8 to the northwest.
  Access
  Contents
  Cave Floor
  unprotected
  Coin Treasure: Moderate
  Treasure 
  Pile
  unprotected
  Potions: Moderate AND 
  Gems: Semi-Precious AND 
  Weapons: Martial Ranged
  Chest
  Locks: 
  Chest, 
  Strongbox
  Armor: Heavy AND 
  Armor: Shields AND 
  Weapons: Exotic, all using 
  Context C
  ML5-MSE-8: Railway
    Sturdy rails and rotted ties are what you see in this area.  
  The occasional boulder has fallen on the track, and would 
  have to be moved if this were to be used by a railcar.
  
  481
  Mines L5
  Map 171: Admin Building (ML5-AB)
  One square equals 5 ft.
  
  482
  Mines L5
  ML5-AB: Admin Building
  Overview
  One of, if not the main, administrative focal points of the 
  entire complex, the Admin Building is also home to many 
  visting elites and internal staff looking for a well-to-do place 
  to stay.
  Theme & Purpose
  The poshness, cleanliness, and lack of chaos of this 
  structure should be almost shocking to any party who has 
  been through the prior Mine levels.  It’s also an excellent 
  opportunity for information and loot.
  Administrative Nexus
    Each bookshelf has 
    20% chance of prompting a roll 
  on the 
    Plot Discoveries table.
  Random Encounters
  Do not roll for Random Encounters unless the party is in the 
  Courtyard (Location 13).
  NPCs of Note
  There’s a good (
    60%) chance of spotting the 
    
  Keepmaster here.  
  Default Doors
  Unless otherwise described, all doors in this building are 
  locked and closed when first encountered, and derive from 
  the following profile:
  Access
  Default Door
  Locks: Door, Reinforced, using Context B
  Areas of Interest
  ML5-AB-1: Entrance
    A set of double doors with ornate elvish carvings bars 
  your entrance here.  To either side are lit torches in wall 
  sconces.
  Access
  Entrance
  Locks: Door, Reinforced, using Context C
  ML5-AB-2: Reception
    This square room has comfortable chairs and potted 
  plants. 
  ML5-AB-3: Entry
    South of a large table is a waist-high doorway bearing no 
  lock.  To the south and west are locked doors.
  ML5-AB-4: Southesat Hallway
    Doors sprinkle the passage to the east and west.  The 
  simple double doors to the west are unlocked.
  ML5-AB-5: North Hallway
    Two doors are spaced evenly against the north wall.  At 
  the very end to the west is another door.
  ML5-AB-6: Guestroom A
    This room has a large meeting table, set with half-rotted 
  food.  To the southwest is a bookcase; a potted plant sits 
  in the northwest corner.  There is a sideboard against 
  the north wall, in between expansive floor-to-ceiling 
  windows; in the northeast corner is a writing desk and 
  stool.  South of that is a clothing cabinet, atop which sits 
  a chest; in the southeast corner is a bed and a dressing 
  desk with chair.
  Access
  Contents
  Bookshelf
  unprotected
    15% chance to roll on 
  Books: General
  Sideboard
  Locks: Furniture, 
  Simple
  Weapons: Simple AND 
  Alcohol: General, using 
  Context C
  Dressing 
  Desk
  unprotected
  Textiles: General
  Clothes 
  Cabinet
  unprotected
  Clothing: General
  Writing 
  Desk
  Locks: Furniture, 
  Simple
  Writing Supplies AND 
  Gems: Low, halve 
  quantities
  Chest
  Locks: Chest, 
  Strongbox, using 
  Context B
  Potions: Moderate
  ML5-AB-7: Guestroom B
  Please refer to Guestroom A’s description, as this room is 
  nearly identical in terms of furniture content and layout.
  
  483
  Mines L5
  Access
  Contents
  Bookshelf
  unprotected
    15% chance to roll on 
  Books: General
  Sideboard
  unprotected
  Alcohol: General, using 
  Context C
  Dressing 
  Desk
  unprotected
  Textiles: General, using 
  Context C
  Clothes 
  Cabinet
  Locks: Furniture, 
  Simple
  Clothing: General, using 
  Context C
  Writing 
  Desk
  Locks: Furniture, 
  Simple
  Writing Supplies, using 
  Context C
  Chest
  Locks: Chest, 
  Strongbox
  Weapons: Exotic
  ML5-AB-8: Keepmaster’s Quarters
    This ornate room must be the Keepmaster’s.  The 
  furniture is much thes ame as the other rooms, but is of 
  a higher quality, and has carved elven runes over much 
  of their surface.  The corner placement gives a lot of 
  visibility out of the four huge windows.
  Access
  Contents
  Bookshelf
  unprotected
    35% chance to roll 
  on Books: General
  Sideboard
  Locks: Furniture, 
  Simple
  Alcohol: General, using 
  Context C, roll twice
  Dressing 
  Desk
  Locks: Furniture, 
  Simple
  Textiles: General, using 
  Context C
  Clothes 
  Cabinet
  Locks: Furniture, 
  Simple
  Clothing: General, using 
  Context C, roll twice
  Writing 
  Desk
  Locks: Furniture, 
  Simple
  Writing Supplies, using 
  Context C AND 
  Gems: Medium-Quality, 
  halve quantities
  Chest
  Locks: Chest, 
  Strongbox AND 
  Traps: General, 
  using Context C
  Weapons: Exotic AND 
  Gems: High-Quality, 
  halve quantities AND 
  Potions: Moderate, all 
  using Context C
  ML5-AB-9: Guestroom C
    This compact guestroom is still roomy enough to house 
  a bookshelf, sideboard, writing and dressing desks and 
  stool, small clothing cabinet, bed, and even a small 
  circular conference table ringed with chairs.
  Access
  Contents
  Bookshelf
  unprotected
    10% chance to roll on 
  Books: General
  Sideboard
  unprotected
  Alcohol: General
  Dressing 
  Desk
  unprotected
  Textiles: General
  Clothes 
  Cabinet
  Locks: Furniture, 
  Simple
  Clothing: General, using 
  Context C
  Access
  Contents
  Writing 
  Desk
  Locks: Furniture, 
  Simple
  Writing Supplies
  ML5-AB-10: Guestroom D
  Please refer to the descripton of Guestroom C, as the layout 
  is nearly identical.
  Access
  Contents
  Bookshelf
  unprotected
    10% chance to roll on 
  Books: General
  Sideboard
  unprotected
  Alcohol: General, using 
  Context B
  Dressing 
  Desk
  Locks: Furniture, 
  Simple
  Textiles: General, using 
  Context C
  Clothes 
  Cabinet
  Locks: Furniture, 
  Simple
  Clothing: General, roll 
  twice
  Writing 
  Desk
  Locks: Furniture, 
  Simple
  Writing Supplies AND 
  Weapons: Simple
  ML5-AB-11: West Hallway
    The simple wooden double doors to the east bear no lock.  
  Two reinforced doors lead to the west; in the southeast, 
  there is a steel door.
  ML5-AB-12: Storage
    This long, narrow chamber has murky windows that look 
  out into the courtyard to the north.  You can barely see 
  out of them.  All manner of storage container is to be 
  found here; there’s even an assortment of privies to the 
  northwest.
  Access
  Contents
  Sack Piles 
  (2x)
  unprotected
  Simple Foodstuffs, size 
  Large
  Barrels 
  (3x)
  Container: 
  Barrel or Crate
  Alcohol: General, using 
  Context C
  Crates, 
  Small 
  (4x)
  Container: 
  Barrel or Crate
  Glasses, Metals, and 
  Woods, using Context C, 
  size Medium
  Chests 
  (2x)
  Lock: Chest, 
  Strongbox
  Coin Treasure: Moderate 
  AND 
  Gems: Semi-Precious
  ML5-AB-13: Courtyard
    This area has no roof and is open to the ceiling 30’ above.  
  There’s not much to look at, but still, it’s a nice effect.  
  Potted plant urns are placed in all four corners; the 
  southeast urn is empty.  
  ML5-AB-14: Fountain
    In the center of the courtyard is an ornate fountain.  
  It’s not functional, and the water is brackish and soot-
  stained, but it’s one of the very few decorations you’ve 
  seen in the complex.
  
  484
  Mines L5
  Map 172: Treasure Hoard (ML5-TH)
  One square equals 5 ft.
  
  485
  Mines L5
  ML5-TH: Treasure Hoard
  Overview
  This alcove is where all of the “trash” collected by the Lair’s 
  denizens is tossed when they are done with the meat.
  Theme & Purpose
  Perhaps obviously, this is one of the greatest stashes of loot 
  on the level.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll all “NPC Encounter” results.
  Areas of Interest
  ML5-TH-1: Southwest Web
    Massive spiderwebs blanket the rocks in this region.
  ML5-TH-2: Trash Wall
    Rubbage of all manner has been piled here, waist-high 
  overall and head-high in places.  Torn clothing, shredded 
  light armor; it’s all useless to beast and person alike.
  ML5-TH-3: Skeletons
    Dessicated corpses of long-deceased adventurers and 
  intruding monsters alike have been thrown here to rot.
  ML5-TH-4: Treasure Pile
    A shining, sparkling beacon among the dirt and grime: a 
  huge pile of belongings and treasure has been piled here 
  in the corner.
    When searching this area for loot, roll on the 
    Random Encounter table, rerolling any “NPC 
  Encounter” results.  Any monsters that ensue are to be 
  placed in Location 1 to the west.
  Access
  Contents
  Treasure 
  Pile
  unprotected
  Armor: General, size Large AND 
  Weapons: General, size Large 
  AND 
  Coin Treasure: Moderate, all 
  using Context B
  Clothing 
  Pile
  unprotected
  Clothing: General, using 
  Context C, size Large AND 
  Textiles: General, using 
  Context C, size Medium
  Cave 
  Floor
  unprotected
  Gems: Low AND 
  Gems: Semi-Precious, using 
  Context D
  ML5-TH-5: Rock Alcove
    In the shade of this enormous boulder, you feel calm and 
  serene.
  The party may rest here for any length of time undisturbed; 
  suspend the Random Encounter rules if all PCs are hidden 
  behind this rock.
  
  486
  Mines L5
  Map 173: Lair Guardians (ML5-LRG)
  One square equals 5 ft.
  
  487
  Mines L5
  ML5-LRG: Lair Guardians
  Overview
  This expansive chamber is the domain of a few symbiotic 
  threats who have come to form the major line of defense for 
  the lair’s true denizens.
  Theme & Purpose
  Depending on the party’s composition and abilities, this area 
  may prove a more challenging encounter than the true Lair 
  to the south! 
    Use your best judgment, here.  Weakened parties whom 
  you wish to see succeed might face only one or two rolls 
  in “The Lair Guardians”, below, instead of all four.  
  Similarly, for powerful parties who are mopping up the 
  critters in this area, you might choose to introduce them 
  prematurely to the Lair Denizen(s) to the south, who 
  wander north to join the fray!
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll all “NPC Encounter” results.
  The Lair Guardians
    As the PCs approach this area, roll on the 
    Monsters: 
  Mines, Advanced FlexContent table and place the 
  results at Location 6.  
    Next, roll twice on the 
    Monsters: Mines, Average 
  FlexContent table, and deploy the results at Locations 4 
  and 7.
    Finally, roll on the 
    Random Encounter table and 
  ignore “NPC Encounter” results; add any ensuing 
  monsters at Location 9.
  Note that while these creatures remain a threat, you may 
  still roll for Random Encounters as normal!
  Areas of Interest
  ML5-LRG-1: Western Approach
    You see a vast cavern open up in front of you.  The 
  ceilings are 40’ tall, and you even catch a glimpse of a big 
  underground lake.
  ML5-LRG-2: Southweset Rock Pillar
    This enormous, fat stalagmite reaches all the way to 
  the ceiling.  It’s buttressed by boulders and enormous 
  spiderwebs about the base.
  ML5-LRG-3: Northwest Skeleton Gap
    A big monster skeleton lies discarded a few yards off 
  from the northwest shore of the lake.
  ML5-LRG-4: Spiderweb Alcove
    This region is entirely infested with massive spiderwebs 
  of thick strand.  It’s difficult to even see through them to 
  the area behind the rock pillar to the west.
  ML5-LRG-5: Mucklake
    This large pool of disgusting liquid seems to be a mixture 
  of mud, water seepage, ichor, blood, and other, less 
  savory bodily fluids from a number of different species 
  and monsters.  It’s barely 6’ deep in its center, little more 
  than a filled-in depression in the cave floor.
  ML5-LRG-6: South Shore Bones
    Feet from the south shore of the lake is an assortment 
  of skeletons, monster corpses, and bone piles in various 
  forms of decay.
  ML5-LRG-7: Webbed Stalagmite
    This stalagmite stops a few yards shy of the 35’ tall 
  ceiling above it.  About its base, it’s lashed to the eastern 
  cave wall with dozens of spiderwebs; the strands are 
  wrist-thick in places.
  ML5-LRG-8: South Rock Pillar
    This stalagmite only reaches 20’ tall, well short of the 30’ 
  ceiling.  About its base are rocks and small webs.
  ML5-LRG-9: Southeast Path
    A thick, deep swathe of dirty muck makes progress in 
  this direction challenging and unpleasant, but possible.
  
  488
  Mines L5
  Map 174: Lair Approach (ML5-LRA)
  One square equals 5 ft.
  
  489
  Mines L5
  ML5-LRA: Lair Approach
  Overview
  This zone connects the entryway to the west with the 
  Treasure Hoard and the Lair Guardians regions to the east.
  Theme & Purpose
  Either as an approach, or as an escape, it’s generally 
  necessary to traverse this area as part of experiencing the 
  Lair.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll all “NPC Encounter” results.
  Lesser Nuisances
    As the PCs approach this area, roll 
    1d4 times on 
  the 
    Monsters: Mines, Trivial FlexContent table 
  and place the results at Location 7, and if applicable, 
  Locations 6, 3, and 8.
  Note that while these threats are in play, you may still roll as 
  normal for Random Encounters.
  Areas of Interest
  ML5-LRA-1: Western Approach
    The wide path through the huge cavern leads west here.
  ML5-LRA-2: Southwest Webs
    Huge strands of spiderwebbing connect the rock pillar 
  and boulders of the north with the cave wall to the south.
  ML5-LRA-3: Mudpatch
    A zone of inches-deep mud stretches here between the 
  rock pillars of the south.  Boulders peek out of the mud 
  here and there.
  ML5-LRA-4: Northwest Webbing
    A myriad of thin-stranded webbing connects the rocks in 
  this area to the northern cave wall at shin level.
  ML5-LRA-5: Rock Pillar Webbing
    A massive stalagmite stretches all the way to the top of 
  the 30’ high ceiling here; about its base is a formidable 
  buttress of thick-stranded spiderwebs and rockfall.
  ML5-LRA-6: North Webbing
    There’s nothing back here: not even bones or dessicated 
  corpses.  Odd, for such a protected and webbed region; 
  perhaps any victims of creatures in this area were taken 
  elsewhere?
  ML5-LRA-7: Northeast Webbing
    Huge quantities of spiderwebs blanket the rocks and 
  walls in this area.
  ML5-LRA-8: Webbed Boulders
    The rockfall and boulders in this area barely reach your 
  thighs, but they’ve been webbed over extensively in the 
  past few months.
  ML5-LRA-9: Southeast Path
  This leads to ”Map 172: Treasure Hoard (ML5-TH)” on page 
  484.
  
  490
  Mines L5
  Map 175: Mayor’s House (ML5-MAY)
  One square equals 5 ft.
  
  491
  Mines L5
  ML5-MAY: Mayor’s House
  Overview
  The city, and the Mines, need a single point of leadership, 
  and although many are the factions that vie for power within 
  the mountain, there is but one official Mayor.  
  Theme & Purpose
  As the Mayor is really more of a political figurehead and 
  connection back to the 
    Druid Enclave than a day-to-day 
  leader of operations in the Mines, the Mayor’s House is rich 
  with information, but only a little in the way of loot.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  NPCs of Note
  Both the 
    Mayor (
    60%) and the 
    Mining 
  Taskmaster (
    55%) have a likelihood of being in 
  residence here.
  Default Doors
  Unless otherwise described, all doors in this building are 
  locked and closed when first encountered, and derive from 
  the following profile:
  Access
  Default Door
  Locks: Door, Reinforced, using Context B
  Areas of Interest
  ML5-MAY-1: Entrance
    Iron double doors are locked against your entry.  To 
  either side, a lit torch blazes from a wall sconce in the 
  stone facade.
  Access
  Default Door
  Locks: Door, Reinforced, using Context C
  ML5-MAY-2: Banquet Hall
    It seems a bit odd to have a dining hall be the very 
  first room in a residence, but from the scuff marks on 
  the rug and floor, you get the impression that this is a 
  multipurpose room, and that the banquet table occupying 
  the center of things is moved about as needed so as to 
  open the space up for parties, receptions, and the like.  
  To the north and south are sideboards; the southern wall 
  also holds two bookcases and a food-preparation table.  
  To the west, a set of reinforced wooden double doors is 
  closed and locked.
  Access
  Contents
  Sideboards 
  (2x)
  Locks: 
  Furniture, 
  Simple
  Alcohol: General, using 
  Context C AND 
  Weapons: Simple
  Bookshelves 
  (2x)
  unprotected
    60% chance to roll on 
  Books: General, using 
  Context C
  Food Prep 
  Table
  unprotected
  Rations & Prepared Food 
  AND 
  Simple Foodstuffs, both 
  using Context C
  ML5-MAY-3: North Hallway
    A narrow hallway leads north-to-south in the center of 
  the building.  Double doors open to the northeast and 
  southeast; to the northwest, a single reinforced door is 
  locked.  A single door also leads southward from thsi 
  area.
  ML5-MAY-4: Mayor’s Quarters
    This large and vaguely “L” shaped room contains high-
  quality, yet simple, furniture.  Two potted plants, a 
  privy, a washbasin, dressing and writing desks, a trio 
  of comfortable sitting chairs which face the expansive 
  windows, two clothing cabinets, a small yet luxurious 
  bed, and a circular table ringed with chairs and set 
  with fresh food all make for a comfortable and relaxing 
  environment.
  Access
  Mayor’s Quarters 
  Door
  Locks: Door, Reinforced, using 
  Context C
  
  492
  Mines L5
  Access
  Contents
  Circular 
  Table
  unprotected
  Rations & Prepared Food AND 
  Simple Foodstuffs, both using 
  Context C
  Clothes 
  Cabinets 
  (2x)
  Locks: 
  Furniture, 
  Strong
  Clothing: General AND 
  Armor: Light AND 
  Weapons: Martial 1H, all 
  using Context C
  Dressing 
  Desk
  unprotected
  Textiles: General, using 
  Context C
  Writing 
  Desk
  Locks: 
  Furniture, 
  Simple
  Writing Supplies AND 
  Gems: Low, halve quantities
  ML5-MAY-5: South Hallway
    A long, winding hallway abuts the southern cave wall.  
  Two sets of double doors and a single door are locked 
  in the northern wall to the west.  To the east, one set of 
  double doors and a single door bar entry to other rooms.  
  On either side is a window, a potted plant, and a sitting 
  chair.
  ML5-MAY-6: Storage
    This stone-floored room is cool and dusty, and smells 
  of all manner of supplies, oil, and ore.  Crates of arious 
  sizes, treasure chests, sacks, and barrels are tucked 
  against the three walls.
  Access
  Contents
  Crate, 
  Large
  Container: 
  Barrel or Crate
  Rations & Prepared Food, 
  size Large, using Context C
  Crates, 
  Small 
  (2x)
  Container: 
  Barrel or Crate
  General Supplies, size 
  Medium, using Context C
  Chests 
  (2x)
  Locks: Chest, 
  Strongbox
  Potions: Moderate, using 
  Context C
  Sack Piles 
  (3x)
  unprotected
  Simple Foodstuffs, using 
  Context C, size Medium
  Barrels 
  (2x)
  Container: 
  Barrel or Crate
  Fresh water
  Casks 
  (3x)
  Container: 
  Barrel or Crate
  Alcohol: General, using 
  Context C, size Medium
  ML5-MAY-7: Guestroom A
    This rectangular room is well-appointed and furnished, 
  and holds a dressing desk, two clothing cabinets, a sitting 
  chair, a bed with soft feather mattress, washbasin and 
  privy, potted plant, and a small circular table ringed with 
  chairs.
  Access
  Contents
  Clothing 
  Cabinets (2x)
  Locks: Furniture, 
  Simple
  Clothing: General
  Dressing Desk
  Locks: Furniture, 
  Simple
  Gems: Low, using 
  Context D
  ML5-MAY-8: Guestroom B
    This corner guestroom as several expansive windows 
  with views to the mines to the north and west.  Inside 
  the room is a dressing desk and stool, washbasin and 
  privy, two plant urns (one of which contains a plant), 
  and a small table with chairs.
  Access
  Contents
  Clothing 
  Cabinet
  Locks: Furniture, 
  Simple, using 
  Context B
  Clothing: General 
  AND 
  Armor: Light
  Dressing Desk
  unprotected
  Writing Supplies
  ML5-MAY-9: Meeting Room West
    This chamber is sparsely furnished with two potted 
  plants in the western corners, sideboards against the 
  north and eastern walls, a large rectangular table ringed 
  with chairs in the center, and two chairs.  Double doors 
  lead westward to the hallway; a single door leads tot he 
  southern hallway.
  Access
  Contents
  Sideboards 
  (2x)
  Locks: Furniture, 
  Simple, using 
  Context C
  Alcohol: General, using 
  Context C AND 
  Weapons: Simple
  ML5-MAY-10: Meeting Room East
    This meeting room bears an octagonal table with six 
  chairs atop an elaborate rug.  To the north and west 
  are sideboards; comfortable sitting chairs are in the 
  northeast and southwest corners.  Empty plant urns 
  sit in the other two corners.  Double doors open to the 
  south.
  Access
  Contents
  Sideboards 
  (2x)
  unprotected
  Alcohol: General, using 
  Context B
  ML5-MAY-11: Railway
    The rails and railbed in this area are well-maintained and 
  shiny.  Given all of the windows in the Mayor’s House, 
  you suspect that much attention and care was given to 
  maintaining the tracks just outside!
   
  
  493
  Mines L5
  Map 176: Lair Overview (ML5-LR-O)
  One square equals 5 ft.
  
  494
  Mines L5
  ML5-LR-O: Lair Overview
  Overview
  The various subregions of the Lair that comprises the entire 
  southern zone of Mines Level 5 have been described in detail 
  elsewhere; this depiction is for reference and scale.
  Areas of Interest
  ML5-LR-O-4: Jail Cell
  Please turn to page 457 for further details.
  ML5-LR-O-5: Lair
  A complete description can be found beginning on page 
  460.
  ML5-LR-O-6: Ceiling Hole
  Turn to page 463 for a full depiction.
  ML5-LR-O-14: Treasure Hoard
  Refer to page 484 for a more thorough representation.
  ML5-LR-O-15: Lair Guardians
  Page 486 begins a full description of this area.
  ML5-LR-O-16: Lair Approach
  Starting on page 488 is a complete commentary on this 
  region.
  
  495
  Mines L6
  Mondaria Mines: 
  Level 6
  
  496
  Mines L6
  Map 177: Mines Level 6 Overview (ML6-O)
  One square equals 20 ft.
  
  497
  Mines L6
  Level Introduction: Mines Level 6
  Summary
  The PCs are closer than ever to the Obelisk, whose influence 
  begins to be felt at this point.  
  Just prior to the catastrophe, this level and deeper were the 
  ones primarily being used for digging and extraction.  Thus 
  the regions dedicated to mining are bit less abandoned, a bit 
  more extensive, than those of shallower levels.
  Entrances and Exits
  Note that the following are typical, even secret, means of 
  entering and exiting the level as it was designed.
  Other, magical means of navigating the level (for example, 
  teleportation spells or those that grant incorporeality) are 
  not discussed and are left to the GM to manage should they 
  be introduced.
  Navigation to Mines Level 5
    There are three Elevators ascending to Level 5, near 
  locations 1, 4, and 5.
  Navigation to Mines Level 7
    Locations 2, 4, and 5 have Elevators that descend.
  Overview
  These realms are beyond what might naturally occur in the 
  caverns: three massive mining chambers have been carved 
  into the underbody of the mountain deeps, dedicated to and 
  ruled by the forces of Law, Chaos, and Love.
  Elevators are the only means into and out of this level, and 
  deeper; gone are the spiraling pits and crumbled ceilings 
  from shallower levels.
  Secrets abound: all three regions are connected via secret 
  passages, if the party is diligent enough to find them.
  Of particular note, there are two Dark Obelisks to be 
  found in this level: one is a false Obelisk (at Location 11), 
  constructed to quell the masses and encite violence in a 
  general manner.  The other is a true shard of Dark Obelisk, 
  worshipped and tapped in secret in Location 6.
  Atmosphere & Theme
  The air is thicker, more humid and warmer than in previous 
  levels.  There’s almost a haze, a soot-stained fog, to the 
  caverns in this level, as though the raw heat and tainted evil 
  of something deeper within the mountain has started to seep 
  into these regions... 
  ...which is precisely the case.
  Default Random Encounters
  Some Areas of Interest within this level will describe 
  a certain approach to Random Encounters, either by 
  overriding the timing (e.g., “every 30 minutes), and/or by 
  providing its own localized version of the random encounter 
  table below.
  Absent such an override, roll on the following table of 
  Default Random Encounters for every 5 minutes the party 
  remains in this area.
  Table 22: Mines Level 6 Default Random Encounters
  D%
  Event
  Description
  01-05
  No 
  Encounter
  Nothing interesting or specific 
  occurs to deter the party from 
  their overall objectives and 
  exploration.
  06-15
  Trivial 
  Encounter
  Roll once on Monsters: Mines, 
  Trivial.
  16-25
  Light 
  Encounter
  Roll once on Monsters: Mines, 
  Light.
  26-59
  Average 
  Encounter
  Roll once on Monsters: Mines, 
  Average.
  60-79
  Advanced 
  Encounter
  Roll once on Monsters: Mines, 
  Advanced.
  80-89
  Elite 
  Encounter
  Roll once on Monsters: Mines, 
  Elite.
  90-00
  NPC 
  Encounter
  Roll once on the Default NPC 
  Encounter Table below.
  Default NPC Encounters
  Some Areas of Interest within this level will describe a 
  certain approach to NPC Encounters, providing its own 
  localized version of the table below.
  Absent such an override, when in this level, when directed to 
  roll for a random NPC, roll on the following table.  
    Note that if a certain circumstance mandates the 
  presence of an NPC, you may ignore and reroll results of 
  “No Encounter” on the table below. 
   
  The GM is, as in all other aspects of the adventure, to 
  use her common sense regarding use of this table.  You 
  should feel free to ignore or reroll results with which you 
  don’t agree, or simply choose a result yourself to keep 
  with the atmosphere of the adventure as experienced by 
  your gaming group. 
   
  Note, also, that any entry in the list below that has a 
  blank (“-”) next to it for roll results means that that NPC 
  is never normally encountered in this level.
  Table 23: Mines Level 6 Default NPC Encounters
  D%
  Event
  Description
  01-05
  No 
  Encounter
  Despite an initial feeling, the party 
  does not encounter any NPCs at 
  this time.
  
  498
  Mines L6
  D%
  Event
  Description
  06-10
  Common 
  NPC
  Addicted Miners shamble toward 
  the party:
    1d4x 
    2d4x 
    2d6x 
    3d8x
  11-16
  Common 
  NPC
  Afflicted Miners shamble toward 
  the party:
    1d4x 
    2d4x 
    2d6x 
    3d8x
  17
  Common 
  NPC
  A single Bleak Mute lurches within 
  view of the party.
  18-19
  Common 
  NPC
  One Crazed Harbinger stumbles 
  about within view of the party.
  20-21
  Common 
  NPC
  Tainted Miners walk creepily 
  toward the party:
    2d4x 
    2d6x 
    2d8x 
    2d12x
  22-24
  Common 
  NPC
  Miners approach the party 
  suspiciously:
    2d6x 
    2d8x 
    2d10x 
    2d12+4x
  25-26
  Common 
  NPC
  One Mining Taskmaster walks 
  purposefully toward the party.
  27
  Common 
  NPC
  A terrified Munitions Wench is 
  visible, huddled in her rags.
  28
  Common 
  NPC
  You see a Supply Maid in tattered 
  clothes, though you’re not sure she 
  sees you.
  29
  Common 
  NPC
  A horrifying Tainted Taskmaster 
  walks about.
  30-39
  Common 
  NPC
  Celebrants dance and amble 
  toward the party:
    1d4x 
    2d4x 
    2d6x 
    3d8x
  40-49
  Common 
  NPC
  Firedancers lithely come toward 
  the party:
    1d4x 
    2d4x 
    2d6x 
    3d8x
  D%
  Event
  Description
  50-59
  Common 
  NPC
  A Firedancer party approaches 
  the PCs:
    1x Campmaiden, 1d4x 
  Firedancers, 2d4x Celebrants
    1x Hearthstud, 2d4x 
  Firedancers, 2d6x Celebrants
    1x Campmaiden, 1x 
  Hearthstud, 2d6x 
  Firedancers, 2d6x Celebrants
    1x Campmaiden, 1x 
  Hearthstud, 2d8x 
  Firedancers, 2d8x Celebrants
  60-63
  Common 
  NPC
  A single Campmaiden or 
  Hearthstud approaches the party 
  with a twinkle in their eye.  Use 
  the sex opposite the majority of 
  the PCs’ composition, or randomize 
  if there is a tie.
  64
  Named NPC
  Ambling scholar Brocambe 
  Methurzz.
  65
  Named NPC
  Beastmaster Gabharn.
  66
  Named NPC
  Blacksmith Hamfast Burrbottom.
  67
  Named NPC
  Feastmaster Frobwin Glamfork.
  68
  Named NPC
  Herbalist Innelothe.
  69
  Named NPC
  Illusionist entertainer Raekeldorr.
  70
  Named NPC
  Keeper of Records Skandern 
  Lithutz.
  71
  Named NPC
  Keepmaster Vanarelia Riccards.
  72
  Named NPC
  Loremaster Dalnarok.
  73
  Named NPC
  Mercenary dwarf Gordsturll.
  74
  Named NPC
  Merenary tiefling Killarth.
  75
  Named NPC
  Railmaster Arranz Trevain.
  76
  Named NPC
  Tinkermaster Skandbard.
  77
  Named NPC
  Warden Imeltrude Legande.
  78
  Named NPC
  Brewmaster Glimdarffe Sudsglub.
  79
  Named NPC
  Cartographer Estarel Finequill..
  80
  Named NPC
  Chemist Incebb Gullip..
  81
  Named NPC
  Chief engineer Didkeln 
  Clawhammer.
  82
  Named NPC
  Coinmaster Lugatoo.
  83
  Named NPC
  Dwarven union leader Danalin 
  Foeslash.
  84
  Named NPC
  Elven administration leader 
  Maresmir.
  85
  Named NPC
  Engineer Brimdog Firecleave.
  86
  Named NPC
  Foreman Belerras.
  87
  Named NPC
  Gangboss Dagbrag.
  88
  Named NPC
  Lead designer Estarel Finequill.
  89
  Named NPC
  Mayor Faenadorn.
  90
  Named NPC
  Minemaster Thrennian Lo’quee.
  91-96
  Named NPC
  A Mystic Seer.
  
  499
  Mines L6
  D%
  Event
  Description
  97
  Named NPC
  Sage Natobbe.
  98
  Named NPC
  Stablehand Friskbik.
  99
  Named NPC
  Stablemaster Semtammi.
  00
  Named NPC
  Tribute magister Elawelle.
  Areas of Interest
  ML6-O-1: Elevator North Up
  Please refer to page 500 for further details.
  ML6-O-2: Elevator North Down
  Turn to page 503 for a complete description.
  ML6-O-3: Pit Trap Secret Passage
  Page 505 holds full details.
  ML6-O-4: Elevators Southwest
  Refer to page 507 for a complete description.
  ML6-O-5: Elevators East
  Starting on page 509, this region is described in full.
  ML6-O-6: True Obelisk Shard Secret
  This region is fully described beginning on page 512.
  ML6-O-7: Secret Passage South
  Please turn to page 515 for full details.
  ML6-O-8: Admin Building
  Page 517 commences details about this structure.
  ML6-O-9: Firedancer Camp
  This complex is described starting on page 525.
  ML6-O-10: Seer Tents
  Refer to page 536 for details.
  ML6-O-11: False Obelisk
  This region is depicted in greater detail starting with page 
  548.
  ML6-O-12: Mining North
  Page 552 commences a description on this region.
  ML6-O-13: Rockpile
  Please refer to page 558 for more information.
  ML6-O-14: Mining East
  Turn to page 560 for full details.
  ML6-O-15: Mining South
  This area is described starting on page 569.
  ML6-O-16: Sludgelake
  Refer to page 578 for more information.
  
  500
  Mines L6
  Map 178: Elevator North Up (ML6-ENU)
  One square equals 5 ft.
  
  501
  Mines L5
  ML6-ENU: Elevator North Up
  Overview
  This is the first instance in the Mines where the up, and 
  down, elevators in a particular region have been split apart.  
  This region contains only the Up elevator.
  Theme & Purpose
  This is a very useful zone: in addition to being one of the 
  three ways the party will enter this level to begin with, 
  there’s plenty of loot to be found, as well as a secret to the 
  southeast that leads very rapidly to the true Obelisk Shard.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  ML6-ENU-1: Elevator Up
    A trail of blood leads to the southeast.
  This leads to “Map 156: Elevators North Overview (ML5-
  ENL-O)” on page 442.
  ML6-ENU-2: Elevator Storage
    The region surrounding the elevator contains a number 
  of orderly boxes and a big pile of sacks.  There is also a 
  locked treasure chest.
  Access
  Contents
  Crates, 
  Large (7x)
  Container: Barrel 
  or Crate
  Glasses, Metals, and 
  Woods, size Large
  Crates, 
  Small (6x)
  Container: Barrel 
  or Crate
  General Supplies, size 
  Medium
  Sack Pile
  unprotected
  Simple Foodstuffs, size 
  Large
  Chest
  Locks: Chest, 
  Simple AND 
  Traps: General
  Potions: General, size 
  Medium
  ML6-ENU-3: Blood Barrels
    Spatters of dried and crusty blood sit underneath elven 
  corpses here; a trail of blood connects the two bodies.  
  Two orderly stacks of barrels can be found here; four 
  barrels appear to have spilled from their stack.  From 
  the northeastern body, a trail of spilled coins leads 
  northwest.
  Access
  Contents
  Elf Corpses 
  (2x)
  unprotected
  Armor: Light AND 
  Weapons: Martial Ranged 
  AND 
  Weapons: Light
  Access
  Contents
  Barrels 
  Northeast 
  (7x)
  Container: 
  Barrel or 
  Crate
  Fresh water
  Barrels 
  West (7x)
  Container: 
  Barrel or 
  Crate
  Alcohol: General, using 
  Context D, size Medium
  Barrels 
  Southwest 
  (4x)
  Container: 
  Barrel or 
  Crate
  Alcohol: General, size 
  Medium
  ML6-ENU-4: Rock Pillar Treasure
    A massive stalagmite reaches all the way up to the 30’ 
  high ceiling here.  At its base are spills of boulders.  To 
  the west, lying among a trail of gems and coins, is a 
  small stash of personal belongings. 
  Access
  Contents
  Treasure 
  Pile
  unprotected
  Armor: General AND 
  Weapons: General AND 
  Potions: Moderate
  Cave 
  Floor
  unprotected
  Coin Treasure: Moderate AND 
  Gems: Low
  ML6-ENU-5: Murky Lake
    This tiny lake, barely 3’ deep at its center, appears to be 
  little more than sludge and cave drippings from moisture 
  accumulated in the ceilings and fallen to the ground, 
  pooled in a natural depression in the earthen cave floor.  
  The hazy, greenish-black translucency of the liquid 
  makes you feel quite apprehensive about drinking it, but 
  it doesn’t seem to be volatile so long as it’s not ingested.
  ML6-ENU-6: Barrel Stack
    To the east of the railway here is an orderly arrangement 
  of barrels, two of which are empty and reek of booze.  To 
  
  502
  Mines L5
  the south is a bloodless corpse, long slain from the look 
  of it.
  Access
  Contents
  Barrels 
  (8x)
  Container: Barrel 
  or Crate
  Alcohol: General, using 
  Context D, size Medium
  Half-Elf 
  Corpse
  unprotected
  Weapons: Simple
  ML6-ENU-7: Railway
    Smooth rails and well-kept ties and beds describe this 
  region of the railway.
  ML6-ENU-8: Southeast Obelisk Secret
  Only read the italicized text below if the secret is discovered.
    The trail of blood that led from the elevators culminates 
  in a dead dwarf.  Curious that a miner would go so far 
  out of her way. 
   
  The smooth surface of the cave wall to the southeast has 
  a few scratches in it.  At first, you dismissed them as 
  perhaps resulting from whatever conflict produced the 
  dead body nearby, but as you examine it, you see the 
  scratches actually describe the outline of a door.  
  Access
  Obelisk Secret 
  Door
  Locks: Door, Secret (Perception 
  only)
  Access
  Contents
  Dwarf Corpse
  unprotected
  Armor: Heavy AND 
  Weapons: Martial 1H
  
  503
  Mines L6
  Map 179: Elevator North Down (ML6-END)
  One square equals 5 ft.
  
  504
  Mines L6
  ML6-END: Elevator North Down
  Overview
  This is the descending elevator component in the northern, 
  Law-focused region.  This area also contains a secret passage 
  south which connects to the Chaos-infused mining area.
  Theme & Purpose
  As the influence of the Obelisk grows the deeper one 
  traverses, chaos has taken hold here, leading to a quite 
  hapazard and dangerous landscape.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  ML6-END-1: Elevator Down
  This leads down to “Map 215: Elevator Up, Law (ML7-
  EUL)” on page 585.
  ML6-END-2: Guano Corner
    Feces from various cave-dwelling species is piled here, 
  inches thick in parts and going back months from the 
  consistency of things.  The cave ceiling is only 20’ tall 
  here, with no room to roost, so you wonder at what 
  might have produced all of this guano.
  ML6-END-3: Northeast Approach
    Splintered bones litter the cave floor along this path, 
  culminating in a monster corpse to the southwest.
  ML6-END-4: Fungal Explosion
    An enormous growth of mushrooms coats the landscape 
  in this region.  The rail tracks are likely unusable until 
  the fungus is cleared off.
    Clearing the fungus takes time; automatically roll on 
  the 
    Random Encounter table and ignore “NPC 
  Encounter” results.  Place any ensuing monsters as 
  approaching from the north.
  ML6-END-5: Trash Barricade
    An extensive mound of debris and refuse has been piled 
  here, shoulder-high in places, and extending over the 
  track.  It appears that whomever forged this barricade 
  was defending from onslaught form the northeast.
  ML6-END-6: Carnage
    Blood and scorch marks scour the cave floor and walls 
  here.  Nine bodies have been sliced apart, burnt, or 
  otherwise savaged.
  Access
  Contents
  Corpses 
  (9x)
  unprotected
  Armor: General AND 
  Weapons: Ranged AND 
  Weapons: Light
  ML6-END-7: Secret Doors
  Only read the italicized text below if the secret is discoverd.
    Amongst the soot stain of the scorched cave wall here to 
  the south, you detect a bit of textural variation.  Picking 
  at the residue with your knife, you discover the outline of 
  a massive set of double doors; the lock mechanism appears 
  quite challenging.  
  Access
  Secret 
  Doors
  Locks: Door, Secret (Perception only to 
  discover) AND 
  Locks: Door, Strongold (to open)
  
  505
  Mines L6
  Map 180: Pit Trap Secret Passage (ML6-PTS)
  One square equals 5 ft.
  
  506
  Mines L6
  ML6-PTS: Pit Trap Secret Passage
  Overview
  This secret passage connects the Law-oriented zone to the 
  north with the Chaos region to the south.
  Theme & Purpose
  This is a good, time-saving means of navigating the complete 
  Mine level.  It also contains one of the more annoying traps 
  in the adventure.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll all “NPC Encounter” results.
  Areas of Interest
  ML6-PTS-1: Door North
  This leads from “Map 179: Elevator North Down (ML6-
  END)” on page 503.
  ML6-PTS-2: Door South
  This door is not hidden for PCs approaching from the north.  
  From either direction, it must be unlocked or forced open, 
  however.
  Access
  Secret 
  Doors
  Locks: Door, Secret (Perception only to 
  discover, if coming from the south) AND 
  Locks: Door, Strongold (to open)
  ML6-PTS-3: North Approach
    A big, barren, nearly empty cubic chamber greets you.  A 
  few skeletons and boulders are scattered on the outskirts 
  of the room.
  ML6-PTS-4: Pit Trap
  This trap is triggered when three or more PCs traverse any 
  of the squares the trap covers.  When it triggers, all PCs 
  touching a pit trap square are affected.
    Pit Trap
  Type Mechanical; Trigger Touch; Reset Manual
    Perception DC 20; Disable Device DC 24
  Effect fall; 2d6 bludgeoning
    Perception DC 22; Disable Device DC 26
  Effect fall; 3d6 bludgeoning
    Perception DC 24; Disable Device DC 28
  Effect fall; 3d8 bludgeoning
    Perception DC 26; Disable Device DC 30
  Effect fall; 3d10 bludgeoning
  ML6-PTS-5: South Approach
  Read the same text as for ML6-PTS-3: North Approach, 
  above, if the party is coming via the south door.
  
  507
  Mines L6
  Map 181: Elevators Southwest (ML6-ESW)
  One square equals 5 ft.
  
  508
  Mines L6
  ML6-ESW: Elevators Southwest
  Overview
  These elevators are the primary means of entering, and 
  leaving, the southwest, Chaos-aligned zone of Mines Level 
  6.
  Theme & Purpose
  This is a busy, congested area of great carnage.  There’s 
  unfortunately quite little in the way of loot, but a lot in the 
  way of challenge, to be found here.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  ML6-ESW-1: Elevator Down
    This elevator is covered in boulders and a series of 
  recently-slain corpses; two have been burnt so badly 
  they’re little more than charred skeletons.  Blood is 
  spattered everywhere.  You’re not sure if the mechanism 
  will function if the bodies aren’t moved to the side. 
  This elevator leads down to “Map 217: Elevator Up, Chaos 
  (ML7-ELC)” on page 590.
    Clearing the bodies from the elevator attracts attention: 
  roll on the 
    Random Encounter table and ignore 
  “NPC Encounter” results.  Place ensuing monsters as 
  approaching from Location 7 to the southwest.
  Access
  Contents
  Corpses (4x)
  unprotected
  Armor: General AND 
  Weapons: Ranged
  ML6-ESW-2: Elevator Up
  This leads up to “Map 160: Elevators West (ML5-EWC)” on 
  page 452.
  ML6-ESW-3: Railway Rockslide
    Massive boulders are piled on the tracks here; you’re not 
  certain whether they’ve fallen from the ceiling 35’ above 
  you, or if they were moved here intentionally.  In either 
  case, traversing the rails at this point is impossible.  
  Two half-elf corpses have been smashed almost 
  unrecognizably on top of the boulders.
  Access
  Contents
  Half-Elf 
  Corpses (2x)
  unprotected
  Armor: Light AND 
  Weapons: Martial 2H
  ML6-ESW-4: Northwest Barrel 
  Barricade
    A series of barrels has been moved here, erected as a 
  makeshift barricade to defend against enemies from the 
  northwest.  Most are empty.
  Access
  Contents
  Barrels, 
  Large (7x)
  Container: Barrel 
  or Crate
  Fresh water
  Barrels, 
  Small (4x)
  Container: Barrel 
  or Crate
  Alcohol: General, using 
  Context B, size Medium
  ML6-ESW-5: Northeast Approach
    Splintered wood from pallets and furniture is located 
  to the east here.  Towards the elevator, surrounding it 
  in a semicircle, is a mishmash of destroyed furniture, 
  sandbags, trash, and other debris, arranged in a 
  makeshift barricade, defending against the northeast.  
  From the corpses and blood covering the down elevator, 
  you judge the effort unsuccessful.
  ML6-ESW-6: Barricade South
    Sandbags, boulders, and splintered wood form a thigh-
  high obstacle here.  A monster corpse speaks of a battle 
  months ago.
  ML6-ESW-7: Boulderfall
    Tumbled from the ceiling amidst some substantial 
  seismic activity is a morass of boulders and rocks which 
  make any form of railway use here impossible.
  
  509
  Mines L6
  Map 182: Elevators East (ML6-EEL)
  One square equals 5 ft.
  
  510
  Mines L6
  ML6-EEL: Elevators East
  Overview
  These are the only unhidden means of entering, or escaping 
  from, the eastern, Love-aligned region of this level of the 
  Mines.
  Theme & Purpose
  This was also used for some light storage.  More recently, in 
  the wake of the Obelisk’s chaos, it has been home to giant 
  spiders.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll “NPC Encounter” results once.
  Clearing the Webs
  Several locations here mention the need to clear webs.  
    Regardless of the location or condition, clearing webs 
  here takes 5-10 minutes; amidst this activity, roll on 
  the 
    Random Encounter table and ignore “NPC 
  Encounter” results.  Place any ensuing monsters as 
  approaching from Location 9 to the northeast.
  Areas of Interest
  ML6-EEL-1: Elevator Up
  This leads up to “Map 161: Elevators East (ML5-EEL)” on 
  page 455.
  ML6-EEL-2: Elevator Down
    Thick strands of webbing coat the corners of this 
  elevator, which must be removed prior to successful 
  descent.  A dessicated corpse with possessions intact lays 
  atop the elevator, as though asleep.
  Access
  Contents
  Dwarf 
  Corpse
  unprotected
  Armor: Light AND 
  Weapons: Simple
  ML6-EEL-3: Railway Webbing
    This stretch of railway has been webbed over by giant 
  spiders.  In their webs, three dead dwarven miners have 
  been tied up.  Although their possessions are intact, it 
  will take a few minutes at least to clear the webbing 
  enough to loot their bodies.
  Access
  Contents
  Dwarf 
  Corpses (3x)
  unprotected
  Armor: Light AND 
  Weapons: Light
  ML6-EEL-4: Storage East
    This assortment of crates has been heavily webbed over 
  by thick strands.  To the north, mostly free of webbing, is 
  a treasure chest.
  Access
  Contents
  Crates, 
  Large (5x)
  Container: 
  Barrel or Crate
  Glasses, Metals, AND 
  Woods, size Large
  Crates, 
  Small (2x)
  Container: 
  Barrel or Crate
  Rations & Prepared Food, 
  size Medium
  Chest
  Locks: Chest, 
  Simple
  Coin Treasure: Moderate, 
  using Context D, halve 
  quantities
  ML6-EEL-5: Southeast Boulders
    This region contains a huge pile of boulders, two tables, 
  and a treasure chest.  All but the chest are webbed over 
  with thin and viscous strands.
  Access
  Contents
  Chest
  Locks: Chest, Simple
  Gems: Low
  ML6-EEL-6: Elevator Crates
    Between the two elevators is a short row of large 
  storage containers; they appear battered and worn but 
  still intact.  They’re lashed to the western cave wall by 
  thick strands of spiderwebbing, in which two dessicated 
  corpses have been hung.
  Access
  Contents
  Crates, 
  Large (3x)
  Container: 
  Barrel or Crate
  Glasses, Metals, AND 
  Woods, size Large
  Dwarf 
  Corpses 
  (2x)
  unprotected
  Armor: General AND 
  Weapons: General
  ML6-EEL-7: Northwest Storage
    Two trios of small crates have been arranged here; each 
  
  511
  Mines L6
  cluster is webbed over with thick strands that connect 
  the boxes to nearby boulders.  The western cave wall 
  here contains more thick webbing, in which a dwarven 
  corpse can be found hanging.
  Note that each cluster of crates must be uncovered, as must 
  the corpse, in order to loot (see “Clearing the Webs”, above).
  Access
  Contents
  Crates, 
  Small (5x)
  Container: 
  Barrel or Crate
  General Supplies, size 
  Medium
  Dwarf 
  Corpse
  unprotected
  Armor: Heavy AND 
  Weapons: Martial 1H AND 
  Armor: Shields
  ML6-EEL-8: Northwest Obelisk Secret
  Only read the italicized text below if the secret is discovered.
    The webbing in this area adheres oddly to a region of 
  western cave wall.  Investigating, you see that it has been 
  stretched back and forth, likely as the result of the wall 
  moving.  Poking around further, you discover a huge secret 
  door with a complicated lock mechanism. 
  Access
  Obelisk 
  Secret Door
  Locks: Door, Secret (Perception to 
  discover) AND 
  Locks: Door, Stronghold, using Context B 
  (to open)
  ML6-EEL-9: Rockspire
    Just to the east of the railway at this point is a rockspire 
  that stretches thinkly all the way to the 35’ tall ceiling.  
  Its trunk is connected to the boulder pile to the west via 
  thick webbing that also lays across the railway tracks; 
  to traverse the rails in either direction would require 
  clearing the webs off.
  
  512
  Mines L6
  Map 183: True Obelisk Shard Secret (ML6-TOS)
  One square equals 5 ft.
  
  513
  Mines L6
  ML6-TOS: True Obelisk Shard Secret
  Overview
  This secret chamber contains a chunk of actual Obelisk 
  shard ore.  The influence here is palpable (see Obelisk Taint, 
  below).
  Theme & Purpose
  This should be a foreboding, horrid zone, particularly for 
  Lawfully-aligned characters.  In particular, it’s a huge 
  roleplaying opportunity for Clerics whose deity is Law-
  based, and especially for Paladins.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level, except reroll all “NPC Encounter” results, and reroll 
  monster encounters once.
  Obelisk Taint
  Those within 50’ of the True Obelisk Shard (Location 9) are 
  prone to 
    Minor Obelisk Taint. (p 16).
  Within 10’, creatures are subject to 
    Major Obelisk Taint.  
  Areas of Interest
  ML6-TOS-1: North Entrance
  This leads to “Map 178: Elevator North Up (ML6-ENU)” 
  on page 500.  Note that all three secret entrances to this 
  region are clearly visible and passable without unlocking 
  from the inside.
  ML6-TOS-2: East Entrance
  This leads to “Map 182: Elevators East (ML6-EEL)” on page 
  509.
  ML6-TOS-3: South Entrance
  This leads to the southwest region as depicted in the 
  overview map on page 496.
  ML6-TOS-4: Dreadslime Pools
    A bubbling, gurgling patch of acidic-looking goo sits 
  here.  As you watch, it seems to move, undulating within 
  itself as though a self-contained ocean; the peaks of the 
  fingernail-sized wavelets seem to reach, to bubble up 
  at their apex, in an attempt to yearnfully gain purchase 
  on the nearest organic matter.  It looks like nothing so 
  much as a glob of purplish, gooey slime, stuck amidst the 
  process of coming to life.
  Thankfully, dreadslime is not an actual ooze-based monster; 
  it has no intelligence, and more importantly, no mobility.  
  That said, however, it can still pose a significant obstacle, 
  particularly if its danger is overlooked.
  Treat dreadslime patches as a trap, with the following 
  profile.  Stepping into, or across, any square containing a 
  dreadslime patch will automatically cause damage unless 
  an Acrobatics check is passed.  A PC may attempt the 
  Acrobatics check first, and thereafter the Dexterity check if 
  that is failed.
    Dreadslime Patch
  Type Organic; Trigger Touch; Reset Automatic
  Perception DC 12 / automatic; Disable Device n/a
  Effect 2d8 acid (Dexterity DC 20 halves; Acrobatics DC 22 
  negates)
  Detecting a dreadslime patch is automatic under full light.  
  Under darkened conditions, dreadslime grows darker, and is 
  more challenging to detect.  If encountered outside during 
  full daylight hours, assume the PCs see the dreadslime; 
  indoors, or at dusk or night, the Perception check above 
  applies.
  Within the context of this adventure, there is no solvent or 
  other useful means of getting rid of a patch of dreadslime; 
  it is merely an obstacle that must either be suffered, or 
  preferably, avoided.
  ML6-TOS-5: Dreadslime Vat
    This pool of purplish slime is huge compared to the 
  others.  Scuff marks against the cave floor suggest that 
  people might have stepped up and into the vat.
  Treat this as another patch of Dreadslime (see above), 
  except that it is larger.  And, presumably, of vile purpose.
  ML6-TOS-6: Worship Bench
    In the center of the chamber is a long, simple wooden 
  bench.  Well-worn grooves in the wood indicate frequent 
  use, even though the bench itself appears to have been 
  crafted somewhat recently.
  ML6-TOS-7: Cave Floor
  Read this as the party approaches the chamber to the west, 
  
  514
  Mines L6
  no matter how they entered this region.
    The entire Mine complex is underneath a mountain, but 
  this chamber has a deep, inescapable feeling of within.  
  Dark, humid, foggy, and vile: this chamber is difficult to 
  walk through.  The very air seems viscous, as though a 
  malevolent ooze had been liquefied and now floats about 
  you with grim intent.  The cave floor is dark with soot 
  and black rock and dirt.  In patches here and there, a 
  hardened crust of lava appears to have spilled forth from 
  underneath.
  ML6-TOS-8: Lava Crust
    The darker, blacker crusts of hardened lava that 
  permeate this chamber here turn to a tangibly warm 
  and somewhat iridescent reddish glow.  It’s not lava, not 
  quite, and not magma; you’re not sure if this is strictly a 
  natural phenomenon.  As you approach the chunk of rock 
  to the west, you feel a growing sense of dread, and the 
  influence of chaos and evil.
  ML6-TOS-9: Dark Obelisk Shard
    A wagon-sized, ovoid, and 15’ tall chunk of purplish-black 
  crystal sits here, surrounded by the iridescent magma 
  you noted on your approach.  A fine purplish mist seems 
  to exude from the surface of the rock, only visible out 
  of the corner of your eye: when you try to focus on it 
  directly, it vanishes.  Your heart beats stronger and faster 
  as you approach; your veins tense and you feel a pressure 
  all about your head as a phantom, nameless pain seeps 
  into your consciousness.
  
  515
  Mines L6
  Map 184: Secret Passage South (ML6-SPS)
  One square equals 5 ft.
  
  516
  Mines L6
  ML6-SPS: Secret Passage South
  Overview
  This naturally-occuring crevice connects the southwest, 
  Chaos-aligned region of this level of the Mines to the 
  eastern, Law-aligned zone.
  Theme & Purpose
  This may be one of the more improbable-to-discover secrets 
  in the Mines, simply because short of explicitly seeking a 
  connection point between these two major areas, there’s 
  little reason to be exploring here.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Ignore all “NPC Encounter” results, and reroll “No 
  Encounter” results once.
  Areas of Interest
  ML6-SPS-1: Western Approach
    In the shadows of a cavespire that stretches all the way 
  to the 25’ tall, stalactite-enrusted ceiling is a depressed 
  area of mud and grit.
  Access
  Secret Cavern
  Locks: Door, Secret (Perception only) 
  ML6-SPS-2: Western Cavern
  Only read the italicized text below if the PCs are entering 
  from the west.
    The cave wall falls away at your touch, revealing a cavern 
  leading eastward.  It’s not very tall, requiring larger 
  creatures to stoop; it’s also clear that it’s not been used in 
  some years.  Boulders, soot, and grime cake the floor, and 
  the walls and ceiling are murky earth.
  ML6-SPS-3: Spiderweb Lattice
    A thick lattice of brittle spiderwebs blocks this area.  
  Within, you think you see a bit of a glint.
  It takes 5 minutes to clear this area of webbing sufficiently 
  to proceed through the passage.  The glint is unfortunately 
  merely the reflection of whatever light the party brings with 
  them reflected off of moisture on the webbing.
  ML6-SPS-4: Eastern Cavern
  Read the italicized text from Western Cavern, above, and 
  add the following only if the party is entering the passage 
  from the east:
    Immediately before you, your way is blocked by 
  spiderwebs.
  ML6-SPS-5: Eastern Approach
    This corner of the railway sits in a depressed region of 
  muddy filth and grime.
  
  517
  Mines L6
  Map 185: Admin Building Overview (ML6-ADM-O)
  One square equals 5 ft.
  
  518
  Mines L6
  ML6-ADM-O: Admin Building Overview
  Overview
  This is one of the major focal points of administration and 
  management for the entire Mines complex.
  Theme & Purpose
  As a result of its function, it remains an important location 
  for investigating information and for connecting with 
  prominent NPCs.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  NPCs of Note
  Several major NPCs can often be found here.  Roll for each 
  NPC separately, each time the party approaches this region.
  • Beastmaster (
    30% of the time)
  • Minemaster (
    60% of the time)
  • Stablemaster (
    40% of the time)
  • Stablehand (
    65% of the time)
  • Tinkermaster (
    30% of the time)
  • Trademaster (
    40% of the time)
    Take care when “populating” this building using the 
  above probabilities.  Although this structure was, and 
  remains, a prominent location for significant characters, 
  making it too “busy” with alive characters may detract 
  from the overall feel and atmosphere of an abandoned, 
  demolished, and chaotic evil mine.
  Areas of Interest
  ML6-ADM-O-1: Admin Building North
  Please refer to page 519 for further details.
  ML6-ADM-O-2: Admin Building South
  Page 522 commences full details of this region.
  ML6-ADM-O-3: Stonebridge North
    Over a river of slimy goop, this massive stone structure 
  allows easy passage.  The bridge seems ancient, and 
  impossible to destroy.
  ML6-ADM-O-4: Stonebridge South
    This stone bridge spans the trail of slime flowing slowly 
  and darkly from north to south.  It’s carved, simply, 
  using a mixture of elven and dwarven symbols.  It’s quite 
  possible to walk over it, though the majority of space on 
  its surface is dedicated to the railway which traverses the 
  river at this point.
  
  519
  Mines L6
  Map 186: Admin Building North (ML6-ADM-N)
  One square equals 5 ft.
  
  520
  Mines L6
  ML6-ADM-N: Admin Building North
  Overview
  The northern component of the Administration Building is 
  dedicated to residences and a banquet hall.
  Theme & Purpose
  There’s good information to be found here, and likely several 
  NPCs to interact with.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Default Doors
  Unless otherwise indicated, all doors in this building derive 
  from the following profile:
  Access
  Default Door
  Locks: Door, Reinforced, using Context B
  Areas of Interest
  ML6-ADM-N-1: Foyer
    A set of solid-looking reinforced doors stands before 
  you.  To either side is a wall sconce containing a lit torch, 
  casting wiry shadows here and there in the cavelight. 
   
  A trail of bloody prints leads within. 
   
  Inside is an entry foyer, nicely appointed with 
  comfortable chairs, a small table, and a well-maintained 
  potted plant.  The blood trail spatters over an otherwise 
  expensive-looking rug, and leads both southeast and 
  northwest out of the room, past unlocked, simple, double 
  doors.
  Access
  Entry Doors
  Locks: Door, Reinforced 
  ML6-ADM-N-2: North Hallway
    This long corridor features a blood-spattered rug and a 
  large north-facing window.  The trail of thick, viscous 
  blood leads east and west along the hall.  Simple, 
  unlocked wooden double doors lead east and west.
  ML6-ADM-N-3: West Hallway
    This north-south hallway contains two reinforced doors 
  along the western wall, two reinforced doors along the 
  eastern wall, and a set of simple wooden double doors 
  along the northeast wall.  There is also as set of double 
  doors leading northeast to the hallway there; to the 
  south, a reinforced door is locked. 
   
  The trail of blood that leads from the north snakes into 
  the door to the southwest.
  ML6-ADM-N-4: Northwest Quarters
    This beautiful room contains simple but well-made 
  furniture: a circular table ringed with chairs and set with 
  a fresh and simple meal, a soft feather bed, dressing desk 
  with comfortable chair, clothes cabinet, writing desk, 
  potted plant, and wash basin.
    Exploring this room, there is a 
    35% chance 
  information will be uncovered; roll on the 
    Plot 
  Discoveries table if so.
  Access
  Contents
  Dressing 
  Desk
  Locks: Furniture, 
  Simple
  Textiles: General AND 
  Gems: Low, halve 
  quantities
  Writing 
  Desk
  unprotected
  Writing Supplies, 
  using Context B
  Clothes 
  Cabinet
  Locks: Furniture, 
  Simple, using 
  Context D
  Clothing: General
  ML6-ADM-N-5: Southwest Quarters
    This is a beautiful room.  Or, at least, it would be, were it 
  not for the elf corpse, killed in the last few days, whose 
  body lays between two ornate rugs besmirched from the 
  bloodspray.  From the trail of blood leading out of the 
  room and along the north and west hallways, you suspect 
  this hapless man was slain elsewhere and dragged here, 
  presumably by his assailants.  His belongings have been 
  stripped from him, leaving him in only a rich tunic. 
   
  The room itself is nicely furnished, with a feather bed, 
  table and chairs with a week-spoiled meal, clothes 
  cabinet, wash basin filled with algae-encrusted water, 
  writing and dressing desks, and a potted plant.
  
  521
  Mines L6
  Access
  Contents
  Dressing 
  Desk
  unprotected
  Weapons: Simple
  Writing 
  Desk
  unprotected
  Writing Supplies
  Clothes 
  Cabinet
  Locks: Furniture, 
  Simple
  Clothing: General
  ML6-ADM-N-6: Dining Room
    This room is barren and blank, save for the dining table 
  set for sixteen and two small, poorly-tended plants.  
  Double doors lead west; to the southeast is a small 
  wooden door that bears no lock.
  ML6-ADM-N-7: Kitchen
    This narrow, cramped chamber is clearly the kitchen, 
  meant to serve the dining room to the north.  A food prep 
  table sits in the southwest corner; to its north is a stove.  
  Simple, lockless wooden doors lead north and south.
  ML6-ADM-N-8: North-Center Guestroom
    This small interior guestroom holds a variety of simple, 
  functional furniture: a bed,an empty washbasin, dressing 
  and writing desks, a small table, several chairs and 
  stools, and a clothing cabinet.
    Exploring this room, there is a 
    30% chance 
  information will be uncovered; roll on the 
    Plot 
  Discoveries table if so.
  Access
  Contents
  Dressing 
  Desk
  unprotected
  Textiles: General, 
  using Context D
  Writing 
  Desk
  unprotected
  Writing Supplies, 
  using Context B
  Clothes 
  Cabinet
  Locks: Furniture, 
  Simple, using Context D
  Clothing: General
  ML6-ADM-N-9: South-Center Guestroom
    A narrow room, this holds two tables, each with a variety 
  of simple yet fresh foodstuffs; writing and dressing 
  desks, and a bed.
  Access
  Contents
  Dressing 
  Desk
  Locks: Furniture, 
  Simple
  Textiles: General, using 
  Context C
  Writing 
  Desk
  unprotected
  Writing Supplies
  Clothes 
  Cabinet
  Locks: Furniture, 
  Simple
  Clothing: General AND  
  Armor: Light
  ML6-ADM-N-10: Eastern Hallway
    A thin trail of blood stains the entire length of this 
  hallway.  To the north, it heads underneath the wooden 
  double doors; to the south, it snakes under a single 
  reinforced door.
  ML6-ADM-N-11: Pantry
    Containers of all sorts occupy this small alcove, which 
  smells richly of foodstuffs.  
  Access
  Contents
  Crate, 
  Small
  Container: 
  Barrel or Crate
  Rations & Prepared Food, 
  using Context C, size Medium
  Barrel, 
  Small
  Container: 
  Barrel or Crate
  Alcohol: General, using 
  Context C, size Medium
  Sacks
  unprotected
  Simple Foodstuffs, using 
  Context C, size Medium
  Chest
  Locks; Chest, 
  Simple, using 
  Context D
  Simple Foodstuffs, using 
  Context C, size Medium AND 
  Alcohol: General, using 
  Context C
  ML6-ADM-N-12: Western Privy
    This area is cooler than the building proper to the north.  
  Alone amidst the stone walls and slate floor is a single 
  privy.
  ML6-ADM-N-13: Eastern Privy
  Only read the italicized text belwo if the party searches the 
  privy.
    To the east of a nicely-maintained potted plant is a single 
  privy.  A trail of blood leads from the hallway door to the 
  east and ends here. 
   
  Digging in the foul, hardened muck of the privy, you find 
  a severed forearm and hand.  On the ring finger is a ring 
  bearing a very beautiful gemstone.
  Access
  Contents
  Privy
  unprotected
  Gems: High-Quality, single 
  quantitiy only
  
  522
  Mines L6
  Map 187: Admin Building South (ML6-ADM-S)
  One square equals 5 ft.
  
  523
  Mines L6
  ML6-ADM-S: Admin Building South
  Overview
  The southern portion of the Administration Building contains 
  a railway throughpass as well as a great deal of storage.
  Theme & Purpose
  Loot and possible information are likely outcomes of 
  exploring in this region.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  ML6-ADM-S-1: Railway Passthrough
    This unusual area features a piece of the minecar railway 
  which passes through the center of the building via the 
  gaps in the eastern and western wall.  Two half-elven 
  corpses, slain within a week, lie on the tracks, which 
  are spattered with blood.  To the southwest of this area, 
  three barrels sit in the corner; one is open and empty.  
  The trail of blood from the tracks leads south, through 
  the doors that are locked.
  Access
  Contents
  Half-Elf 
  Corpses (2x)
  unprotected
  Armor: Light AND 
  Weapons: Martial 1H, 
  both using Context C
  Barrels (2x)
  Container: 
  Barrel or Crate
  Fresh water
  ML6-ADM-S-2: Storage Entryway
    Reinforced double doors bar your entry here.  Once 
  inside, you find a spacious room with two barrels, two 
  crates, a chest, a pile of sacks... and an elf corpse, slain 
  not a few days ago.  To the west is a steel door; to the 
  east, a set of reinforced double doors.
  Access
  Storage Entrance
  Locks: Door, Reinforced
  West Door
  Locks: Door, Stronghold
  East Doors
  Locks: Door, Reinforced, using 
  Context C
  Access
  Contents
  Crate, Large
  Container: 
  Barrel or Crate
  General Supplies, size 
  Large
  Crate, Small
  Container: 
  Barrel or Crate
  Rations & Prepared 
  Food, size Medium, 
  using Context C
  Access
  Contents
  Barrels (2x)
  Container: 
  Barrel or Crate
  Alcohol: General, using 
  Context C, size Medium
  Chest
  Locks: Chest, 
  Strongbox
  Weapons: Exotic AND 
  Potions: Moderate, both 
  using Context C
  Sack Pile
  unprotected
  Simple Foodstuffs, size 
  Large
  ML6-ADM-S-3: Secure Storage
    A trail of spilled coins culminates in a pile of treasure 
  amidst some sacks.  In the southeast is a stack of crates, 
  atop one of which is a chest.
  Access
  Contents
  Treasure 
  Pile
  unprotected
  Weapons: General AND 
  Armor: General AND 
  Clothing: General AND 
  Coin Treasure: Moderate
  Crate, 
  Large
  Container: 
  Barrel or Crate
  Textiles: General, using 
  Context C, size Large
  Crate, 
  Small
  Container: 
  Barrel or Crate
  Glasses Metals, and 
  Woods, using Context C, 
  size Medium
  Chest
  Locks: Chest, 
  Strongbox AND 
  Traps: General
  Gems: Medium-Quality
  Sack Pile
  unprotected
  Simple Foodstuffs, size 
  Medium
  ML6-ADM-S-4: Eastern Storage
    This expansive chamber smells of dust and soot.  Against 
  the north and south walls are substantial containers, 
  leaving a narrow path through in roughly the middle.
  
  524
  Mines L6
  Access
  Contents
  Barrels 
  (7x)
  Container: 
  Barrel or Crate
  Alcohol: General, size 
  Medium
  Crates, 
  Large 
  (3x)
  Container: 
  Barrel or Crate
  Glasses, Metals, and 
  Woods, size Large
  Crates, 
  Small 
  (4x)
  Container: 
  Barrel or Crate
  Simple Foodstuffs, size 
  Medium, using Context C
  ML6-ADM-S-5: Eastern Treasure Stash
    In the far eastern alcove of the storage area is a stash of 
  treasure amidst piles of sacks and a spill of coins.
  Access
  Contents
  Treasure 
  Pile
  unprotected
  Weapons: General, roll 1d4 
  times AND 
  Armor: General, roll 1d4 
  times AND 
  Potions: Moderate AND 
  Coin Treasure: Moderate
  Sack Pile
  unprotected
  Simple Foodstuffs, size 
  Medium
  
  525
  Mines L6
  Map 188: Firedancer Camp Overview (ML6-FDC-O)
  One square equals 5 ft.
  
  526
  Mines L6
  ML6-FDC-O: Firedancer Camp Overview
  Overview
  This is, by a wide margin, the most vibrant and thriving 
  region in the Mines.  This may be because the Firedancer 
  community had already been ruled by Chaos by its very 
  nature, far before the Obelisk was uncovered.
  Theme & Purpose
  The Camp is a place to refresh, to resupply, to interact... 
  it’s not an escape from the evils of the Mines, to be sure; 
  monsters attacking in this region might lead to quite the 
  entertaining and complex-to-orchestrate conflicts.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll monster encounters once.
  NPCs of Note
  Several major NPCs can often be found here.  Roll for each 
  NPC separately, each time the party approaches this region.
  • Feastmaster (
    30% of the time)
  • Firedancers (
    80% of the time, 2d6x)
  • Firedancer Campmaiden (
    60% of the time, 1d4x)
  • Firedancer Hearthstud (
    50% of the time)
  • Firedancer Celebrant (
    40% of the time)
  • Herbalist (
    45% of the time)
    Unlike other areas, this region is supposed to feel 
  populated, alive, and vibrant, as one would expect given 
  the context.  So it’s okay if there are many different NPCs 
  populating this area.
  Areas of Interest
  ML6-FDC-O-1: Camp Northeast
  Please refer to page 527 for more details.
  ML6-FDC-O-2: Camp Southeast
  Page 530 holds more information.
  ML6-FDC-O-3: Camp Southwest
  This area is fully detailed starting on page 532.
  ML6-FDC-O-4: Camp Northwest
  Turn to page 534 for full information.
  
  527
  Mines L6
  Map 189: Firedancer Camp Northeast (ML6-FDC-NE)
  One square equals 5 ft.
  
  528
  Mines L6
  ML6-FDC-NE: Firedancer Camp Northeast
  Overview
  Common to all regions of the Firedancer Camp, the 
  northeast quardrant is a melange of residences, campfires, 
  and shops.
  Theme & Purpose
  Like much of the area, this zone is a good place to resupply, 
  interact, and take a bit of possible refuge from monsters.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  
  Areas of Interest
  ML6-FDC-NE-1: Food Shop
    A Firedancer manages this kiosk, which offers a variety 
  of rations.  They’re spruced up, arranged prettily, and 
  the shopkeep tries to put on airs, but your trained 
  adventuring eye can tell a generic ration when it sees 
  one.
  This store has all manner of rations available for purchase.
  ML6-FDC-NE-2: Bonfire
    This enormous fire is lit to a slow burn; its light spreads 
  across the entire camp, casting dancing shadows that 
  echo the spirits of the denizens within.
  ML6-FDC-NE-3: Clothing Shop
    Two Firedancers keep shop here, vending textiles of all 
  manner.  Some appear stained, as though hastily cleaned 
  from a less-than-savory origin, but as far as you can tell, 
  it’s all quite high-quality.
  This store has all manner of textiles ready for sale.
  ML6-FDC-NE-4: Firedancer Residence
    This appears to be a somewhat makeshift, though also 
  somewhat long-term, residence for a member of the 
  Camp.  The furniture within is rudimentary: a bed, two 
  stools, a chair, a writing desk and dressing desk, and a 
  small clothing cabinet.
  Access
  Contents
  Writing 
  Desk
  unprotected
  Writing Supplies, using 
  Context D
  Dressing 
  Desk
  Locks: Furniture, 
  Simple
  Gems: Low
  Clothes 
  Cabinet
  unprotected
  Clothing: General
  ML6-FDC-NE-5: Campfire Northeast
    This homey campfire is down to embers as you approach, 
  with ad-hoc campsites scattered about it as though a 
  half-dozen transients just dumped their gear and went 
  on their way.
  Note that these all belong to someone—at the GM’s 
  discretion, they may belong to someone who is partaking 
  of a 
    Campmaiden’s or 
    Hearthstud’s services at the 
  moment, or someone who has taken off adventuring and has 
  perished and will not be returning to see if anyone has stolen 
  their possessions.
  Access
  Contents
  Campsite 
  Equipment (4x)
  unprotected
  Armor: General AND 
  Weapons: Light
  ML6-FDC-NE-6: Campmaiden’s Tent
    This cozy chamber contains warm, soft, candlelit and 
  favorable light.  Cushions abound, transforming the 
  earthen cave floor into the boudoir of pleasures this is 
  clearly meant to be.
  There is a 
    20% chance that a Campmaiden and/or a 
  Hearthstud is in the act of conducting business with at least 
  one client when the PCs happen upon this tent.
  Under the bed is a secret compartment containing 
  possessions.
  Access
  Secret 
  Compartment
  Locks: Door, Secret, Perception only to 
  find
  Access
  Contents
  Secret 
  Compartment
  Locks: Furniture, 
  Strong AND Traps: 
  General, both 
  using Context B
  Weapons: Simple 
  AND 
  Gems: Medium-
  Quality
  
  529
  Mines L6
  ML6-FDC-NE-7: Food Kiosk
    This area smells wonderful, though it could simply be 
  that it’s been a while since you had prepared food that 
  wasn’t spoiled or weeks-rotten.
  Use the below to determine what is for sale here.  Remember 
  to adjust the prices due to the rules described earlier in the 
  book.
  Access
  Contents
  Food 
  Kiosk
  Sale
  Rations & Prepared Food AND 
  Simple Foodstuffs, both size 
  Medium
  ML6-FDC-NE-8: Supply Wagon
    This large wheelbarrow contains a variety of general-use 
  supplies.
  Access
  Contents
  Supply 
  Wagon
  unprotected
  General Supplies, size Medium
  
  530
  Mines L6
  Map 190: Firedancer Camp Southeast (ML6-FDC-SE)
  One square equals 5 ft.
  
  531
  Mines L6
  ML6-FDC-SE: Firedancer Camp Southeast
  Overview
  Common to all regions of the Firedancer Camp, the 
  southeast quardrant is a melange of residences, campfires, 
  and shops.
  Theme & Purpose
  Like much of the area, this zone is a good place to resupply, 
  interact, and take a bit of possible refuge from monsters.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  ML6-FDC-SE-1: Firedancer Residence
    A spartan and clean assemblage of functional furniture 
  within an open tent, this appears to be quarters for one 
  of the Firedancers.  Within is a bed, a small table with 
  chairs, a dressing desk, stool, and clothing cabinet.
  Access
  Contents
  Dressing 
  Desk
  unprotected
  Writing Supplies, using 
  Context D
  Clothes 
  Cabinet
  unprotected
  Clothing: General, using 
  Context B
  ML6-FDC-SE-2: Utility Fire & Ore Cart
    This fire appears to be used primarily for utility, nor 
  warmth or camraderie.  Irons have been placed within, 
  and it seems that people cook here as well as the need 
  presents.  Nearby is a wheelbarrow laden with the fruit 
  of the mining effort.
  Access
  Contents
  Ore Cart
  unprotected
  Glasses, Metals, and 
  Woods, size Medium
  ML6-FDC-SE-3: Shelter Hut Northeast
    This small hut bears no furniture, and in any event 
  would be insufficient for rest.  It’s enclosed with a thin, 
  but opaque, curtain; it seems as though this hut’s sole 
  purpose is to hide within.  It could also be used as a very 
  temporary shelter; there is space on the ground to lay 
  one’s bedroll and supplies if need be.
  ML6-FDC-SE-4: Rockspire
    This broad stalagmite reaches up 25’, nearly to the 30’ 
  ceiling above you.  At its base is a pile of splintered wood 
  and some boulders.
  ML6-FDC-SE-5: Shelter Hut South
    This appears to be a simple hut; someone’s bedroll and 
  rucksack have been left here.
  Access
  Contents
  Campsite
  unprotected
  Weapons: Simple AND 
  Coin Treasure: Moderate, 
  using Context D, halve 
  quantities
  ML6-FDC-SE-6: Shelter Hut West
    A simple, tiny hut enclosed by a thin opaque brown 
  curtain, it appears to have been used recently from the 
  look of the ground.
  ML6-FDC-SE-7: Fishing Kiosk
    A pleasant, yet desperate-seeming, Firedancer holds 
  shop here.
  This hut sells, and buys, all manner of fishing supplies.
  
  532
  Mines L6
  Map 191: Firedancer Camp Southwest (ML6-FDC-SW)
  One square equals 5 ft.
  
  533
  Mines L6
  ML6-FDC-SW: Firedancer Camp Southwest
  Overview
  Common to all regions of the Firedancer Camp, the 
  southwest quardrant is a melange of residences, campfires, 
  and shops.
  Theme & Purpose
  Like much of the area, this zone is a good place to resupply, 
  interact, and take a bit of possible refuge from monsters.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  ML6-FDC-SW-1: Campfire
    This large campfire burns brightly but low, as though 
  its tenders wish to create warmth and light, but not to 
  atttract undue attention.
  ML6-FDC-SW-2: Leadership Tent
    This colorful tent has seen some wear and tear; the hues 
  are faded and bland in some areas, vibrant in others, as 
  though painted over from time to time to keep the colors 
  fresh.  Within is a pair of thronelike chairs, draped in the 
  colors of the dancers; ringed about the dual hemispheres 
  of the tent to the north and south are chairs and stools.
  There is always a Celebrant and 
    2d4 Firedancers here.  
  In addition, there is a good (
    60%) chance of there being 
  a Campmaiden and a fair (
    40%) chance of a Hearthstud 
  being in attendance.
  ML6-FDC-SW-3: Food Vendor
    A venerable firedancer woman tends this shop, which has 
  barrels and boxes filled with foodstuffs.
  This vendor sells and buys any manner of Simple Foodstuffs 
  or Rations.
  ML6-FDC-SW-4: Campsite Southwest
    This campfire has belongings piled around it; the owners 
  are not to be seen.
  Access
  Contents
  Campsite 
  Equipment 
  (4x)
  unprotected
  General Supplies AND 
  Armor: Light AND 
  Fishing Supplies
  ML6-FDC-SW-5: Shelter Hut South
    This tiny hut has barely enough space to lay a bedroll—
  which you know, because there is an unoccupied bedroll 
  lying here.
  ML6-FDC-SW-6: Shelter Hut West
    This hut has space sufficient for two bedrolls.  It’s empty 
  at the moment, however.
  ML6-FDC-SW-7: Shelter Hut North
    This hut is perched just on the outskirts of the ring of 
  well-used earth surrounding the campfire to the west.  
  Its ground is warm; you see a small pile of belongings 
  tucked in a corner.
  Access
  Contents
  Belongings
  unprotected
  Fishing Supplies AND 
  Clothing: General
  ML6-FDC-SW-8: Campfire North
    This campfire has only boulders surrounding it.  To the 
  south is a utility cart laden with rusty mining tools.
  Access
  Contents
  Utility Cart
  unprotected
  Weapons: Simple, roll 
  1d6 times
  ML6-FDC-SW-9: Campmaiden Tent West
    This candlelit tent is simple as can be: it holds only a 
  bed.  It’s not currently in use, but you can guess as to the 
  intended function.
  
  534
  Mines L6
  Map 192: Firedancer Camp Northwest (ML6-FDC-NW)
  One square equals 5 ft.
  
  535
  Mines L6
  ML6-FDC-NW: Firedancer Camp Northwest
  Overview
  Common to all regions of the Firedancer Camp, the 
  northwest quardrant is a melange of residences, campfires, 
  and shops.
  Theme & Purpose
  Like much of the area, this zone is a good place to resupply, 
  interact, and take a bit of possible refuge from monsters.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  ML6-FDC-NW-1: Clothing Tent
    Two Firedancers, who appear to be twins, own this shop.  
  Flamboyant as the owners and much of their wares may be, 
  this shop vends and purchases all manner of clothing.
  ML6-FDC-NW-2: Campmaiden’s Tent
    This intimate tent contains a huge bed, cushions, and an 
  enormous quantity of candles.
  ML6-FDC-NW-3: Campsite
    Piles of belongings have been tossed here; some have a 
  thick layer of dust from many weeks’ passage.
  Access
  Contents
  Campsite 
  Equipment 
  (4x)
  unprotected
  Rations & Prepared Food 
  AND 
  Weapons: Simple
  ML6-FDC-NW-4: Pleasure Tent
    This tent contains a small table, four cushions, and a 
  large comfortable bed, with candles everywhere.
  As the PCs come across this tent, a Campmaiden is in the 
  process of providing services to a Firedancer.  If pressed, 
  she will explain this as “practice” for true customers, a way 
  to pass the time until a paying client arrives.
  ML6-FDC-NW-5: Textiles Kiosk
    Bolts of warm, bright tones are laden in this kiosk, 
  staffed by a sprightly young Firedancer.
  All manner of textiles are available for purchase or sale 
  here.
  
  536
  Mines L6
  Map 193: Seer Tents Overview (ML6-SRT-O)
  One square equals 5 ft.
  
  537
  Mines L6
  ML6-SRT-O: Seer Tents Overview
  Overview
  This is a mysterious zone, refuge to all manner of scholar.  
  Some were present from the origins of the Mines, taken on 
  staff to provide needful intelligence on the depths under 
  the mountain.  Others came more recently, leading up to 
  the discovery of the Obelisk, when it became clear that 
  something of significance was about to be discovered.  A few 
  came even more recently than that, since the catastrophe, 
  as part of adventuring groups, or in the hopes of finding 
  fortune or notoriety.
  Theme & Purpose
  This is a great place to gather information, despite the 
  danger.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll monster encounters once.
  NPCs of Note
  Several NPCs can often be found here.  Roll for each NPC 
  separately, each time the party approaches this region.
  • Mystic Seer (
    80% of the time)
  • Ambling Scholar (
    70% of the time)
  Areas of Interest
  ML6-SRT-O-1: Western Seance Tent
  This tent is described on page 538.
  ML6-SRT-O-2: Mystic Seer’s Tent
  Please turn to page 540 for further information.
  ML6-SRT-O-3: Eastern Seance Tent
  Page 542 contains more details.
  ML6-SRT-O-4: Secret Door
  This is described starting on page 505.
  ML6-SRT-O-5: Dining Tent
  Refer to page 544 for additional information.
  ML6-SRT-O-6: Thought Hut
  This structure is defined beginning with page 546.
  ML6-SRT-O-7: Campfire & Hut South
    The campfire here seems flickering, waning, as though 
  it single-handedly is fighting back the darkness to the 
  south.  To its east is a small hut, ringed by an opaque and 
  greasy curtain, empty within.
  ML6-SRT-O-8: Campfire & Hut North
    This campfire is vibrant and alive, throwing a bold 
  orange-yellow light to the entire surroundings.  To its 
  west is a small hut containing only a few mundane and 
  empty bedrolls.
  ML6-SRT-O-9: Elevator Up
  This leads to “Map 156: Elevators North Overview (ML5-
  ENL-O)” on page 442.
  
  538
  Mines L6
  Map 194: Seer Tents: Western Seance Tent (ML6-SRT-WST)
  One square equals 5 ft.
  
  539
  Mines L6
  ML6-SRT-WST: Seer Tents: Western Seance Tent
  Overview
  This tent contains a Mystic Seer, who will give a seance for 
  a fee.  Note that such ceremonies are simply for show, and 
  provide no actual insight or magical visions.
  Theme & Purpose
  Seances and similar ceremonies of dubious quality and 
  pointless intent have arisen in this area, as a means 
  of generating income from guillible adventurers and 
  interlopers.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  
  NPCs of Note
  A 
    Mystic Seer is nearly always (
    85%) here.
  Areas of Interest
  ML6-SRT-WST-1: Entrance
    A boulder sits to the south side of this velvet-curtained 
  aperture, which is also flanked to either side by a cluster 
  of lit candles stuck into the cave floor dirt.
  ML6-SRT-WST-2: Interior
    Candles light this room; the balance between light and 
  shadow andacross distance give the impression that the 
  tent simply fades into infinity, in that the light gives 
  out to blackness just before the tent walls.  The center 
  of the room is a simple wooden table wringed ringed 
  with chairs.  To the northwest is a comfortable bed; 
  benches sit to either side of the entrance.  Cushions are 
  positioned to the outside fo the benches.  To the south is 
  a small clothes cabinet, a writing and a dressing desk.  To 
  the southwest is a wash basin, a privy, and a work table.
  Access
  Contents
  Writing Desk
  unprotected
  Writing Supplies, 
  using Context C
  Dressing Desk
  unprotected
  Weapons: Simple
  Clothing Cabinet
  unprotected
  Clothing: General
  ML6-SRT-WST-3:Work Table
    Scattered across this unkempt table are all manner of 
  notes, scribblings, and writing supplies, and parchment.  
  Most of them you can’t make any sense of; they appear to 
  be the scrawlings of someone trying to make it seem as 
  though their writings are mystical or important.
  Access
  Contents
  Work 
  Table
  unprotected
    Among the fake mystical 
  writings is a note of true import: 
  roll on the 
    Plot Discoveries 
  table.
  
  540
  Mines L6
  Map 195: Seer Tents: Mystic Seer’s Tent (ML6-SRT-MST)
  One square equals 5 ft.
  
  541
  Mines L6
  ML6-SRT-MST: Seer Tents: Mystic Seer’s Tent
  Overview
  This tent contains a Mystic Seer, who will give a seance for 
  a fee.  Note that such ceremonies are simply for show, and 
  provide no actual insight or magical visions.
  Theme & Purpose
  Seances and similar ceremonies of dubious quality and 
  pointless intent have arisen in this area, as a means 
  of generating income from guillible adventurers and 
  interlopers.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  
  NPCs of Note
  A 
    Mystic Seer is nearly always (
    95%) here.
  Areas of Interest
  ML6-SRT-MST-1: Entrance
    A richly-detailed, thick velvet curtain denotes access to 
  this complex of tents.
  ML6-SRT-MST-2: Entryway
    This foyer of sorts is marked by two octagonal tables, 
  each ringed with candles.  Embroidered cushions are 
  placed to the interior of these.
  ML6-SRT-MST-3: Waiting Chamber
    Almost an extension of the foyer is this simple chamber, 
  vacant but for two benches against the northwest wall.  
  Simple, opaque curtains lead to the northeast and 
  southwest.
  ML6-SRT-MST-4: Ceremony Room
    This is clearly a room for ceremony: cushions are placed 
  around the perimeter, but the center is dominated by 
  a rectangular table coated with candles and ringed by 
  simple chairs.  A knife sits at the head of the table.
  ML6-SRT-MST-5: Personal Chambers
    These are the simple, spartan personal chambers of the 
  Seer: a writing and dressing desk with simple stool, a 
  clothes cabinet, wash basin, privy, and bed.
  Access
  Contents
  Writing 
  Desk
  Locks: Furniture, 
  Simple AND 
  Traps: General, 
  using Context B
  Writing Supplies, 
  using Context C AND 
  Gems: Semi-Precious
  Dressing 
  Desk
  unprotected
  Textiles: General AND
    Roll on the 
    Plot 
  Discoveries table
  Clothing 
  Cabinet
  Locks: Furniture, 
  Simple
  Clothing: General, 
  using Context C AND 
  Armor: Light AND 
  Weapons: Simple
  
  542
  Mines L6
  Map 196: Seer Tents: Eastern Seance Tent (ML6-SRT-EST)
  One square equals 5 ft.
  
  543
  Mines L6
  ML6-SRT-EST: Seer Tents: Eastern Seance Tent
  Overview
  This tent contains a Mystic Seer, who will give a seance for 
  a fee.  Note that such ceremonies are simply for show, and 
  provide no actual insight or magical visions.
  Theme & Purpose
  Seances and similar ceremonies of dubious quality and 
  pointless intent have arisen in this area, as a means 
  of generating income from guillible adventurers and 
  interlopers.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  
  NPCs of Note
  A 
    Mystic Seer is very often (
    70%) here.
  Areas of Interest
  ML6-SRT-EST-1: Entrance
    Clumps of candles spill wax on bare earthen floor to 
  either side of a blue velvet curtain stained in brown. 
  ML6-SRT-EST-2: Interior
    This room is far too cramped for all that is within: a 
  circular table with one too many chairs; writing desk 
  with no sitting device nearby; clothing cabinet; dressing 
  desk with no means of sitting down; privy overdue 
  for emptying; wash basin encrusted with algae; two 
  cushions; and an uncomfortable-looking bed..
  Access
  Contents
  Writing 
  Desk
  unprotected
  Writing Supplies
  Dressing 
  Desk
  Locks: Furniture, 
  Simple
  Coin Treasure: 
  Moderate, using Context 
  D, halve quantities
  Clothing 
  Cabinet
  unprotected
  Clothing: General
  ML6-SRT-EST-3: Privy
  Only read the following italicized text if the privy is 
  intentionally searched.
    Within the foul-smelling privy is a well-sealed waterproof 
  oilcloth sack.  Inside is a scroll tube and some gemstones.
  Access
  Contents
  Privy 
  Sack
  unprotected
  Gems: Medium-Quality, single 
  quantities AND
    Roll on the 
    Plot Discoveries 
  table
  
  544
  Mines L6
  Map 197: Seer Tents: Dining Tent (ML6-SRT-DNT)
  One square equals 5 ft.
  
  545
  Mines L6
  ML6-SRT-DNT: Seer Tents: Dining Tent
  Overview
  This is where those who dwell in the Seer Tents district 
  dine, much of the time.
  Theme & Purpose
  There’s little to be found here, truly.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  NPCs of Note
  At all times, there are 
    2d4 Mystic Seers here.
  Areas of Interest
  ML6-SRT-DNT-1: Approach
    Brazers flank a simple, but large, velvet curtain.
  ML6-SRT-DNT-2: Brazisers
    You smell the dining tent far before you can see it: smoke 
  gurgles out of the single lit brazier to the east of the tent 
  entrance.  Counterintuitively to the purpose of a dining 
  tent, it emits a horrid scent that makes you want to 
  convulse.  You suspect this is to throw monsters off the 
  scent of the quite-edible food eaten within.
  ML6-SRT-DNT-3: Tent Interior
    A long banquet table is set simply for all who wish to 
  eat here.  Food—simple fare, but dubious quality—sits 
  on small octagonal tables t the southeast and southwest.  
  Two empty sideboards sit to the opposing corners.
  
  546
  Mines L6
  Map 198: Seer Tents: Thought Hut (ML6-SRT-THH)
  One square equals 5 ft.
  
  547
  Mines L6
  ML6-SRT-THH: Seer Tents: Thought Hut
  Overview
  This is a place where Seers can come and be at peace with 
  their thoughts.
  Theme & Purpose
  This is a very simple structure, in truth; in practice, the 
  Seers increasingly come here to be away from other Seers, 
  not to practice any form of true meditation.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level; however, ignore all monster-related results.  
  This is a safe space, but the party is not free to execute 
  a long rest here; NPCs will come along eventually and 
  ask them to leave, in respect of the Seers’ wishes for this 
  structure’s use.
  Areas of Interest
  ML6-SRT-THH-1: Tent Exterior
    This simple, low hut is ringed with clumps of candles, 
  stuck in the earth fo the cave floor.
  ML6-SRT-THH-2: Braziers
    A quarter of braziers ring the tent, spaced at intervals.  
  One is lit, and emits a simple yet pleasing and dull 
  aroma.
  ML6-SRT-THH-3: Tent Interior
    Cushions line every wall; there are three exits.  The floor 
  is lined with a soft straw, and there is a form of generic 
  prayer mat in the center; you suspect this was just a 
  normal rug until it was requisitioned for this purpose.
  
  548
  Mines L6
  Map 199: False Obelisk Overview (ML6-FDO-O)
  One square equals 5 ft.
  
  549
  Mines L6
  ML6-FDO-O: False Obelisk Overview
  Overview
  This appears to be “the” Dark Obelisk of so much renown 
  and catastrophe.  It appears to be worshipped as such by 
  those who have lost their minds to the Obelisk’s influence, 
  and many of those ilk frequent this location to pay it 
  homage.  
  Theme & Purpose
  This is in fact just a rock, painted with darkened and dyed 
  blood to look like the Dark Obelisk.  Semi-sentient pawns of 
  the Obelisk’s will set this up as a distraction, a protection 
  of the true Obelisk against those who would seek its 
  destruction.
  It’s important to note that no aura of Obelisk Taint applies 
  in this region, as the stone is false.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll all NPC results.
  NPCs of Note
  At any given time, there are 
    3d6 Tainted Miners 
  shambling about this area, typically in a single clump.
  Areas of Interest
  ML6-FDO-O-1: Firedancer’s Camp
  Please refer to page 525 for more information about this 
  region.
  ML6-FDO-O-2: Elevators Southwest
  Please turn to page 507 for additional details.
  ML6-FDO-O-3: Seer Tents
  Page 536 commences more information about this region.
  
  550
  Mines L6
  Map 200: False Obelisk Closeup (ML6-FDO-CU)
  One square equals 5 ft.
  
  551
  Mines L6
  ML6-FDO-CU: False Obelisk Closeup
  Overview
  The region surrounding the false Obelisk is a religious 
  presence for those drawn to madness and chaos in the wake 
  of the true Obelisk’s revealing and the catastrophe which 
  followed.
  Theme & Purpose
  Dread, pure and simple, unless or until the PCs determine 
  that this is not a true Obelisk and is merely a facade.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll all NPC encounters.
  Areas of Interest
  ML6-FDO-CU-1: The False Obelisk
    This 15’ tall chunk of carved rock is deep purple, nearly 
  crimson, in hue, and 20’ in diameter at its thickest.  The 
  cave floor underneath appears to be hardened magma, 
  or at the very least, something harder than the mere dirt 
  that serves as the floor for the majority of this level.
  ML6-FDO-CU-2: Lectern
    Two skulls sit atop sharpened stakes to the west of this 
  pulpit, which looks out to the east over the stone altar 
  and pews.
  ML6-FDO-CU-3: Pews
    A semicircle of hard wooden benches forms an outer 
  perimeter of the worship space, just at the edge of 
  the hardened magma floor near the Obelisk.  Bloodied 
  corpses, their faces frozen in ecstatic and imbeclic grins, 
  litter the cave floor between the pews and the object of 
  their adoration.  The trail of blood that leads from the 
  top of the altar to these bodies suggests they were not 
  unwilling sacrifices to an evil devotion.
  Access
  Contents
  Corpses 
  (4x)
  unprotected
  Armor: General AND 
  Clothing: General, both using 
  Context B
  ML6-FDO-CU-4: Outer Braziers
    Steel braziers are scattered throughout the area, most 
  emitting a pale purple smoke that burns your nostrils 
  when you get too close.  These outer ones sit beneath a 
  particularly tall point in the cave ceiling, 35’, and serve 
  as a means of summoning the faithful to prayer.  Three 
  corpses have been slain here.
  Access
  Contents
  Corpses 
  (3x)
  unprotected
  Armor: General AND 
  Clothing: General AND 
  Weapons: Martial 2H
  ML6-FDO-CU-5: Boulders
    At the base of a rock pillar reaching all the way to the 
  ceiling 35’ above is a massive, head-high pile of rocks.  
  An enormous brazier sits unlit to the southeast, near a 
  slain dwarven warrior.
  Access
  Contents
  Dwarf 
  Corpse
  unprotected
  Armor: Heavy AND 
  Weapons: Martial 2H
  ML6-FDO-CU-6: Bonepit
    To the south of the rock pillar is a depressing in the 
  magma and earth cave floor that has been filled, 
  horrifyingly, with skeletons and bones.  Possessions have 
  been stripped, and in many cases the flesh appears to 
  have been charred or burnt away.  Dozens of bodies lie 
  here in final repose, presumably sacrificed to the Obelisk 
  by its insane devotees. 
  
  552
  Mines L6
  Map 201: Mining North Overview (ML6-MNO-O)
  One square equals 5 ft.
  
  553
  Mines L6
  ML6-MNO-O: Mining North Overview
  Overview
  The northernmost component of this level of the Mines, 
  this region was avidly used for active mining up until a few 
  weeks ago.
  Theme & Purpose
  Resupply is possible here, but only via braving challenges.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  ML6-MNO-O-1: West Region
  Discover this area by turning to page 554.
  ML6-MNO-O-2: East Region
  Please turn to page 556 for further details about this area.
  
  554
  Mines L6
  Map 202: Mining North: West (ML6-MNO-W)
  One square equals 5 ft.
  
  555
  Mines L6
  ML6-MNO-W: Mining North: West
  Overview
  This is the northwest corner of the Love-oriented zone 
  of this level of the Mines contains a plethora of mining 
  equipment, and the scene of a grisly end for some miners.
  Theme & Purpose
  This is one of the more stark and obvious depictions of what 
  has happened in th ewake of the Obelisk’s unveiling.  The 
  atmosphere should be bleak and overwhelming.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  ML6-MNO-W-1: Final Stand
    A group of miners crafted a makeshift barricade, 10’ tall 
  in places, out of empty storage containers, sacks, and 
  spare scaffolding.  Blood, dirt, and muck litter the floor 
  in the alcove beyond, as do three dwarven miners who 
  succumbed to the monsters who were able to vault their 
  obstacles.  In their midst, oddly untouched amidst the 
  slaughter, is a pile of collected belongings.
  Access
  Contents
  Dwarf 
  Corpses 
  (2x)
  unprotected
  Armor: Heavy AND 
  Weapons: Ranged AND 
  Weapons: Martial 1H AND 
  Armor: Shields
  Treasure 
  Pile
  unprotected
  Coin Treasure: Moderate, AND  
  Gems: Low AND 
  Potions: Moderate AND 
  Clothing: General
  ML6-MNO-W-2: Railway
    Near a bend in the tracks is a cluster of barrels.  To the 
  west is a duo of crates.
  Access
  Contents
  Barrels 
  (5x)
  Container: 
  Barrel or Crate
  Alcohol: General, using 
  Context B, size Medium
  Crates, 
  Large (2x)
  Container: 
  Barrel or Crate
  General Supplies, size 
  Large
  ML6-MNO-W-3: Animal Pen
    In the midst of a stash of general mining supplies is an 
  empty animal pen.  To the south is a trio of large crates.
  Access
  Contents
  Crates, 
  Large (3x)
  Container: 
  Barrel or Crate
  Glasses, Metals, and 
  Woods, size Large, using 
  Context C
  ML6-MNO-W-4: Crate Row
    To the south of the railway at this point is a loosely-
  organized row of small containers.
  Access
  Contents
  Crates, 
  Small (7x)
  Container: 
  Barrel or Crate
  Glasses, Metals, and 
  Woods, size Large, using 
  Context C
  ML6-MNO-W-5: Scaffolding
    Rusty, dented and battered scaffolding reaches 20’ to the 
  top fo the cave wall along this ridge.
  
  556
  Mines L6
  Map 203: Mining North: East (ML6-MNO-E)
  One square equals 5 ft.
  
  557
  Mines L6
  ML6-MNO-E: Mining North: East
  Overview
  The northeastern zone of this mining area has been 
  dedicated to ore extraction up until all of its workers were 
  slain, went insane, or became devotees of the Obelisk, up to 
  a few weeks ago.
  Theme & Purpose
  Dreary, webbed, and abandoned, this area should give the 
  PCs a creepy feel.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  ML6-MNO-E-1: Webbed Railway
    To the north of the railway at this point is an 
  arrangement of large containers; to the south, sets of 
  barrels.  The two stacks are connected by thick ropes of 
  spiderwebs that cover the tracks as well, maing railcar 
  traversal impossible until they are cleared off.
    Clearing the webbing takes 5-15 minutes... during this 
  time, automatically roll on the 
    Random Encounter 
  table and ignore “NPC Encounter” results.  Place any 
  ensuing monsters in Location 5.
  Access
  Contents
  Crates, 
  Large (4x)
  Container: 
  Barrel or Crate
  Glasses, Metals, and 
  Woods, size Large
  Barrels 
  (12x)
  Container: 
  Barrel or Crate
  Alcohol: General, size 
  Medium, using Context B
  ML6-MNO-E-2: Northwest Webbing
    Scaffolding along the north cave wall reaches 25’ to 
  the ceiling.  Fresh water barrels and wheelbarrows are 
  spaced along its length.
  ML6-MNO-E-3: Rockspire Storage
    About the base of a 25’ tall rockspire are many different 
  containers.
  Access
  Contents
  Crates, 
  Small (8x)
  Container: 
  Barrel or Crate
  General Supplies, size 
  Medium
  Barrels 
  (6x)
  Container: 
  Barrel or Crate
  Fresh water
  ML6-MNO-E-4: Northeast Webbing
    A crevicelike alcove in the northeast here is completely 
  covered over in spiderwebs.  All you see within are 
  boulders, but the webbing is so opaque you can’t be sure.
    Clearing the webbing takes 5-15 minutes... during this 
  time, automatically roll on the 
    Random Encounter 
  table and ignore “NPC Encounter” results.  Place any 
  ensuing monsters as approaching from Location 1 to the 
  west.
  At the conclusion of this searching, there truly is nothing to 
  see other than boulders and webs.
  ML6-MNO-E-5: Webbed Railway
    The rails at this position are webbed over, though not 
  extensively.
  Though it takes about 5 minutes to clear the webbing, no 
  monsters approach during this time; suspend rolling for 
  Random Encounters until the work is complete.
  
  558
  Mines L6
  Map 204: Rockpile (ML6-RKP)
  One square equals 5 ft.
  
  559
  Mines L6
  ML6-RKP: Rockpile
  Overview
  In the middle of the Love-oriented region of this level of the 
  Mines is a giant pile of boulders and fungus.
  Theme & Purpose
  This is an unusual place to find treasure, but for those who 
  brave the challenge, there is plenty to be had.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  ML6-RKP-1: Northwest Rockspire
    This stalagmite reaches 25’ up to the 35’ tall ceiling.  
  About its base are clustered several different species of 
  fungus, with some caps reaching the size of your head.
  ML6-RKP-2: Fungal Carpet
    The earthen floor in this area is sodden and depressed, 
  as though collecting the moisture from the entire area.  
  Whatever the phenomenon, it seems tailor-made for 
  fungus, which blankets the region in a thick carpet, 
  reaching waist high in some areas.
  When walking through the fungus in this area, roll for 
  Random Encounters twice as frequently as you normally 
  would.
  ML6-RKP-3: Railway
    The rails are sturdy, and the ties solid wood.  To the 
  northwest, you see an enormous pile of boulders, covered 
  with mushrooms.  The rocks reach 15’ tall in the center.
  ML6-RKP-4: Boulder Top
    At the apex of the mound of rocks is a gruesome scene: 
  four elf bodies, slain weeks ago, along with a pile of 
  treasure.  Some coins and gems from the pile have spilled 
  onto the boulders.
  Access
  Contents
  Elf 
  Corpses 
  (4x)
  unprotected
  Armor: General AND 
  Weapons: Martial Ranged AND 
  Weapons: Martial 1H AND 
  Armor: Shields, all using 
  Context C
  Treasure 
  Pile
  unprotected
  Coin Treasure: Moderate AND 
  Gems: Medium-Quality, both 
  using Context C
    As soon as the PCs start looting, roll on the 
    
  Monsters: Mines, Advanced FlexContent table.  The 
  ensuing beast(s) are to be placed approaching from 
  the far southwest corner of the map.  The PCs have 
  the advantage of height in this scenario, so it might be 
  interesting as to what they do.
  
  560
  Mines L6
  Map 205: Mining East Overview (ML6-MNE-O)
  One square equals 5 ft.
  
  561
  Mines L6
  ML6-MNE-O: Mining East Overview
  Overview
  The entire eastern wall of the Law-oriented section of these 
  Mines is open to ore salvage.  
  Theme & Purpose
  Although much of the area is simply abandoned mining 
  equipment, there is a great deal of prior drama to discover, 
  as well as some quite decent looting.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  ML6-MNE-O-1: North Mining
  Please turn to page 562 for further details..
  ML6-MNE-O-2: Center Mining
  Page 564 contains more information on this region.
  ML6-MNE-O-3: South Mining
  Refer to page 567 begins more details about this zone.
  
  562
  Mines L6
  Map 206: Mining East: North (ML6-MNE-N)
  One square equals 5 ft.
  
  563
  Mines L6
  ML6-MNE-N: Mining East: North
  Overview
  This area was host to a slaughter; several miners lie dead in 
  the northeast of this region.
  Theme & Purpose
  There is also a fair amount of ore and supply storage here.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll NPC Encounters once.
  Areas of Interest
  ML6-MNE-N-1: Storage
    To the southwest of the curve of the railway is a cluster 
  of storage containers.  A thin and month-old blood 
  trail leads south to a dwarven body amidst a cluster of 
  discarded tools.
  Access
  Contents
  Crates, 
  Large (3x)
  Container: 
  Barrel or Crate
  Glasses, Metals, and 
  Woods, size Large
  Crates, 
  Small (3x)
  Container: 
  Barrel or Crate
  General Supplies, size 
  Medium
  Dwarf 
  Corpse
  unprotected
  Weapons: Light
  Mining 
  Tools
  unprotected
  Weapons: Simple, roll 1d4 
  times
  ML6-MNE-N-2: Barrels & Tools
    Mining tools of all sorts have been tossed here by 
  workers abandoning their jobs.  In addition, next to a 
  water trough and wheelbarrow, is a stack of casks.
  Access
  Contents
  Mining 
  Tools
  unprotected
  Weapons: Simple, roll 1d6 
  times
  Casks (4x)
  Container: 
  Barrel or Crate
  Alcohol: General, using 
  Context B, size Medium
  ML6-MNE-N-3: Carnage
    The northeast region of this area of the mines is 
  depressed, about a foot lower than the area to the west.  
  Dirt and muck have settled here.  Atop it is a trail of 
  blood that forms a circle around the casks to the west; 
  amidst the circle are two dwarven miners, dead some 
  weeks from the look of it.
  Access
  Contents
  Dwarf 
  Bodies
  unprotected
  Armor: Light AND 
  Weapons: Simple
  ML6-MNE-N-4: Southeast Barrels
    The scaffolding all along the wall reaches 25’ tall, up to 
  the ceiling of the cave’s minable ore.  Water barrels are 
  spaced evenly among the metal ladders.  A trio of barrels 
  has been placed to the south of the line of wheelbarrows.
  Access
  Contents
  Barrels 
  (3x)
  Container: 
  Barrel or Crate
  Fresh water
  
  564
  Mines L6
  Map 207: Mining East: Center (ML6-MNE-C)
  One square equals 5 ft.
  
  565
  Mines L6
  ML6-MNE-C: Mining East: Center
  Overview
  This mining wall connects to the west to the sludge lake 
  through a small mountain of stalagmites and boulder piles.
  Theme & Purpose
  This area should be cold, morbid, and terrifying, with 
  carcasses and skeletons everywhere... and plenty of 
  monsters.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll NPC Encounters and “No Encounter” results 
  once.  Roll twice as often as you td.ypically wou
  Areas of Interest
  ML6-MNE-C-1: Rock Bridge North
    This bridge appears to have been well-hewn from a 
  single chunk of boulder, and carved simply in common 
  Dwarven runes.  
  ML6-MNE-C-2: Rock Bridge South
    A simple, half-hearted, and untalened mixture of elven 
  and dwarven runes adorns this rock bridge.
  ML6-MNE-C-3: Sludge River
    A river of what looks to be disgusting, chunky gruel flows 
  very slowly south.  You’re not sure what it is, but you are 
  certain you don’t want to find out.
  Please refer to “Map 213: Sludgelake (ML6-SGL)” on page 
  578 for more information on the effects of the sludge.
  ML6-MNE-C-4: Corpsepile
    Nestled among the stalagmites and boulders of the 
  mountain range here is a pile of skeletons, half-
  dessicated bodies, and monster skulls.  There looks to be 
  little treasure to be found here; there is the odd coin but 
  it is dented and barely worth a copper.
  ML6-MNE-C-5: North Boulder Mountain
    It’s not really a mountain range, but it sure feels that 
  way: stalagmites formed from eons of cave drippings mix 
  with 10’ high piles of boulders to give the impression of 
  a mountain range writ small.  Adding to the atmosphere 
  is an electic and intermittent mix of bodies, shattered 
  and clumped on the rocks and spires.  All have been dead 
  months at least, and years in many cases.  In all cases, 
  their possessions appear to have been stripped or looted.
    When entering the “mountain range”, roll immediately 
  on the 
    Random Encounter table and reroll “NPC 
  Encounter” results.  Any monsters that ensue should be 
  placed approaching from Location 1 to the west.
  ML6-MNE-C-6: Railway
    The railway in this area is dented, pitted, and the ties 
  rotted.  It looks serviceable, but only just barely.
  ML6-MNE-C-7: Wheelbarrow Bodies
    The dwarven corpse here has been hacked to death, 
  perhaps by pickaxes.  It seems that she was stacked in 
  the nearby wheelbarrow, and tipped over to spill onto the 
  cave floor, in the 
  Access
  Contents
  Dwarf 
  Corpse
  unprotected
  Armor: Light AND 
  Weapons: Simple
  ML6-MNE-C-8: Dead Miner
    Another dead miner lies here, to the south of a trio of 
  sealed barrels.  A rack of stacked barrels has been placed 
  to the west nearby.
  Access
  Contents
  Barrels, 
  Small (3x)
  Container: 
  Barrel or Crate
  Alcohol: General, using 
  Context B, size Medium
  Barrels, 
  Large (7x)
  Container: 
  Barrel or Crate
  Fresh water
  Dwarf 
  Corpse
  unprotected
  Weapons: Ranged AND 
  Weapons: Simple
  ML6-MNE-C-9: Southeast Carnage
    Two dwarf miners have been slashed to ribbons along the 
  25’ tall ridge of the mine in this area.  
  
  566
  Mines L6
  Access
  Contents
  Dwarf 
  Corpses (2x)
  unprotected
  Armor: Light AND 
  Weapons: Simple
  ML6-MNE-C-10: South Rock Mountain
    The rocks in this region are thick and large, reaching 12’ 
  tall in places.  Stalagmites reach 10-20’ tall.  Skeletons of 
  long-deceased monsters and adventurers litter the area.
    As the PCs traverse this area, roll immediately on the 
    
  Random Encounter table and reroll “NPC Encounter” 
  results.  Any monsters that ensue should be placed 
  approaching from Location 1 to the west.
  ML6-MNE-C-11: Center Rock Mountain
    As the PCs pass over this area, roll immediately on the 
    
  Random Encounter table and reroll “NPC Encounter” 
  results.  The party disturbs the slumber of the ensuing 
  beast(s); any monsters that ensue should be placed as 
  arising from Location 4 to the west.
  
  567
  Mines L6
  Map 208: Mining East: South (ML6-MNE-S)
  One square equals 5 ft.
  
  568
  Mines L6
  ML6-MNE-S: Mining East: South
  Overview
  Much of this area appears to be a recently-functional mine... 
  it’s not until the PCs get to the southeast corner that it turns 
  macabre.
  Theme & Purpose
  The treasure in the southeast corner is one of the richest 
  in the area, providing that the party can defend themselves 
  once there.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll “NPC Encounter” results once.
  Areas of Interest
  ML6-MNE-S-1: Stonebridge North
    This rugged and broad stone bridge was crafted years 
  ago, and judging from the runes inscribed, by dwarves.
  ML6-MNE-S-2: Stonebridge South
    Spanning the river of sludge here is a well-crafted stone 
  bridge.
  ML6-MNE-S-3: Northeast Mining
    Wheelbarrows, water troughs, and 25’ tall scaffolding 
  populates this area.
  ML6-MNE-S-4: Rockspire Boulders
    A broad stalagmite stretches all the way to the 25’ 
  ceilings.  To its east is a huge pile of boulders; the 
  the south, a blood trail leads from the railway to the 
  barricades in the southeastern corner.
  ML6-MNE-S-5: Crate Barricade
    Empty containers of all sort have been piled and stacked 
  here in an effort to prevent assault from the north and 
  west.  From the blood everywhere, it seems to have been 
  an unsuccessful defense; four dwarf bodies lie slain 
  some weeks past.  To the northwest of the crates is an 
  arrangement of casks.
  Access
  Contents
  Dwarf 
  Corpses 
  (4x)
  unprotected
  Armor: Medium AND 
  Weapons: Martial 2H AND 
  Weapons: Ranged
  Casks 
  (6x)
  Container: 
  Barrel or Crate
  Alcohol: General, using 
  Context B, size Medium
  ML6-MNE-S-6: Treasure Stash
    Tucked away behind rusty scaffolding is a treasure pile, 
  presumably the last possessions of value among those 
  slain to the north and west.
  Access
  Contents
  Treasure 
  Pile
  unprotected
  Potions: Moderate AND 
  Coin Treasure: General AND 
  Gems: Low
  ML6-MNE-S-7: Railway
    The rails here are dented and dinged, but in good 
  working order.  To the west of this area is a quarter of 
  sealed barrels.
  Access
  Contents
  Barrels 
  (4x)
  Container: 
  Barrel or Crate
  Fresh water
  
  569
  Mines L6
  Map 209: Mining South Overview (ML6-MNS-O)
  One square equals 5 ft.
  
  570
  Mines L6
  ML6-MNS-O: Mining South Overview
  Overview
  This mining zone encompasses the entire south and western 
  walls of the Chaos-aligned area of this level of the Mines.  It 
  was actively used to excavate ore until a month or so ago.
  Theme & Purpose
  There’s a lot of death, a lot of treasure, and a lot of 
  spiderwebs and accompanying beasties to be found in this 
  area.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  ML6-MNS-O-1: Northwest Mining
  Please refer to page 571 for further information.
  ML6-MNS-O-2: Southwest Mining
  Page 574 begins full details.
  ML6-MNS-O-3: Southeast Mining
  Turn to page 576 for additional description.
  
  571
  Mines L6
  Map 210: Mining South: Northwest (ML6-MNS-NW)
  One square equals 5 ft.
  
  572
  Mines L6
  ML6-MNS-NW: Mining South: Northwest
  Overview
  The northwest mining region here is littered with corpses 
  and treasure, owing mostly to its proximity to the False 
  Obelisk to the northeast.
  Theme & Purpose
  The presence of the False Obelisk may not imbue the region 
  with a formal Aura as such, but its presence is manifest in 
  other ways: the absence of sentient and sane people; the 
  prevalence of monsters, and a littering of corpses along the 
  mining cave wall.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll all “NPC Encounter” results.  Roll twice as 
  often as you would typically do.
  Areas of Interest
  ML6-MNS-NW-1: North Mining
    A few tattered and rusty scaffolds reach 20’ to the ceiling 
  in this area.  Week-old blood is scattered around the 
  corpse of a dwarven miner, who looks hacked to death by 
  mining tools.
  Access
  Contents
  Dwarf 
  Corpse
  unprotected
  Weapons: Simple
  ML6-MNS-NW-2: North-Northwest 
  Mining
    Mining tools have been abandoned here and there along 
  the cave wall in this area.  One dwarf miner has been 
  slain with a pickaxe that is still embedded in his torso.  
  Against the mining cave wall are two stacks of bags.
  Access
  Contents
  Dwarf 
  Corpse
  unprotected
  Armor: Light AND 
  Weapons: Light, both using 
  Context D
  Sack 
  Piles (2x)
  unprotected
  Simple Foodstuffs, size 
  Medium
  Mining 
  Tools
  unprotected
  Weapons: Simple, roll 1d4 
  times
  ML6-MNS-NW-3: West Mining
    Wheelbarrows, fresh water barrels, and 25’ tall scaffolds 
  litter this area.
  Access
  Contents
  Mining 
  Tools
  unprotected
  Weapons: Simple, roll 2d4 
  times
  ML6-MNS-NW-4: Southwest Mining
    Four dwarf miners are scattered here among abandoned 
  tools and small, cloying ponds of their own blood and 
  viscera.  In the alcove to the west are piled mounds of 
  sacks; it looks as though there was a concerted effort to 
  amass the supplies needed to erect a barricade, but the 
  miners involved did not have time enough to do so before 
  the assault.
  Access
  Contents
  Dwarf 
  Corpses 
  (4x)
  unprotected
  Armor: General AND 
  Weapons: General, both using 
  Context D
  Sack 
  Piles (2x)
  unprotected
  Glasses, Metals, and Woods, 
  size Large
  ML6-MNS-NW-5: Storage Treasure Maze
    Spiderwebbed crates form a small maze of sorts, an 
  alley really ending in a treasure pile and four half-elven 
  bodies.
  Access
  Contents
  Half-Elf 
  Corpses 
  (4x)
  unprotected
  Armor: Light AND 
  Weapons: Martial Ranged AND 
  Weapons: Martial 1H, all using 
  Context C
  Crates, 
  Large 
  (5x)
  Container: 
  Barrel or 
  Crate
  Glasses, Metals, and Woods, 
  size Large
  Crates, 
  Small 
  (5x)
  Container: 
  Barrel or 
  Crate
  General Supplies, size Medium
  
  573
  Mines L6
  Access
  Contents
  Treasure 
  Pile
  unprotected
  Coin Treasure: Moderate AND 
  Gems: Low AND 
  Gems: Semi-Precious, using 
  Context B
  ML6-MNS-NW-6: False Obelisk
  Please refer to 550 for further details about this region.
  
  574
  Mines L6
  Map 211: Mining South: Southwest (ML6-MNS-SW)
  One square equals 5 ft.
  
  575
  Mines L6
  ML6-MNS-SW: Mining South: Southwest
  Overview
  Very close to the railway, and of rich ore potential, this zone 
  is one of the newest in the Mines.
  Theme & Purpose
  The niche in the southwest, and its treasure, is by far the 
  most interesting aspect of this region.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll all “NPC Encounter” results.
  Areas of Interest
  ML6-MNS-SW-1: Railway
    An elven corpse lies slain and slumped near the tracks; 
  blood spatters the rails and ties.  Nearby, boulders fallen 
  from a rockspire have dented some abandoned mining 
  equipment.
  Access
  Contents
  Elf 
  Corpse
  unprotected
  Armor: Light AND 
  Weapons: Martial 1H, both 
  using Context C
  Mining 
  Tools
  unprotected
  Weapons: Simple, roll 1d4 
  times
  ML6-MNS-SW-2: Southwest Alcove
    Rockfall and a partial collapse of the ceiling here has 
  obstructed the expansion of the mining to the southwest, 
  which forms a big alcove.  Spiderwebs adorn most 
  surfaces, and two dwarven miners lie amidst a chaotic 
  mixture of blood, coin, and boulder.  Scaffolds in the 
  alcove reach barely 10-15’ tall as the alcove is quite a bit 
  smaller than the cave to the north.
  Access
  Contents
  Dwarf 
  Corpses 
  (2x)
  unprotected
  Weapons: Light
  Treasure 
  Pile
  unprotected
  Coin Treasure: Moderate AND 
  Potions: Moderate AND 
  Textiles: General, using 
  Context C
  ML6-MNS-SW-3: Southeast Mining
    25’ scaffolds covered in rust and dusty webs decorate the 
  south cave wall.  
  ML6-MNS-SW-4: Barrels & Tools
    A stack of casks rests here, neat and orderly.  Scattered 
  everywhere in this region is an assortment of smaller 
  casks, as well.  Mining tools have been abandoned on the 
  ground.
  Access
  Contents
  Barrels, 
  Large (8x)
  Container: 
  Barrel or Crate
  Fresh water
  Casks (5x)
  Container: 
  Barrel or Crate
  Alcohol: General, using 
  Context B, size Medium
  
  576
  Mines L6
  Map 212: Mining South: Southeast (ML6-MNS-SE)
  One square equals 5 ft.
  
  577
  Mines L6
  ML6-MNS-SE: Mining South: Southeast
  Overview
  The southeast edge of the mining in this zone seems fairly 
  typical, except for the slain miners littering the cave floor 
  and the huge cluster of spiderwebs.
  Theme & Purpose
  Despite the carnage and challenge, there’s comparatively 
  little loot to be found here, save for the southeast corner, 
  where danger is also greatest.
  Random Encounters
  Use the standard / default Random Encounter rules for 
  this level.  Reroll all “No Encounter” and “NPC Encounter” 
  results.
  Areas of Interest
  ML6-MNS-SE-1: Southwest Alcove
    Two dead dwarves lie here at the foot of 25’ tall 
  scaffolds.  To the northeast, near the railway, are two 
  small crates.
  Access
  Contents
  Dwarf 
  Corpses (2x)
  unprotected
  Armor: Light AND 
  Weapons: Simple
  Crates, 
  Small (2x)
  Container: 
  Barrel or Crate
  Clothing: General, using 
  Context D, size Medium
  ML6-MNS-SE-2: South Alcove
    One dead miner is slumped between an open barrel of 
  fresh water and an empty water trough.
  Access
  Contents
  Dwarf 
  Corpse
  unprotected
  Weapons: Light
  ML6-MNS-SE-3: Webbed Rockspires
    Two huge stalagmites sit on either side of the railway in 
  this corner.  Between them are strung a huge assortment 
  of thickly-stranded webbing, preventing all movement 
  between the spires.
    SClearing the webs to enable railcar travel requires 10 
  minutes, during which you must roll on the 
    Random 
  Encounter table and ignore “NPC Encounter” results.  
  Ensuing monsters will approach from the western edge 
  of the map.
  ML6-MNS-SE-4: Treasure Stash
    In this rounded alcove forming the corner of the mining 
  zone, three dwarves have been slain by crushing rocks.  
  A small pile of treasure has been placed in the southern 
  corner.  To the northwest of the pile is a trio of casks.
  Access
  Contents
  Dwarf 
  Corpses (3x)
  unprotected
  Armor: Heavy AND 
  Weapons: Martial 2H
  Casks (3x)
  Container: 
  Barrel or Crate
  Alcohol: General, using 
  Context C, size Medium
  
  578
  Mines L6
  Map 213: Sludgelake (ML6-SGL)
  One square equals 5 ft.
  
  579
  Mines L6
  ML6-SGL: Sludgelake
  Overview
  This large natural lake consists of all manner of disgusting 
  runoff, bile, feces, and other excreted or exuded substance 
  from creatures and monsters, alive and dead.  
  Theme & Purpose
  There is a bit of treasure on the bank, but taken as a whole, 
  this region is almost certain to be a disappointing trap for 
  “completionist” PCs wishing to ensure they miss absolutely 
  no corner of the Mines.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Ignore all “NPC Encounter” results.
  Undersludge
  This lake, and the river that flows from it to the south, 
  consists of a viscous, foul liquid called undersludge.  
  Treat undersludge as a trap, with the following profile.  
  Stepping into, or across, any square containing undersludge 
  will automatically cause an effect unless an Acrobatics check 
  is passed.  A PC may attempt the Acrobatics check first, and 
  thereafter the Constitution check if that is failed.
    Undersludge
  Type Organic; Trigger Touch; Reset Automatic
  Perception automatic; Disable Device n/a
  Effect Nauseated (Constitution DC 16 downgrades to 
  Sickened; Acrobatics DC 18 negates)
  Detecting undersludge is automatic, as it often takes the 
  form of rivers or ponds.  To have an effect, at least a square 
  foot of one’s body must be covered with the substance; 
  stepping into a river or lake qualifies.
  Roll once to resolve the effect; that effect sustains until 
  the undersludge is removed.  Typically, simply washing 
  the affected area with water is sufficient to eliminate the 
  contamination.
  Areas of Interest
  ML6-SGL-1: Stonebridge South
    This stone bridge allows safe access from east to west 
  banks across the undersludge river.  On the west bank is 
  an assemblage of bones.
  ML6-SGL-2: East Bank Boulder 
  Mountains
  Please refer to “Map 207: Mining East: Center (ML6-
  MNE-C)” on page 564 for more information.
  ML6-SGL-3: Fungal Bank
    The southwest bank of the lake consists of a horde of 
  mushrooms of purple and ochre hue.
  ML6-SGL-4: Northwest Fungus
    Between the two rockspires here is a morass of boulders, 
  fungus, and skeletons.
    If the murhsrooms here are disturbed, roll on the 
    
  Random Encounter table and ignore “NPC Encounter” 
  results.  Monsters that ensue should approach from 
  Location 2 to the southeast.
  ML6-SGL-5: North Bank Treasure Cache
    Nestled among a partial ring of boulders fallen from the 
  enormous rockspire that stretches 30’ to the cave ceiling 
  is a skeleton and a pile of belongings.
  Access
  Contents
  Skeleton
  unprotected
  Armor: Medium
  Treasure 
  Pile
  unprotected
  Clothing: General AND 
  Textiles: General AND 
  Gems: Semi-Precious
  ML6-SGL-6: Northeast Bank
    Fungus encrusts this entire region about the bank of the 
  lake at the foot of a narrow 20’ tall rockspire.  Skeletons 
  and monster carcasses litter the boulder-strewn region to 
  the north.
  ML6-SGL-7: Sludgelake
    This enormous, natural lake of putrid, viscous resin 
  is opaque, but you suspect it’s close to 15’ deep in the 
  middle.  From the ceiling drips a ceaseless but slow refill 
  of the fluid, which appears to be a mixture of viscera, 
  mud, and other, less savory substance.
  
  580
  Mines L7
  Mondaria Mines: 
  Levels 7 & 8
  
  581
  Mines L7
  Map 214: Mines Level 7 Overview (ML7-O)
  One square equals 20 ft.
  
  582
  Mines L7
  Level Introduction: Mines Level 7 & 8
  Summary
  These levels return to the surface dynamic of having a single, 
  large space in which all three regions of Chaos, Law, and 
  Love can coexist.  That such design has been made possible 
  largely by the Obelisk’s influence is somewhat surprising, 
  but in evil, all things may be united.
  This level consists of a single enormous cave space, a huge 
  secret northern zone, three staircases which descend further 
  into the abyss, and a southern secret region that hides what 
  may be the adventure’s single most lethal foe.
  Entrances and Exits
  Note that the following are typical, even secret, means of 
  entering and exiting the level as it was designed.
  Other, magical means of navigating the level (for example, 
  teleportation spells or those that grant incorporeality) are 
  not discussed and are left to the GM to manage should they 
  be introduced.
  Navigation to Mines Level 6
    There are three Elevators ascending to Level 6, near 
  locations 1, 2, and 3.
  Navigation to Mines Level 8
    Locations 9, 10, and 11 each feature elevators or 
  staircases that descend.
  Overview
  The PCs will descend via one of the three elevators; each 
  location surrounding these lifts is an interesting little scene 
  unto itself.  Once freed of the immediate challenge, they may 
  explore, or simply move south to descend into the murky 
  depths.  
  “Level 8” is less a true level of the Mines, more a 
  penultimate stage of depth leading to the final zone.
  Atmosphere & Theme
  The air is tangibly hot, and smells a bit of sulfur and soot.  
  Visibility is impaired, despite the party’s best efforts.
  Chronic headaches for Lawful characters should now be 
  quite severe.  For Paladins, consider adding occasional 
  conditions of blurred vision to the mix.
  Default Random Encounters
  Some Areas of Interest within this level will describe 
  a certain approach to Random Encounters, either by 
  overriding the timing (e.g., “every 30 minutes), and/or by 
  providing its own localized version of the random encounter 
  table below.
  Absent such an override, roll on the following table of 
  Default Random Encounters for every 5 minutes the party 
  remains in this area.
  Table 24: Mines Level 7 Default Random Encounters
  D%
  Event
  Description
  01-05
  No 
  Encounter
  Nothing interesting or specific 
  occurs to deter the party from 
  their overall objectives and 
  exploration.
  06-10
  Trivial 
  Encounter
  Roll once on Monsters: Mines, 
  Trivial.
  11-20
  Light 
  Encounter
  Roll once on Monsters: Mines, 
  Light.
  21-40
  Average 
  Encounter
  Roll once on Monsters: Mines, 
  Average.
  41-75
  Advanced 
  Encounter
  Roll once on Monsters: Mines, 
  Advanced.
  76-89
  Elite 
  Encounter
  Roll once on Monsters: Mines, 
  Elite.
  90-00
  NPC 
  Encounter
  Roll once on the Default NPC 
  Encounter Table below.
  Default NPC Encounters
  Some Areas of Interest within this level will describe a 
  certain approach to NPC Encounters, providing its own 
  localized version of the table below.
  Absent such an override, when in this level, when directed to 
  roll for a random NPC, roll on the following table.  
    Note that if a certain circumstance mandates the 
  presence of an NPC, you may ignore and reroll results of 
  “No Encounter” on the table below. 
   
  The GM is, as in all other aspects of the adventure, to 
  use her common sense regarding use of this table.  You 
  should feel free to ignore or reroll results with which you 
  don’t agree, or simply choose a result yourself to keep 
  with the atmosphere of the adventure as experienced by 
  your gaming group. 
   
  Note, also, that any entry in the list below that has a 
  blank (“-”) next to it for roll results means that that NPC 
  is never normally encountered in this level.
  Table 25: Mines Level 7 Default NPC Encounters
  D%
  Event
  Description
  01-05
  No 
  Encounter
  Despite an initial feeling, the party 
  does not encounter any NPCs at 
  this time.
  06-15
  Common 
  NPC
  Addicted Miners shamble toward 
  the party:
    1d4x 
    2d4x 
    2d6x 
    3d8x
  
  583
  Mines L7
  D%
  Event
  Description
  16-29
  Common 
  NPC
  Afflicted Miners shamble toward 
  the party:
    1d4x 
    2d4x 
    2d6x 
    3d8x
  30-34
  Common 
  NPC
  A single Bleak Mute lurches within 
  view of the party.
  35-39
  Common 
  NPC
  One Crazed Harbinger stumbles 
  about within view of the party.
  40-49
  Common 
  NPC
  Tainted Miners walk creepily 
  toward the party:
    2d4x 
    2d6x 
    2d8x 
    2d12x
  50-64
  Common 
  NPC
  Miners approach the party 
  suspiciously:
    2d6x 
    2d8x 
    2d10x 
    2d12+4x
  65
  Common 
  NPC
  One Mining Taskmaster walks 
  purposefully toward the party.
  66
  Common 
  NPC
  A terrified Munitions Wench is 
  visible, huddled in her rags.
  67
  Common 
  NPC
  You see a Supply Maid in tattered 
  clothes, though you’re not sure she 
  sees you.
  60-68
  Common 
  NPC
  A horrifying Tainted Taskmaster 
  walks about.
  -
  Common 
  NPC
  Celebrants dance and amble 
  toward the party:
    1d4x 
    2d4x 
    2d6x 
    3d8x
  -
  Common 
  NPC
  Firedancers lithely come toward 
  the party:
    1d4x 
    2d4x 
    2d6x 
    3d8x
  -
  Common 
  NPC
  A Firedancer party approaches 
  the PCs:
    1x Campmaiden, 1d4x 
  Firedancers, 2d4x Celebrants
    1x Hearthstud, 2d4x 
  Firedancers, 2d6x Celebrants
    1x Campmaiden, 1x 
  Hearthstud, 2d6x 
  Firedancers, 2d6x Celebrants
    1x Campmaiden, 1x 
  Hearthstud, 2d8x 
  Firedancers, 2d8x Celebrants
  D%
  Event
  Description
  -
  Common 
  NPC
  A single Campmaiden or 
  Hearthstud approaches the party 
  with a twinkle in their eye.  Use 
  the sex opposite the majority of 
  the PCs’ composition, or randomize 
  if there is a tie.
  69
  Named NPC
  Ambling scholar Brocambe 
  Methurzz.
  70
  Named NPC
  Beastmaster Gabharn.
  71
  Named NPC
  Blacksmith Hamfast Burrbottom.
  72
  Named NPC
  Feastmaster Frobwin Glamfork.
  73
  Named NPC
  Herbalist Innelothe.
  74
  Named NPC
  Illusionist entertainer Raekeldorr.
  75
  Named NPC
  Keeper of Records Skandern 
  Lithutz.
  76
  Named NPC
  Keepmaster Vanarelia Riccards.
  77
  Named NPC
  Loremaster Dalnarok.
  78
  Named NPC
  Mercenary dwarf Gordsturll.
  79
  Named NPC
  Merenary tiefling Killarth.
  80
  Named NPC
  Railmaster Arranz Trevain.
  81
  Named NPC
  Tinkermaster Skandbard.
  82
  Named NPC
  Warden Imeltrude Legande.
  83
  Named NPC
  Brewmaster Glimdarffe Sudsglub.
  84
  Named NPC
  Cartographer Estarel Finequill.
  85
  Named NPC
  Chemist Incebb Gullip.
  86
  Named NPC
  Chief engineer Didkeln 
  Clawhammer.
  87
  Named NPC
  Coinmaster Lugatoo.
  88
  Named NPC
  Dwarven union leader Danalin 
  Foeslash.
  89
  Named NPC
  Elven administration leader 
  Maresmir.
  90
  Named NPC
  Engineer Brimdog Firecleave.
  91
  Named NPC
  Foreman Belerras.
  92
  Named NPC
  Gangboss Dagbrag.
  93
  Named NPC
  Lead designer Estarel Finequill.
  94
  Named NPC
  Mayor Faenadorn.
  95
  Named NPC
  Minemaster Thrennian Lo’quee.
  96
  Named NPC
  A Mystic Seer.
  97
  Named NPC
  Sage Natobbe.
  98
  Named NPC
  Stablehand Friskbik.
  99
  Named NPC
  Stablemaster Semtammi.
  00
  Named NPC
  Tribute magister Elawelle.
  Areas of Interest
  ML7-O-1: Elevator Up (Law)
  Please refer to page 585 for more information.
  ML7-O-2: Elevator Up (Love)
  Page 587 commences a full description.
  
  584
  Mines L7
  ML7-O-3: Elevator Up (Chaos)
  Find a full depiction of this region beginning on page 590.
  ML7-O-4: Railtracks
  A single, massive loop of railway connects all important 
  regions in this mine level.
  ML7-O-5: Secret Passage North
  Refer to page 592 for full details.
  ML7-O-6: Obelisk Shard Mining
  Page 594 begins full information of this zone.
  ML7-O-7: Dais
  This imposing structure is described starting with page 
  602.
  ML7-O-8: Wyrmlair
  Formidable challenge awaits those who detect this secret, as 
  described starting on page 605.
  ML7-O-9: Staircase West
  This leads down to “Map 230: Staircase West (ML8-SCW)” 
  on page 620.
  ML7-O-10: Staircase Center
  Please refer to “Map 229: Mines Level 8 Overview 
  (ML8-O)” on page 618 for further information.
  ML7-O-11: Staircase East
  “Map 231: Staircase East (ML8-SCE)” on page 622 holds 
  complete information.
  
  585
  Mines L7
  Map 215: Elevator Up, Law (ML7-EUL)
  One square equals 5 ft.
  
  586
  Mines L7
  ML7-EUL: Elevator Up, Law
  Overview
  The easternmost of the three elevators that lead to this level, 
  this region has some grisly discoveries and a large amount of 
  storage to discover.
  Theme & Purpose
  The region immediately around the elevator is neat and 
  orderly.  The animal pen... less so.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  ML7-EUL-1: Railway
    These tracks look pristine, as though rarely—if ever—
  used.
  ML7-EUL-2: Elevator Up
  This leads to “Map 182: Elevators East (ML6-EEL)” on page 
  509.
  ML7-EUL-3: Storage
    A massive array of crates and barrels sits here, neatly 
  stacked and coordinated.  To the north is a pile of 
  treasure amidst a spill of coins.
  Access
  Contents
  Crates, 
  Large (3x)
  Container: 
  Barrel or Crate, 
  using Context C
  Glasses, Metals, and 
  Woods, size Large, 
  using Context C
  Crates, 
  Small (6x)
  Container: 
  Barrel or Crate
  General Supplies, size 
  Medium
  Barrels 
  (6x)
  Container: 
  Barrel or Crate
  Alcohol: General, size 
  Medium
  Treasure 
  Pile
  unprotected
  Coin Treasure: 
  Moderate AND 
  Gems: Semi-Precious
  ML7-EUL-4: Animal Pen
    A series of wooden fenceposts forms a wall through the 
  muddy cave floor at this point.  To the east of center 
  in this wall is an animal pen, filled with dwarf corpses 
  hacked to pieces so badly it’s difficult to detemrine how 
  many bodies there are.  Weeks-old blood abounds, but no 
  possessions to speak of.
  ML7-EUL-5: Boulders and Webs
    Between two wide-based rockspires that reach nearly to 
  the 30’ tall ceilings is a mass of boulders of all size and 
  shape, forming a pile 8’ tall in places.  Strewn across this 
  makeshift mound is a mess of spiderwebs.
  ML7-EUL-6: Dead Elves
    Two dead elves lay at the base of the rock heap, drained 
  of blood and with sunken eyes.  Their bodies retain all 
  their worldly goods.
  Access
  Contents
  Elf Corpses 
  (2x)
  unprotected
  Armor: Medium AND 
  Weapons: Martial Ranged 
  AND 
  Weapons: Martial 1H
  
  587
  Mines L7
  Map 216: Elevator Up, Love (ML7-EUV)
  One square equals 5 ft.
  
  588
  Mines L7
  ML7-EUV: Elevator Up, Love
  Overview
  The northwestern of the three elevators that control access 
  into and out of this level of the Mines, this region has 
  become infested with fungus and debris.
  Theme & Purpose
  This may be the most dangerous of the three elevators, but 
  the corresponding reward is equivalent to the challenge.
  Random Encounters
  Use the standard / default Random Encounter rules for 
  this level.  Ignore “NPC Encounter” results, and reroll “No 
  Encounter” results.
  Areas of Interest
  ML7-EUV-1: Elevator Up
  This leads to “Map 179: Elevator North Down (ML6-END)” 
  on page 503.
  ML7-EUV-2: Storage
    A massive collection of containers sits here, somewhat 
  organized.  A sackpile has been heaped to the southeast.
  Access
  Contents
  Crates, 
  Large (7x)
  Container: 
  Barrel or Crate, 
  using Context C
  Glasses, Metals, and 
  Woods, size Large, 
  using Context C
  Crates, 
  Small (67)
  Container: 
  Barrel or Crate
  Clothing: General, size 
  Medium
  Sack Pile
  unprotected
  Rations & Prepared 
  Food, size Large
  ML7-EUV-3: Elf Treasure
    Two elves were slain here by fire and acid, probably a 
  few weeks past.  A small pile of treasure sits beteween 
  them, amidst a spill of coins.
  Access
  Contents
  Elf Corpses 
  (2x)
  unprotected
  Armor: Light AND 
  Weapons: Martial 1H
  Treasure 
  Pile
  unprotected
  Coin Treasure: Moderate 
  AND 
  Potions: Moderate
  ML7-EUV-4: Boulder Spill
    Massive boulders have fallen from the cave ceiling here, 
  completely and irrevocably blocking the railway at this 
  point.  To the northeast an enormous spiderweb joins 
  the boulders to a similarly-sized clump at the base of a 
  rockspire.
  ML7-EUV-5: Dwarf Water
    This dead dwarf now lies near a clump of enormous fungi 
  and three open barrels of fresh water.
  Access
  Contents
  Dwarf 
  Corpse
  unprotected
  Armor: Heavy AND 
  Weapons: Ranged
  ML7-EUV-6: Railway Slime North
    Two dead half-elves lie on the tracks in this area.  To the 
  southwest are two open barrels of fresh water.  To the 
  northwest is a patch of translucent, purplish-black slime.
  The slime here is just simply residue, but the PCs will be 
  forgiven for reacting cautiously.
  ML7-EUV-7: Railway Slime Northwest
    Viscous slime coats the tracks and railbed at this point.  
  To the south is a dwarven corpse, next to a dessicated 
  skeleton and a cluster of spiderwebs at the base of n 
  enormous rockspire.
  Access
  Contents
  Dwarf 
  Corpse
  unprotected
  Armor: Heavy AND 
  Weapons: Simple AND 
  Weapons: Ranged
  The slime is a 
    gray ooze, which attacks the PCs if they 
  approach within 20’ of it.
  ML7-EUV-8: Spiderweb Rockspire
    The south slope of this massive, 30’ tall rockspire is 
  coated in enormous strands of spiderwebbing.  Five 
  dessicated corpses surround the webs; one week-dead elf 
  is caught still in its midst.
    Touching the webs in this region will trigger attention: 
  roll on the 
    Random Encounter table and ignore 
  
  589
  Mines L7
  “NPC Encounter” results. Ensuing monsters approach 
  from Location 5 to the southeast.
  Access
  Contents
  Elf 
  Corpse
  unprotected
  Armor: Light AND 
  Weapons: Ranged AND 
  Potions: Moderate
  ML7-EUV-9: Barrel Spill
    A stack of barrels has toppled here to the southwest of 
  the fungus clustered earound the elevator.
  Access
  Contents
  Barrels 
  (9x)
  Container: 
  Barrel or Crate
  Alcohol: General, using 
  Context B, size Medium
  ML7-EUV-10: Fungus
    Purple, knee-high fungus encrusts the cave floor in this 
  area.  The caps are head-sized in places, and particularly 
  large clumps of mushroom come up to your shoulder.  As 
  you move about, thick spores cling to your clothing and 
  body.  They seem harmless, but it’s very easy to see who 
  has and who has not walked through here.
  The fungus itself poses no real threat; however, any PC who 
  wades through at least two squares of this purple fungus is 
  marked for cave-dwelling beasts who recognize it.  
  For an hour after walking in this area, monsters who attack 
  any PC who travels here receive a +1 circumstance bonus on 
  their attack rolls.
  
  590
  Mines L7
  Map 217: Elevator Up, Chaos (ML7-ELC)
  One square equals 5 ft.
  
  591
  Mines L7
  ML7-ELC: Elevator Up, CHaos
  Overview
  The southernmost of the three elevators descending into this 
  floor, this one sports the area of must obvious carnage.
  Theme & Purpose
  The scene here is grim and grisly, but almost bloodless; this 
  conflict happened nearly at the beginning of the Obelisk’s 
  discovery.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll any “NPC Encounter” results.
  Areas of Interest
  ML7-ELC-1: Elevator Up
    Four elf bodies lie slain here.  Surrounding the elevator 
  is a chest-high ridge of grain sacks; beyond that is a 
  second barricade of empty crates, barrels, and destroyed 
  furniture.
  The elevator itself leads back up to “Map 181: Elevators 
  Southwest (ML6-ESW)” on page 507.
  Access
  Contents
  Elf Corpses 
  (4x)
  unprotected
  Armor: Light AND 
  Weapons: Martial Ranged 
  AND 
  Weapons: Martial 1H
    If the PCs descend here from Level 6, roll immediately 
  on the 
    Random Encounter table and reroll until 
  you get a monster result.  Place the ensuing beasts as 
  approaching from the maps’ western edge.
  ML7-ELC-2: Rockspire South
    This narrow stalagmite reaches 20’ up toward the 30’ 
  cave ceiling.  About its base is a cluster of webbing and 
  boulders.  To the northeast, barrels and debris make 
  passage by rail here impossible until it’s cleared off.
    Clearing the area requires 5-10 minutes, during which 
  you must roll on the 
    Random Encounter table, 
  ignoring “NPC Encounter” results.  Any monsters that 
  ensue should approach from the map’s north edge.
  ML7-ELC-3: Northwest Guano
    Feces riddle the cave floor here, to the east of a narrow, 
  15’ tall stalagmite surrounded by boulders and webbing.
  ML7-ELC-4: Northeast Rockspire
    A slim spire of rock reaches precariously all the way up 
  to the 30’ cave ceiling here.  Spiderwebs and a few rocks 
  dot its base.
  ML7-ELC-5: Dirt Carnage
    This wide expanse of packed dirt reflects a major 
  struggle, months ago: long-dead bodies stripped of their 
  belongings, smashed furniture, thrown rocks and objects.
  
  592
  Mines L7
  Map 218: Secret Passage North (ML7-SPN)
  One square equals 5 ft.
  
  593
  Mines L7
  ML7-SPN: Secret Passage North
  Overview
  To the extreme north of the expansive cave chamber is a 
  secret passage that leads to the level’s true purpose: mining 
  for chunks of Obelisk Shard.
  Theme & Purpose
  Short of exploring every single aspect of the permieter, or 
  having a strong and lucky hunch, the only realistic means 
  of detecting this secret is to look on the map and see where 
  unusual worn paths seem to lead from the railway, seemingly 
  into the wall.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Ignore all “NPC Encounter” results.
  Areas of Interest
  ML7-SPN-1: Railway
    A worn path seems to lead north from the railway at this 
  point.  The tracks appear well-used and the ties have 
  been replaced recently.
  ML7-SPN-2: Secret Passage Entrance
  Only read the italicized text below if the secret is discovered.
    It doesn’t take you long to notice the outline of a doorway 
  here.  Hitting it with a stick, you soon dislodge enough 
  earth to fit your way through a broad tunnel that leads to 
  the north.
  Access
  Secret Passage 
  Entrance
  Locks: Door, Secret (Perception 
  Only)
  ML7-SPN-3: Passage
    For a secret passage, the ceiling here is quite tall—8’.  
  It’s broad, too, and the floor well-trod; someone must 
  have traversed this path quite frequently for it to be so... 
  normal-seeming.
  ML7-SPN-4: Dirt Path
    A packed dirt path leads north, into an enormous 
  chamber beyond.
  
  594
  Mines L7
  Map 219: Obelisk Shard Mining Overview (ML7-OSM-O)
  One square equals 5 ft.
  
  595
  Mines L7
  ML7-OSM-O: Obelisk Shard Mining Overview
  Overview
  This enormous chamber has been used to hunt for Obelisk 
  Shards, small crystalline chunks of Dark Obelisk that are 
  used in all manner of item.
  Theme & Purpose
  It’s important to note that it is beyond the scope of this 
  adventure to deal with Shards themselves; all such crystals 
  retrieved from the mining walls of this region have been 
  used, shipped elsewhere, or ground up and ingested as a 
  narcotic.
  Haze of Evil
  The dust generated by months of mining has resulted in 
  a purplish, filmy haze throughout the area.  Mechanically 
  speaking, it has the same effect as a 
    Minor Obelisk Taint 
  (p 49) which affects everyone in 
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll any “NPC Encounter” results.
  Areas of Interest
  ML7-OSM-O-1: Shard Mining West
  Please refer to page 596 for further details.
  ML7-OSM-O-2: Shard Mining Center
  Page 598 begins more information.
  ML7-OSM-O-3: Shard Mining East
  Turn to page 600 for additional description.
  
  596
  Mines L7
  Map 220: Obelisk Shard Mining West (ML7-OSM-W)
  One square equals 5 ft.
  
  597
  Mines L7
  ML7-OSM-W: Obelisk Shard Mining West
  Overview
  A rich area filled with storage and danger, this western edge 
  of the hidden shard-mining zone is a good place to get some 
  experience.
  Theme & Purpose
  Dreadslime and storage abound; like the rest of this secret 
  mining chamber, it’s filled with a purplish haze that affects 
  all within.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll all “NPC Encounter” results.
  Areas of Interest
  ML7-OSM-W-1: Dreadslime Rockspire 
    An enormous rockspire reaches all the way to the 
  ceiling, 25’ above you.  About its base is an assortment of 
  boulders and dreadslime patches.  Braziers are lit with 
  purplish haze.
  Please refer to the rules for dreadslime (p 513).
  ML7-OSM-W-2: Containers
    Crates are stacked neatly here, to the south of a curving 
  well-trod path that leads northwest.
  Access
  Contents
  Crates, 
  Small (7x)
  Container: 
  Barrel or Crate
  Glasses, Metals, and 
  Woods, size Medium, 
  using Context C
  Crates, 
  Large (3x)
  Container: 
  Barrel or Crate, 
  using Context C
  Glasses, Metals, and 
  Woods, size Large, 
  using Context C
  ML7-OSM-W-3: Barrels and Dreadslime
    A large dreadslime pool sits at the base of a huge grey 
  rockspire that scrapes the 25’ tall ceiling.  Boulders, a lit 
  brazier with purple smoke, and five steel-lined barrels 
  sit nearby; two of the barrels are open and appear to 
  contain dreadslime.
  Access
  Contents
  Barrels 
  (3x)
  Container: Barrel or Crate, 
  using Context C
  Dreadslime
  ML7-OSM-W-4: Barrel Storage
    Behind the northwest curve of the rockspire, and beyond 
  a pool of dreadslime, is a cluster of steel-lined barrels.  
  Two of these are open and appear to be half-filled with 
  dreadslime.
  Access
  Contents
  Barrels 
  (7x)
  Container: Barrel or Crate, 
  using Context C
  Dreadslime
  ML7-OSM-W-5: Mining West
    Scaffolding reaches 25’ to the ceiling along this wall, 
  which seems to have been mined as recently as a week 
  ago.  Soot and debris litters the floor.
  ML7-OSM-W-6: Mining Nort
    Abandoned tools have been scattered along the floor.
  Access
  Contents
  Mining 
  Tools
  unprotected
  Weapons: Simple, roll 2d4 
  times
  ML7-OSM-W-7: Northeast Mining
    A patch of dreadslime, two barrels, and a lit brazier sit 
  at the foor of the massive rockspire, and southwest of a 
  wheelbarrow and water trough.
  Access
  Contents
  Barrels 
  (2x)
  Container: Barrel or Crate, 
  using Context C
  Dreadslime
  
  598
  Mines L7
  Map 221: Obelisk Shard Mining Center (ML7-OSM-C)
  One square equals 5 ft.
  
  599
  Mines L7
  ML7-OSM-C: Obelisk Shard Mining Center
  Overview
  A rich area filled with storage and danger, this western edge 
  of the hidden shard-mining zone is a good place to get some 
  experience.
  Theme & Purpose
  Dreadslime and storage abound; like the rest of this secret 
  mining chamber, it’s filled with a purplish haze that affects 
  all within.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll all “NPC Encounter” results.
  Areas of Interest
  ML7-OSM-C-1: Central Path
    Leading north from the secret entrance is a well-trod, 
  tight path through the mud and muck of the depressed 
  cave floor.  The road is flanked by lit braziers, lit with 
  a slow burn and sending hazy purple smoke into the 
  cavern.  A trail of blood follows the path, leading north 
  and then curving northeast.
  ML7-OSM-C-2: Dreadslime Pool
    To the east of the path is an enormous pool of gurgling, 
  foul slime of purplish-black hue.
  ML7-OSM-C-3: Storage
    A cache of containers is neatly organized to the south of a 
  pile of treasure and amidst a spill of coins.  To the south 
  of this arrangement is a stack of barrels.
  Access
  Contents
  Crates, 
  Large (2x)
  Container: 
  Barrel or Crate
  Glasses, Metals, and 
  Woods, size Medium, 
  using Context C
  Crates, 
  Small (5x)
  Container: 
  Barrel or Crate
  Rations & Prepared 
  Food, size Medium, 
  using Context D
  Treasure 
  Pile
  unprotected
  Coin Treasure: Moderate 
  AND 
  Gems: Low
  Chest
  Locks: Chest, 
  Strongbox, 
  using Context B
  Potions: Moderate AND 
  Gems: Medium-Quality
  Barrels 
  (6x)
  Container: 
  Barrel or Crate
  Alcohol: General, size 
  Medium
  ML7-OSM-C-4: Animal Pen
    The trail of blood from the south leads inside this animal 
  pen, which now contains two slain elves.
  Access
  Contents
  Elf Corpses (2x)
  unprotected
  Armor: Light
  ML7-OSM-C-5: Rockspire
    Surrounding an enormous stalagmite is an arrangement 
  of rusty, 25’ tall scaffolding, barrels filled with 
  dreadslime, pools of dreadslime, and a few fresh water 
  barrels.
  ML7-OSM-C-6: Crates
    A large arrangement of containers has been organized 
  here.
  Access
  Contents
  Crate, 
  Large
  Container: 
  Barrel or Crate
  Glasses, Metals, and 
  Woods, size Medium, 
  using Context C
  Crates, 
  Small 
  (10x)
  Container: 
  Barrel or Crate
  General Supplies, size 
  Medium, using Context D
  
  600
  Mines L7
  Map 222: Obelisk Shard Mining East (ML7-OSM-E)
  One square equals 5 ft.
  
  601
  Mines L7
  ML7-OSM-E: Obelisk Shard Mining East
  Overview
  A rich area filled with storage and danger, this western edge 
  of the hidden shard-mining zone is a good place to get some 
  experience.
  Theme & Purpose
  Dreadslime and storage abound; like the rest of this secret 
  mining chamber, it’s filled with a purplish haze that affects 
  all within.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll all “NPC Encounter” results.
  Areas of Interest
  ML7-OSM-E-1: Dreadslime Pool
    About the perimeter of a dreadslime pool is an array of 
  dreadslime-filled barrels, and four sealed casks.
  Access
  Contents
  Barrels (4x)
  Container: Barrel or Crate
  Dreadslime
  ML7-OSM-E-2: Storage
    A haphazard array of containers has been stashed here 
  amidst boulders and mud.
  Access
  Contents
  Crates, 
  Large (3x)
  Container: 
  Barrel or Crate
  Glasses, Metals, and 
  Woods, size Medium, 
  using Context C
  Crates, 
  Small (4x)
  Container: 
  Barrel or Crate
  General Supplies, size 
  Medium, using Context D
  Sack Piles 
  (7x)
  unprotected
  Simple Foodstuffs, size 
  Medium
  ML7-OSM-E-3: Coin Treasure
    Spilled from the nearby wheelbarrow is an assortment of 
  coins and treasure.
  Access
  Contents
  Treasure 
  Pile
  unprotected
  Coin Treasure: Moderate AND 
  Potions: Moderate
  ML7-OSM-E-4: Dreadslime Scaffolds
    25’ tall, rusty and tenuous scaffolding abounds in this 
  corner.  It seems more than a bit unsafe to have a pool of 
  dreadslime so close to the metal structures.
  
  602
  Mines L7
  Map 223: Dais (ML7-DAS)
  One square equals 5 ft.
  
  603
  Mines L7
  ML7-DAS: Dais
  Overview
  This is the centerpiece of the southern lair, and the only 
  public-facing, obviously-visible aspect of it.  Most of the 
  time, the lair’s occupant hides behind the illusory wall.
  Theme & Purpose
  If the Wyrm is present, the PCs should be terrified 
  immediately.  Make clear the size, horrificness, and sheer 
  aura of terror surrounding the beast, and that from its 
  vantage point on the Dais, it can see all within the main 
  cavern of this level.
  Even if the beast is absent, however, it should be plain that 
  this large, sparse, and well-maintained area is intended for 
  some foul purpose.
  Random Encounters
  Use the standard / default Random Encounter rules for 
  this level.  Ignore all “NPC Encounter” results.  Of note, if 
  the Dreadwyrm is present, no other monster in the Mines 
  will threaten it at all; the great Wyrm’s power here is 
  unquestioned.
  Creature Comfort
  The
     Dreadwyrm rests on the 
    Dais about 
    15% of 
  the time.
  Areas of Interest
  ML7-DAS-1: Ruined Tower
    A guardpost, hastily erected to oversee the levels below, 
  has been destroyed, nearly razed to the ground and 
  coated in soot.
  ML7-DAS-2: West Entrance
    Massive, 20’ tall double steel doors bar entry here.  
  From the north, the door is hardly visible; there is a 
  depression in the stone surface that angles down from 
  above, into which a talon might well fit.  There is a 
  locking mechanism within that the depression appears to 
  operate.
  Access
  West 
  Entrance
  Locks: Door, Secret (Perception only, from 
  the north) AND 
  Locks: Door, Stronghold
  ML7-DAS-3: South Cache
    A third door, in between the other two, opens into a 
  cube-shaped stone alcove, not 20’ tall.  
  Access
  South 
  Cache 
  Door
  Locks: Door, Secret (Perception only, from the 
  north) AND 
  Locks: Door, Stronghold, both using Context C
  ML7-DAS-4: Dais
    An enormous expanse of flat, blank stone stretches 
  before you here.  There seems to be no easy way onto the 
  surface: neither ladder nor door connects in any way, 
  and there is no bridge or apparent mechanism to reveal 
  or generate one. 
  There is no obvious mundane means of getting to this 
  location.  Magic, or some particularly ingenious and 
  convincing skill use and dice-rolling, is necessary to get here.
    Low-level characters often lack access to fly spells, 
  dimension door effects, and similar resources; it may 
  be simply impossible for them to reach this point and 
  explore the southern zone.  That may well be for the 
  best, however: even at the lowest difficulty band, the 
  Dreadwyrm is a formidable challenge far beyond lowest-
  level parties!
  ML7-DAS-5: Braziers
    Around the perimeter of the dais are spaced four 
  enormous, unlit braziers.  Two more are spaced evenly 
  across the space in the back of the dais.
  ML7-DAS-6: Treasure Cache
    Hordes of coins and gemstones are piled about.  Every 
  surface of the cubelike room is polished and pristine; the 
  torchlight bounces around to further enhance the visual 
  effect of so much treasure.
  
  604
  Mines L7
  Access
  Contents
  Treasure 
  Cache
  unprotected
  Coin Treasure: Moderate, size 
  Large, using Context C AND 
  Gems: Medium-Quality, using 
  Context C AND 
  Gems: Low, size Large
  ML7-DAS-7: East Entrance
  This is identical to the West Entrance, ML7-DAS-2, above.  
  Perhaps obviously, the secret here must be discovered, and 
  the lock opened, separately.
  ML7-DAS-8: Corpsepile
    Whatever lives here has a huge appetite, and stores the 
  discarded corpses here.  More than a dozen creatures of 
  varying size and nature have been tossed here; none of 
  them is more than a few days slain, and all possessions 
  have been stripped.
  ML7-DAS-9: Debris Pile
    Fallen rocks, splintered timbers, and other debris is piled 
  here, indicating what this area might once have been 
  before it became a lair.
  
  605
  Mines L7
  Map 224: Wyrmlair Overview (ML7-WML-O)
  One square equals 5 ft.
  
  606
  Mines L7
  ML7-WML-O: Wrymlair Overview
  Overview
  The wyrmlair was once a naturally-occuring “shelf” on 
  the southern side of the yawning chasm to the north.  As it 
  provides visibility to both Level 7 as well as Levels 8 and 9 
  beneath it, the Mines constructed a series of guard towers 
  along the length of the shelf for supervision.
  Following the events of the Obelisk’s discovery, a 
  Dreadwyrm was released into the mining complex.  It 
  switfly took advantage of this area, and in coordination with 
  the influece of the Obelisk, ordered enslaved and tainted 
  miners to construct the Dais as a means of showing off.  
  Theme & Purpose
  Some of the best treasure in the adventure can be found 
  here, but it’s possible the PCs will ignore the region entirely 
  if they do not discover the secret.
  A Phantom Shelf
  The entire map shown in the Wyrmlair Overview, with the 
  exception of the Dais (p 602), is hidden behind an illusory 
  wall.  It has no substance, so it’s possible to discover the 
  illusion by throwing a rock or shooting an arrow, and noting 
  that the projectile disappears when it crosses the threshold 
  of where the shelf is.
  Until the illusion is dispelled, it appears as a wholly normal 
  cave wall.
  The illusion is one-way; those facing north from the shelf 
  itself see as normal.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll all “NPC Encounter” results.
  Areas of Interest
  ML7-WML-O-Lair West
  Please refer to page 605 for further details.
  ML7-WML-O-Lair East
  Page 607 for additional description.
  
  607
  Mines L7
  Map 225: Wyrmlair West (ML7-WML-W)
  One square equals 5 ft.
  
  608
  Mines L7
  ML7-WML-W: Wyrmlair West
  Overview
  The western wing of the lair is relatively unused; the 
  Dreadwyrm prefers the eastern region to this.  
  Theme & Purpose
  Ruins of old guard towers can be see, but there’s little 
  treasure to be located; anything the Wyrm sees glint, goes in 
  its vault.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll any “NPC Encounter” results.
  Areas of Interest
  ML7-WML-W-1: Webbed Debris
    Spiderwebs join neighboring piles of rubble.  A fallen 
  pillar hints at what might once have stood here.
  ML7-WML-W-2: Tower Rubble
    This rubble appears to have formed the upper portions 
  of a huge tower.  Now, it’s just debris that seems to have 
  formed the nest of a great many beasts.
  ML7-WML-W-3: Tower West
    This tower once stood 20’ tall; it’s now a charred and 
  hacked-apart circle of stone and cobbles that barely 
  stands out from the cave floor.
  ML7-WML-W-4: Tower East
    The stone here has been burnt horribly by some 
  malevolent force; there’s little left recognizable from 
  what this tower must have once been.  Rubble from the 
  upper portion sits about the base.  Spiderwebs link the 
  tower’s debris to the cave wall to the south.
  ML7-WML-W-5: Open Space West
    The dirt and stone here are sparsely spaced... it makes 
  you a bit nervous to move in an area where you have no 
  cover!
    Navigating this open space is sure to draw attention: roll 
  on the 
    Random Encounter table and ignore “NPC 
  Encounter” results.  If a monster encounter results, 
  have it approach from off the map edge to the east.  If 
  no encounter results, the PCs have instead drawn the 
  attention of the Dreadwyrm itself!
  ML7-WML-W-6: Open Space East
  Unless the partty explicitly traverses this region with an 
  eye toward stealth—for example, by navigating by way of 
  the debris to the north—treat it as Open Space West, ML7-
  WML-W-5, above.
  
  609
  Mines L7
  Map 226: Wyrmlair East (ML7-WML-E)
  One square equals 5 ft.
  
  610
  Mines L7
  ML7-WML-E: Wyrmlair East
  Overview
  This is the preferred resting place for the Dreadwyrm.
  Theme & Purpose
  The PCs should knowingly sense that this is the lair of an 
  adversary far greater than any they have faced thus far.  It 
  has a different look, different feel, and is wide-open and 
  inaccessible, hidden behind what must be an intentional, 
  illusory wall... their sense of dread should be high.
  Let Sleeping Beasts Lie
  If the 
    Dreadwyrm was not on the 
    Dais as the PCs 
  approached the lair, there is a 
    60% chance it is here; 
  place it at Location 8.
  If the Dreadwyrm is determined to be in neither location, 
  the PCs are in luck: for the duration of their time in this 
  zone, the beast does not return.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll any “NPC Encounter” results.
  Areas of Interest
  ML7-WML-E-1: Ruined Tower West
    Debris from this ruined tower cascades in a line from 
  southeast to northwest, connecting with the stone 
  structure and dais.
  ML7-WML-E-2: Corpses
    Fresh skeletons litter the gap between towers here, the 
  flesh picked or singed from their bones.
  ML7-WML-E-3: Rubble Pile
    A 10’ tall pyramid of refuse sits here.  Much is from the 
  tower to the southeast, but there’s a lot of bone and feces 
  in the pile as well.
  ML7-WML-E-4: Ruined Tower Center
    This tower was once very tall; at least that’s you intuit 
  from all the debris scattered about.
  ML7-WML-E-5: Rubble Line
    A line of rubble stretches from the eastern tower, as 
  though it toppled and was then destroyed.
  ML7-WML-E-6: Ruined Tower East
    This tower is singed to a crisp, with very little left in the 
  actual tower base.
  ML7-WML-E-7: Webbing
    Far against the easternmost edge of the lair is a 
  gathering of spiderwebs that join the ruins of the tower 
  to the cave wall. 
  ML7-WML-E-8: Open Space
  Ignore the following scenario if the Dreadwyrm is 
  determined to be here already.
    You’re not comfortable moving along this wide open 
  space with no cover, but you see no alternative if you’re 
  to continue eastward and explore.
    Navigating this open space is sure to draw attention: roll 
  on the 
    Random Encounter table and ignore “NPC 
  Encounter” results.  If a monster encounter results, 
  have it approach from off the map edge to the east.  If 
  no encounter results, the PCs have instead drawn the 
  attention of the Dreadwyrm itself!
  
  611
  Mines L7
  Map 227: Staircase West (ML7-SCW)
  One square equals 5 ft.
  
  612
  Mines L7
  ML7-SCW: Staircase West
  Overview
  One of three staircases that descend into the lower levels, 
  this is the only one of the three that remains a staircase for 
  the duration of its descent.
  Theme & Purpose
  It’s dark and hot in the lower levels... the PCs feel this 
  palpably as they descend.
  Falling
  There are no railings or safety devices to protect you from 
  fallig off the sides here... those who fall will suffer a great 
  deal of damage unless they have means to avoid the impact.  
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  ML7-SCW-1: Ruined Guardpost
    What was once a guardpost is now a ruin.  There’s little 
  to discover inside; it appears to have been picked clean 
  by scavengers.
  ML7-SCW-2: Archway
    Ornate stones indicate that there was once a nicely-
  designed archway here, at the entrance to the bridge that 
  leads south.
  ML7-SCW-3: Bridge
    This wooden bridge sways with your weight, but seems 
  solid enough; it’s certainly broad and thick enough to 
  support the entire party.
  ML7-SCW-4: Pedestal
    A plain, flat block of stone serves as the anchor point for 
  the bridge.
  ML7-SCW-5: Staircase Down
  This leads to “Map 231: Staircase West (ML8-SCW)” on 
  page 620.
  ML7-SCW-6: Pit
    It’s a yawning chasm beneath you.  Between the height 
  and the haze, you can’t be sure, but it looks at least 80’ 
  straight down from here.
  
  613
  Mines L7
  Map 228: Staircase Center (ML7-SCC)
  One square equals 5 ft.
  
  614
  Mines L7
  ML7-SCC: Staircase Center
  Overview
  One of three staircases that descend into the lower levels, 
  this is the only one of the three that remains a staircase for 
  the duration of its descent.
  Theme & Purpose
  It’s dark and hot in the lower levels... the PCs feel this 
  palpably as they descend.
  Falling
  There are no railings or safety devices to protect you from 
  fallig off the sides here... those who fall will suffer a great 
  deal of damage unless they have means to avoid the impact.  
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  ML7-SCC-1: Ruined Guardpost
    What was once a guardpost is now a ruin.  There’s little 
  to discover inside; it appears to have been picked clean 
  by scavengers.
  ML7-SCC-2: Archway
    Ornate stones indicate that there was once a nicely-
  designed archway here, at the entrance to the bridge that 
  leads south.
  ML7-SCC-3: Bridge
    This wooden bridge sways with your weight, but seems 
  solid enough; it’s certainly broad and thick enough to 
  support the entire party.
  ML7-SCC-4: Pedestal
    A plain, flat block of stone serves as the anchor point for 
  the bridge.
  ML7-SCC-5: Elevator
  This leads to “Map 233: Mines Level 9 Overview (ML9-O)” 
  on page 625.
  
  615
  Mines L7
  Map 229: Staircase East (ML7-SCE)
  One square equals 5 ft.
  
  616
  Mines L7
  ML7-SCE: Staircase East
  Overview
  One of three staircases that descend into the lower levels, 
  this is the only one of the three that remains a staircase for 
  the duration of its descent.
  Theme & Purpose
  It’s dark and hot in the lower levels... the PCs feel this 
  palpably as they descend.
  Falling
  There are no railings or safety devices to protect you from 
  fallig off the sides here... those who fall will suffer a great 
  deal of damage unless they have means to avoid the impact.  
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  ML7-SCE-1: Ruined Guardpost
    What was once a guardpost is now a ruin.  There’s little 
  to discover inside; it appears to have been picked clean 
  by scavengers.
  ML7-SCE-2: Archway
    Ornate stones indicate that there was once a nicely-
  designed archway here, at the entrance to the bridge that 
  leads south.
  ML7-SCE-3: Bridge
    This wooden bridge sways with your weight, but seems 
  solid enough; it’s certainly broad and thick enough to 
  support the entire party.
  ML7-SCE-4: Pedestal
    A plain, flat block of stone serves as the anchor point for 
  the bridge.
    This is the most popular means of traversing the last few 
  levels.  When the party walks onto this platform, roll on 
  the 
    Monsters: Mines, Advanced FlexContent table, 
  placing the results as approaching from Location 2 to 
  the north.  Any monsters spawned via this scenario will 
  not be able to operate the Elevator in Location 7 (see 
  below), so fleeing is entirely feasible.
  ML7-SCE-5: Bridge
    This bridge is a bit narrower than the other one to the 
  northeast, and at least as sturdy in feel.
  ML7-SCW-6: Western Pedestal
    This is a slightly narrower, smaller version of the large 
  pedestal to the east.  An elevator leads down from the 
  western edge of the pedestal.
  ML7-SCW-7: Elevator Down
  This leads to “Map 233: Mines Level 9 Overview (ML9-O)” 
  on page 625.
  
  617
  Mines L8
  Mondaria Mines: 
  Level 8
  
  618
  Mines L8
  Map 230: Mines Level 8 Overview (ML8-O)
  One square equals 20 ft.
  
  619
  Mines L8
  ML8-O: Mines Level 8 Overview
  Overview
  This “level” of the mines is simply interstitial to the descent 
  to the final level 9.
  Theme & Purpose
  A PC doesn’t have to have acrophobia to suffer some fear 
  making this descent.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  ML8-O-1: Staircase West
  Please refer to page 620 for further details.
  ML8-O-2: Staircase East
  Page 622 contains more information about this region.
  ML8-O-3: Elevator
  There is no ability to get off the elevator at this point; these 
  map location simply indicate the location of the elevator and 
  pedestal.
  
  620
  Mines L8
  Map 231: Staircase West (ML8-SCW)
  One square equals 5 ft.
  
  621
  Mines L8
  ML8-SCW: Staircase West
  Overview
  This staircase leads down, south, and west from the level 
  above.
  Theme & Purpose
  The party will begin to see the ninth level from their vantage 
  point here.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  ML8-SCW-1: Pedestal
    This stone surface is featureless and seems to serve 
  mainly as an anchor for the bridge to the north above 
  you.
  ML8-SCW-2: Staircase
    This long staircase leads 40’ down from the pedestal 
  above.
  ML8-SCW-3: Oblong Pedestal
    This enormous stone slab is ringed with unlit braziers.  
  You smell a darkly perfumed scent, residue from their 
  prior use.
  ML8-SCW-4: Flanking Braziers
    As you pass between these braziers, they burst into a 
  purple flame.
  The flame causes no damage, but likely surprise the PCs at 
  this point.
  ML8-SCW-5: Staircase Down
    This long, wide stair continues the descent.
  ML8-SCW-6: Pit
    Only 50-70’ remain between you and the lower level of 
  the Mines.
  
  622
  Mines L8
  Map 232: Staircase East (ML8-SCE)
  One square equals 5 ft.
  
  623
  Mines L8
  ML8-SCE: Staircase East
  Overview
  This staircase leads down, south, and west from the level 
  above.
  Theme & Purpose
  The party will begin to see the ninth level from their vantage 
  point here.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.
  Areas of Interest
  ML8-SCE-1: Bridge
    This leads up and north back to Level 7.
  ML8-SCE-2: Pedestal
    This stone surface is featureless and seems to serve 
  mainly as an anchor for the bridge to the north above 
  you.
  ML8-SCE-3: Braziers
    The entrance to the westward bridge 
  ML8-SCE-4: Flanking Braziers
    As you pass between these braziers, they burst into a 
  purple flame.
  The flame causes no damage, but likely surprise the PCs at 
  this point.
  ML8-SCE-5: Staircase Down
    This long, wide stair continues the descent.
  ML8-SCE-6: Pit
    Only 50-70’ remain between you and the lower level of 
  the Mines.
  ML8-SCE-7: Elevator
  This leads down to “Map 233: Mines Level 9 Overview 
  (ML9-O)” on page 625.
  
  624
  Mines L9
  Mondaria Mines: 
  Level 9
  
  625
  Mines L9
  Map 233: Mines Level 9 Overview (ML9-O)
  One square equals 5 ft.
  
  626
  Mines L9
  Level Introduction: Mines Level 9
  Summary
  This is the lowest, darkest, and deepest part of the Mines, 
  and contains the one, the true, Dark Obelisk.
  Entrances and Exits
  Note that the following are typical, even secret, means of 
  entering and exiting the level as it was designed.
  Other, magical means of navigating the level (for example, 
  teleportation spells or those that grant incorporeality) are 
  not discussed and are left to the GM to manage should they 
  be introduced.
  Navigation to Mines Level 8
    There are three Elevators ascending to Level 8, north of 
  Locations 1 and 3.
  Overview
  The structure of the level is fairly straightforward: a single, 
  hourglass-shaped chamber, fluted at the top and bottom, 
  with secrets to the east and west.
  Atmosphere & Theme
  Visibililty is quite difficult and limited; there’s a purple and 
  red haze hanging over everything down here.  It’s tangibly 
  hot, not merely warm; 
  Lawful characters have a throbbing, actively painful 
  headache, and an inclination to run away.  
    It’s up to the GM as to whether the proximity to the 
  Obelisk has a mechanical in-game effect.
  Default Random Encounters
  Some Areas of Interest within this level will describe 
  a certain approach to Random Encounters, either by 
  overriding the timing (e.g., “every 30 minutes), and/or by 
  providing its own localized version of the random encounter 
  table below.
  Absent such an override, roll on the following table of 
  Default Random Encounters for every 5 minutes the party 
  remains in this area.
  Table 26: Mines Level 9 Default Random Encounters
  D%
  Event
  Description
  01-05
  No 
  Encounter
  Nothing interesting or specific 
  occurs to deter the party from 
  their overall objectives and 
  exploration.
  06-10
  Trivial 
  Encounter
  Roll once on Monsters: Surface, 
  Trivial.
  D%
  Event
  Description
  11-15
  Light 
  Encounter
  Roll once on Monsters: Surface, 
  Light.
  16-25
  Average 
  Encounter
  Roll once on Monsters: Surface, 
  Average.
  26-64
  Advanced 
  Encounter
  Roll once on Monsters: Surface, 
  Advanced.
  65-89
  Elite 
  Encounter
  Roll once on Monsters: Surface, 
  Elite.
  90-00
  NPC 
  Encounter
  Roll once on the Default NPC 
  Encounter Table below.
  Default NPC Encounters
  Some Areas of Interest within this level will describe a 
  certain approach to NPC Encounters, providing its own 
  localized version of the table below.
  Absent such an override, when in this level, when directed to 
  roll for a random NPC, roll on the following table.  
    Note that if a certain circumstance mandates the 
  presence of an NPC, you may ignore and reroll results of 
  “No Encounter” on the table below. 
   
  The GM is, as in all other aspects of the adventure, to 
  use her common sense regarding use of this table.  You 
  should feel free to ignore or reroll results with which you 
  don’t agree, or simply choose a result yourself to keep 
  with the atmosphere of the adventure as experienced by 
  your gaming group. 
   
  Note, also, that any entry in the list below that has a 
  blank (“-”) next to it for roll results means that that NPC 
  is never normally encountered in this level.
  Table 27: Mines Level 9 Default NPC Encounters
  D%
  Event
  Description
  01-05
  No 
  Encounter
  Despite an initial feeling, the party 
  does not encounter any NPCs at 
  this time.
  06-15
  Common 
  NPC
  Addicted Miners shamble toward 
  the party:
    1d4x 
    2d4x 
    2d6x 
    3d8x
  16-29
  Common 
  NPC
  Afflicted Miners shamble toward 
  the party:
    1d4x 
    2d4x 
    2d6x 
    3d8x
  30-34
  Common 
  NPC
  A single Bleak Mute lurches within 
  view of the party.
  
  627
  Mines L9
  D%
  Event
  Description
  35-39
  Common 
  NPC
  One Crazed Harbinger stumbles 
  about within view of the party.
  40-49
  Common 
  NPC
  Tainted Miners walk creepily 
  toward the party:
    2d4x 
    2d6x 
    2d8x 
    2d12x
  50-64
  Common 
  NPC
  Miners approach the party 
  suspiciously:
    2d6x 
    2d8x 
    2d10x 
    2d12+4x
  65
  Common 
  NPC
  One Mining Taskmaster walks 
  purposefully toward the party.
  66
  Common 
  NPC
  A terrified Munitions Wench is 
  visible, huddled in her rags.
  67
  Common 
  NPC
  You see a Supply Maid in tattered 
  clothes, though you’re not sure she 
  sees you.
  60-68
  Common 
  NPC
  A horrifying Tainted Taskmaster 
  walks about.
  -
  Common 
  NPC
  Celebrants dance and amble 
  toward the party:
    1d4x 
    2d4x 
    2d6x 
    3d8x
  -
  Common 
  NPC
  Firedancers lithely come toward 
  the party:
    1d4x 
    2d4x 
    2d6x 
    3d8x
  -
  Common 
  NPC
  A Firedancer party approaches 
  the PCs:
    1x Campmaiden, 1d4x 
  Firedancers, 2d4x Celebrants
    1x Hearthstud, 2d4x 
  Firedancers, 2d6x Celebrants
    1x Campmaiden, 1x 
  Hearthstud, 2d6x 
  Firedancers, 2d6x Celebrants
    1x Campmaiden, 1x 
  Hearthstud, 2d8x 
  Firedancers, 2d8x Celebrants
  -
  Common 
  NPC
  A single Campmaiden or 
  Hearthstud approaches the party 
  with a twinkle in their eye.  Use 
  the sex opposite the majority of 
  the PCs’ composition, or randomize 
  if there is a tie.
  69
  Named NPC
  Ambling scholar Brocambe 
  Methurzz.
  D%
  Event
  Description
  70
  Named NPC
  Beastmaster Gabharn.
  71
  Named NPC
  Blacksmith Hamfast Burrbottom.
  72
  Named NPC
  Feastmaster Frobwin Glamfork.
  73
  Named NPC
  Herbalist Innelothe.
  74
  Named NPC
  Illusionist entertainer Raekeldorr.
  75
  Named NPC
  Keeper of Records Skandern 
  Lithutz.
  76
  Named NPC
  Keepmaster Vanarelia Riccards.
  77
  Named NPC
  Loremaster Dalnarok.
  78
  Named NPC
  Mercenary dwarf Gordsturll.
  79
  Named NPC
  Merenary tiefling Killarth.
  80
  Named NPC
  Railmaster Arranz Trevain.
  81
  Named NPC
  Tinkermaster Skandbard.
  82
  Named NPC
  Warden Imeltrude Legande.
  83
  Named NPC
  Brewmaster Glimdarffe Sudsglub.
  84
  Named NPC
  Cartographer Estarel Finequill..
  85
  Named NPC
  Chemist Incebb Gullip.
  86
  Named NPC
  Chief engineer Didkeln 
  Clawhammer.
  87
  Named NPC
  Coinmaster Lugatoo.
  88
  Named NPC
  Dwarven union leader Danalin 
  Foeslash.
  89
  Named NPC
  Elven administration leader 
  Maresmir.
  90
  Named NPC
  Engineer Brimdog Firecleave.
  91
  Named NPC
  Foreman Belerras.
  92
  Named NPC
  Gangboss Dagbrag.
  93
  Named NPC
  Lead designer Estarel Finequill.
  94
  Named NPC
  Mayor Faenadorn.
  95
  Named NPC
  Minemaster Thrennian Lo’quee.
  96
  Named NPC
  A Mystic Seer.
  97
  Named NPC
  Sage Natobbe.
  98
  Named NPC
  Stablehand Friskbik.
  99
  Named NPC
  Stablemaster Semtammi.
  00
  Named NPC
  Tribute magister Elawelle.
  Areas of Interest
  ML9-O-1: Dreadslime Pits West
  Please refer to page 629 for more information.
  ML9-O-2: Dreadslime Pits Secret
  Turn to page 632 for additional details.
  ML9-O-3: Dreadslime Pits East
  Page 634 holds a full description.
  ML9-O-4: Gathering
  Please see page 637 for a complete depiction.
  
  628
  Mines L9
  ML9-O-5: Secret Southeast
  Refer to page 639 for a full description.
  ML9-O-6: Secret Northeast
  Complete information starts at page 641.
  ML9-O-7: Secret West
  Please turn to page 643 for a full description.
  ML9-O-8: The Dark Obelisk
  Turn to page 646 for a complete walkthrough.
  
  629
  Mines L9
  Map 234: Dreadslime Pits West (ML9-DPW)
  One square equals 5 ft.
  
  630
  Mines L9
  ML9-DPW: Dreadslime Pits West
  Overview
  The Dreadslime Pits are regions of abhorrent muck that 
  are raked through tirelessly by slaves of the Obelisk in the 
  hopes that it will turn up more chunks of Obelisk Shard... or 
  something even worse.
  Theme & Purpose
  There’s little reason for the PCs to venture here from a story 
  perspective, but it is an atmosphere of strong presence and 
  dread, and rife with opportunity for reward and challenge.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll all “NPC Encounter” results.  
  Dreadslime Pit
  Treat the entire semi-liquid lake here as dreadslime (p 
  513).  
  The lake is only 8’ deep at its lowest point, but that’s more 
  than enough to be lethal quickly for hapless PCs who fall into 
  the substance.
  Whenever a random encounter calls for a monster while 
  in this region, make a check: there is a 
    20% chance 
  that instead of the encounter that the table indicates, a 
    
  Dreadslime Ooze emerges from the lake and attacks the PCs.
  Areas of Interest
  ML9-DPW-1: Staircase Up
  This leads to “Map 231: Staircase West (ML8-SCW)” on 
  page 620.
  ML9-DPW-2: Braziers
    Spaced evenly across the north bank of the dreadslime 
  lake are three huge braziers, each lit with a putrescent 
  substance whose aroma burns your nostrils and makes 
  you lightheaded.
  ML9-DPW-3: Northeast Stone Bridge
    This bridge appears to be little more than an oblong 
  boulder that has been placed across the lake to enable 
  access to the easternmost magma island.
  ML9-DPW-4: Northwest Stone Bridge
    This bridge is coated in soot and grime, as though it had 
  fallen into the slime lake and then been recovered and 
  replaced.
  ML9-DPW-5: Western Magma Island
    These islands appear to be mostly-hardened rafts of 
  magma.  In places, the interior of the island seems to 
  be warmer, closer to the semiliquid ultra-hot substance 
  from which they were formed.
    When walking onto this island, unless the party is 
  already engaged in combat with one or more creatures, 
  roll on the 
    Random Encounter table and ignore 
  “NPC Encounter” results.  Place any ensuing beasts 
  as entering from the northeast edge of the map, near 
  Location 2.
  ML9-DPW-6: Center Magma Island
    These islands appear to be mostly-hardened rafts of 
  magma.  In places, the interior of the island seems to 
  be warmer, closer to the semiliquid ultra-hot substance 
  from which they were formed.  Debris seems to have 
  been captured in the crust of the island as it hardened.
  Searching the debris reveals some possessions that were 
  trapped as the recent cooling occured.
  Access
  Contents
  Magma Debris
  unprotected
  Weapons: Martial 1H
  ML9-DPW-7: Eastern Magma Island
    These islands appear to be mostly-hardened rafts of 
  magma.  In places, the interior of the island seems to 
  be warmer, closer to the semiliquid ultra-hot substance 
  from which they were formed.  To the southwest, a 
  massive chunk of boulder has been roughly chiseled into 
  a makeshift bridge leading to the southern shore of the 
  slime lake.
    When walking onto this island, unless the party is 
  already engaged in combat with one or more creatures, 
  roll on the 
    Random Encounter table and ignore 
  “NPC Encounter” results.  Place any ensuing beasts 
  as entering from the northeast edge of the map, near 
  Location 2.
  
  631
  Mines L9
  ML9-DPW-8: Southwest Stone Bridge
    This long, broad chunk of stone has been shaped into 
  a rectangle and placed across the lake, leading to the 
  southwest shore.
  ML9-DPW-9: Southern Shore
    The southern bank of the slime lake appears to be an 
  even more solidified, ancient version of the substance 
  that composes the islands in the lake.
  ML9-DPW-10: Secret Passage East
  Only read the italicized text below if the secret is discovered.
    The cave wall in this area is hardened magma mixed 
  with a sooty form of earth, with chunks of stone poking 
  through here and there.  Prodding with your weapons, the 
  stone comes away; continuing your exploration reveals a 
  passage through the cave wall to the east.
  Access
  Secret Passage
  Locks: Door, Secret (Perception only)
  This leads to “Map 235: Dreadslime Pits Secret (ML9-
  DPS)” on page 632.
  
  632
  Mines L9
  Map 235: Dreadslime Pits Secret (ML9-DPS)
  One square equals 5 ft.
  
  633
  Mines L9
  ML9-DPS: Dreadslime Pits Secret
  Overview
  Sandwiched betwen the two dreadslime pits is a secret 
  chamber.
  Theme & Purpose
  Long forgotten, this cave is rife with death and treasure from 
  explorers years before.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll all “NPC Encounter” results.
  Areas of Interest
  ML9-DPS-1: Western Passage
  This leads to “Map 234: Dreadslime Pits West (ML9-DPW)” 
  on page 629.
  ML9-DPS-2: North Chamber
    The scent of acrid, smoky air, with overtones of oil 
  and resin, like a tar pit, fill your nostrils.  Skeletons of 
  humanoids and abominations litter the ground, as do the 
  occasional gemstone and boulder.  Narrow, soot-staned 
  passages lead east and west; to the south, the chamber 
  opens up considerably.
  Access
  Contents
  Cave Floor
  unprotected
  Gems: Medium-Quality
  ML9-DPS-3: Eastern Passage
  This leads to “Map 236: Dreadslime Pits East (ML9-DPE)” 
  on page 634.
  ML9-DPS-4: South Chamber
    A large cavern opens up once you are past the neck of 
  the alcove to the north.  Mementos of death long past 
  are scattered across the floor: coins, gems, and dozens of 
  skeletons and assorted bits of bone.
  The following represents all of the coins and gems on the 
  floor in this region.
  Access
  Contents
  Cave Floor
  unprotected
  Gems: Semi-Precious AND 
  Coin Treasure: Moderate
  ML9-DPS-5: Southwest Treasure
    Just northeast of an ancient, dusty spiderweb is a pile of 
  belongings.
  Access
  Contents
  Treasure 
  Pile
  unprotected
  Armor: Medium AND 
  Weapons: Martial 2H AND 
  Potions: Moderate AND 
  Coin Treasure: Moderate
  ML9-DPS-6: South Stash
    A tiny stash of equipment has been placed on the floor 
  just east of a massive creature skeleton.
  Access
  Contents
  Treasure 
  Pile
  unprotected
  Weapons: Exotic AND 
  Potions: Moderate, both 
  using Context C
  ML9-DPS-7: Eastern Treasure
    A huge, thigh-high pile of skeletons and bone sits in 
  the east of this chamber.  To its southwest is a pile of 
  possessions.
  Access
  Contents
  Treasure 
  Pile
  unprotected
  Gems: High-Quality AND 
  Weapons: Martial Ranged
  
  634
  Mines L9
  Map 236: Dreadslime Pits East (ML9-DPE)
  One square equals 5 ft.
  
  635
  Mines L9
  ML9-DPE: Dreadslime Pits East
  Overview
  The Dreadslime Pits are regions of abhorrent muck that 
  are raked through tirelessly by slaves of the Obelisk in the 
  hopes that it will turn up more chunks of Obelisk Shard... or 
  something even worse.
  Theme & Purpose
  There’s a great deal of challenge here, but also a considerable 
  amount of treasure.  It’s also one of the only two entrances to 
  the loot-rich secret to the west.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll all “NPC Encounter” results.  
  Dreadslime Pit
  Treat the entire semi-liquid lake here as dreadslime (p 
  513).  
  The lake is only 12’ deep at its lowest point, but that’s more 
  than enough to be lethal quickly for hapless PCs who fall into 
  the substance.
  Whenever a random encounter calls for a monster while 
  in this region, make a check: there is a 
    30% chance 
  that instead of the encounter that the table indicates, a 
    
  Dreadslime Ooze emerges from the lake and attacks the PCs.
  Areas of Interest
  ML9-DPE-1: Elevator Up
  This leads back up to “Map 232: Staircase East (ML8-SCE)” 
  on page 622.
  ML9-DPE-2: North Bank
    This long stretch of mostly-stone cave floor is heavily 
  worn.  Something has been dragging large, heavy objects 
  or creatures out of the dreadslime lake to the south and 
  has been trudging northwest with them, repeatedly.
  ML9-DPE-3: Boulders
    The northeast bank of the lake features absolutely 
  massive boulders that reach 20’ tall.  
    Beasties love to hide behind and within these rocks; 
  when the PCs venture within 50’ of these boulders, roll 
  on the 
    Random Encounter table and ignore “NPC 
  Encounter” results.  Any ensuing monsters will emerge 
  from the large rockpile just east of the marker for 
  Location 3.
  ML9-DPE-4: Braziers
    Four braziers are spaced along the north shore of the 
  dreadslime lake.  Each is lit with a slow burn; whatever 
  substance is within makes your eyes, ears, and nose 
  twich as though acid had been splashed in your face.
  There is no mechanical impact of the braziers’ smoke, except 
  that it is foul.
  ML9-DPE-5: Dreadslime Lake
    Gugling, foul, opaque liquid fills this enormous 
  underground reservoir.  At times it seems like acid; 
  other times, it seems as though something is about to 
  rise up out of its flat surface, like a sentient ooze.  There 
  are patches of lake where no movement occurs, and the 
  liquid seems calm and placid.
  ML9-DPE-6: Western Magma Island
    This small patch of hardened magma seems solid enough 
  to stand upon.  On the southwest of the ovoid there 
  is a patch of warmer, more pliant cooled lava; in the 
  northeast there is a pile of skulls.
  Underneath the skull pile is a cache of gems:
  Access
  Contents
  Skull Pile 
  Cache
  unprotected
  Gems: High-Quality, using 
  Context B
  ML9-DPE-7: Western Stone Bridge
    You’re not sure if this “bridge” is anything more than a 
  slightly-harder version of the solid magma of the island 
  it leads to.  It seems sturdy enough, though.
  ML9-DPE-8: Center Stone Bridge
    The long surface of this oblong stone has been etched 
  with strange symbols... they appear to be mundane, but 
  odd in nature.
  These runes have no mechanical impact other than to 
  possibly unsettle the PCs.
  
  636
  Mines L9
  ML9-DPE-9: Large Island West
    This region of the huge magma island has a large ovoid 
  section that is tangibly warm and appears somewhat 
  maleable in structure.  To the south is a pile of skulls.
    Disturbing the skull pile produces a loud sound when 
  one of the skulls strikes a half-buried rock; roll on the 
    
  Random Encounter table and ignore “NPC Encounter” 
  results.  Any ensuing monsters will approach from 
  Location 4 to the northwest.
  ML9-DPE-10: Large Island Center
    An enormous, chest-high pile of bones and time-
  dessicated carcasses occupies the center of this enormous 
  island.
    Searching through this pile takes about 5 minutes, 
  and attracts some attention; roll on the 
    Random 
  Encounter table and ignore “NPC Encounter” results.  
  Any ensuing monsters will approach from Location 3 to 
  the north.
  Access
  Contents
  Skeleton 
  Pile
  unprotected
  Armor: General, roll 1d4 times 
  AND 
  Weapons: General, roll 1d4 
  times AND 
  Coin Treasure: Moderate, using 
  Context C
  ML9-DPE-11: Large Island East
    The interior of this island contains a cresent semicircle 
  of semiliquid magma: cool enough to not be liquid, but 
  threatening in its potential.  There is a gap in the west 
  of this magma that leads to the cool center, in which 
  there is a huge pile of treasure surrounded by a dozen 
  skeletons.
  Access
  Contents
  Treasure 
  Pile
  unprotected
  Armor: General, roll 2d6 times 
  AND 
  Weapons: General, roll 2d6 
  times AND 
  Coin Treasure: Moderate AND 
  Gems: Semi-Precious AND 
  Potions: Moderate
  ML9-DPE-12: Northeast Stone Bridge
    This long chunk of stone has a small ribbon of cracks 
  toward the north shore.  It seems stable enough and 
  leads to the enormous island in the midst of the lake.
    This bridge, alone among the various bridges in this 
  level, will fall when one or more PCs is halfway across 
  it.  As the lake is 8’ deep at this point, it submerges only 
  enough to coat the legs of those atop it when it falls, but 
  that is sufficient to cause damage and mayhem.
  ML9-DPE-13: East Shore
    This wide track of stone and hardened soot features 
  boulders and rocks scattered everywhere.  In the middle, 
  there is an 8’ tall pile of boulders.
    If this area is unsearched when the PCs venture onto 
  the center island, roll on the 
    Random Encounter 
  table and ignore “NPC Encounter” results.  Any ensuing 
  monsters will emerge from behind the boulder pile just 
  south of the marker for Location 13.
  ML9-DPE-14: Southwest Shore
    The somewhat narrow shore in this area features a 
  large bump to the north which connects to the two lake 
  islands.
  ML9-DPE-15: Secret Passage
  Only read the italicized text below if the secret is discovered.
    The cave wall in this area is hardened magma mixed 
  with a sooty form of earth, with chunks of stone poking 
  through here and there.  Prodding with your weapons, the 
  stone comes away; continuing your exploration reveals a 
  passage through the cave wall to the east.
  Access
  Secret Passage
  Locks: Door, Secret (Perception only)
  This leads to “Map 235: Dreadslime Pits Secret (ML9-
  DPS)” on page 632.
  
  637
  Mines L9
  Map 237: Gathering (ML9-GTH)
  One square equals 5 ft.
  
  638
  Mines L9
  ML9-GTH: Gathering
  Overview
  This is a choke point and social nexus between the working 
  regions to the south and the areas of pure chaos to the north, 
  nearer the Obelisk.
  Theme & Purpose
  The nature and purpose of this area should not escape the 
  PCs: it is a zone of ritual sacrifice to, and indoctrination in 
  the ways of, the Obelisk.  
  Those already enslaved bring forth still-sentient, still-sane 
  victims gathered from the upper levels of the Mines, either 
  to be slain or to fall victim to the dark influence.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll any “NPC Encounter” results.
  Areas of Interest
  ML9-GTH-1: Southern Path
    This well-worn path in the cave floor leads south to the 
  elevators and staircases.
  ML9-GTH-2: Brazier Approach
    Two unlit braziers flank the path at this point.  Within, 
  you see a viscous crimson residue, as though blood itself 
  had been burnt here, either on its own or as a component 
  in whatever foul mixture was used.
  ML9-GTH-3: Entry
    The path broadens at this point, expanding eastward 
  around a clump of boulders.  You find it difficult to see 
  more than 50’ ahead of you, such is the filmy, humid 
  haze of the depths.
  ML9-GTH-4: Pews
    Three rows of roughly-carved wooden benches are 
  organized neatly in this wide area.  There is room for 
  over a hundred to sit, or kneel.
  ML9-GTH-5: Fountain
    This appears to be a fountain in the hardened lava of 
  the cave floor, though natural it is not: its water does 
  not seem resupplied or circulated by any source, and the 
  filmy, greasy residue on the water’s surface indicates foul 
  reuse from drinker to drinker.
  Drinking from this fountain forces a DC 18 
    Constitution 
  check; failure means the imbiber suffers the Nauseated 
  condition for two hours.
  ML9-GTH-6: Sacrifice Prep West
    A simple wooden table sits here, east of a wooden stake 
  with a skull atop it, and south of a huge brazier pumping 
  forth crimson smoke.  On the table itself are cord of rope, 
  neatly arranged.  A trail of blood leads east, and then 
  merges with that of the table to the east, leading north 
  from that point.
  ML9-GTH-7: Sacrifice Prep East
    This table echoes its western twin, both in form and 
  in the blood trail which leads from it.  Atop this one, 
  however, is a series of daggers.
  
  639
  Mines L9
  Map 238: Secret Southeast (ML9-SSE)
  One square equals 5 ft.
  
  640
  Mines L9
  ML9-SSE: Secret Southeast
  Overview
  One of three huge secret chambers in this deepest level of 
  the Mines, this is home to massive quantities of dangerous 
  fungi.
  Theme & Purpose
  This is a naturally occuring fissure in the rock; the ceiling 
  dips as low as 15’ and arches as high as 35’ with no apparent 
  pattern, owing to the unusual seismic activities that have 
  plagued this zone as a result of the influence of the Obelisk.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll all “NPC Encounter” results.  Roll twice as 
  frequently as you otherwise would.
  Areas of Interest
  ML9-SSE-1: Southeast Secret Passage
  Only read the italicized text below if the secret is discovered.  
  Note that due to its location, there’s precious little chance 
  of the PCs discovering this secret short of foreknowledge 
  or a dangerously thorough search of the perimeter of this 
  enormous chamber.
    The cave wall here in the northeast appears a bit darker 
  than the rest of the surface.  You discover that the rock 
  and earth falls apart at your touch; someone has packed a 
  north-leading passage here full to mask it.
  Grant the party a +2 competency bonus on 
    Perception 
  checks made to discover the secret here if they have already 
  uncovered more than one secret wall in this level of the 
  Mines.
  Access
  Secret Passage
  Locks: Door, Secret (Perception Only)
  ML9-SSE-2: Slime
    Skeletons and piles of bone litter the earthen cave floor 
  in this region.  Between two stalagmites are two large 
  patches of purplish-black slime.
  The purple patches in this area are 
    Dreadslime Oozes, 
  which attack the party if they approach within 30’.
  ML9-SSE-3: Fungus Field
    The wide expanse of this enormous cave is filled with 
  fungus: mostly on the floor, but in places where the 
  ceiling dips to its low height of 15’, you see purplish 
  blooms there as well.  You see the occasional purple glint 
  as light reveals a floating spore.
  Although it must be quite terrifying to consider the 
  possibilities, these mushrooms are quite innocuous.
  ML9-SSE-4: Skeleton Line
    A rank of nearly a half-dozen skeletons has been laid 
  here in a north-south line, demarking a gap between the 
  fungal fields to the east and west.
  ML9-SSE-5: Monster Skeleton Slime
    Amidst a comparatively busy region of rockspires, 
  skeletons, and monster carcasses, a broad patch of 
  purplish resin gurgles on the cave floor.
  This 
    Dreadslime Ooze only moves to attack if the PCs 
  venture within 20’ of it—as such, it’s easily avoided if they 
  navigate to the south around this area.
  ML9-SSE-6: Fungus Northwest
    [...]
    Although the fungus itself is nonlethal like its cousins to 
  the east, walking through this area attracts attention.  As 
  any PC touches the caps here, roll on the 
    Random 
  Encounter table and ignore “NPC Encounter” results.  
  Place any ensuing monsters as approaching from 
  Location 1 to the southeast.
  ML9-SSE-7: Secret Northwest
  Read the same text as in Location 1 if the secret is 
  discovered.  
  Grant the party a +2 competency bonus on 
    Perception 
  checks made to discover the secret here if they have already 
  uncovered more than one secret wall in this level of the 
  Mines.
  Access
  Secret Passage
  Locks: Door, Secret (Perception Only)
  
  641
  Mines L9
  Map 239: Secret Northeast (ML9-SNE)
  One square equals 5 ft.
  
  642
  Mines L9
  ML9-SNE: Secret Northeast
  Overview
  One of three huge secret chambers in this deepest level of 
  the Mines, this is home to massive quantities of dangerous 
  fungi.
  Theme & Purpose
  This is a naturally occuring fissure in the rock; the ceiling 
  dips as low as 15’ and arches as high as 35’ with no apparent 
  pattern, owing to the unusual seismic activities that have 
  plagued this zone as a result of the influence of the Obelisk.
  Of particular note, before the revelation of the Obelisk itself, 
  the southeast corner (Location 4) of this region was used as 
  a sacrificial zone to the forces of Chaos and Evil alike.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll all “NPC Encounter” results.  Roll twice as 
  frequently as you otherwise would.
  Areas of Interest
  ML9-SNE-1: Southwest Secret
  This leads to “Map 238: Secret Southeast (ML9-SSE)” on 
  page 639.
  ML9-SNE-2: Chamber Center
    You find yourself in a titanically-sized natural cavern.  
  The ceiling ranges from 20’ tall to over 35’; you 
  cannot see beyond that due to the filmy, reddish haze 
  that permeates the air here.  It’s even warmer, more 
  humid, than the main chamber outside; the warmth 
  feels unnatural, chaotic, and unstable.  Stalagmites 
  and rockspires pepper the landscape.  The cave floor is 
  mostly a sooty combination of black, moist earth and 
  the occasional rock; ribbons of hardened magma form 
  a bizarre network of pathways across the expanse.  A 
  dozen skeletons, a mixture of races, are scattered across 
  the floor amidst a series of long-unlit braziers whose 
  placement seems to fit no pattern.
  ML9-SNE-3: Twin Rockspires
    These stalagmites reach all the way up 30’ to the cavern 
  ceiling here.  At their base is a floor of plain stone, 
  noticably cooler to the touch than the rest of the surfaces 
  here.
  Even in an area dominated by Chaos, one may find solace: 
  this natural formation bizarrely refutes evil.  The PCs may 
  rest here undisturbed for any amount of time, though if they 
  are in the midst of combat, there is no effect to be found 
  here—e.g., monsters will not stop attacking them simply 
  because they come here!
  ML9-SNE-4: Sacrificial Area
    Skeletons of several dozen rest here, haphazardly tossed 
  about.  There is a 15’ tall pile of boulders in between two 
  sharpened stakes, each bearing a monster skull; to the 
  south of this scene is a patch of warm magma bubbling 
  just under a thin crust of semihard stone.
    Even just entering this region calls to the chaos: roll 
  on the 
    Random Encounter table and reroll until 
  you get a monster result; place the ensuing beast(s) as 
  approaching from Location 6 to the north.  Note that this 
  may reveal the secret passage there, if the PCs have not 
  already discovered it.
  ML9-SNE-5: Calm L
    A series of three stalagmites, and the flat, cool stone 
  which connects them, forms a kind of “L” shape in the 
  northeast of the chamber.
  Unlike the similar region to the west (Location 3), there is 
  no unusual solace to be found here.
  ML9-SNE-6: North Secret Passage
  Only read the italicized text below if the secret is discovered.  
  Note that due to its location, there’s precious little chance 
  of the PCs discovering this secret short of foreknowledge 
  or a dangerously thorough search of the perimeter of this 
  enormous chamber.
    The cave wall here appears a bit darker than the rest of the 
  surface.  You discover that the rock and earth falls apart 
  at your touch; someone has packed a passage here full to 
  mask it.
  Grant the party a +2 competency bonus on 
    Perception 
  checks made to discover the secret here if they have already 
  uncovered more than one secret wall in this level of the 
  Mines.
  Access
  Secret Passage
  Locks: Door, Secret (Perception Only)
  
  643
  Mines L9
  Map 240: Secret West (ML9-SW)
  One square equals 5 ft.
  
  644
  Mines L9
  ML9-SW: Secret West
  Overview
  One of three huge secret chambers in this deepest level of 
  the Mines, this is home to massive quantities of dangerous 
  fungi.
  Theme & Purpose
  This is a naturally occuring fissure in the rock; the ceiling 
  dips as low as 15’ and arches as high as 35’ with no apparent 
  pattern, owing to the unusual seismic activities that have 
  plagued this zone as a result of the influence of the Obelisk.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll all “NPC Encounter” results.  Roll twice as 
  frequently as you otherwise would.
  Interacting With the True Obelisk
  This area features a largish chunk of true Dark Obelisk.  
  Consider that the following rules apply to interacting with it.
    Approaching within 10’ of the Obelisk prompts a 
  reaction: roll on the 
    Monsters: Mines, Advanced 
  FlexContent table and deploy the results as approaching 
  with Location 1 to the northeast.
    In addition, striking the Obelisk, targeting it with spells, 
  or otherwise interfering with it prompts a more dramatic 
  reaction: roll on the 
    Monsters: Mines, Elite  
  FlexContent table, using Context D, and deploy the 
  results as approaching with Location 1 to the northeast.
  Note that as this is a shard of true Obelisk, creatures in this 
  region are prone to aura impacts, as follows.
  Those within 50’ of the Obelisk Shard are prone to 
    
  Minor Obelisk Taint. (p 16).
  Within 10’, creatures are subject to 
    Major Obelisk Taint. 
    Frustratingly, it is beyond the scope of this adventure 
  and setting to defeat, destroy, or otherwise even truly 
  affect the Obelisk pieces discovered in the Mines.  While 
  it may be counterintuitive to many players, the PCs 
  themselves should rapidly come to the conclusion that 
  these stones are beyond their ability to comprehend, let 
  alone demolish, and that flight with knowledge is the 
  only true course of action available to them.   
   
  Depending on the mindset of your gaming group, this 
  may or may not be an acceptable outcome.  Keep this 
  in mind when running the adventure so as to stave off 
  disappointment; there are a great many other benefits to 
  be found in surviving the Mines and City, and the bleak 
  reality that they must acknowledge is that there are some 
  foes, and many forces, whose defeat requires much in 
  the way of preparation, and that are simply beyond their 
  abilities... regardless of the extent of those abilities.
  Areas of Interest
  ML9-SW-1: Secret Passage Northeast
  Only read the italicized text below if the secret is discovered.  
  Note that due to its location, there’s precious little chance 
  of the PCs discovering this secret short of foreknowledge 
  or a dangerously thorough search of the perimeter of this 
  enormous chamber.
    The cave wall here appears a bit darker than the rest of the 
  surface.  You discover that the rock and earth falls apart 
  at your touch; someone has packed a passage here full to 
  mask it.
  Grant the party a +2 competency bonus on 
    Perception 
  checks made to discover the secret here if they have already 
  uncovered more than one secret wall in this level of the 
  Mines.
  Access
  Secret Passage
  Locks: Door, Secret (Perception Only)
  ML9-SW-2: Ritual Approach
    A thin path of trodden dirt weaves through the packed 
  earth and stone of the cave floor here.  To the north and 
  south, the pathway is flanked by boulders, rockspires, 
  and orderly braziers weaving a thick purple smoke 
  swirling among the stalactites above you.
  ML9-SW-3: Dreadslime Fountain
    This appears to be a wide stone pool of dreadslime, 
  gurgling and bubbling evilly.  You can’t quite fathom the 
  depth, as the vile substance becomes opaque after less 
  than a foot of volume, but based on the width and the 
  thickness of the stone you suspect you could submerge an 
  entire person within.
  
  645
  Mines L9
  ML9-SW-4: Obelisk Shard Approach
    A dirt path leads south from the fountain, treading over 
  hardened magma and curving west.
  ML9-SW-5: Obelisk Shard
    A 10’ wide, 5’ high chunk of a blackish, translucent 
  crystal pulses with a purple energy not unlike a 
  malevolent heartbeat.  About its base, and stretching 
  for up to 50’, the hardened magma of the cave floor is 
  softened, lit from beneath with a reddish glow as though 
  just waiting to open up to expose the more liquid lava 
  underneath.  Blood spatters the ground to the east of 
  the crystal; the entire area is ringed with small braziers 
  whose smoke and flame seems to sway and flutter with 
  the heartbeat of the crystal’s innards.
  ML9-SW-6: Blood Prints West
    To the east of the Obelisk, and south of the fountain, is 
  a scattered pattern of blood prints.  You can make out 
  footprints of various size and species, including hoof 
  prints and those of other types of creature.
  ML9-SW-7: Blood Prints East
    Bloody footprints of varying size and stature feature 
  here; there seems to be no pattern to their arrangement.
  ML9-SW-8: Southeast Corner
  There is nothing of particular interest in this corner.  
    However, if the party has not explored this area by the 
  time they cross into the hardened magma of Location 
  4, roll on the 
    Random Encounter table and ignore 
  “NPC Encounter” results; place any creatures that ensue 
  here in Location 8.  
  Note that this effect is not mutually exclusive to other effects 
  in other locations in this area, so proceeding to Location 4 
  without checking other areas first may result in multiple 
  encounters attacking! 
  ML9-SW-9: Northwest Corner
  There is nothing of particular interest in this corner.  
    However, if the party has not explored this area when 
  they cross into the hardened magma of Location 4, roll 
  on the 
    Random Encounter table and ignore “NPC 
  Encounter” results; place any creatures that ensue here 
  in Location 9.  
  Note that this effect is not mutually exclusive to other effects 
  in other locations in this area, so proceeding to Location 4 
  without checking other areas first may result in multiple 
  encounters attacking!
  ML9-SW-10: Southwest Corner
  There is nothing of particular interest in this corner.  
    However, if the party has not explored this area when 
  they complete their activities in this map and start to 
  exit via Location 1, roll on the 
    Random Encounter 
  table and ignore “NPC Encounter” results; place any 
  creatures that ensue here in Location 9.  
  
  646
  Mines L9
  Map 241: The Dark Obelisk (ML9-DO)
  One square equals 5 ft.
  
  647
  Mines L9
  ML9-DO: The Dark Obelisk
  Overview
  The source of all the chaos and evil and insanity seeping 
  violently into the entire nine-level Mine complex and three-
  level City above it, this enormous Dark Obelisk controls all 
  that happens within its domain.
  Theme & Purpose
  The PCs have sought long for the true nature of the Mines 
  and the calamity that befell it.  
  Here, then, is the bitter culmination of their quest: the 
  discovery that there is indeed a master behind events, but 
  alarmingly, that no cessation of woe can be found through 
  their actions, be they ever heroic.
  Random Encounters
  Use the standard / default Random Encounter rules for this 
  level.  Reroll all “NPC Encounter” results, and roll twice as 
  often as you otherwise would.
    Quest: Nullify the Obelisk
    Summary: Through intuition, research, and grisly 
  sacrifice, the PCs may be able to stave off the influence of 
  the Obliesk.
    Rewards: 
    10 Reward Stars and safe escape from the 
  Mines.
    Locations: The Dark Obelisk (ML9-DO).
    Key NPCs: None.
    Kickoff: The PCs discover the Dark Obelisk to the north 
  of the final mine level.
    Description:
  Three pools of dreadslime represent the forces of Love 
  (south), Chaos (west), and Law (east).  Each pool is broad 
  and deep enough, and holds sufficient slime, to slay a 
  Medium-sized or smaller creature in a handful of rounds of 
  full-body exposure.
  To suppress the influence of the Obelisk, energy must be 
  released in sufficient quantity and of a nature to bring 
  balance to the forces holding sway in this chamber.  To seal 
  the balance, then, a conflicted entity must be sacrificed in 
  the central, circular pool, which represents balance.
  Strictly put, then: the PCs must sacrifice an equivalent 
  number of common NPCs to the three outer square pools, 
  then sacrifice an NPC with opposed alignment to the center 
  pool.
  Although some experimentation or inuition may produce 
  the needed effect, in reality, the only way that the PCs will 
  truly know what they are doing in this scenario is through 
  gathering sufficient information via the 
    Plot Discoveries 
  table throughout their adventure into the Mines and through 
  the surface City.
    Successfully fulfilling the requirements for “Balancing” 
  (see below) zeroes out the Catalyst Tracker altogether, 
  and removes the Aura effects of Obelisk Taint in the 
  entire Mine.  It also grants the party 
    10 Reward 
  Stars, and suspends the Random Encounter rules for the 
  duration of the adventure.  
    Nullify the Obelisk (Sacrifices)
  Denaturing the explosive barrels at any point in the 
  adventure generates a Catalyst Impact, which varies 
  depending on the alignment of the character sacrificed and 
  the pool to which they are given.
  A Lawful creature sacrificed to the Law pool (east) 
  generates a Catalyst Impact of 
    +3 Law.  Such a creature 
  sacrificed to either the Chaos or the Love pools instead 
  creates an impact of +1 Chaos and +1 Love.
  Similarly, a Chaotic creature sacrificed to the Chaos pool 
  (west) generates a Catalyst Impact of 
    +3 Chaos.  Such 
  a creature sacrificed to either the Law or the Love pools 
  instead creates an impact of +1 Law and +1 Love.
  Finally, and perhaps predictably, a Neutral creature (i.e., 
  a creature with at least one Neutral component to their 
  Alignment) sacrificed to the Love pool (south) generates a 
  Catalyst Impact of 
    +3 Love.  Such a creature sacrificed 
  to either the Law or the Chaos pools instead creates an 
  impact of +1 Law and +1 Chaos.
  All of these effects stack with repeated iterations of 
  themselves, and with other Catalyst Impacts for this Quest.
    Nullify the Obelisk (Balancing)
  Successfully completing the ritual sacrifices required to 
  generate balance has an enormous impact on the forces at 
  work in the vicinity.
  Sacrificing a creature with an opposed alignment—that 
  is, Chaotic Good or Lawful Evil—or one with true neutral 
  alignment, will result in a fulfillment of the conditions to 
  bring about true balance to the surroundings.
  Sacrificing an opposed-alignment or true-neutral creature 
  
  648
  Mines L9
  to the Balance Pool (center), AFTER an equal number of 
  qualifying creatures have been sacrificed to the other three 
  square pools (Love, Chaos, and Law), will automatically 
  zero out the Catalyst Tracker for all three values of Love, 
  Law, and Chaos.  
  However, sacrificing any other creature to the center pool, or 
  sacrificing a “qualifying” creature to the center pool before 
  an equal number of other creatures has been sacrificed to the 
  three component pools, causes an explosion of dreadslime: 
    Dreadslime Explosion
  Type Organic; Trigger Special (sacrifice); Reset Automatic
  Perception n/a; Disable Device n/a
  Effect 4d12 acid (Dexterity DC 22 halves; Acrobatics DC 25 
  negates)
  Areas of Interest
  ML9-DO-1: Southern Approach
    The path here is steeped in blood, not but a day old.  The 
  bloody path leads from the sacrificial preparation tables 
  to the south, up to three square pools of dreadslime to 
  the east, west, and south of a huge circular pool of the 
  vile substance.   
   
  Braziers filled with putrid incense and something even 
  worse shed a bitter scent a darkly purple light about the 
  cavern.  Shadows jump at you from every stalagmite, 
  from every crevice.  
  ML9-DO-2: South Pool (Love)
  Only read the italicized text below if the party contains a 
  dwarf and/or an elf.
    A large, square pool of dreadslime sits here, to the south 
  of the fountain.  The trail of bloody prints leads from 
  the south to the precipice here, and further within: 
  more prints emerge from the other side and lead to the 
  fountain.   
   
  The stone border of the pool has elven and dwarven runes 
  about it.  Many of them are pure gibberish, and poorly 
  carved as well, almost as though the mason involved were 
  an inept and insane shadow of their former self.  Those 
  that are decipherable, however, repeatedly use the word 
  for “love” or synonyms therefor.
  ML9-DO-3: West Pool (Chaos)
  Only read the italicized text below if the party contains a 
  dwarf and/or an elf.
    To the west of the dreadslime fountain is a square pool of 
  the stuff, from which trails of bloody prints lead south, 
  east, and north into the raw-magma floor.   
   
  The stone border of the pool has elven and dwarven runes 
  about it.  Many of them are pure gibberish, and poorly 
  carved as well, almost as though the mason involved were 
  an inept and insane shadow of their former self.  Those 
  that are decipherable, however, repeatedly use the word 
  for “chaos” or synonyms therefor.
  ML9-DO-4: East Pool (Law)
  Only read the italicized text below if the party contains a 
  dwarf and/or an elf.
    East of the central circular pool is a square pool.  Orderly 
  bloody footprints lead to the south, west, and north to 
  the Obelisk’s magma dais.  
   
  The stone border of the pool has elven and dwarven runes 
  about it.  Many of them are pure gibberish, and poorly 
  carved as well, almost as though the mason involved were 
  an inept and insane shadow of their former self.  Those 
  that are decipherable, however, repeatedly use the word 
  for “law” or synonyms therefor.
  ML9-DO-5: Center Pool (Balance)
  Only read the italicized text below if the party contains a 
  dwarf and/or an elf.
    In the center of the three other square pool is a larger, 
  circular one, seeming almost a fountain or a well.    
   
  The stone border of the pool has elven and dwarven runes 
  about it.  Many of them are pure gibberish, and poorly 
  carved as well, almost as though the mason involved were 
  an inept and insane shadow of their former self.  Those 
  that are decipherable, however, repeatedly use the word 
  for “balance” or synonyms therefor.
  ML9-DO-6: Skull Stakes
    Three sharpened stakes have been stuck in the hardened-
  magma cave floor here.  Atop each is a skull.
  There’s hardly any chance the party will detect this, but each 
  of these is the skull of a creature of alignment matching the 
  pools’ orientation to the south: the west stake’s creature was 
  chaotic, the east stake’s creature was lawful, and the south 
  stake’s creature was neutral.
  ML9-DO-7: The Dark Obelisk
    A massive presence black and purple crystal at least 60’ 
  in diameter and 30’ tall hulks here in the north of the 
  final level of the Mines.   
   
  You find it difficult to see the Obelisk itself, as it is 
  ringed with a purplish mist, as though a deep and evil fog 
  had settled over the area at the true heart of calamity. 
   
  It pulses with a purple energy not unlike a malevolent 
  heartbeat.  About its base, and stretching for up to 100’, 
  the hardened magma of the cave floor is softened, lit 
  from beneath with a reddish glow as though just waiting 
  to open up to expose the more liquid lava underneath.   
   
  The entire area is ringed with small braziers whose 
  smoke and flame seems to sway and flutter with the 
  heartbeat of the crystal’s innards.  
  ML9-DO-8: Dreadslime Vat Northwest
    A massive, gurgling pit of vile purple ooze lurks beneath 
  
  649
  Mines L9
  a crusty ring of blackened, hardened magma.  It seems 
  more a small lake than a pool.  From underneath the 
  flowing, oozing surface of the liquid, you see pseudopods, 
  arms, and other appendages try to emerge, only to slink 
  back underneath.
  This vat, and the one to the east, produces creatures in a vile 
  mockery of resurrection of the hundreds of beings that have 
  been sacrificed to the Obelisk here since its discovery.
  Every 10 rounds, this vat produces a 
    Dreadslimed 
  Miner; however, the spawning process has a tendency to 
  suppress the natural insane, mindless killing instinct of the 
  created being.  
  Miners spawned from these vats do not attack the PCs unless 
  the PCs attack them; instead, they will wander around 
  aimlessly.  They can be guided, and will willingly follow the 
  PCs if they are led by gentle force, up to and including being 
  sacrificed into the pools to the south of the Obelisk—after 
  all, being sacrificed is their most recent memory, and in 
  some ways, their only surviving experience.
  Randomize the alighment of each spawned creature by 
  rolling a 
    D12:
  D12
  Alignment
  1
  Lawful Good
  2
  Lawful Neutral
  3
  Lawful Evil
  4
  Neutral Good
  5
  True Neutral
  6
  Neutral Evil
  7
  Chaotic Good
  8
  Chaotic Neutral
  9
  Chaotic Evil
  10
  Spawn an additional Miner; reroll for this one’s 
  Alignment (this effect stacks)
  11
  Spawn a Dreadslime Golem instead
  12
  Spawn a Dreadslime Ooze instead
  ML9-DO-9: Dreadslime Vat Northeast
  Use the same rules as for Dreadslime Vat Northwest 
  (Location 8, above).
  
  650
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  651
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  Dramatis Personae
  
  652
  NPCs
  Crunch and Fluff
  “Crunch” is a term commonly used to refer to the dozens of 
  statistics that describe a creature from the standpoint of raw 
  game mechanics.  Although there is a great deal of flexibility 
  in these stat blocks being used to convey flavor, demeanor, 
  behavior, and personality, such “softer” yet still important 
  game elements are often referred to as “fluff”.
  Each GM and player has their own relationship to these 
  game elements, and preferences as to their balance in 
  gameplay.  Some groups live by crunch, and largely ignore 
  fluff; adventures tend to be little more than an organized 
  dungeon crawl, and min/maxing your PC’s character 
  options and equipment is commonplace.  Other groups 
  focus solely on storytelling, and use game mechanics only 
  when it’s necessary to introduce a bit of randomness to the 
  proceedings.  
  You can have a great deal of fun at either end of the 
  spectrum, or anywhere in between!  To support the various 
  approaches to describing monsters and characters, this 
  adventure takes the approach of providing a great deal of 
  crunch, and a great deal of fluff.
  Some may consider this overkill, and it’s likely that some 
  gaming groups will ignore a portion of what follows to focus 
  on what matters most to their style of play.  That’s exactly 
  as it is intended to be used: hopefully it has everything you 
  need, so you can use it however you like!
  Quadded Stat Blocks and Default 
  Language
  A creature’s fluff uses language assuming that you are 
  playing the 
   Low level of difficulty version of that 
  creature.  For example, the Low level of an NPC might 
  wield a run-of-the-mill rapier, and the Elite version might 
  instead use a +3 corrosive burst rapier; the descriptions that 
  accompany that NPC would refer merely to her rapier as the 
  default equipment.  Similarly, any illustrations drawn will 
  typically use imagery associated with Low-challenge gear 
  and items.
  Header
  The header is simply the name of the monster.  NPCs have 
  a name, and also parenthetically their position, job title, 
  profession, or how they are best known.  
  Beneath this header is the subheading, which shows the 
  Challenge Rating of the creature, and the Experience 
  Points to be awarded if they are defeated.  Note that in the 
  context of quadded stat blocks, the CR/XP values shown 
  here are taken from the 
   Low difficulty version of the 
  creature.
  It’s worth noting that not every monster and NPC is meant 
  to be defeated in combat… in fact, the GM is encouraged 
  to award XP only for combat that is consistent with the 
  alignment and characters of the PCs, or if they are forced 
  into combat by circumstances beyond their control.  A Lawful 
  Good Paladin, for example, should not reap XP for conducting 
  a baseless murder spree of first-level townsfolk.
  Combat Tactics
  This section describes how the creature behaves prior to, 
  and once in, combat.  Some monsters are alarmingly simple 
  in this regard: “will fight the PCs on sight, and will fight 
  to the death” is about as straightforward as you can get, 
  here.  More nuanced NPCs may have a general statement as 
  to tactics, such as “will focus on melee opponents first, and 
  then move on to ranged enemies”.  Complex enemies may 
  have a round-by-round description of their approach, listing 
  the spells or techniques they choose to employ at each step 
  of the battle.
  Of course, as with most things, the GM is welcome to ignore 
  this section entirely and play the creature as they wish.
  Description
  All NPCs have some description here, conveying a general 
  sense of the character.  Monsters might have a physical 
  description, or a walk-through of how they emerge to face 
  the party when discovered.
  Appearance
  This section refers to the physical appearance of the 
  creature.  This is particularly important for NPCs who do not 
  have illustrations.
  Factions
  Nearly all NPCs belong, at least casually, to one or 
  more factions.  Which factions, and the extent of their 
  membership and involvement, are mentioned in this section.
  Attitude Tracker
  This section is meant to help track the NPC’s current 
  Attitude toward the party.  Pathfinder uses the five 
  classifications of Hostile, Unfriendly, Indifferent, Friendly, 
  and Helpful; this adventure introduces a bit more detail into 
  the equation.
  As with other elements of this adventure, the GM is 
  encouraged to use this approach to tracking NPC Attitude 
  only if it is desired; of course the GM may use alternate 
  approaches, house rules, or other rule systems to manage 
  how NPCs view the party.
  An example of an Attitude Tracker is shown below.  The GM 
  is encouraged to use pencil to mark the current and changing 
  Attitude of each NPC as the game progresses.
  
  653
  NPCs
  Note that some quests, conversation topics, plot activities, 
  and actions rely on a given NPC having a certain Attitude 
  toward the party, so it can be helpful to have some way 
  of managing the many different characters the PCs might 
  encounter in their journey through Berinncorte.
  Using the Attitude Tracker
  Attitude is measured on a 29-point scale: 1 is the worst 
  possible feeling an NPC can have toward the party, and 29 is 
  the most favorable.  This is referred to as an NPC’s Attitude 
  Value.
  The five Attitude classifications defined in the Pathfinder 
  Roleplaying Game correspond to roughly 6-point “blocks” 
  of these values.  Specifically, Attitude Values between 1-6 
  represent a Hostile character, values between 7-12 mean the 
  NPC is Unfriendly, Indifferent characters have Attitude 
  Values between 19 and 24, and any value of 25 or above 
  means the character is Helpful toward the party.  This is the 
  NPC’s Attitude overall.
  Each NPC has a “Starting Attitude”, and the for example, 
  “14 (Indifferent)”.  When the adventure begins, and with 
  no other considerations or complicating factors, this is the 
  NPC’s initial perspective on the party.
  Attitude Modifiers
  Beneath “Starting Attitude” can be one or more Attitude 
  Modifiers.  Each describes a scenario, and the effect it has 
  on that NPC’s Attitude Value.  
  Attitude Modifiers can be pre-existing, unchangeable 
  things, such as “Party Contains at Least One Elf”.  These 
  Modifiers should be taken into consideration as soon as the 
  party see the NPC, or even during pre-game setup by the GM.
  Some are action-based: for example, “Party Engages in 
  Conversation: +2”; in that scenario, the moment the party 
  approaches the NPC and greets her, that NPC’s Attitude 
  increases by 2 points.  Action-based Attitude Modifiers 
  only have an effect once; in the example above, if the party 
  approaches the NPC the next day and speaks with her, there 
  is no further effect to her Attitude.
  An NPC may have repeatable action-based Attitude 
  Modifiers; these may take effect multiple times, and are 
  usually phrased to make this obvious.  For example: “Each 
  Time the Party Slays a Giant Rat on the Property: +1”.
  Others have maximum effect caps.  In the example “Making 
  a Purchase (+1 per 50 gp spent, max 5)”, the NPC in question 
  will grow more fond of the party the more they buy… but 
  this caps out at +5 for 250 gp spent.  The party is of course 
  welcome to spend more money than that, but it will have no 
  further effect in terms of the NPC’s Attitude.
  Attitude Modifiers that cause an NPC’s Attitude to shift to 
  the range for a different classification take immediate effect 
  as it applies to Diplomacy rolls and the like.  For example, 
  if an NPC’s Attitude Value is 18 (Indifferent), and speaking 
  with her grants +1, this would bump her up from Indifferent 
  to Friendly.  So, starting a chat with her means the ensuing 
  conversation would take place with her being Friendly.
  Modifiers that would take an NPC’s Attitude Value above 
  29, or below 1, have no effect.
  Quadded Stat Blocks
  Below factions is the list of quadded stat blocks.  Note that 
  unless otherwise specified, bonuses and penalties from all 
  sources should be included already in the figures provided.  
  For example, the Attacks section should reflect ability 
  score modifiers, skill and feat modifiers, special ability / 
  special quality modifiers, and modifiers derived from the 
  enhancement bonuses of the weapon itself.
  The exception to this is effects coming from magical 
  weapons: for example, a corrosive light crossbow might 
  show as dealing 1d8 damage.  This value does not, however, 
  include the corrosive effect, which normally causes the 
  weapon to deal an additional 1d6 points of acid damage 
  when the effect is activated.
  Also of note is the Prepared Spells section.  For NPCs with 
  class levels of a spellcasting class that must prepare spells in 
  advance, this section reflects a suggested pool of spells that 
  have been memorized or that are otherwise ready to cast.  
  The GM is of course encouraged to modify the list as she 
  desires to fit the circumstances of gameplay; for example, 
  if the party starts attacking townsfolk willy-nilly, then 
  spellcasters in town might be more likely to ready defensive 
  and combat spells.
  Finally, the Treasure section in the stat blocks lists the 
  equipment normally carried or used by the creature.  Gold, 
  jewels, and non-combat items that do not have an impact on 
  game mechanics and crunch are not listed here.
  Special Abilities
  All special abilities, auras, special qualities, and other 
  remarkable effects that apply to the creature are described 
  here, in alphabetical order.
  Note that this section lists a complete set of possible special 
  abilities that apply to the creature taken from its 
   Elite 
  stat block.  Individual stat blocks above this section will list 
  out which special abilities / SQs apply to the creature in its 
  various forms of CR.
  With this, and the Feats section afterward, there is 
  considerable duplication—many NPCs have Low-Light 
  Vision, for example.  This is by design, and speaks to a 
  common complaint among GMs: bestiaries and NPC listings 
  are great for getting the vital details, but it’s often hard to 
  remember just exactly what the Power Attack feat means.  
  The intent with the Infinium Game Studios approach to 
  NPC and monster definitions is to make it as easy as possible 
  to play a given creature, without having to refer to multiple 
  other rulebooks.  GMs dancing among tomes, trying to 
  cross-reference dozens of characteristics to figure out what 
  the creature does next is unsatisfying, wasteful of time, and 
  takes everyone in the game out of immersion—“hold on, let 
  me remind myself what an Alchemist’s Explosive Bombs are 
  like” doesn’t exactly keep players on the edge of their seats!
  Feats
  All feats taken by the creature in its class level progression 
  are listed here, in alphabetical order.  As with the Special 
  Abilities section, the list here is a superset of everything 
  that applies to the Elite version of the creature; specific feats 
  taken at lower-challenge iterations are listed in the Feats 
  
  654
  NPCs
  section of the quadded stat block.
  Known Spells
  Creatures of some spellcasting classes may only know a 
  certain number of spells at a time.  For those classes, and 
  only those classes, this section exists, and lists all of the 
  spells from which the creature might draw.  This is a useful 
  section for GMs wishing to make changes to the Prepared 
  Spells section.
  For classes who could theoretically memorize every single 
  spell in the world, this section is omitted.
  Treasure
  If the creature carries wealth, jewels, or valuables beyond 
  their equipment listed earlier, such booty is described here.  
  Creatures whose only possessions are arms and armor might 
  not have this section at all.
  Habits and Logistics
  NPCs tend to have habits, particularly those with jobs.  The 
  Habits and Logistics section indicates where the NPC can 
  be found, when; typically there will be a Daytime and a 
  Nighttime listing here at minimum.  Characters may more 
  complex schedules as well, breaking down their day into 
  hour-by-hour chunks of time.
  This is useful fluff for GMs wishing to introduce an NPC in a 
  manner that fits with the character’s habits.
  Background
  Family history, dark deeds, secret agendas—it can all be 
  found in the Background section of an NPC.  Such backstory 
  might never be used at all, but sometimes, simply having 
  it in mind may help guide the GM as to the interaction and 
  behavior of an NPC when questioned by the PCs.
  In the Obelisk Attack
  Not everyone makes it.  All NPCs have this section, which 
  indicates what happens to the character during the Obelisk 
  Eruption.  In the context of this adventure, this is critically 
  important, as it’s the core focus of the “main plot” of the 
  story being told.
  Conversation
  Some NPCs have a lot to say; others, not so much.  
  Experienced GMs can create their own conversation trees 
  off the cuff in the midst of gameplay, but others may wish a 
  more explicit, prepared approach.  Noteworthy conversation 
  topics and responses are described here.
  In certain cases, the PCs may be able to get more information 
  if they are skilled at steering the dialogue in a certain 
  direction, or if they simply provide a bribe.  If having 
  sufficient skill or offering payment would reveal more than 
  normal, or if the PCs can apply pressure to get to the heart of 
  the matter, skill challenges are listed here as well, along with 
  the response that success at such a challenge will elicit.  
  Often, such “additional’ dialogue will follow from pressing 
  the conversation on a topic that has been listed earlier.
  Detail and Statistics Reference
  
  655
  NPCs
  Table 28: Default Attitude Modifiers for All NPCs
  Type
  Trigger
  Effect
  Notes
  Racial
  Party contains at least one Dwarf AND 
  at least one Elf or Half-Elf
  +2
  No additional effect for 2 or more of either type
  Racial
  Party contains at least one Dwarf
  +1
  No additional effect for 2 or more Dwarves
  Racial
  Party contains at least one Elf
  +1
  No additional effect for 2 or more Elves
  Environment
  Party mentions the Obelisk
  -4
  Note that this requires PC foreknowledge of the Obelisk’s 
  presence; the players cannot intuit based on the title of the 
  adventure!
  Environment
  Party asks about the catastrophe
  -3
  Mentioning any sort of calamity or disastrous event qualifies
  Environment
  Party questions the NPC’s sanity
  -4
  Use your judgment as to what qualifies; “how have you stayed 
  sane” would count
  Environment
  Party asks where all the survivors have 
  gone
  -2
  Any question along the lines of population or workers qualifies
  Environment
  PCs ask about corpses or dead miners
  -3
  Multiple questions bout different instances of dead bodies will 
  stack this effect
  Environment
  PCs ask about the conflict between 
  Miners and Administration
  -2
  “Dwarves vs. Elves” will also qualify in the context of the Mine 
  operations
  Environment
  PCs ask about specific other NPCs
  -1
  This recalls the prior, sane state of the City and Mines
  Environment
  PCs ask about lower (>5th) levels of the 
  Mines and what is down there
  -2
  Even if the NPC in question has never been down that low, 
  merely conceiving of those levels causes suffering
  Environment
  PCs ask about any of the real or False 
  Obelisks
  -3
  This stacks with “mentioning the Obelisk” above.  For this 
  effect to trigger, the PCs must have actually discovered one or 
  more of the Obelisks (true or false)
  Action
  PCs attack without provocation
  -15
  Does not stack with other attack-based modifiers
  Action
  PCs attack with provocation
  -10
  Does not stack with other attack-based modifiers
  Conversation
  PCs threaten violence
  -5
  -
  Action
  NPC witnesses the PCs commit a crime
  -5
  Assumes the crime does not involve the NPC; stacks with other 
  modifiers that involve crimes against the NPC; does not stack 
  with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit murder
  -10
  Assumes the crime does not involve the NPC; stacks with other 
  modifiers that involve crimes against the NPC; does not stack 
  with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit murder 
  in self-defense
  -5
  Assumes the crime does not involve the NPC; stacks with other 
  modifiers that involve crimes against the NPC; does not stack 
  with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs defend a 
  bystander or innocent against violence
  +10
  Does not stack with other “witness” modifiers
  Action
  PCs defend this NPC against violence
  +15
  Does not stack with other “witness” modifiers
  Conversation
  PCs attempt a bribe (for information, 
  for action)
  -1
  GM’s discretion as to whether the bribe produces results 
  (positive or negative!)
  Conversation
  PCs share Rumors / Lore 
  +1
  Per each Rumor shared; maximum +4
  Action
  PCs heal or “boon” NPC
  +5
  Per healing spell/potion/skill check or beneficial spell or effect; 
  maximum +15
  Action
  PCs refuse to help when asked
  -3
  Per request; no maximum
  Action
  PCs agree to help when asked
  +4
  Per request; maximum +12
  Action
  NPC joins party for any length of time
  +5
  Does not stack with subsequent iterations of itself (maximum 
  effect +5 no matter how many times NPC joins party)
  Conversation
  PCs fail at an Intimidate check
  -2
  Per failed check; no maximum
  Conversation
  PCs fail at a non-Intimidate social skills 
  challenge
  -1
  Per failed check; no maximum
  
  656
  NPCs
  Table 29: Dramatis Personae Summary
  Name
  Page
  Profession
  Align
  Class
  Race
  Sex
  Arranz Trevain
  Railmaster
  LN
  Rogue / Witch
  Gnome
  M
  Belerras
  Foreman
  LE
  Fighter / Rogue
  Elf
  M
  Bethela Mudward
  Trademaster
  LN
  Fighter / Rogue
  Human
  F
  Brimdog Firecleave
  Engineer
  LN
  Expert
  Dwarf
  M
  Brocambe Methurzz
  Ambling Scholar
  LG
  Wizard / Bard
  Gnome
  F
  Dagbrag
  Gangboss
  NE
  Barbarian
  Half-Orc
  M
  Dalnarok
  Loremaster
  NG
  Sorcerer / Oracle
  Dwarf
  M
  Danalin Foeslash
  Dwarven Union Leader
  CG
  Barbarian
  Dwarf
  M
  Didkeln Clawhammer
  Chief Engineer
  LN
  Expert
  Dwarf
  F
  Dralbrodin Strongquil
  Cartographer
  LN
  Expert
  Elf
  F
  Elawelle
  Tribute Magister
  LG
  Ranger / Bard
  Half-Elf
  F
  Estarel Finequill
  Lead Designer
  TN
  Rogue
  Dwarf
  M
  Faenadorn
  Mayor
  LN
  Fighter / Aristocrat
  Elf
  M
  Friskbik
  Stablehand
  CN
  Rogue / Bard
  Halfling
  M
  Frobwin Glamfork
  Feastmaster
  CG
  Commoner / Rogue
  Halfling
  M
  Gabharn
  Beastmaster
  NG
  Barbarian / Ranger
  Human
  M
  Glimdarffe Sudsglub
  Brewmaster
  CN
  Commoner
  Half-Orc
  F
  Gordsturll
  Mercenary Dwarf
  LE
  Gunslinger / Fighter
  Dwarf
  M
  Hamfast Burrbottom
  Blacksmith
  LN
  Fighter / Druid
  Halfling
  M
  Imeltrude Legande
  Warden
  CE
  Antipaladin
  Human
  F
  Incnebb Gullip
  Chemist
  CE
  Alchemist
  Gnome
  F
  Innelothe
  Herbalist
  NG
  Druid
  Half-Elf
  F
  Killarth
  Mercenary Tiefling
  CN
  Fighter / Ranger
  Tiefling
  F
  Lugatoo
  Coinmaster
  LG
  Expert
  Tiefling
  F
  Maresmir
  Elven Administration Leader
  LE
  Ranger
  Elf
  F
  Natobbe
  Sage
  NE
  Witch / Oracle
  Gnome
  F
  Raekeldorr
  Illusionist Entertainer
  CE
  Wizard / Bard
  Half-Elf
  M
  Semtammi
  Stablemaster
  TN
  Rogue / Barbarian
  Half-Orc
  F
  Skandbard
  Tinkermaster
  LG
  Gunslinger / Rogue
  Gnome
  F
  Skandern Lithutz
  Keeper of Records
  LE
  Rogue / Wizard
  Gnome
  M
  Thrennian Lo’quee
  Minemaster
  NE
  Fighter / Gunslinger
  Elf
  F
  Vanarelia Riccars
  Keepmaster
  LG
  Paladin
  Half-Elf
  F
  Wyrida
  The Stranger
  LN
  Ranger / Druid
  Half-Elf
  F
  
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  NPCs
  Arranz Trevain (Railmaster)
  Description
  A dirty and greasy gnome, small of stature even for 
  his kind, he nevertheless possesses a kind of easy, 
  affable wisdom: one gets the feeling that in another 
  world, Arranz may have been one’s grandfather... 
  even if that means a different species.
  Appearance
  A thick black beard rings his chin; once it joins to 
  his upper jowls, the hair gains a shock of grey.  His 
  eyes are large, but sunken; lines heavily crease every 
  aspect of his visage.
  Factions
  He’s loosely associated with the Dwarves, but in 
  truth, he would say he serves naught but the Mines 
  themselves.
  Combat Tactics
  Arranz will avoid conflict wherever possible.  
  He’s seen too much, and been affected too 
  deeply, to seek battle.  If pressed, or challenged 
  to boldly, however, he will fight back with a 
  vengeance; once combat is truly engaged, he 
  will fight to the death.
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Rogue 1
  Rogue 6
  Rogue 10
  Rogue 14
  Size / Aln
  Medium LN Gnome
  Medium LN Gnome
  Medium LN Gnome
  Medium LN Gnome
  HP
  9
  26
  68
  112
  Armor 
  Class
  14
  15
  17
  18
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR  7 (-2) 
  DEX  17 (+5) 
  CON  12 (+1) 
  INT  15 (+4) 
  WIS  9 (-1) 
  CHA  15 (+2)
  STR  7 (-2) 
  DEX  19 (+7) 
  CON  12 (+1) 
  INT  15 (+5) 
  WIS  9 (-1) 
  CHA  15 (+2)
  STR  7 (-2) 
  DEX  20 (+9) 
  CON  15 (+2) 
  INT  15 (+6) 
  WIS  9 (-1) 
  CHA  15 (+2)
  STR  7 (-2) 
  DEX  20 (+10) 
  CON  17 (+3) 
  INT  15 (+7) 
  WIS  9 (-1) 
  CHA  15 (+2)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception +11; 
  Darkvision 60 ft.
  Passive Perception +15; 
  Darkvision 60 ft.
  Passive Perception +17; 
  Darkvision 60 ft.
  Passive Perception +19; 
  Darkvision 60 ft.
  Languages Common, Gnomish
  LN; Medium Humanoid (Gnome)
  
  658
  NPCs
  Special Abilities
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it w ere bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Gnome Cunning You have advantage on all Intelligence, Wisdom, and 
  Charisma saving throws against magic.
  Languages You can speak, read, and write Common and Gnomish. The 
  Gnomish language, which uses the Dwarvish script, is renowned for its 
  technical treatises and its catalogs of knowledge about the natural world.
  Blindsense Starting at 14th level, if you are able to hear, you are aware of 
  the location of any hidden or invisible creature within 10 feet of you.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Expertise At 1st level, choose two of your skill proficiencies, or one of 
  your skill proficiencies and your proficiency with thieves’ tools. Your 
  proficiency bonus is doubled for any ability check you make that uses 
  either of the chosen proficiencies. At 6th level, you can choose two more 
  of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Reliable Talent By 11th level, you have refined your chosen skills until 
  they approach perfection. Whenever you make an ability check that lets 
  you add your proficiency bonus, you can treat a d20 roll of 9 or lower as 
  a 10.
  Roguish Archetype At 3rd level, you choose an archetype that you 
  emulate in the exercise of your rogue abilities. Your choice grants you 
  features at 3rd level and then again at 9th, 13th, and 17th level.
    Low
    Moderate
    Advanced
    Elite
  Attacks
  Melee Dagger (Small) 
  +5 (1d4+3 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +5 
  (1d4+3); 60 ft.’: +5 
  (1d4+3) 
  Melee Sickle (Small) 
  +0 (1d4-2 ) 
  Ranged Crossbow, 
  Light (Small) ) --> 80 
  ft.’: +5 (1d8+3); 320 
  ft.’: +5 (1d8+3) 
  Melee Sickle (Small) +1 
  (1d4-2 ) 
  Melee Dagger (Small) 
  +7 (1d4+4 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +7 
  (1d4+4); 60 ft.’: +7 
  (1d4+4) 
  Ranged Crossbow, 
  Light (Small/Weapon 
  +1) ) --> 80 ft.’: +8 
  (1d8+5); 320 ft.’: +8 
  (1d8+5) 
  Melee Sickle (Small) 
  +2 (1d4-2 ) 
  Melee Dagger (Small) 
  +9 (1d4+5 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +9 
  (1d4+5); 60 ft.’: +9 
  (1d4+5) 
  Ranged Crossbow, 
  Light (Small/Weapon 
  +2) ) --> 80 ft.’: +11 
  (1d8+7); 320 ft.’: +11 
  (1d8+7)
  Melee Sickle (Small) +3 
  (1d4-2 ) 
  Melee Dagger (Small) 
  +10 (1d4+5 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +10 
  (1d4+5); 60 ft.’: +10 
  (1d4+5) 
  Ranged Crossbow, 
  Light (Small/Weapon 
  +3) ) --> 80 ft.’: +13 
  (1d8+8); 320 ft.’: +13 
  (1d8+8) 
  Special
  -
  -
  -
  -
  Proficiencies Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light 
  Hammer, Longsword, Mace, Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, 
  Spear, Unarmed Strike
  Special 
  Qualities
  Darkvision, Gnome 
  Cunning, Languages, 
  Expertise, Sneak Attack, 
  Thieves’ Cant
  Darkvision, Gnome 
  Cunning, Languages, 
  Ability Score 
  Improvement, Cunning 
  Action, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Darkvision, Gnome 
  Cunning, Languages, 
  Ability Score 
  Improvement, Cunning 
  Action, Evasion, 
  Expertise, Fast Hands, 
  Roguish Archetype, 
  Second-Story Work, 
  Sneak Attack, Supreme 
  Sneak, Thief, Thieves’ 
  Cant, Uncanny Dodge
  Darkvision, Gnome 
  Cunning, Languages, 
  Ability Score 
  Improvement, Blindsense, 
  Cunning Action, Evasion, 
  Expertise, Fast Hands, 
  Reliable Talent, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge, Use Magic Device
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Dagger; Sickle; Padded 
  Armor; Light Crossbow; 
  Crossbow Bolts (10x)
  Dagger; Sickle; Leather 
  Armor; +1 Light 
  Crossbow; Crossbow 
  Bolts (10x)
  Dagger; Sickle; Studded 
  Leather Armor; +2 Light 
  Crossbow; Crossbow 
  Bolts (10x)
  Dagger; Sickle; +1 
  Studded Leather Armor; 
  +3 Light Crossbow; 
  Crossbow Bolts (10x)
  
  659
  NPCs
  Second-Story Work When you choose this archetype at 3rd level, you gain 
  the ability to climb faster than normal; climbing no longer costs you extra 
  movement. In addition, when you make a running jump, the distance you 
  cover increases by a number of feet equal to 5.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 7d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so do 
  rogues who prefer to think of themselves as professional treasure seekers, 
  explorers, delvers, and investigators. In addition to improving your agility 
  and stealth, you learn skills useful for delving into ancient ruins, reading 
  unfamiliar languages, and using magic items you normally couldn’t 
  employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages in 
  seemingly normal conversation. Only another creature that knows thieves’ 
  cant understands such messages. It takes four times longer to convey 
  such a message than it does to speak the same idea plainly. In addition, 
  you understand a set of secret signs and symbols used to convey short, 
  simple messages, such as whether an area is dangerous or the territory of 
  a thieves’ guild, whether loot is nearby, or whether the people in an area 
  are easy marks or will provide a safe house for thieves on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  Use Magic Device By 13th level, you have learned enough about the 
  workings of magic that you can improvise the use of items even when 
  they are not intended for you. You ignore all class, race, and level 
  requirements on the use of magic items.
  Conversation
  What do you think of Mondaria City?
    “It’s a sad town, up above.  Truly better, down here.”
  What do you think of the Mines?
    “A marvel, in more ways than one.  From the rails to the 
  elevators, it’s a majestic machine of productivity down 
  here.”
  How have you survived after the catastrophe?
    “What catastrophe?  The rails and elevators work much 
  as they always have.”
  What did you do, before the calamity?
    “Why, what I do now—supervise and maintain the rails.  
  Though in truth, it’s more and more difficult to find 
  workers willing to help.”
  What do you know of the Obelisk?
    “The what?”
  Can you tell me anything about the conflict between workers 
  and administration (or Dwarves and Elves)?
   “People mention that as though it’s a thing.  I’ve never 
  bothered to notice it, myself.”
  
  660
  NPCs
  Belerras (Foreman)
  Description
  A solemn, silent Elf, this Foreman hates Dwarves 
  with a blinding passion.  Thankfully for his 
  superiors in the mine, his lust for power and control 
  and order far exceeds his racial hatred, so on a day-
  to-day basis, he typically is able to put aside his ire 
  and focus on squeezing efficiency out of those he 
  abhors.  
  Appearance
  He wears spiked studded leather armor, and uses a 
  shortbow, longsword, and daggers.
  Factions
  He is firmly and solely a member of the Elven 
  Administration.
  Combat Tactics
  Against any group that contains one or more 
  Dwarves, Belerras will target those characters 
  exclusively, attacking with little regard to his 
  own safety or strategy.
  CR 3; XP 700
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 3 
  XP 700
  CR 7 
  XP 2,900
  CR 11 
  XP 7,200
  CR 15 
  XP 13,000
  Class / HD Fighter 3
  Fighter 7
  Fighter 11
  Fighter 15
  Size / Aln
  Medium LE Elf
  Medium LE Elf
  Medium LE Elf
  Medium LE Elf
  HP
  23
  44
  73
  94
  Armor 
  Class
  15
  17
  19
  21
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  LE; Medium Humanoid (Elf)
  
  661
  NPCs
    Low
    Moderate
    Advanced
    Elite
  Ability 
  Scores / 
  Saves
  STR  15 (+4) 
  DEX  13 (+1) 
  CON  9 (+1) 
  INT  8 (-1) 
  WIS  13 (+1) 
  CHA  14 (+2)
  STR  17 (+6) 
  DEX  13 (+1) 
  CON  11 (+3) 
  INT  8 (-1) 
  WIS  13 (+1) 
  CHA  14 (+2)
  STR  19 (+8) 
  DEX  13 (+1) 
  CON  11 (+4) 
  INT  8 (-1) 
  WIS  13 (+1) 
  CHA  14 (+2)
  STR  19 (+8) 
  DEX  17 (+3) 
  CON  11 (+5) 
  INT  8 (-1) 
  WIS  13 (+1) 
  CHA  14 (+2)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception +13; 
  Darkvision 60 ft.
  Passive Perception +14; 
  Darkvision 60 ft.;  
  Disadvantage on Stealth
  Passive Perception +15; 
  Darkvision 60 ft.;  
  Disadvantage on Stealth
  Passive Perception +16; 
  Darkvision 60 ft.;  
  Disadvantage on Stealth
  Languages Common, Elvish
  Attacks
  Melee Battleaxe +4 
  (1d8+4 ) 
  Melee Handaxe +4 
  (1d6+4 ) 
  Ranged Handaxe 
  (Thrown) 20 ft.’: +4 
  (1d6+2); 60 ft.’: +4 
  (1d6+2)
  Melee +1 Battleaxe 
  +7/+7 (1d8+6 ) 
  Melee Handaxe +6/+6 
  (1d6+5 ) 
  Ranged Handaxe 
  (Thrown) 20 ft.’: +6/+6 
  (1d6+3); 60 ft.’: +6/+6 
  (1d6+3)
  Melee +2 Battleaxe 
  +10/+10/+10 
  (1d8+8) 
  Melee Handaxe 
  +8/+8/+8 (1d6+6 ) 
  Ranged Handaxe 
  (Thrown) 20 ft.’: 
  +8/+8/+8 (1d6+4); 60 
  ft.’: +8/+8/+8 (1d6+4)
  Melee +3 Battleaxe 
  +12/+12/+12 (1d8+9) 
  Melee Handaxe 
  +9/+9/+9 (1d6+6 ) 
  Ranged Handaxe 
  (Thrown) 20 ft.’: 
  +9/+9/+9 (1d6+4); 60 
  ft.’: +9/+9/+9 (1d6+4)
  Special
  -
  -
  -
  -
  Proficiencies Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, 
  Dart, Flail, Glaive, Greataxe, Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light 
  Hammer, Longbow, Longsword, Mace, Maul, Morningstar, Net, Pike, Quarterstaff, Rapier, 
  Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Darkvision, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Action Surge, 
  Champion, Fighting Style, 
  Improved Critical, Martial 
  Archetype, Second Wind, 
  Dueling
  Darkvision, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Action 
  Surge, Champion, Extra 
  Attack, Fighting Style, 
  Improved Critical, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Dueling
  Darkvision, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Action 
  Surge, Additional 
  Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, 
  Martial Archetype, 
  Remarkable Athlete, 
  Second Wind, Defense, 
  Dueling ,
  Darkvision, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Action 
  Surge, Additional Fighting 
  Style, Champion, Extra 
  Attack, Fighting Style, 
  Improved Critical, 
  Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Superior Critical, Defense, 
  Dueling ,
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Battleaxe; Studded 
  Leather Armor; Shield; 
  Handaxe
  +1 Battleaxe; Scale Mail; 
  Shield; Handaxe
  +2 Battleaxe; Chain Mail; 
  Shield; Handaxe
  +3 Battleaxe; +2 Chain 
  Mail; Shield; Handaxe
  
  662
  NPCs
  Special Abilities
  Darkvision Accustomed to twilit forests and the night sky, you have 
  superior vision in dark and dim conditions. You can see in dim light within 
  60 feet of you as if it were bright light, and in darkness as if it were dim 
  light. You can’t discern color in darkness, only shades of gray.
  Fey Ancestry You have advantage on saving throws against being 
  charmed, and magic can’t put you to sleep.
  Keen Senses You have proficiency in the Perception skill.
  Languages You can speak, read, and write Common and Elvish. Elvish is 
  fluid, with subtle intonations and intricate grammar. Elven literature is rich 
  and varied, and their songs and poems are famous among other races. 
  Many bards learn their language so they can add Elvish ballads to their 
  repertoires.
  Trance Elves don’t need to sleep. Instead, they meditate deeply, 
  remaining semiconscious, for 4 hours a day. (The Common word for such 
  meditation is “trance.”) While meditating, you can dream after a fashion; 
  such dreams are actually mental exercises that have become Dexterityive 
  through years of practice. After resting in this way, you gain the same 
  benefit that a human does from 8 hours of sleep.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 1 time(s) before a rest, but only once 
  on the same turn.
  Additional Fighting Style At 10th level, you can choose a second option 
  from the Fighting Style class feature.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Fighting Style You adopt a particular style of fighting as your specialty. 
  Choose one of the following options. You can’t take a Fighting Style 
  option more than once, even if you later get to choose again.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that 
  you fail. If you do so, you must use the new roll, and you can’t use this 
  feature again until you finish a long rest. You can use this feature 2 time(s) 
  between long rests.
  Martial Archetype At 3rd level, you choose an archetype that you strive to 
  emulate in your combat styles and techniques. The Champion archetype 
  is detailed at the end of the class description; see the Player’s Handbook 
  for information on other martial archetypes. Your archetype grants you 
  features at 3rd level and again at 7th, 10th, 15th, and 18th level.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +4.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Superior Critical Starting at 15th level, your weapon attacks score a critical 
  hit on a roll of 18-20.
  Defense While you are wearing armor, you gain a +1 bonus to AC.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon.
  Conversation
  What do you think of Mondaria City?
    “Should be exclusively elves.  I wonder that management 
  allows the filthy buggers above the surface.”
  What do you think of the Mines?
    “Cesspool.  A necessary evil, this concentration of 
  dwarves.”
  How have you survived after the catastrophe?
    “Wits, guile, and a natural aversion to those who were 
  already sick and deranged before the disaster.”
  What did you do, before the calamity?
   “Managed those who would otherwise shirk the work that 
  sustains them and gives them purpose.”
  What do you know of the Obelisk?
    “I’ve heard things here and there.  It’s supposed to take 
  over the minds of the weak, though in truth I’m not sure 
  how one would notice, in most cases around here.”
  Have you been to the Mine’s lower levels?
    “I have.  It gets darker, hotter, more dangerous.  As one 
  would expect.”
  Can you tell me anything about the conflict between workers 
  and administration (or Dwarves and Elves)?
    “Certainly.  Many elves, myself included, notice 
  certain things about the workers, and vice versa.  This 
  noticing leads to the natural conclusion—jealousy and 
  shiftlessness among the workers, and frustration and 
  head-shaking among their superiors.”
  
  663
  NPCs
  Bethela Mudward (Trademaster)
  Description
  Beautifully adorned with rich, silk robes, this 
  mistress of all things trade governs all external 
  commerce, and therefore has ultimate say on every 
  good and product that flows into or out of the mine 
  and city complex.  
  Under her robes she wears studded leather armor—
  no fool she—and wields a cutlass, dagger, and light 
  wooden shield. 
  Appearance
  She has an eyepatch over one eye, though it’s 
  for affect—both eyes work perfectly well, but the 
  patched one is a different color, a cosmetic effect 
  she’s quite sensitive too from childhood insults.
  Factions
  Unaligned, she would claim, though in truth she 
  serves two masters: black-market operations by 
  the worker dwarves, and more above-the-board 
  transactions with the elven administration.
  Combat Tactics
  Bethela is neither coward nor fool, so she 
  will avoid conflict wherever it seems to her 
  disadvantage.  She has means and knowledge 
  to trade, so most of the time, she can either talk 
  or trade her way out of a dangerous situation.
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Rogue 1
  Rogue 6
  Rogue 10
  Rogue 14
  Size / Aln
  Medium LN Human
  Medium LN Human
  Medium LN Human
  Medium LN Human
  HP
  8
  32
  52
  76
  Armor 
  Class
  15
  17
  19
  20
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  LN; Medium Humanoid (Human)
  
  664
  NPCs
    Low
    Moderate
    Advanced
    Elite
  Ability 
  Scores / 
  Saves
  STR  16 (+3) 
  DEX  16 (+5) 
  CON  11 (+0) 
  INT  16 (+5) 
  WIS  11 (+0) 
  CHA  12 (+1)
  STR  16 (+3) 
  DEX  18 (+7) 
  CON  11 (+0) 
  INT  16 (+6) 
  WIS  11 (+0) 
  CHA  12 (+1)
  STR  18 (+4) 
  DEX  20 (+9) 
  CON  11 (+0) 
  INT  16 (+7) 
  WIS  11 (+0) 
  CHA  12 (+1)
  STR  20 (+5) 
  DEX  20 (+10) 
  CON  11 (+0) 
  INT  16 (+8) 
  WIS  11 (+0) 
  CHA  12 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception +10
  Passive Perception +10
  Passive Perception +10
  Passive Perception +10
  Languages Common, Elvish
  Attacks
  Melee Longsword +5 
  (1d8+3 ) 
  Ranged Shortbow --> 
  30 ft.’: -5 (1d6+3); 
  120 ft.’: -5 (1d6+3) 
  Melee Dagger +5 
  (1d4+3 ) 
  Ranged Dagger 
  (Thrown) 20 ft.’: +5 
  (1d4+3); 60 ft.’: +5 
  (1d4+3)
  Ranged Shortbow --> 
  30 ft.’: -3 (1d6+4); 
  120 ft.’: -3 (1d6+4) 
  Melee +1 Longsword 
  +7 (1d8+4 ) 
  Melee Dagger +7 
  (1d4+4 ) 
  Ranged Dagger 
  (Thrown) 20 ft.’: +7 
  (1d4+4); 60 ft.’: +7 
  (1d4+4) 
  Ranged Shortbow --> 
  30 ft.’: -1 (1d6+5); 
  120 ft.’: -1 (1d6+5) 
  Melee +2 Longsword 
  (Weapon +2) +10 
  (1d8+6 ) 
  Melee Dagger +9 
  (1d4+5 ) 
  Ranged Dagger 
  (Thrown) 20 ft.’: +9 
  (1d4+5); 60 ft.’: +9 
  (1d4+5) 
  Ranged Shortbow--> 30 
  ft.’: +0 (1d6+5); 120 
  ft.’: +0 (1d6+5) 
  Melee +3 Longsword 
  +13 (1d8+8 ) 
  Melee Dagger +10 
  (1d4+5 ) 
  Ranged Dagger 
  (Thrown) 20 ft.’: +10 
  (1d4+5); 60 ft.’: +10 
  (1d4+5)
  Special
  -
  -
  -
  -
  Proficiencies Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light 
  Hammer, Longsword, Mace, Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, 
  Spear, Unarmed Strike
  Special 
  Qualities
  Languages, Expertise, 
  Sneak Attack, Thieves’ 
  Cant
  Languages, Ability Score 
  Improvement, Cunning 
  Action, Expertise, Fast 
  Hands, Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Thief, Thieves’ Cant, 
  Uncanny Dodge
  Languages, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Languages, Ability Score 
  Improvement, Blindsense, 
  Cunning Action, Evasion, 
  Expertise, Fast Hands, 
  Reliable Talent, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Supreme 
  Sneak, Thief, Thieves’ Cant, 
  Uncanny Dodge, Use Magic 
  Device
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Longsword; Shortbow; 
  Arrows (20x); Studded 
  Leather Armor; Dagger
  +1 Longsword; Shortbow; 
  Arrows (20x); +1 Studded 
  Leather Armor; Dagger
  +2 Longsword; 
  Shortbow; Arrows (20x); 
  +2 Studded Leather 
  Armor; Dagger
  +3 Longsword; Shortbow; 
  Arrows (20x); +3 Studded 
  Leather Armor; Dagger
  
  665
  NPCs
  Special Abilities
  Languages You can speak, read, and write Common and one extra 
  language of your choice. Humans typically learn the languages of other 
  peoples they deal with, including obscure dialects. They are fond of 
  sprinkling their speech with words borrowed from other tongues: Orc 
  curses, Elvish musical expressions, Dwarvish military phrases, and so on.
  Blindsense Starting at 14th level, if you are able to hear, you are aware of 
  the location of any hidden or invisible creature within 10 feet of you.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Expertise At 1st level, choose two of your skill proficiencies, or one of 
  your skill proficiencies and your proficiency with thieves’ tools. Your 
  proficiency bonus is doubled for any ability check you make that uses 
  either of the chosen proficiencies. At 6th level, you can choose two more 
  of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Reliable Talent By 11th level, you have refined your chosen skills until they 
  approach perfection. Whenever you make an ability check that lets you 
  add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
  Roguish Archetype At 3rd level, you choose an archetype that you 
  emulate in the exercise of your rogue abilities. Your choice grants you 
  features at 3rd level and then again at 9th, 13th, and 17th level.
  Second-Story Work When you choose this archetype at 3rd level, you gain 
  the ability to climb faster than normal; climbing no longer costs you extra 
  movement. In addition, when you make a running jump, the distance you 
  cover increases by a number of feet equal to 5.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 7d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so do 
  rogues who prefer to think of themselves as professional treasure seekers, 
  explorers, delvers, and investigators. In addition to improving your agility 
  and stealth, you learn skills useful for delving into ancient ruins, reading 
  unfamiliar languages, and using magic items you normally couldn’t 
  employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages in 
  seemingly normal conversation. Only another creature that knows thieves’ 
  cant understands such messages. It takes four times longer to convey 
  such a message than it does to speak the same idea plainly. In addition, 
  you understand a set of secret signs and symbols used to convey short, 
  simple messages, such as whether an area is dangerous or the territory of 
  a thieves’ guild, whether loot is nearby, or whether the people in an area 
  are easy marks or will provide a safe house for thieves on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  Use Magic Device By 13th level, you have learned enough about the 
  workings of magic that you can improvise the use of items even when 
  they are not intended for you. You ignore all class, race, and level 
  requirements on the use of magic items. n.
  Conversation
  What do you think of Mondaria City?
    “Lovely place, is it not?  Trade is phenomenal, even for 
  those adverse to grime and grit.”
  What do you think of the Mines?
    “Amazing, that so few can produce so much, in so short 
  a time.  They seem driven to the brink of madness by a 
  desire to produce.  Or to avoid the whip.  Which amount 
  to the same thing, really.”
  How have you survived after the catastrophe?
    “I’m a survivor.  I’ve been surviving long before this 
  particular phenomenon, and Gods willing, will survive 
  through many dozens more.  There is always a place for 
  life where one has means and talent.”
  What did you do, before the calamity?
    “Largely what I continue to do, though of course the legit 
  operations of the mine have ceased.”
  What do you know of the Obelisk?
    “I’ve but heard its name.  In whispers, from those whose 
  minds seem already lost.  Whether those minds had 
  been lost to this ‘obelisk’, or simply to the strains of the 
  disaster, I could not say.”
  Have you been to the Mine’s lower levels?
    “No.  And have no plans to, thank you very much.”
  Can you tell me anything about the conflict between workers 
  and administration (or Dwarves and Elves)?
    “There’s strife of some nature in every profitable 
  environment I’ve ever seen.  What you describe is simply 
  how it manifests here.  Power and production are ever 
  at odds, when profit is not shared... and I’m hardly of a 
  mind to share.”
  
  666
  NPCs
  Brimdog Firecleave (Engineer)
  Description
  In their secret heart, most people think that they are 
  the stars of their own story.  While this is often true, 
  Engineers in the mines take this to an excessive 
  level.  After all, without engineers, everything would 
  collapse and kill everyone, and the mine wouldn’t 
  produce anything and therefore wouldn’t be 
  profitable.  
  The way Engineers see it, every single day, they 
  personally save dozens or even hundreds of lives, 
  simply by being in the mines to advise.  After all, 
  without structural supports, stone sampling, survey 
  work, and related feats of engineering genius, the 
  mine is little more than a bunch of dirty dwarves 
  digging at things until they perhaps stumble upon 
  something valuable!   
  Appearance
  Engineers try to dress as impressively as they 
  feel; most will spend every earned copper on silk 
  embroidery and ornately-embellished leather armor 
  that is more beautiful than functional.  
  Engineers typically have ruddy complexion, a 
  rotund physique, and a snobbish facial composition; 
  most use piercings of the nose, ears, and eyebrow 
  to dangle additional symbols of their wealth and 
  success.
  Factions
  Engineers work for the Administration, but their 
  hearts are with the workers.the worker dwarves, and 
  more above-the-board transactions with the elven 
  administration.
  Combat Tactics
  To a dwarf, all engineers view combat as an 
  utter waste of resources and certainly a last 
  resort; in armed conflict, they recognize the 
  need occasionally but believe (rightly so!) 
  that others, more crude than they, are best 
  equipped to do the actual fighting. 
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Rogue 1
  Rogue 6
  Rogue 10
  Rogue 14
  Size / Aln
  Medium LN Dwarf
  Medium LN Dwarf
  Medium LN Dwarf
  Medium LN Dwarf
  HP
  9
  42
  63
  83
  Armor 
  Class
  13
  15
  18
  19
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  LN; Medium Humanoid (Dwarf)
  
  667
  NPCs
    Low
    Moderate
    Advanced
    Elite
  Ability 
  Scores / 
  Saves
  STR  6 (-2) 
  DEX  14 (+4) 
  CON  12 (+1) 
  INT  15 (+4) 
  WIS  12 (+1) 
  CHA  9 (-1)
  STR  6 (-2) 
  DEX  16 (+6) 
  CON  12 (+1) 
  INT  15 (+5) 
  WIS  12 (+1) 
  CHA  9 (-1)
  STR  6 (-2) 
  DEX  20 (+9) 
  CON  12 (+1) 
  INT  15 (+6) 
  WIS  12 (+1) 
  CHA  9 (-1)
  STR  6 (-2) 
  DEX  20 (+10) 
  CON  12 (+1) 
  INT  17 (+8) 
  WIS  12 (+1) 
  CHA  9 (-1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception +11; 
  Darkvision 60’
  Passive Perception +11; 
  Darkvision 60’
  Passive Perception +11; 
  Darkvision 60’
  Passive Perception +11; 
  Darkvision 60’
  Languages Common, Dwarvish
  Attacks
  Melee Battleaxe +0 
  (1d8-2 ) 
  Melee Handaxe +4 
  (1d6+2 ) 
  Ranged Handaxe 
  (Thrown) 20 ft.’: +4 
  (1d6+2); 60 ft.’: +4 
  (1d6+2)
  Melee Handaxe +6 
  (1d6+3 ) 
  Ranged Handaxe 
  (Thrown) 20 ft.’: +6 
  (1d6+3); 60 ft.’: +6 
  (1d6+3) 
  Melee +1 Battleaxe +2 
  (1d8-1 )
  Melee Handaxe +9 
  (1d6+5 ) 
  Ranged Handaxe 
  (Thrown) 20 ft.’: +9 
  (1d6+5); 60 ft.’: +9 
  (1d6+5) 
  Melee +2 Battleaxe +4 
  (1d8)
  Melee Handaxe +10 
  (1d6+5 ) 
  Ranged Handaxe 
  (Thrown) 20 ft.’: +10 
  (1d6+5); 60 ft.’: +10 
  (1d6+5) 
  Melee +3 Battleaxe +6 
  (1d8+1 )
  Special
  -
  -
  -
  -
  Proficiencies Battleaxe, Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, 
  Javelin, Light Hammer, Longsword, Mace, Quarterstaff, Rapier, Shortbow, Shortsword, 
  Sickle, Sling, Spear, Unarmed Strike, Warhammer
  Special 
  Qualities
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Expertise, Sneak 
  Attack, Thieves’ Cant
  Darkvision, Dwarven Combat 
  Training, Dwarven Resilience, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Cunning 
  Action, Expertise, Fast 
  Hands, Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Thief, Thieves’ Cant, 
  Uncanny Dodge
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Darkvision, Dwarven Combat 
  Training, Dwarven Resilience, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Blindsense, 
  Cunning Action, Evasion, 
  Expertise, Fast Hands, 
  Reliable Talent, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Supreme 
  Sneak, Thief, Thieves’ Cant, 
  Uncanny Dodge, Use Magic 
  Device
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Battleaxe; Handaxe; 
  Leather Armor
  +1 Battleaxe; Handaxe; 
  Studded Leather Armor
  +2 Battleaxe; Handaxe; 
  +1 Studded Leather 
  Armor
  +3 Battleaxe; Handaxe; +2 
  Studded Leather Armor
  
  668
  NPCs
  Special Abilities
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Dwarven Combat Training You have proficiency with the battleaxe, 
  handaxe, light hammer, and warhammer.
  Dwarven Resilience You have advantage on saving throws against poison, 
  and you have resistance against poison damage (explained in chapter 9).
  Languages You can speak, read, and write Common and Dwarvish. 
  Dwarvish is full of hard consonants and guttural sounds, and those 
  characteristics spill over into whatever other language a dwarf might 
  speak.
  Mason’s Tools Proficient with Artisan Mason’s Tools.
  Stonecunning Whenever you make an Intelligence (History) check related 
  to the origin of stonework, you are considered proficient in the History 
  skill and add double your proficiency bonus to the check, instead of your 
  normal proficiency bonus.
  Tool Proficiency You gain proficiency with the artisan’s tools of your 
  choice: smith’s tools, brewer’s supplies, or mason’s tools.
  Blindsense Starting at 14th level, if you are able to hear, you are aware of 
  the location of any hidden or invisible creature within 10 feet of you.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Expertise At 1st level, choose two of your skill proficiencies, or one of 
  your skill proficiencies and your proficiency with thieves’ tools. Your 
  proficiency bonus is doubled for any ability check you make that uses 
  either of the chosen proficiencies. At 6th level, you can choose two more 
  of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Reliable Talent By 11th level, you have refined your chosen skills until they 
  approach perfection. Whenever you make an ability check that lets you 
  add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
  Roguish Archetype At 3rd level, you choose an archetype that you 
  emulate in the exercise of your rogue abilities. Your choice grants you 
  features at 3rd level and then again at 9th, 13th, and 17th level.
  Second-Story Work When you choose this archetype at 3rd level, you gain 
  the ability to climb faster than normal; climbing no longer costs you extra 
  movement. In addition, when you make a running jump, the distance you 
  cover increases by a number of feet equal to 5.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 7d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so do 
  rogues who prefer to think of themselves as professional treasure seekers, 
  explorers, delvers, and investigators. In addition to improving your agility 
  and stealth, you learn skills useful for delving into ancient ruins, reading 
  unfamiliar languages, and using magic items you normally couldn’t 
  employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages 
  in seemingly normal conversation. Only another creature that knows 
  thieves’ cant understands such messages. It takes four times longer 
  to convey such a message than it does to speak the same idea plainly. 
  In addition, you understand a set of secret signs and symbols used to 
  convey short, simple messages, such as whether an area is dangerous or 
  the territory of a thieves’ guild, whether loot is nearby, or whether the 
  people in an area are easy marks or will provide a safe house for thieves 
  on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  Use Magic Device By 13th level, you have learned enough about the 
  workings of magic that you can improvise the use of items even when 
  they are not intended for you. You ignore all class, race, and level 
  requirements on the use of magic items. n.
  Conversation
  What do you think of Mondaria City?
    “A marvel, yes?  Such a town, supporting such a 
  mountain.”
  What do you think of the Mines?
    “Marvels abound.  At least from an engineer’s 
  perspective.  It’s grimy and gritty and gross, but there’s 
  awesome chance to build things you’d never see on the 
  surface.”
  How have you survived after the catastrophe?
    “Building never goes out of style.  And much was 
  damaged, in the chaos.  There’ll always be folk who want 
  things fixed, no matter the circumstances.”
  What did you do, before the calamity?
    “Kept everything working.  And made it better than it 
  was before.”
  What do you know of the Obelisk?
    “Naught, I’m afraid.”
  Have you been to the Mine’s lower levels?
    “I’ve been most everywhere in the mines, but the last few 
  levels are so new, and the press to delve deep so strong, 
  that nobody has much cared whether things worked 
  down there or not.”
  Can you tell me anything about the conflict between workers 
  and administration (or Dwarves and Elves)?
    “Ah.  It’s a shame, really.  Seems we should all be united 
  to try and make this work.  It’s a huge waste of energy, 
  bickering over who is what and who does what.  Just do 
  what you’re good at, and the rest will work itself out.”
  
  669
  NPCs
  Brocambe Methurzz (Ambling Scholar)
  Description
  She’s middle-aged, though her intelligence and 
  wrinkles about the eyes add presence and weight to 
  her years.
  Appearance
  Most people remember this gnomish wizard for 
  the massive clusters of freckles surrounding each 
  ear, which extend down her neck in an animalistic 
  manner that seems to echo a leopard.  She 
  dresses in severe, plain, and undecorated tunics, 
  with overstarched cloaks that seem to form an 
  immobile mantle about her shoulders.  Her hair 
  is strawberry-blonde, tied back in a ponytail.  She 
  wears spectacles, though they’re little more than 
  thumbnail-sized ovals of glass surrounded by an 
  inelegantly-thick and brutishly-fashioned iron 
  wrapping, with bamboo sticks that poke back on top 
  of her ears.  
  Factions
  None.  She serves the truth, she would say.
  Combat Tactics
  Simple: avoid it at all costs. 
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Wizard 1
  Wizard 6
  Wizard 10
  Wizard 14
  Size / Aln
  Small LG Gnome
  Small LG Gnome
  Small LG Gnome
  Small LG Gnome
  HP
  7
  31
  45
  65
  Armor 
  Class
  14
  14
  14
  15
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR  9 (-1) 
  DEX  13 (+1) 
  CON  12 (+1) 
  INT  15 (+4) 
  WIS  8 (+1) 
  CHA  17 (+3)
  STR  9 (-1) 
  DEX  13 (+1) 
  CON  12 (+1) 
  INT  17 (+6) 
  WIS  8 (+2) 
  CHA  17 (+3)
  STR  9 (-1) 
  DEX  13 (+1) 
  CON  12 (+1) 
  INT  19 (+8) 
  WIS  8 (+3) 
  CHA  17 (+3)
  STR  9 (-1) 
  DEX  14 (+2) 
  CON  12 (+1) 
  INT  20 (+10) 
  WIS  8 (+4) 
  CHA  17 (+3)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception +9; 
  Darkvision 60’
  Passive Perception +9; 
  Darkvision 60’
  Passive Perception +9; 
  Darkvision 60’
  Passive Perception +9; 
  Darkvision 60’
  Languages Common, Gnomish
  LG; Small Humanoid (Gnome)
  
  670
  NPCs
    Low
    Moderate
    Advanced
    Elite
  Attacks
  Melee Dagger (Small) 
  +3 (1d4+1 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +3 
  (1d4+1); 60 ft.’: +3 
  (1d4+1) 
  Melee Quarterstaff 
  (Small) +1 (1d6-1 ) / 
  (1d8) 
  Ranged Sling (Small) ) 
  --> 30 ft.’: +3 (1d4+1); 
  120 ft.’: +3 (1d4+1)
  Melee Dagger (Small) 
  +4 (1d4+1 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +4 
  (1d4+1); 60 ft.’: +4 
  (1d4+1) 
  Melee +1 Quarterstaff 
  (Small) +3 (1d6 ) / 
  (1d8)
  Ranged Sling (Small) ) 
  --> 30 ft.’: +4 (1d4+1); 
  120 ft.’: +4 (1d4+1)
  Melee Dagger (Small) 
  +5 (1d4+1 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +5 
  (1d4+1); 60 ft.’: +5 
  (1d4+1) 
  Melee +2 Quarterstaff 
  (Small) +5 (1d6+1 ) / 
  (1d8) 
  Ranged Sling (Small) 
  ) --> 30 ft.’: +5 
  (1d4+1); 120 ft.’: +5 
  (1d4+1) 
  Melee Dagger (Small) 
  +7 (1d4+2 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +7 
  (1d4+2); 60 ft.’: +7 
  (1d4+2) 
  Melee +3 Quarterstaff 
  (Small) +7 (1d6+2) 
  (1d8)
  Ranged Sling (Small) ) 
  --> 30 ft.’: +7 (1d4+2); 
  120 ft.’: +7 (1d4+2)
  Special
  -
  -
  -
  -
  Proficiencies
  Crossbow (Light), Dagger, Dart, Quarterstaff, Sling
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Gnome 
  Cunning, Languages, 
  Arcane Recovery, Cantrips, 
  Preparing and Casting 
  Spells, Ritual Casting, 
  Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Gnome Cunning, 
  Languages, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Evocation Savant, 
  Potent Cantrip, Preparing 
  and Casting Spells, Ritual 
  Casting, School of Evocation, 
  Sculpt Spells, Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Gnome 
  Cunning, Languages, Ability 
  Score Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation 
  Savant, Potent Cantrip, 
  Preparing and Casting 
  Spells, Ritual Casting, 
  School of Evocation, Sculpt 
  Spells, Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Gnome Cunning, 
  Languages, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation Savant, 
  Overchannel, Potent Cantrip, 
  Preparing and Casting Spells, 
  Ritual Casting, School of 
  Evocation, Sculpt Spells, 
  Spellcasting
  Spell-
  casting
  Save DC 12; Spell Atk +4
  Cantrips (at will): 
  light; minor illusion; 
  prestidigitation
  1st: charm person; fog 
  cloud
  Save DC 14; Spell Atk +6
  Cantrips (at will): dancing 
  lights; light; minor illusion; 
  prestidigitation
  3rd: blink; fireball; fly
  2nd: arcane lock; blur; 
  invisibility
  1st: charm person; detect 
  magic; disguise self; fog 
  cloud
  Save DC 16; Spell Atk +8
  Cantrips (at will): 
  dancing lights; light; 
  message; minor illusion; 
  prestidigitation
  5th: arcane hand; hold 
  monster
  4th: arcane eye; confusion; 
  fire shield
  3rd: blink; fireball; fly
  2nd: arcane lock; blur; 
  invisibility
  1st: charm person; detect 
  magic; disguise self; fog 
  cloud
  Save DC 18; Spell Atk +10
  Cantrips (at will): dancing 
  lights; light; message; minor 
  illusion; prestidigitation
  7th: teleport
  6th: globe of invulnerability
  5th: arcane hand; hold 
  monster
  4th: arcane eye; confusion; 
  fire shield
  3rd: blink; fireball; fly
  2nd: arcane lock; blur; 
  invisibility
  1st: charm person; detect 
  magic; disguise self; fog 
  cloud
  Equipment
  Dagger; Quarterstaff; 
  Sling; Sling Bullets (20x)
  Dagger; +1 Quarterstaff; 
  Sling; Sling Bullets (20x)
  Dagger; +2 Quarterstaff; 
  Sling; Sling Bullets (20x)
  Dagger; +3 Quarterstaff; 
  Sling; Sling Bullets (20x)
  
  671
  NPCs
  Special Abilities
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it w ere bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Gnome Cunning You have advantage on all Intelligence, Wisdom, and 
  Charisma saving throws against magic.
  Languages You can speak, read, and write Common and Gnomish. The 
  Gnomish language, which uses the Dwarvish script, is renowned for its 
  technical treatises and its catalogs of knowledge about the natural world.
  Arcane Recovery You have learned to regain some of your magical energy 
  by studying your spellbook. Once per day when you finish a short rest, 
  you can choose expended spell slots to recover. The spell slots can have 
  a combined level that is equal to or less than 7, and none of the slots can 
  be 6th level or higher. For example, if you’re a 4th-level wizard, you can 
  recover up to two levels worth of spell slots. You can recover either a 2nd-
  level spell slot or two 1st-level spell slots.
  Arcane Tradition When you reach 2nd level, you choose an arcane 
  tradition, shaping your practice of magic through one of eight schools: 
  Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, 
  Necromancy, or Transmutation. The school of Evocation is detailed at the 
  end of the class description; see the Player’s Handbook for information 
  on the other schools. Your choice grants you features at 2nd level and 
  again at 6th, 10th, and 14th level.
  Empowered Evocation Beginning at 10th level, you can add +5 to the 
  damage roll of any wizard evocation spell you cast. The damage bonus 
  applies to one damage roll of a spell, not multiple rolls.
  Evocation Savant Beginning when you select this school at 2nd level, 
  the gold and time you must spend to copy an evocation spell into your 
  spellbook is halved.
  Overchannel Starting at 14th level, you can increase the power of your 
  simpler spells. When you cast a wizard spell of 5th level or lower that 
  deals damage, you can deal maximum damage with that spell. The first 
  time you do so, you suffer no adverse effect. If you use this feature again 
  before you finish a long rest, you take 2d12 necrotic damage for each 
  level of the spell, immediately after you cast it. Each time you use this 
  feature again before finishing a long rest, the necrotic damage per spell 
  level increases by 1d12. This damage ignores resistance and immunity. 
  The feature doesn’t benefit cantrips.
  Potent Cantrip Starting at 6th level, your damaging cantrips affect even 
  creatures that avoid the brunt of the effect. When a creature succeeds on 
  a saving throw against your cantrip, the creature takes half the cantrip’s 
  damage (if any) but suffers no additional effect from the cantrip.
  Ritual Casting You can cast a wizard spell as a ritual if that spell has the 
  ritual tag and you have the spell in your spellbook. You don’t need to have 
  the spell prepared.
  School of Evocation You focus your study on magic that creates powerful 
  elemental effects such as bitter cold, searing flame, rolling thunder, 
  crackling lightning, and burning acid. Some evokers find employment in 
  military forces, serving as artillery to blast enemy armies from afar. Others 
  use their spectacular power to protect the weak, while some seek their 
  own gain as bandits, adventurers, or aspiring tyrants.
  Sculpt Spells Beginning at 2nd level, you can create pockets of relative 
  safety within the effects of your evocation spells. When you cast an 
  evocation spell that affects other creatures that you can see, you can 
  choose a number of them equal to 1 + the spell’s level. The chosen 
  creatures automatically succeed on their saving throws against the spell, 
  and they take no damage if they would normally take half damage on a 
  successful save.
  Conversation
  What do you think of Mondaria City?
    “There’s a steady influx of interesting folk in the City 
  itself.  Many come from afar to trade, to invest, or simply 
  to view the spectacle.”
  What do you think of the Mines?
    “Filthy but necessary.  I try to avoid them as much as 
  possible.”
  How have you survived after the catastrophe?
    “Moving about, and keeping at it.  You may think there 
  is little cause for scholars in this environment, but many 
  are thirsty for reason in the catastrophe.”
  What did you do, before the calamity?
    “Advised and offered counsel to all manner of denizens.”
  What do you know of the Obelisk?
    “I have heard of it.”  (
    Roll on the 
    Plot Discoveries 
  table.)
  Have you been to the Mine’s lower levels?
    “I have, though I wish never to speak of it again.”
  Can you tell me anything about the conflict between workers 
  and administration (or Dwarves and Elves)?
    “It’s pathetic, and avoidable, but hardly surprising.”
  
  672
  NPCs
  Dagbrag (Gangboss)
  Description
  While Mining Taskmasters are many, Gangbosses 
  are far fewer, and for good reason: mine leadership 
  worries that if there were too many Gangbosses, 
  the half-orcs might uprise and mutiny, taking over 
  the mine.  Gangbosses nominally supervise the 
  activities of Taskmasters, engaging as glorified 
  bouncers or bruisers when their services are 
  requested explicitly.  
  In practice, Gangbosses feel themselves beyond the 
  law of any in the mines, and frequently abuse this 
  imagined power by making demands of all manner 
  from not only the Miners but of the Taskmasters 
  they theoretically serve.  Originally intended as 
  a skilled police force for use in dire conflicts, 
  Gangbosses have developed into a combination of 
  black marketeers, robbers, thugs, and abuse.  
  Appearance
  These half-orcs all resemble orcs more than men, 
  and bear several facial, neck, and shoulder scars.  
  Their faces are set in a scowl or cruel grimace, and 
  their curly black hair is usually tied back in a bun 
  with a crude loop of hardened and dried sinew from 
  a recent feast.
  Factions
  Dagbrag serves the Elven Administration, but 
  truly, his own bloodlust.
  Combat Tactics
  Dagbrag is ruthless once he engages combat... 
  which he will do with very little provocation.
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 450
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Barbarian 2
  Barbarian 6
  Barbarian 10
  Barbarian 14
  Size / Aln
  Medium LE Half-Orc
  Medium LE Half-Orc
  Medium LE Half-Orc
  Medium LE Half-Orc
  HP
  23
  39
  68
  100
  Armor 
  Class
  14
  16
  17
  18
  Speed
  Walk 30’
  Walk 40’
  Walk 40’
  Walk 40’
  NE; Medium Humanoid (Half-Orc)
  
  673
  NPCs
    Low
    Moderate
    Advanced
    Elite
  Ability 
  Scores / 
  Saves
  STR  18 (+6) 
  DEX  12 (+1) 
  CON  11 (+2) 
  INT  9 (-1) 
  WIS  8 (-1) 
  CHA  12 (+1)
  STR  20 (+8) 
  DEX  12 (+1) 
  CON  11 (+3) 
  INT  9 (-1) 
  WIS  8 (-1) 
  CHA  12 (+1)
  STR  20 (+9) 
  DEX  12 (+1) 
  CON  13 (+4) 
  INT  9 (-1) 
  WIS  8 (-1) 
  CHA  12 (+1)
  STR  20 (+10) 
  DEX  12 (+1) 
  CON  15 (+7) 
  INT  9 (-1) 
  WIS  8 (-1) 
  CHA  12 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception +9; 
  Darkvision 60’
  Passive Perception +9; 
  Darkvision 60’
  Disadvantage on Stealth
  Passive Perception +9; 
  Darkvision 60’
  Disadvantage on Stealth
  Passive Perception +9; 
  Darkvision 60’
  Disadvantage on Stealth
  Languages Common, Orc
  Attacks
  Melee Greatclub +6 
  (1d8+6) 
  Melee Dagger +6 
  (1d4+4 ) 
  Ranged Dagger 
  (Thrown) 20 ft.’: +6 
  (1d4+4); 60 ft.’: +6 
  (1d4+4)
  Melee +1 Greatclub +9 
  (1d8+9) 
  Melee Dagger +8/+8 
  (1d4+5)
  Ranged Dagger 
  (Thrown) 20 ft.’: +8/+8 
  (1d4+5); 60 ft.’: +8/+8 
  (1d4+5)
  Melee +2 Greatclub 
  +11 (1d8+11) 
  Melee Dagger +9/+9 
  (1d4+5 ) 
  Ranged Dagger 
  (Thrown) 20 ft.’: 
  +9/+9 (1d4+5); 60 
  ft.’: +9/+9 (1d4+5)
  Melee +3 Greatclub 
  +13 (1d8+13) 
  Melee Dagger +10/+10 
  (1d4+5 ) 
  Ranged Dagger 
  (Thrown) 20 ft.’: 
  +10/+10 (1d4+5); 60 
  ft.’: +10/+10 (1d4+5)
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Danger Sense, Rage, 
  Reckless Attack, Unarmored 
  Defense
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Danger Sense, Extra Attack, 
  Fast Movement, Frenzy, 
  Mindless Rage, Path of the 
  Berserker, Primal Path, Rage, 
  Reckless Attack, Unarmored 
  Defense
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Brutal Critical, Danger 
  Sense, Extra Attack, Fast 
  Movement, Feral Instinct, 
  Frenzy, Intimidating 
  Presence, Path of the 
  Berserker, Primal Path, 
  Rage, Reckless Attack, 
  Unarmored Defense
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Brutal Critical, Danger Sense, 
  Extra Attack, Fast Movement, 
  Feral Instinct, Frenzy, Path 
  of the Berserker, Primal 
  Path, Rage, Reckless Attack, 
  Relentless Rage, Retaliation, 
  Unarmored Defense
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Greatclub; Chain Shirt; 
  Dagger
  +1 Greatclub; Half Plate; 
  Dagger
  +2 Greatclub; +1 Half 
  Plate; Dagger
  +3 Greatclub; +2 Half 
  Plate; Dagger
  
  674
  NPCs
  Special Abilities
  Darkvision Thanks to your orc blood, you have superior vision in dark and 
  dim conditions. You can see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were dim light. You can’t discern color 
  in darkness, only shades of gray.
  Languages You can speak, read, and write Common and Orc. Orc is a 
  harsh, grating language with hard consonants. It has no script of its own 
  but is written in the Dwarvish script.
  Menacing You gain proficiency in the Intimidation skill.
  Relentless Endurance When you are reduced to 0 hit points but not killed 
  outright, you can drop to 1 hit point instead. You can’t use this feature 
  again until you finish a long rest.
  Savage Attacks When you score a critical hit with a melee weapon attack, 
  you can roll one of the weapon’s damage dice one additional time and add 
  it to the extra damage of the critical hit.
  Brutal Critical Beginning at 9th level, you can roll 2 additional weapon 
  damage die when determining the extra damage for a critical hit with a 
  melee attack.
  Danger Sense At 2nd level, you gain an uncanny sense of when things 
  nearby aren’t as they should be, giving you an edge when you dodge away 
  from danger. You have advantage on Dexterity saving throws against 
  effects that you can see, such as traps and spells. To gain this benefit, you 
  can’t be blinded, deafened, or incapacitated.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Fast Movement Starting at 5th level, your speed increases by 10 feet 
  while you aren’t wearing heavy armor.
  Feral Instinct By 7th level, your instincts are so honed that you have 
  advantage on initiative rolls. Additionally, if you are surprised at the 
  beginning of combat and aren’t incapacitated, you can act normally on 
  your first turn, but only if you enter your rage before doing anything else 
  on that turn.
  Frenzy Starting when you choose this path at 3rd level, you can go into 
  a frenzy when you rage. If you do so, for the duration of your rage you 
  can make a single melee weapon attack as a bonus action on each of 
  your turns after this one. When your rage ends, you suffer one level of 
  exhaustion (as described in appendix A).
  Path of the Berserker For some barbarians, rage is a means to an end--that 
  end being violence. The Path of the Berserker is a path of untrammeled 
  fury, slick with blood. As you enter the berserker’s rage, you thrill in the 
  chaos of battle, heedless of your own health or well-being.
  Primal Path At 3rd level, you choose a path that shapes the nature of your 
  rage. Choose the Path of the Berserker or the Path of the Totem Warrior, 
  both detailed at the end of the class description. Your choice grants you 
  features at 3rd level and again at 6th, 10th, and 14th levels.
  Rage In battle, you fight with primal ferocity. On your turn, you can enter 
  a rage as a bonus action. While raging, you gain the following benefits if 
  you aren’t wearing heavy armor: You have advantage on Strength checks 
  and Strength saving throws. When you make a melee weapon attack 
  using Strength, you gain a bonus to the damage roll equal to 3. You have 
  resistance to bludgeoning, piercing, and slashing damage. If you are able 
  to cast spells, you can’t cast them or concentrate on them while raging. 
  Your rage lasts for 1 minute. It ends early if you are knocked unconscious 
  or if your turn ends and you haven’t attacked a hostile creature since your 
  last turn or taken damage since then. You can also end your rage on your 
  turn as a bonus action. Once you have raged the number of times equal to 
  5, you must finish a long rest before you can rage again.
  Reckless Attack Starting at 2nd level, you can throw aside all concern for 
  defense to attack with fierce desperation. When you make your first attack 
  on your turn, you can decide to attack recklessly. Doing so gives you 
  advantage on melee weapon attack rolls using Strength during this turn, 
  but attack rolls against you have advantage until your next turn.
  Relentless Rage Starting at 11th level, your rage can keep you fighting 
  despite grievous wounds. If you drop to 0 hit points while you’re raging 
  and don’t die outright, you can make a DC 10 Constitution saving throw. 
  If you succeed, you drop to 1 hit point instead. Each time you use this 
  feature after the first, the DC increases by 5. When you finish a short or 
  long rest, the DC resets to 10.
  Retaliation Starting at 14th level, when you take damage from a creature 
  that is within 5 feet of you. you can use your reaction to make a melee 
  weapon attack against that creature.
  Unarmored Defense While you are not wearing any armor, your Armor 
  Class equals 10 + your Dexterity modifier + your Constitution modifier. 
  You can use a shield and still gain this benefit. n.
  Conversation
  What do you think of Mondaria City?
   “It’s fine.”
  What do you think of the Mines?
   “Great.  Gritty and severe.”
  How have you survived after the catastrophe?
   “I’ll be surviving many more.  I am the catastrophe, if you 
  cross me.”
  What did you do, before the calamity?
   “Tried to keep order.”
  What do you know of the Obelisk?
   “Naught.  Doesn’t matter.”
  Have you been to the Mine’s lower levels?
   “No, though they’re lawless and bizarre.”
  Can you tell me anything about the conflict between workers 
  and administration (or Dwarves and Elves)?
   “Dwarves are lazy.  Until you bash ‘em.”
  
  675
  NPCs
  Dalnarok (Loremaster)
  Description
  Sorcerer, administrator, thespian, adventurer, and 
  mercenary—this Loremaster has done it all, in 
  his youth, but his favorite calling has ever been 
  storytelling.  He keeps the histories of the city of 
  Mondaria, and far past his remit, of realms beyond: 
  there are few anywhere of his station with similar 
  depth and breadth of knowledge.  He has kind, grey 
  eyes, encased in wrinkles that seem to spread across 
  his face as he smiles.  They say you get the face you 
  earn; if so, this Dwarf has had much joy in his life 
  along his travels.
  Appearance
  He dresses in a simple grey robe, and often wears a 
  fez-like grey hat with a yellow tassle.
  Factions
  His pay comes from the Administration, but he’s 
  hardly alone in that—his devotion is to himself, 
  ultimately, but he does sympathize with the 
  dwarves.
  Combat Tactics
  Dalnarok will avoid conflict to the extent 
  possible.  Where it seems unavoidable, he will 
  use terrain and the natural hazards of the 
  mines to his advantage if possible.
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Wizard 1
  Wizard 6
  Wizard 10
  Wizard 14
  Size / Aln
  Medium NG Dwarf
  Medium NG Dwarf
  Medium NG Dwarf
  Medium NG Dwarf
  HP
  9
  45
  69
  99
  Armor 
  Class
  12
  12
  13
  13
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR  9 (-1) 
  DEX  9 (-1) 
  CON  16 (+3) 
  INT  18 (+6) 
  WIS  13 (+3) 
  CHA  9 (-1)
  STR  9 (-1) 
  DEX  9 (-1) 
  CON  16 (+3) 
  INT  20 (+8) 
  WIS  13 (+4) 
  CHA  9 (-1)
  STR  9 (-1) 
  DEX  11 (+0) 
  CON  16 (+3) 
  INT  20 (+9) 
  WIS  13 (+5) 
  CHA  9 (-1)
  STR  11 (+0) 
  DEX  11 (+0) 
  CON  16 (+3) 
  INT  20 (+10) 
  WIS  13 (+6) 
  CHA  9 (-1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception +11; 
  Darkvision 60’
  Passive Perception +11; 
  Darkvision 60’
  Passive Perception +11; 
  Darkvision 60’
  Passive Perception +11; 
  Darkvision 60’
  Languages Common, Dwarvish
  NG; Medium Humanoid (Dwarf)
  
  676
  NPCs
    Low
    Moderate
    Advanced
    Elite
  Attacks
  Ranged Crossbow, Light--> 
  80 ft.’: -9 (1d8-1); 320 ft.’: 
  -9 (1d8-1) 
  Melee Handaxe +1 (1d6-1 ) 
  Ranged Handaxe (Thrown) 
  20 ft.’: +1 (1d6-1); 60 ft.’: 
  +1 (1d6-1) 
  Melee Dagger +1 (1d4-1 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +1 (1d4-1); 60 ft.’: +1 
  (1d4-1)
  Ranged Crossbow, Light--> 
  80 ft.’: -8 (1d8-1); 320 ft.’: 
  -8 (1d8-1) 
  Melee +1 Handaxe (Weapon 
  +1) +3 (1d6 ) 
  Ranged +1 Handaxe 
  (Thrown) 20 ft.’: +3 (1d6); 
  60 ft.’: +3 (1d6) 
  Melee Dagger +2 (1d4-1 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +2 (1d4-1); 60 ft.’: +2 
  (1d4-1)
  Ranged Crossbow, Light--> 
  80 ft.’: -6 (1d8); 320 ft.’: 
  -6 (1d8) 
  Melee +2 Handaxe +6 
  (1d6+2 ) 
  Ranged +2 Handaxe 
  (Thrown) 20 ft.’: +6 
  (1d6+2); 60 ft.’: +6 
  (1d6+2) 
  Melee Dagger +4 (1d4 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +4 (1d4); 60 ft.’: +4 
  (1d4)
  Ranged Crossbow, Light--> 
  80 ft.’: -5 (1d8); 320 ft.’: -5 
  (1d8) 
  Melee +3 Handaxe +8 
  (1d6+3 ) 
  Ranged +3 Handaxe 
  (Thrown) 20 ft.’: +8 (1d6+3); 
  60 ft.’: +8 (1d6+3) 
  Melee Dagger +5 (1d4 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +5 (1d4); 60 ft.’: +5 
  (1d4)
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Crossbow (Light), Dagger, Dart, Handaxe, Light Hammer, Quarterstaff, Sling, Warhammer
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Languages, Smith’s 
  Tools, Stonecunning, 
  Tool Proficiency, Arcane 
  Recovery, Cantrips, 
  Preparing and Casting 
  Spells, Ritual Casting, 
  Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Dwarven 
  Combat Training, Dwarven 
  Resilience, Languages, 
  Smith’s Tools, Stonecunning, 
  Tool Proficiency, Ability 
  Score Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Evocation Savant, 
  Potent Cantrip, Preparing 
  and Casting Spells, Ritual 
  Casting, School of Evocation, 
  Sculpt Spells, Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Languages, Smith’s Tools, 
  Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation 
  Savant, Potent Cantrip, 
  Preparing and Casting 
  Spells, Ritual Casting, 
  School of Evocation, Sculpt 
  Spells, Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Dwarven 
  Combat Training, Dwarven 
  Resilience, Languages, 
  Smith’s Tools, Stonecunning, 
  Tool Proficiency, Ability 
  Score Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation Savant, 
  Overchannel, Potent Cantrip, 
  Preparing and Casting Spells, 
  Ritual Casting, School of 
  Evocation, Sculpt Spells, 
  Spellcasting
  Spell-
  casting
  Save DC 14; Spell Atk +6
  Cantrips (at will): 
  light; minor illusion; 
  prestidigitation
  1st: charm person; detect 
  magic
  Save DC 16; Spell Atk +8
  Cantrips (at will): dancing 
  lights; light; minor illusion; 
  prestidigitation
  3rd: clairvoyance; fly; 
  hypnotic pattern
  2nd: darkness; detect 
  thoughts; invisibility
  1st: alarm; charm person; 
  detect magic; jump
  Save DC 17; Spell Atk +9
  Cantrips (at will): 
  dancing lights; light; 
  message; minor illusion; 
  prestidigitation
  5th: hold monster; legend 
  lore
  4th: arcane eye; 
  banishment; greater 
  invisibility
  3rd: clairvoyance; fly; 
  hypnotic pattern
  2nd: darkness; detect 
  thoughts; invisibility
  1st: alarm; charm person; 
  detect magic; jump
  Save DC 18; Spell Atk +10
  Cantrips (at will): dancing 
  lights; light; message; minor 
  illusion; prestidigitation
  7th: mirage arcane
  6th: programmed illusion
  5th: hold monster; legend 
  lore
  4th: arcane eye; banishment; 
  greater invisibility
  3rd: clairvoyance; fly; 
  hypnotic pattern
  2nd: darkness; detect 
  thoughts; invisibility
  1st: alarm; charm person; 
  detect magic; jump
  Equipment
  Light Crossbow; 
  Handaxe; Dagger
  Light Crossbow; +1 
  Handaxe; Dagger
  Light Crossbow; +2 
  Handaxe; Dagger
  Light Crossbow; +3 
  Handaxe; Dagger
  
  677
  NPCs
  Special Abilities
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Dwarven Combat Training You have proficiency with the battleaxe, 
  handaxe, light hammer, and warhammer.
  Dwarven Resilience You have advantage on saving throws against poison, 
  and you have resistance against poison damage (explained in chapter 9).
  Languages You can speak, read, and write Common and Dwarvish. 
  Dwarvish is full of hard consonants and guttural sounds, and those 
  characteristics spill over into whatever other language a dwarf might 
  speak.
  Smith’s Tools Proficient with Artisan Smith’s Tools.
  Stonecunning Whenever you make an Intelligence (History) check related 
  to the origin of stonework, you are considered proficient in the History 
  skill and add double your proficiency bonus to the check, instead of your 
  normal proficiency bonus.
  Tool Proficiency You gain proficiency with the artisan’s tools of your 
  choice: smith’s tools, brewer’s supplies, or mason’s tools.
  Arcane Recovery You have learned to regain some of your magical energy 
  by studying your spellbook. Once per day when you finish a short rest, 
  you can choose expended spell slots to recover. The spell slots can have 
  a combined level that is equal to or less than 7, and none of the slots can 
  be 6th level or higher. For example, if you’re a 4th-level wizard, you can 
  recover up to two levels worth of spell slots. You can recover either a 2nd-
  level spell slot or two 1st-level spell slots.
  Arcane Tradition When you reach 2nd level, you choose an arcane 
  tradition, shaping your practice of magic through one of eight schools: 
  Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, 
  Necromancy, or Transmutation. The school of Evocation is detailed at the 
  end of the class description; see the Player’s Handbook for information 
  on the other schools. Your choice grants you features at 2nd level and 
  again at 6th, 10th, and 14th level.
  Empowered Evocation Beginning at 10th level, you can add +5 to the 
  damage roll of any wizard evocation spell you cast. The damage bonus 
  applies to one damage roll of a spell, not multiple rolls.
  Evocation Savant Beginning when you select this school at 2nd level, 
  the gold and time you must spend to copy an evocation spell into your 
  spellbook is halved.
  Overchannel Starting at 14th level, you can increase the power of your 
  simpler spells. When you cast a wizard spell of 5th level or lower that 
  deals damage, you can deal maximum damage with that spell. The first 
  time you do so, you suffer no adverse effect. If you use this feature again 
  before you finish a long rest, you take 2d12 necrotic damage for each 
  level of the spell, immediately after you cast it. Each time you use this 
  feature again before finishing a long rest, the necrotic damage per spell 
  level increases by 1d12. This damage ignores resistance and immunity. 
  The feature doesn’t benefit cantrips.
  Potent Cantrip Starting at 6th level, your damaging cantrips affect even 
  creatures that avoid the brunt of the effect. When a creature succeeds on 
  a saving throw against your cantrip, the creature takes half the cantrip’s 
  damage (if any) but suffers no additional effect from the cantrip.
  Ritual Casting You can cast a wizard spell as a ritual if that spell has the 
  ritual tag and you have the spell in your spellbook. You don’t need to have 
  the spell prepared.
  School of Evocation You focus your study on magic that creates powerful 
  elemental effects such as bitter cold, searing flame, rolling thunder, 
  crackling lightning, and burning acid. Some evokers find employment in 
  military forces, serving as artillery to blast enemy armies from afar. Others 
  use their spectacular power to protect the weak, while some seek their 
  own gain as bandits, adventurers, or aspiring tyrants.
  Sculpt Spells Beginning at 2nd level, you can create pockets of relative 
  safety within the effects of your evocation spells. When you cast an 
  evocation spell that affects other creatures that you can see, you can 
  choose a number of them equal to 1 + the spell’s level. The chosen 
  creatures automatically succeed on their saving throws against the spell, 
  and they take no damage if they would normally take half damage on a 
  successful save. 
  Conversation
  What do you think of Mondaria City?
    “Rich place for a loremaster, don’t you think?  Endless 
  knowledge, and that’s just in the areas we’ve unearthed.”
  What do you think of the Mines?
    “Dirty and loud, but required for information and 
  production, I’m well aware.”
  How have you survived after the catastrophe?
    “Much as I have before it: secrets and wisdom.”  Dalnarok 
  will trade 
    Rumors & Lore, one for one, if the PCs wish 
  to share what they know.
  What did you do, before the calamity?
    “Amassed knowledge, and sometimes even used it to 
  benefit and further the Mines.”
  What do you know of the Obelisk?
    “How have you come by that name?  Ah, it matters not; 
  soon, I fear, all will know of it, such is its power.”  
    
  Roll on the 
    Plot Discoveries table.
  Have you been to the Mine’s lower levels?
    “I... have.  Briefly.  I do not wish to return.”
  Can you tell me anything about the conflict between workers 
  and administration (or Dwarves and Elves)?
    “Disgusting.  Waste of energy and resources, to even 
  pretend as though one faction does not absolutely 
  and entirely require the other.  All other facets of the 
  pointless feud are meaningless.”
  
  678
  NPCs
  Danalin Foeslash (Dwarven Union Leader)
  Description
  A charismatic (for a dwarf) and jovial man, he has 
  found himself in the position of union leader almost 
  by default—in addition to there being nobody 
  (including him!) who really wanted the position, 
  nobody else can match his unique combination of 
  physical prowess and social aptitude.  
  Appearance
  Light-brown, plaited, gut-length hair encircles an 
  almost cherubic face, from which sky-blue eyes 
  shine sweetly.  His ears are round and large, huge 
  ovals framing either side of his face and poking 
  elaborately out from underneath the hair.  Both 
  ears, and his nose bridge, are adorned with piercings 
  of intricate Dwarven skrimshaw.  He typically wears 
  scale mail of silver and ash-grey.
  Factions
  The dwarven union, naturally.
  Combat Tactics
  Danalin is no fool, and has gotten where he is 
  largely by calculating when it is beneficial to 
  fight and when it is better to talk.  Faced with 
  one or more Elves, however, his hatred will 
  get the better of him, and he will join combat 
  immediately if threatened.
  CR 4; XP 1,100
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Barbarian 2
  Barbarian 8
  Barbarian 12
  Barbarian 16
  Size / Aln
  Medium CG Dwarf
  Medium CG Dwarf
  Medium CG Dwarf
  Medium CG Dwarf
  HP
  46
  72
  107
  169
  Armor 
  Class
  18
  19
  21
  22
  Speed
  Walk 25’
  Walk 35’
  Walk 35’
  Walk 35’
  CG; Medium Humanoid (Dwarf)
  
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    Low
    Moderate
    Advanced
    Elite
  Ability 
  Scores / 
  Saves
  STR  18 (+6) 
  DEX  14 (+2) 
  CON  14 (+4) 
  INT  7 (-2) 
  WIS  12 (+1) 
  CHA  12 (+1)
  STR  20 (+8) 
  DEX  14 (+2) 
  CON  14 (+5) 
  INT  7 (-2) 
  WIS  12 (+1) 
  CHA  12 (+1)
  STR  20 (+9) 
  DEX  14 (+2) 
  CON  16 (+7) 
  INT  7 (-2) 
  WIS  12 (+1) 
  CHA  12 (+1)
  STR  20 (+10) 
  DEX  14 (+2) 
  CON  18 (+9) 
  INT  7 (-2) 
  WIS  12 (+1) 
  CHA  12 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception +13; 
  Darkvision 60’
  Disadvantage on Stealth
  Passive Perception +14; 
  Darkvision 60’
  Disadvantage on Stealth
  Passive Perception +15; 
  Darkvision 60’
  Disadvantage on Stealth
  Passive Perception +16; 
  Darkvision 60’
  Disadvantage on Stealth
  Languages Common, Dwavish
  Attacks
  Melee Battleaxe +6 
  (1d8+4 )
  Melee +1 Battleaxe 
  +9/+9 (1d8+6 )
  Melee +2 Battleaxe 
  +11/+11 (1d8+7 )
  Melee +3 Battleaxe 
  +13/+13 (1d8+8 )
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Languages, Smith’s Tools, 
  Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Danger 
  Sense, Frenzy, Path of the 
  Berserker, Primal Path, Rage, 
  Reckless Attack, Unarmored 
  Defense
  Darkvision, Dwarven Combat 
  Training, Dwarven Resilience, 
  Languages, Smith’s Tools, 
  Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Danger Sense, 
  Extra Attack, Fast Movement, 
  Feral Instinct, Frenzy, Path 
  of the Berserker, Primal 
  Path, Rage, Reckless Attack, 
  Unarmored Defense
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Languages, Smith’s Tools, 
  Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Brutal 
  Critical, Danger Sense, Extra 
  Attack, Fast Movement, 
  Feral Instinct, Frenzy, Path 
  of the Berserker, Primal 
  Path, Rage, Reckless Attack, 
  Relentless Rage, Unarmored 
  Defense
  Darkvision, Dwarven 
  Combat Training, Dwarven 
  Resilience, Languages, 
  Smith’s Tools, Stonecunning, 
  Tool Proficiency, Ability 
  Score Improvement, Brutal 
  Critical, Danger Sense, Extra 
  Attack, Fast Movement, Feral 
  Instinct, Frenzy, Path of the 
  Berserker, Persistent Rage, 
  Primal Path, Rage, Reckless 
  Attack, Relentless Rage, 
  Unarmored Defense
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Battleaxe; Scale Mail; 
  Shield
  +1 Battleaxe; Half-Plate; 
  Shield
  +2 Battleaxe; +2 Half-
  Plate; Shield
  +3 Battleaxe; +3 Half-
  Plate; Shield
  Special Abilities
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Dwarven Combat Training You have proficiency with the battleaxe, 
  handaxe, light hammer, and warhammer.
  Dwarven Resilience You have advantage on saving throws against poison, 
  and you have resistance against poison damage (explained in chapter 9).
  Languages You can speak, read, and write Common and Dwarvish. 
  Dwarvish is full of hard consonants and guttural sounds, and those 
  characteristics spill over into whatever other language a dwarf might 
  speak.
  Smith’s Tools Proficient with Artisan Smith’s Tools.
  Stonecunning Whenever you make an Intelligence (History) check related 
  to the origin of stonework, you are considered proficient in the History 
  skill and add double your proficiency bonus to the check, instead of your 
  normal proficiency bonus.
  Tool Proficiency You gain proficiency with the artisan’s tools of your 
  choice: smith’s tools, brewer’s supplies, or mason’s tools.
  Danger Sense At 2nd level, you gain an uncanny sense of when things 
  nearby aren’t as they should be, giving you an edge when you dodge away 
  from danger. You have advantage on Dexterity saving throws against 
  effects that you can see, such as traps and spells. To gain this benefit, you 
  
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  NPCs
  can’t be blinded, deafened, or incapacitated.
  Frenzy Starting when you choose this path at 3rd level, you can go into 
  a frenzy when you rage. If you do so, for the duration of your rage you 
  can make a single melee weapon attack as a bonus action on each of 
  your turns after this one. When your rage ends, you suffer one level of 
  exhaustion (as described in appendix A).
  Path of the Berserker For some barbarians, rage is a means to an end--that 
  end being violence. The Path of the Berserker is a path of untrammeled 
  fury, slick with blood. As you enter the berserker’s rage, you thrill in the 
  chaos of battle, heedless of your own health or well-being.
  Primal Path At 3rd level, you choose a path that shapes the nature of your 
  rage. Choose the Path of the Berserker or the Path of the Totem Warrior, 
  both detailed at the end of the class description. Your choice grants you 
  features at 3rd level and again at 6th, 10th, and 14th levels.
  Rage In battle, you fight with primal ferocity. On your turn, you can enter 
  a rage as a bonus action. While raging, you gain the following benefits if 
  you aren’t wearing heavy armor: You have advantage on Strength checks 
  and Strength saving throws. When you make a melee weapon attack 
  using Strength, you gain a bonus to the damage roll equal to 2. You have 
  resistance to bludgeoning, piercing, and slashing damage. If you are able 
  to cast spells, you can’t cast them or concentrate on them while raging. 
  Your rage lasts for 1 minute. It ends early if you are knocked unconscious 
  or if your turn ends and you haven’t attacked a hostile creature since your 
  last turn or taken damage since then. You can also end your rage on your 
  turn as a bonus action. Once you have raged the number of times equal to 
  3, you must finish a long rest before you can rage again.
  Reckless Attack Starting at 2nd level, you can throw aside all concern for 
  defense to attack with fierce desperation. When you make your first attack 
  on your turn, you can decide to attack recklessly. Doing so gives you 
  advantage on melee weapon attack rolls using Strength during this turn, 
  but attack rolls against you have advantage until your next turn.
  Unarmored Defense While you are not wearing any armor, your Armor 
  Class equals 10 + your Dexterity modifier + your Constitution modifier. 
  You can use a shield and still gain this benefit. n.
  Conversation
  What do you think of Mondaria City?
    “An unjust circumstance, where opportunity is missed 
  daily for those whose sweat and blood fuels the 
  enterprise.”
  What do you think of the Mines?
    “Little better than slavery conditions.”
  How have you survived after the catastrophe?
    “I was a leader before.  All who survive are in even 
  greater need of a leader, now; I cannot and will not shirk 
  that mantle.”
  What did you do, before the calamity?
    “Heralded the voice of the unsung, and worked tirelessly 
  to effect change... to bitter end, it would seem.”
  What do you know of the Obelisk?
    “Foul and terrible.  Though I blame the administration 
  and the elves in general for their greed bringing calamity 
  about, in one thing they and I can agree: this Obelisk, 
  whatever it is truly, is a foe beyond either of our races.”
  Have you been to the Mine’s lower levels?
    “I have.  It is terrible and inhuman on a scale that makes 
  the upper levels look a paradise.  Heat, moisture, and an 
  utter lack of safety and oversight—it’s as though those 
  who delved deep wished only to get to an objective, 
  rather than to profit off of the ore as in upper levels.”
  Can you tell me anything about the conflict between workers 
  and administration (or Dwarves and Elves)?
    “I could talk for eons on the subject.  But I am forced to 
  recognize that in the wake of the Obelisk and the ensuing 
  catastrophe, it almost doesn’t matter any longer.”
  
  681
  NPCs
  Didkeln Clawhammer (Chief Engineer)
  Description
  This fighter gives every appearance of a brutish 
  warrior, but beneath his heavy plate armor and 
  massive greataxe lies the brain of a master tactician.  
  He’s actually not that great in combat, but his 
  demeanor and slew of devoted underlings grant 
  him a great deal of authority with those who might 
  otherwise view his intelligence as a negative.  Fear, 
  politics, and a close-knit gang of followers are the 
  tools of this dwarf’s trade.
  Appearance
  Stereotypical in demeanor and garb, Didkeln wears 
  the beard and gruffness of his race with ablomb.
  Factions
  Dwarven union, clear and true.
  Combat Tactics
  Though lacking in formal training, and 
  dedicated to a much more knowledgable career, 
  Didkeln secretly longs for combat, so much 
  so that he will charge into any fray with little 
  realization at how unequipped he truly is.
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Fighter 10
  Fighter 6
  Fighter 10
  Fighter 14
  Size / Aln
  Medium LN Dwarf
  Medium LN Dwarf
  Medium LN Dwarf
  Medium LN Dwarf
  HP
  11
  43
  71
  115
  Armor 
  Class
  15
  19
  20
  22
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR  11 (+2) 
  DEX  6 (-2) 
  CON  12 (+3) 
  INT  16 (+3) 
  WIS  14 (+2) 
  CHA  11 (+0)
  STR  13 (+4) 
  DEX  6 (-1) 
  CON  12 (+4) 
  INT  16 (+3) 
  WIS  14 (+2) 
  CHA  11 (+0)
  STR  13 (+5) 
  DEX  8 (-1) 
  CON  14 (+6) 
  INT  16 (+3) 
  WIS  14 (+2) 
  CHA  11 (+0)
  STR  15 (+7) 
  DEX  8 (-1) 
  CON  16 (+8) 
  INT  16 (+3) 
  WIS  14 (+2) 
  CHA  11 (+0)
  LN; Medium Humanoid (Dwarf)
  
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  NPCs
    Low
    Moderate
    Advanced
    Elite
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception +14; 
  Darkvision 60’
  Disadvantage on Stealth
  Passive Perception +15; 
  Darkvision 60’
  Disadvantage on Stealth
  Passive Perception +16; 
  Darkvision 60’
  Disadvantage on Stealth
  Passive Perception +17; 
  Darkvision 60’
  Disadvantage on Stealth
  Languages Common, Dwavish
  Attacks
  Melee Warhammer +2 
  (1d8+2 ) 
  Melee Dagger +2 
  (1d4+2 ) 
  Ranged Dagger 
  (Thrown) 20 ft.’: +2 
  (1d4); 60 ft.’: +2 (1d4)
  Melee +1 Warhammer 
  +5/+5 (1d8+4 ) 
  Melee Dagger +4/+4 
  (1d4+3) 
  Ranged Dagger 
  (Thrown) 20 ft.’: +4/+4 
  (1d4+1); 60 ft.’: +4/+4 
  (1d4+1)
  Melee +2 Warhammer 
  +7/+7 (1d8+5) 
  Melee Dagger +5/+5 
  (1d4+3 ) 
  Ranged Dagger 
  (Thrown) 20 ft.’: 
  +5/+5 (1d4+1); 60 
  ft.’: +5/+5 (1d4+1)
  Melee +3 Warhammer 
  +10/+10/+10 (1d8+7) 
  Melee Dagger 
  +7/+7/+7 (1d4+4 ) 
  Ranged Dagger 
  (Thrown) 20 ft.’: 
  +7/+7/+7 (1d4+2); 60 
  ft.’: +7/+7/+7 (1d4+2)
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Fighting Style, 
  Second Wind, Dueling
  Darkvision, Dwarven Combat 
  Training, Dwarven Resilience, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Action Surge, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Martial Archetype, 
  Second Wind, Dueling
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Dueling, Protection
  Darkvision, Dwarven Combat 
  Training, Dwarven Resilience, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Dueling, Protection
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Warhammer; Half-Plate; 
  Shield; Dagger
  +1 Warhammer; Plate; 
  Shield; Dagger
  +2 Warhammer; +1 
  Plate; Shield; Dagger
  +3 Warhammer; +3 Plate; 
  Shield; Dagger
  Special Abilities
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Dwarven Combat Training You have proficiency with the battleaxe, 
  handaxe, light hammer, and warhammer.
  Dwarven Resilience You have advantage on saving throws against poison, 
  and you have resistance against poison damage (explained in chapter 9).
  Languages You can speak, read, and write Common and Dwarvish. 
  Dwarvish is full of hard consonants and guttural sounds, and those 
  characteristics spill over into whatever other language a dwarf might 
  speak.
  Mason’s Tools Proficient with Artisan Mason’s Tools.
  Stonecunning Whenever you make an Intelligence (History) check related 
  to the origin of stonework, you are considered proficient in the History 
  skill and add double your proficiency bonus to the check, instead of your 
  normal proficiency bonus.
  Tool Proficiency You gain proficiency with the artisan’s tools of your 
  choice: smith’s tools, brewer’s supplies, or mason’s tools.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  
  683
  NPCs
  use it again. You can use this feature 1 time(s) before a rest, but only once 
  on the same turn.
  Additional Fighting Style At 10th level, you can choose a second option 
  from the Fighting Style class feature.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Fighting Style You adopt a particular style of fighting as your specialty. 
  Choose one of the following options. You can’t take a Fighting Style 
  option more than once, even if you later get to choose again.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that 
  you fail. If you do so, you must use the new roll, and you can’t use this 
  feature again until you finish a long rest. You can use this feature 2 time(s) 
  between long rests.
  Martial Archetype At 3rd level, you choose an archetype that you strive to 
  emulate in your combat styles and techniques. The Champion archetype 
  is detailed at the end of the class description; see the Player’s Handbook 
  for information on other martial archetypes. Your archetype grants you 
  features at 3rd level and again at 7th, 10th, 15th, and 18th level.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +2.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon.
  Protection When a creature you can see attacks a target other than 
  you that is within 5 feet of you, you can use your reaction to impose 
  disadvantage on the attack roll. You must be wielding a shield. n.
  Conversation
  What do you think of Mondaria City?
    “It’s a good place to work.  In that there is always work.  
  Or, was, I suppose.”
  What do you think of the Mines?
    “Awful.  I hate them.  But that’s where the work is, so.”
  How have you survived after the catastrophe?
    “Luck.  That’s the truth.  May it hold.”
  What did you do, before the calamity?
    “Actual work.  Or, as close to it as you come, in my 
  profession.  Designing, telling others to actually do 
  work.”
  What do you know of the Obelisk?
    “The what?  Hm.  I’ve heard of something dark, evil, 
  and mind-controlling, in the depths, but haven’t heard it 
  labeled as ‘Obelisk’.  Perhaps that’s what was meant.”
  Have you been to the Mine’s lower levels?
   “Not as yet.  They’re still quite new.  I’ve been designing 
  for much of the elevators and mechanisms down there, 
  but haven’t tread the ground myself.”
  Can you tell me anything about the conflict between workers 
  and administration (or Dwarves and Elves)?
   “Waste of time.  The admins should just pay us more, or 
  slacken the timelines, or something, and be done with it.”
  
  684
  NPCs
  Estarel Finequill (Cartographer)
  Description
  Estarel would be quite happy locked in a room for 
  most of her time, scribing things out and drawing 
  maps endlessly.  On occasion, however, about once 
  every few weeks, she has a painful need to seek out 
  adventure.
  Appearance
  Long, unkempt hair in desperate need of a brush 
  sits tied back in a braid.  Simple tunics and leather 
  pants with functional boots, all of it quite ancient 
  and creased, complete the ensemble most days.  
  Factions
  She adheres to the Administration, but only in 
  name and title; her heart belongs to her work, and 
  she views the conflict between workers and her 
  leadership as pointless and a distraction.
  Combat Tactics
  Like many of the more educated and erudite 
  players in the Mines, Estarel avoids conflict 
  where possible.  She will fight if necessary, but 
  even in doing so, will seek escape if it presents 
  itself.
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Rogue 1
  Rogue 6
  Rogue 10
  Rogue 14
  Size / Aln
  Medium LN Elf
  Medium LN Elf
  Medium LN Elf
  Medium LN Elf
  HP
  7
  24
  60
  82
  Armor 
  Class
  15
  17
  18
  19 
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  LN; Medium Humanoid (Elf)
  
  685
  NPCs
    Low
    Moderate
    Advanced
    Elite
  Ability 
  Scores / 
  Saves
  STR  6 (-2) 
  DEX  18 (+6) 
  CON  8 (-1) 
  INT  17 (+5) 
  WIS  12 (+1) 
  CHA  12 (+1)
  STR  6 (-2) 
  DEX  20 (+8) 
  CON  8 (-1) 
  INT  17 (+6) 
  WIS  12 (+1) 
  CHA  12 (+1)
  STR  6 (-2) 
  DEX  20 (+9) 
  CON  12 (+1) 
  INT  17 (+7) 
  WIS  12 (+1) 
  CHA  12 (+1)
  STR  6 (-2) 
  DEX  20 (+10) 
  CON  12 (+1) 
  INT  19 (+9) 
  WIS  12 (+1) 
  CHA  12 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception +15; 
  Darkvision 60’
  Disadvantage on Stealth
  Passive Perception +17; 
  Darkvision 60’
  Disadvantage on Stealth
  Passive Perception +19; 
  Darkvision 60’
  Disadvantage on Stealth
  Passive Perception +21; 
  Darkvision 60’
  Disadvantage on Stealth
  Languages Common, Elvish, Dwarvish
  Attacks
  Ranged Crossbow, 
  Light --> 80 ft.’: +0 
  (1d8+4); 320 ft.’: +0 
  (1d8+4) 
  Melee Dagger +6 
  (1d4+4 ) 
  Ranged Dagger 
  (Thrown) 20 ft.’: +6 
  (1d4+4); 60 ft.’: +6 
  (1d4+4)
  Melee *Dagger +8 
  (1d4+5 ) 
  Ranged Dagger 
  (Thrown) 20 ft.’: +8 
  (1d4+5); 60 ft.’: +8 
  (1d4+5) 
  Ranged +1 Crossbow, 
  Light--> 80 ft.’: +3 
  (1d8+6); 320 ft.’: +3 
  (1d8+6)
  Melee Dagger +9 
  (1d4+5 ) 
  Ranged Dagger 
  (Thrown) 20 ft.’: +9 
  (1d4+5); 60 ft.’: +9 
  (1d4+5) 
  Ranged +2 Crossbow, 
  Light --> 80 ft.’: +5 
  (1d8+7); 320 ft.’: +5 
  (1d8+7)
  Melee Dagger +10 
  (1d4+5 ) 
  Ranged Dagger 
  (Thrown) 20 ft.’: +10 
  (1d4+5); 60 ft.’: +10 
  (1d4+5) 
  Ranged +3 Crossbow, 
  Light--> 80 ft.’: +7 
  (1d8+8); 320 ft.’: +7 
  (1d8+8)
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longbow, 
  Longsword, Mace, Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
  Special 
  Qualities
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Expertise, Sneak 
  Attack, Thieves’ Cant
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Cunning 
  Action, Expertise, Fast 
  Hands, Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Thief, Thieves’ Cant, 
  Uncanny Dodge
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, Keen 
  Senses, Languages, Trance, 
  Ability Score Improvement, 
  Blindsense, Cunning Action, 
  Evasion, Expertise, Fast 
  Hands, Reliable Talent, 
  Roguish Archetype, Second-
  Story Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge, Use Magic Device
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Light Crossbow; Dagger; 
  Padded Armor
  +1 Light Crossbow; 
  Dagger; +1 Padded Armor
  +2 Light Crossbow; 
  Dagger; +2 Padded 
  Armor
  +3 Light Crossbow; 
  Dagger; +3 Padded Armor
  
  686
  NPCs
  Special Abilities
  Cantrip You know one cantrip of your choice from the wizard spell list. 
  Intelligence is your spellcasting ability for it. Spell save DC 17; Spell attack 
  modifier +9
  Darkvision Accustomed to twilit forests and the night sky, you have 
  superior vision in dark and dim conditions. You can see in dim light within 
  60 feet of you as if it were bright light, and in darkness as if it were dim 
  light. You can’t discern color in darkness, only shades of gray.
  Elf Weapon Training You have proficiency with the longsword, 
  shortsword, shortbow, and longbow.
  Extra Language You can speak, read, and write one extra language of your 
  choice.
  Fey Ancestry You have advantage on saving throws against being 
  charmed, and magic can’t put you to sleep.
  Keen Senses You have proficiency in the Perception skill.
  Languages You can speak, read, and write Common and Elvish. Elvish is 
  fluid, with subtle intonations and intricate grammar. Elven literature is rich 
  and varied, and their songs and poems are famous among other races. 
  Many bards learn their language so they can add Elvish ballads to their 
  repertoires.
  Trance Elves don’t need to sleep. Instead, they meditate deeply, 
  remaining semiconscious, for 4 hours a day. (The Common word for such 
  meditation is “trance.”) While meditating, you can dream after a fashion; 
  such dreams are actually mental exercises that have become Dexterityive 
  through years of practice. After resting in this way, you gain the same 
  benefit that a human does from 8 hours of sleep.
  Blindsense Starting at 14th level, if you are able to hear, you are aware of 
  the location of any hidden or invisible creature within 10 feet of you.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Expertise At 1st level, choose two of your skill proficiencies, or one of 
  your skill proficiencies and your proficiency with thieves’ tools. Your 
  proficiency bonus is doubled for any ability check you make that uses 
  either of the chosen proficiencies. At 6th level, you can choose two more 
  of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Reliable Talent By 11th level, you have refined your chosen skills until they 
  approach perfection. Whenever you make an ability check that lets you 
  add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
  Roguish Archetype At 3rd level, you choose an archetype that you 
  emulate in the exercise of your rogue abilities. Your choice grants you 
  features at 3rd level and then again at 9th, 13th, and 17th level.
  Second-Story Work When you choose this archetype at 3rd level, you gain 
  the ability to climb faster than normal; climbing no longer costs you extra 
  movement. In addition, when you make a running jump, the distance you 
  cover increases by a number of feet equal to 5.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 7d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so 
  do rogues who prefer to think of themselves as professional treasure 
  seekers, explorers, delvers, and investigators. In addition to improving 
  your agility and stealth, you learn skills useful for delving into ancient 
  ruins, reading unfamiliar languages, and using magic items you normally 
  couldn’t employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages 
  in seemingly normal conversation. Only another creature that knows 
  thieves’ cant understands such messages. It takes four times longer 
  to convey such a message than it does to speak the same idea plainly. 
  In addition, you understand a set of secret signs and symbols used to 
  convey short, simple messages, such as whether an area is dangerous or 
  the territory of a thieves’ guild, whether loot is nearby, or whether the 
  people in an area are easy marks or will provide a safe house for thieves 
  on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  Use Magic Device By 13th level, you have learned enough about the 
  workings of magic that you can improvise the use of items even when 
  they are not intended for you. You ignore all class, race, and level 
  requirements on the use of magic items. n.
  Conversation
  What do you think of Mondaria City?
    “It’s a fine place.  A cartographer could hardly hope 
  for a better situation: a system of complex maps, that 
  constantly changes!  Much more so, recently, as the 
  nether levels expand so quickly.”
  What do you think of the Mines?
    “Beautiful and complex, and ever-changing.  It’s a 
  wonder.”
  How have you survived after the catastrophe?
    “Well, to be true, there’s nobody looking to pay the bills 
  for official maps... but the chaos has fostered a great deal 
  of change, and official or not, there’s always folks willing 
  to pay coin for an even hastily-drawn scrawl of how to 
  get out of here.”
  What did you do, before the calamity?
    “Drew maps.  Official ones, and ones that we sent back to 
  the Enclave as part of our reports.”
  What do you know of the Obelisk?
    “I’ve heard of it.  Sounds horrible indeed.”
  Have you been to the Mine’s lower levels?
    “All but the lowest.  Nine escapes my attention; it 
  had been on my list to scribe out, when the calamity 
  occured.”
  Can you tell me anything about the conflict between workers 
  and administration (or Dwarves and Elves)?
    “It’s a waste of time, pure and simple.  Cannot imagine a 
  more fruitless devotion of energies.”
  
  687
  NPCs
  Elawelle (Tribute Magister)
  Description
  Pensive yet with presence, this Magister is no mere 
  administrator.  She was assigned to Mondaria 
  mainly given her Ranger skills and elven lineage; she 
  was hideously disappointed to be assigned quarters 
  under the mountain, in the mine itself.  She must 
  admit that her station is truly underground in this 
  regard; there is no better or more certain way to 
  guarantee Tribute flows in appropriate volume.
  Appearance
  A beauty in youth, she yet maintains a powerful 
  presence and cheerful effect on all genders in 
  conversation.  She’s older, nearly past middle age, 
  with white straight somewhat short hair.  
  Factions
  Elven administration; she views the Dwarves as 
  slackards who use the “conflict” to their own ends.
  Combat Tactics
  Ideally, Elawelle will get others to do her 
  fighting for her, either through intimidation, 
  sheer willpower, threats, or offer of coin; she 
  has used all in the past to success.
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Rogue 1
  Rogue 6
  Rogue 10
  Rogue 14
  Size / Aln
  Medium LE Elf
  Medium LE Elf
  Medium LE Elf
  Medium LE Elf
  HP
  9
  42
  67
  90
  Armor 
  Class
  15
  17
  19
  20
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  6 (-2) 
  DEX  18 (+6) 
  CON  8 (-1) 
  INT  17 (+5) 
  WIS  12 (+1) 
  CHA  12 (+1)
  STR  6 (-2) 
  DEX  20 (+8) 
  CON  8 (-1) 
  INT  17 (+6) 
  WIS  12 (+1) 
  CHA  12 (+1)
  STR  6 (-2) 
  DEX  20 (+9) 
  CON  12 (+1) 
  INT  17 (+7) 
  WIS  12 (+1) 
  CHA  12 (+1)
  STR  6 (-2) 
  DEX  20 (+10) 
  CON  12 (+1) 
  INT  19 (+9) 
  WIS  12 (+1) 
  CHA  12 (+1)
  LE; Medium Humanoid (Elf)
  
  688
  NPCs
    Low
    Moderate
    Advanced
    Elite
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception +12; 
  Darkvision 60’
  Passive Perception +14; 
  Darkvision 60’
  Passive Perception +16; 
  Darkvision 60’
  Passive Perception +18; 
  Darkvision 60’
  Languages Common, Elvish, Dwarvish
  Attacks
  Ranged Crossbow, 
  Light --> 80 ft.’: -5 
  (1d8+3); 320 ft.’: -5 
  (1d8+3) 
  Melee Shortsword +5 
  (1d6+3 ) 
  Melee Dagger +5 
  (1d4+3 ) 
  Ranged Dagger 
  (Thrown) 20 ft.’: +5 
  (1d4+3); 60 ft.’: +5 
  (1d4+3)
  Ranged Crossbow, 
  Light--> 80 ft.’: -3 
  (1d8+4); 320 ft.’: -3 
  (1d8+4) 
  Melee +1 Shortsword 
  +8 (1d6+5 ) 
  Melee Dagger +7 
  (1d4+4 ) 
  Ranged Dagger 
  (Thrown) 20 ft.’: +7 
  (1d4+4); 60 ft.’: +7 
  (1d4+4)
  Ranged Crossbow, 
  Light--> 80 ft.’: -1 
  (1d8+5); 320 ft.’: -1 
  (1d8+5) 
  Melee +2 Shortsword 
  +11 (1d6+7 ) 
  Melee Dagger +9 
  (1d4+5 ) 
  Ranged Dagger 
  (Thrown) 20 ft.’: +9 
  (1d4+5); 60 ft.’: +9 
  (1d4+5)
  Ranged Crossbow, 
  Light--> 80 ft.’: +0 
  (1d8+5); 320 ft.’: +0 
  (1d8+5) 
  Melee +3 Shortsword 
  +13 (1d6+8 ) 
  Melee Dagger +10 
  (1d4+5 ) 
  Ranged Dagger 
  (Thrown) 20 ft.’: +10 
  (1d4+5); 60 ft.’: +10 
  (1d4+5)
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longbow, 
  Longsword, Mace, Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
  Special 
  Qualities
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Expertise, Sneak 
  Attack, Thieves’ Cant
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Cunning 
  Action, Expertise, Fast 
  Hands, Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Thief, Thieves’ Cant, 
  Uncanny Dodge
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, Keen 
  Senses, Languages, Trance, 
  Ability Score Improvement, 
  Blindsense, Cunning Action, 
  Evasion, Expertise, Fast 
  Hands, Reliable Talent, 
  Roguish Archetype, Second-
  Story Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge, Use Magic Device
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Light Crossbow; 
  Shortsword; Studded 
  Leather Armor: Dagger
  Light Crossbow; +1 
  Shortsword; +1 Studded 
  Leather Armor: Dagger
  Light Crossbow; +2 
  Shortsword; +2 Studded 
  Leather Armor: Dagger
  Light Crossbow; +3 
  Shortsword; +3 Studded 
  Leather Armor: Dagger
  Special Abilities
  Cantrip You know one cantrip of your choice from the wizard spell list. 
  Intelligence is your spellcasting ability for it. Spell save DC 16; Spell 
  attack modifier +8
  Darkvision Accustomed to twilit forests and the night sky, you have 
  superior vision in dark and dim conditions. You can see in dim light 
  within 60 feet of you as if it were bright light, and in darkness as if it were 
  dim light. You can’t discern color in darkness, only shades of gray.
  Elf Weapon Training You have proficiency with the longsword, 
  shortsword, shortbow, and longbow.
  Extra Language You can speak, read, and write one extra language of your 
  choice.
  Fey Ancestry You have advantage on saving throws against being 
  charmed, and magic can’t put you to sleep.
  Keen Senses You have proficiency in the Perception skill.
  Languages You can speak, read, and write Common and Elvish. Elvish 
  is fluid, with subtle intonations and intricate grammar. Elven literature 
  is rich and varied, and their songs and poems are famous among other 
  races. Many bards learn their language so they can add Elvish ballads to 
  their repertoires.
  Trance Elves don’t need to sleep. Instead, they meditate deeply, 
  remaining semiconscious, for 4 hours a day. (The Common word for such 
  meditation is “trance.”) While meditating, you can dream after a fashion; 
  such dreams are actually mental exercises that have become Dexterityive 
  through years of practice. After resting in this way, you gain the same 
  
  689
  NPCs
  benefit that a human does from 8 hours of sleep.
  Blindsense Starting at 14th level, if you are able to hear, you are aware of 
  the location of any hidden or invisible creature within 10 feet of you.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Expertise At 1st level, choose two of your skill proficiencies, or one of 
  your skill proficiencies and your proficiency with thieves’ tools. Your 
  proficiency bonus is doubled for any ability check you make that uses 
  either of the chosen proficiencies. At 6th level, you can choose two more 
  of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Reliable Talent By 11th level, you have refined your chosen skills until they 
  approach perfection. Whenever you make an ability check that lets you 
  add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
  Roguish Archetype At 3rd level, you choose an archetype that you 
  emulate in the exercise of your rogue abilities. Your choice grants you 
  features at 3rd level and then again at 9th, 13th, and 17th level.
  Second-Story Work When you choose this archetype at 3rd level, you gain 
  the ability to climb faster than normal; climbing no longer costs you extra 
  movement. In addition, when you make a running jump, the distance you 
  cover increases by a number of feet equal to 5.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 7d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so do 
  rogues who prefer to think of themselves as professional treasure seekers, 
  explorers, delvers, and investigators. In addition to improving your agility 
  and stealth, you learn skills useful for delving into ancient ruins, reading 
  unfamiliar languages, and using magic items you normally couldn’t 
  employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages in 
  seemingly normal conversation. Only another creature that knows thieves’ 
  cant understands such messages. It takes four times longer to convey 
  such a message than it does to speak the same idea plainly. In addition, 
  you understand a set of secret signs and symbols used to convey short, 
  simple messages, such as whether an area is dangerous or the territory of 
  a thieves’ guild, whether loot is nearby, or whether the people in an area 
  are easy marks or will provide a safe house for thieves on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  Use Magic Device By 13th level, you have learned enough about the 
  workings of magic that you can improvise the use of items even when 
  they are not intended for you. You ignore all class, race, and level 
  requirements on the use of magic items. n.
  Conversation
  What do you think of Mondaria City?
    “It’s fine enough.  Though it’s generous to call it ‘city’.”
  What do you think of the Mines?
    “Filthy and disgusting.  But needed, to profit.”
  How have you survived after the catastrophe?
    “Disorder is ever in need of a strong hand to guide it.”
  What did you do, before the calamity?
    “Collected tribute.  As I still do, or seek to; the Gods 
  and the Realm do not cease their need for their portion 
  simply because a big chunk of evil rock pops up.”
  What do you know of the Obelisk?
    “It’s a chunk of semi-sentient, evil rock that takes over 
  men’s hearts and corrupts the soul.  Or so they say.  
  Honestly I’m not quite sure how one could tell.”
  Have you been to the Mine’s lower levels?
    “No.  Nor do I ever wish to do so.”
  Can you tell me anything about the conflict between workers 
  and administration (or Dwarves and Elves)?
    “It’s pointless.  The dwarves are shiftless, and invented 
  this strife to justify fewer hours and lazier production.  
  Most, if not all, hide their coin and seek to avoid hard 
  work.”
  
  690
  NPCs
  Dralbrodin Strongquil (Lead Designer)
  Description
  Studious, silent, and watchful, this dwarf sees the 
  big picture where others see but pieces.  He’s a 
  strategist, an overseer, someone who takes the long 
  view.  His combat style echoes this perspective: 
  crossbo, spear, and pairs of throwing daggers, all 
  atop studded leather armor and a cloak.
  Appearance
  A thick, fluffy, white beard reaches to his navel; 
  his silver hair is mostly gone on the sides, but 
  thick on the top, and slicked back.  His ears are 
  slightly pointed, as though some elvish blood falls 
  somewhere in his lineage; his peers chide him for 
  that often.
  Factions
  Dwarven union, though in honesty, he views it as a 
  bit of a distraction from the work of the day.
  Combat Tactics
  Dralbrodin is a shrewd tactician, and although 
  he will not seek combat, he will use it to his 
  advantage if possible.
  CR 4; XP 1,100
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Rogue 4
  Rogue 8
  Rogue 12
  Rogue 16
  Size / Aln
  Medium TN Dwarf
  Medium TN Dwarf
  Medium TN Dwarf
  Medium TN Dwarf
  HP
  32
  63
  102
  149
  Armor 
  Class
  15
  17
  19
  20
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR  10 (+0) 
  DEX  17 (+5) 
  CON  15 (+2) 
  INT  12 (+3) 
  WIS  13 (+1) 
  CHA  7 (-2)
  STR  10 (+0) 
  DEX  19 (+7) 
  CON  15 (+2) 
  INT  12 (+4) 
  WIS  13 (+1) 
  CHA  7 (-2)
  STR  11 (+0) 
  DEX  20 (+9) 
  CON  17 (+3) 
  INT  12 (+5) 
  WIS  13 (+1) 
  CHA  7 (-2)
  STR  12 (+1) 
  DEX  20 (+10) 
  CON  18 (+4) 
  INT  12 (+6) 
  WIS  13 (+6) 
  CHA  7 (-2)
  TN; Medium Humanoid (Dwarf)
  
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    Low
    Moderate
    Advanced
    Elite
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception +13; 
  Darkvision 60’
  Passive Perception +17; 
  Darkvision 60’
  Passive Perception +19; 
  Darkvision 60’
  Passive Perception +21; 
  Darkvision 60’
  Languages Common, Dwarvish
  Attacks
  Ranged Crossbow, Light--> 
  80 ft.’: -1 (1d8+3); 320 ft.’: 
  -1 (1d8+3) 
  Melee Dagger +5 (1d4+3 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+3); 60 ft.’: +5 
  (1d4+3) 
  Melee Spear +5 (1d6+3 ) 
  Ranged Spear (Thrown) 20 
  ft.’: +5 (1d6+3); 60 ft.’: +5 
  (1d6+3)
  Ranged Crossbow, Light--> 
  80 ft.’: +1 (1d8+4); 320 ft.’: 
  +1 (1d8+4) 
  Melee Dagger +7 (1d4+4 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +7 (1d4+4); 60 ft.’: +7 
  (1d4+4) 
  Melee +1 Spear +8 (1d6+5 ) 
  Melee +1 Spear (Thrown) 20 
  ft.’: +8 (1d6+5); 60 ft.’: +8 
  (1d6+5)
  Ranged Crossbow, Light--> 
  80 ft.’: +3 (1d8+5); 320 
  ft.’: +3 (1d8+5) 
  Melee Dagger +9 (1d4+5 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +9 (1d4+5); 60 ft.’: 
  +9 (1d4+5) 
  Melee +2 Spear +11 
  (1d6+7) 
  Ranged +2 Spear (Thrown) 
  20 ft.’: +11 (1d6+7); 60 
  ft.’: +11 (1d6+7)
  Ranged Crossbow, Light--> 
  80 ft.’: +4 (1d8+5); 320 ft.’: 
  +4 (1d8+5) 
  Melee Dagger +10 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10 (1d4+5); 60 ft.’: 
  +10 (1d4+5) 
  Melee +3 Spear +13 (1d6+8) 
  Ranged +3 Spear (Thrown) 
  20 ft.’: +13 (1d6+8); 60 ft.’: 
  +13 (1d6+8) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, 
  Longsword, Mace, Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike, Warhammer
  Special 
  Qualities
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Cunning 
  Action, Expertise, Fast 
  Hands, Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Thief, Thieves’ Cant
  Darkvision, Dwarven Combat 
  Training, Dwarven Resilience, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
   Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Reliable 
  Talent, Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Supreme Sneak, 
  Thief, Thieves’ Cant, 
  Uncanny Dodge
  Darkvision, Dwarven Combat 
  Training, Dwarven Resilience, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Blindsense, 
  Cunning Action, Evasion, 
  Expertise, Fast Hands, 
  Reliable Talent, Roguish 
  Archetype, Second-Story 
  Work, Slippery Mind, Sneak 
  Attack, Supreme Sneak, 
  Thief, Thieves’ Cant, Uncanny 
  Dodge, Use Magic Device
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Light Crossbow; Dagger; 
  Studded Leather; Spear
  Light Crossbow; Dagger; 
  +1 Studded Leather; +1 
  Spear
  Light Crossbow; Dagger; 
  +2 Studded Leather; +2 
  Spear
  Light Crossbow; Dagger; 
  +3 Studded Leather; +3 
  Spear
  Special Abilities
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Dwarven Combat Training You have proficiency with the battleaxe, 
  handaxe, light hammer, and warhammer.
  Dwarven Resilience You have advantage on saving throws against poison, 
  and you have resistance against poison damage (explained in chapter 9).
  Languages You can speak, read, and write Common and Dwarvish. 
  Dwarvish is full of hard consonants and guttural sounds, and those 
  characteristics spill over into whatever other language a dwarf might 
  speak.
  Mason’s Tools Proficient with Artisan Mason’s Tools.
  Stonecunning Whenever you make an Intelligence (History) check related 
  to the origin of stonework, you are considered proficient in the History 
  skill and add double your proficiency bonus to the check, instead of your 
  normal proficiency bonus.
  Tool Proficiency You gain proficiency with the artisan’s tools of your 
  choice: smith’s tools, brewer’s supplies, or mason’s tools.
  Blindsense Starting at 14th level, if you are able to hear, you are aware of 
  the location of any hidden or invisible creature within 10 feet of you.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  
  692
  NPCs
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Expertise At 1st level, choose two of your skill proficiencies, or one of 
  your skill proficiencies and your proficiency with thieves’ tools. Your 
  proficiency bonus is doubled for any ability check you make that uses 
  either of the chosen proficiencies. At 6th level, you can choose two more 
  of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Reliable Talent By 11th level, you have refined your chosen skills until they 
  approach perfection. Whenever you make an ability check that lets you 
  add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
  Roguish Archetype At 3rd level, you choose an archetype that you 
  emulate in the exercise of your rogue abilities. Your choice grants you 
  features at 3rd level and then again at 9th, 13th, and 17th level.
  Second-Story Work When you choose this archetype at 3rd level, you gain 
  the ability to climb faster than normal; climbing no longer costs you extra 
  movement. In addition, when you make a running jump, the distance you 
  cover increases by a number of feet equal to 5.
  Slippery Mind By 15th level, you have acquired greater mental strength. 
  You gain proficiency in Wisdom saving throws.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 8d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so do 
  rogues who prefer to think of themselves as professional treasure seekers, 
  explorers, delvers, and investigators. In addition to improving your agility 
  and stealth, you learn skills useful for delving into ancient ruins, reading 
  unfamiliar languages, and using magic items you normally couldn’t 
  employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages in 
  seemingly normal conversation. Only another creature that knows thieves’ 
  cant understands such messages. It takes four times longer to convey 
  such a message than it does to speak the same idea plainly. In addition, 
  you understand a set of secret signs and symbols used to convey short, 
  simple messages, such as whether an area is dangerous or the territory of 
  a thieves’ guild, whether loot is nearby, or whether the people in an area 
  are easy marks or will provide a safe house for thieves on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  Use Magic Device By 13th level, you have learned enough about the 
  workings of magic that you can improvise the use of items even when 
  they are not intended for you. You ignore all class, race, and level 
  requirements on the use of magic items. n.
  Conversation
  What do you think of Mondaria City?
    “It’s fine.  Serves the purpose.”
  What do you think of the Mines?
    “They require a great deal of skill to make successful.  
  Machines, carts, operations—it’s all quite intricate.  Ore 
  doesn’t just fall off the walls and float up to an oxcart to 
  be sold away, now does it?”
  How have you survived after the catastrophe?
    “I’ve found ways.  Always a means, for those with a 
  knack for surviving.”
  What did you do, before the calamity?
    “Designed.  Sketched, thought, planned.  Helped make 
  the Mines what they are today.  Or, I guess, what they 
  were, a few months ago.”
  What do you know of the Obelisk?
    “I’ve heard naught, and wish to hear naught more.”
  Have you been to the Mine’s lower levels?
    “Not to the last, though those just shy of it are hot and 
  dark and dangerous enough for my taste, thank you.”
  Can you tell me anything about the conflict between workers 
  and administration (or Dwarves and Elves)?
    “There is one.  Both sides think they’re right.  And both 
  sides have a point.  Which makes the whole thing doubly 
  dangerous.  And doubly pointless.”
  
  693
  NPCs
  Faenadorn (Mayor)
  Description
  In a racially-charged, profit-motivated, industrial 
  environment such as Mondaria, the Mayor’s 
  authority may not be what you’d expect it to be.  
  Ostensibly the administrative leader, the rule of law 
  and conduct of the mining operation are factors 
  entirely out of the Mayor’s sphere of influence.  In 
  day-to-day operations, the Mayor’s true purpose 
  is to rubber-stamp proposals, sign off on budgets 
  without much actual input or control, and ultimately 
  act as a conduit back to the Druid Enclave for 
  communications and update purposes.
  Appearance
  The Mayor is a middle-aged Elf, formerly strident 
  and purposeful and commanding, but rendered 
  meek and resigned to excess and lethargy by his 
  current post.  His handsome face has begun to show 
  lines about his mouth and intensely blue eyes; his 
  chin and cheeks have grown thicker from feasting.  
  His light-brown, almost ashen shoulder-length 
  hair is straight and typically unadorned; he wears 
  a thin wooden tiara about his scalp as a symbol of 
  his office.  He dresses in elaborately designed and 
  beautifully-embroidered studded leather armor, atop 
  of which he dons a thick, dark green cape richly 
  embroidered in gold.
  Factions
  Elven Administration.
  Combat Tactics
  Faenadorn has grown unused to fighting his 
  own battles.  Though still quite capable, his 
  age and lethargy make him reticent to engage.  
  Once fighting begins, however, the old vigor 
  returns, and he will fight competently to the 
  end.
  CR 4; XP 1,100
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Fighter 4
  Fighter 8
  Fighter 12
  Fighter 16
  Size / Aln
  Medium LN Elf
  Medium LN Elf
  Medium LN Elf
  Medium LN Elf
  HP
  19
  27
  55
  92
  Armor 
  Class
  18
  20
  23
  24
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  LN; Medium Humanoid (Elf)
  
  694
  NPCs
    Low
    Moderate
    Advanced
    Elite
  Ability 
  Scores / 
  Saves
  STR  10 (+0) 
  DEX  17 (+5) 
  CON  15 (+2) 
  INT  12 (+3) 
  WIS  13 (+1) 
  CHA  7 (-2)
  STR  10 (+0) 
  DEX  19 (+7) 
  CON  15 (+2) 
  INT  12 (+4) 
  WIS  13 (+1) 
  CHA  7 (-2)
  STR  11 (+0) 
  DEX  20 (+9) 
  CON  17 (+3) 
  INT  12 (+5) 
  WIS  13 (+1) 
  CHA  7 (-2)
  STR  12 (+1) 
  DEX  20 (+10) 
  CON  18 (+4) 
  INT  12 (+6) 
  WIS  13 (+6) 
  CHA  7 (-2)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception +13; 
  Darkvision 60’
  Disadvantage on Stealth
  Passive Perception +14; 
  Darkvision 60’
  Disadvantage on Stealth
  Passive Perception +15; 
  Darkvision 60’
  Disadvantage on Stealth
  Passive Perception +16; 
  Darkvision 60’
  Disadvantage on Stealth
  Languages Common, Dwarvish, Elvish
  Attacks
  Melee Battleaxe +5 (1d8+5) 
  Melee Dagger +5 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+3); 60 ft.’: +5 
  (1d4+3) 
  Ranged Longbow--> 150 
  ft.’: +4 (1d8+2); 600 ft.’: +4 
  (1d8+2)
  Melee +1 Battleaxe +8/+8 
  (1d8+7) 
  Melee Dagger +7/+7 
  (1d4+6) 
  Ranged Dagger (Thrown) 20 
  ft.’: +7/+7 (1d4+4); 60 ft.’: 
  +7/+7 (1d4+4) 
  Ranged Longbow--> 150 
  ft.’: +6/+6 (1d8+3); 600 ft.’: 
  +6/+6 (1d8+3)
  Melee +2 Battleaxe 
  +11/+11/+11 (1d8+9) 
  Melee Dagger +9/+9/+9 
  (1d4+7 ) 
  Melee Dagger (Thrown) 20 
  ft.’: +9/+9/+9 (1d4+5); 60 
  ft.’: +9/+9/+9 (1d4+5) 
  Ranged Longbow--> 150 
  ft.’: +7/+7/+7 (1d8+3); 
  600 ft.’: +7/+7/+7 (1d8+3)
  Melee +3 Battleaxe 
  +13/+13/+13 (1d8+10) 
  Melee Dagger +10/+10/+10 
  (1d4+7 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10/+10 (1d4+5); 
  60 ft.’: +10/+10/+10 
  (1d4+5) 
  Ranged Longbow--> 150 ft.’: 
  +9/+9/+9 (1d8+4); 600 ft.’: 
  +9/+9/+9 (1d8+4)
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Action Surge, 
  Champion, Fighting Style, 
  Improved Critical, Martial 
  Archetype, Second Wind, 
  Dueling
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Action Surge, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Martial Archetype, 
  Remarkable Athlete, Second 
  Wind, Dueling
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Defense, Dueling
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Superior Critical, Defense, 
  Dueling
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Battleaxe; Chain Mail; 
  Shield; Dagger; Longbow
  +1 Battleaxe; Plate; 
  Shield; Dagger; Longbow
  +2 Battleaxe; +2 Plate; 
  Shield; Dagger; Longbow
  +3 Battleaxe; +3 Plate; 
  Shield; Dagger; Longbow
  
  695
  NPCs
  Special Abilities
  Cantrip You know one cantrip of your choice from the wizard spell list. 
  Intelligence is your spellcasting ability for it. Spell save DC 13; Spell attack 
  modifier +5
  Darkvision Accustomed to twilit forests and the night sky, you have 
  superior vision in dark and dim conditions. You can see in dim light within 
  60 feet of you as if it were bright light, and in darkness as if it were dim 
  light. You can’t discern color in darkness, only shades of gray.
  Elf Weapon Training You have proficiency with the longsword, 
  shortsword, shortbow, and longbow.
  Extra Language You can speak, read, and write one extra language of your 
  choice.
  Fey Ancestry You have advantage on saving throws against being 
  charmed, and magic can’t put you to sleep.
  Keen Senses You have proficiency in the Perception skill.
  Languages You can speak, read, and write Common and Elvish. Elvish is 
  fluid, with subtle intonations and intricate grammar. Elven literature is rich 
  and varied, and their songs and poems are famous among other races. 
  Many bards learn their language so they can add Elvish ballads to their 
  repertoires.
  Trance Elves don’t need to sleep. Instead, they meditate deeply, 
  remaining semiconscious, for 4 hours a day. (The Common word for such 
  meditation is “trance.”) While meditating, you can dream after a fashion; 
  such dreams are actually mental exercises that have become Dexterityive 
  through years of practice. After resting in this way, you gain the same 
  benefit that a human does from 8 hours of sleep.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 1 time(s) before a rest, but only once 
  on the same turn.
  Additional Fighting Style At 10th level, you can choose a second option 
  from the Fighting Style class feature.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Fighting Style You adopt a particular style of fighting as your specialty. 
  Choose one of the following options. You can’t take a Fighting Style 
  option more than once, even if you later get to choose again.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that 
  you fail. If you do so, you must use the new roll, and you can’t use this 
  feature again until you finish a long rest. You can use this feature 2 time(s) 
  between long rests.
  Martial Archetype At 3rd level, you choose an archetype that you strive to 
  emulate in your combat styles and techniques. The Champion archetype 
  is detailed at the end of the class description; see the Player’s Handbook 
  for information on other martial archetypes. Your archetype grants you 
  features at 3rd level and again at 7th, 10th, 15th, and 18th level.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +5.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Superior Critical Starting at 15th level, your weapon attacks score a 
  critical hit on a roll of 18-20.
  Defense While you are wearing armor, you gain a +1 bonus to AC.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon. n.
  Conversation
  What do you think of Mondaria City?
    “‘Tis a dire place, even before the calamity.  Successful, 
  though; that must be admitted.”
  What do you think of the Mines?
    “A necessary filth, for the sake of production and profit.”
  How have you survived after the catastrophe?
    “I am as yet still the Mayor of this city, am I not?  Though 
  in truth there is little left over which to rule, I hope 
  things will return as they were.  And if not, then I shall 
  simply move on to success elsewhere.”
  What did you do, before the calamity?
    “I was Mayor.  As I so remain.”
  What do you know of the Obelisk?
    “I’ve heard it blamed as the source of all this chaos and 
  evil.  In my experience, masses of workers need little 
  such excuse to let loose these qualities, however.”
  Have you been to the Mine’s lower levels?
    “I have not.  Nor do I see reason nor need to do so.”
  Can you tell me anything about the conflict between workers 
  and administration (or Dwarves and Elves)?
    “Sadly, yes.  Each side feels cause and righteousness, 
  and although it must be said I do tend to side with the 
  Administration in their desire to control and enforce law 
  and order, and increase productivity, I do sympathize 
  with the workers.”
  
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  NPCs
  Friskbik (Stablehand)
  Description
  Halflings are typically used to being underfoot, but 
  this stablehand always feels trodden upon.  Dejected 
  and resigned to what he feels is the lowest caste in 
  the city, he nevertheless loves horses, and takes 
  pride in his work where possible.  
  Appearance
  Grimy about the face, he wears hide armor and 
  wields daggers when he can steal them.
  Factions
  None.  Though his heart sympathizes with the 
  Dwarves.
  Combat Tactics
  Friskbik has dreams and aspirations much like 
  all those lowly, but the twinkle in his eye in no 
  way deludes him from realizing his place as low 
  man on the pole.  He’ll evade fighting wherever 
  possible, and grovel or steal or swindle as 
  necessary to escape if cornered.
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 4 
  XP 1,100
  CR 7 
  XP 2,900
  CR 10 
  XP 5,900
  Class / HD Rogue 1
  Rogue 4
  Rogue 7
  Rogue 10
  Size / Aln
  Medium LN Half-Elf
  Medium LN Half-Elf
  Medium LN Half-Elf
  Medium LN Half-Elf
  HP
  8
  20
  37
  54
  Armor 
  Class
  13
  14
  14
  15
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  11 (+0) 
  DEX  16 (+5) 
  CON  11 (+0) 
  INT  6 (+0) 
  WIS  10 (+0) 
  CHA  8 (-1)
  STR  11 (+0) 
  DEX  18 (+6) 
  CON  11 (+0) 
  INT  6 (+0) 
  WIS  10 (+0) 
  CHA  8 (-1)
  STR  11 (+0) 
  DEX  18 (+7) 
  CON  11 (+0) 
  INT  6 (+0) 
  WIS  10 (+0) 
  CHA  8 (-1)
  STR  11 (+0) 
  DEX  20 (+9) 
  CON  13 (+1) 
  INT  6 (+2) 
  WIS  10 (+0) 
  CHA  8 (-1)
  LN; Medium Humanoid (Half-Elf)
  
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    Moderate
    Advanced
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  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception +12; 
  Darkvision 60’
  Passive Perception +12; 
  Darkvision 60’
  Passive Perception +16; 
  Darkvision 60’
  Passive Perception +18; 
  Darkvision 60’
  Languages Common, Dwarvish, Elvish
  Attacks
  Melee Club +2 (1d4 ) 
  Melee Dagger +5 (1d4+3 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+3); 60 ft.’: +5 
  (1d4+3)
  Melee Club +2 (1d4 ) 
  Melee +1 Dagger +7 (1d4+5 
  ) 
  Ranged +1 Dagger (Thrown) 
  20 ft.’: +7 (1d4+5); 60 ft.’: 
  +7 (1d4+5)
  Melee Club +3 (1d4 ) 
  Melee +2 Dagger +9 
  (1d4+6 ) 
  Ranged +2 Dagger (Thrown) 
  20 ft.’: +9 (1d4+6); 60 ft.’: 
  +9 (1d4+6)
  Melee Club +4 (1d4 ) 
  Melee +3 Dagger +12 
  (1d4+8 ) 
  Ranged +3 Dagger (Thrown) 
  20 ft.’: +12 (1d4+8); 60 ft.’: 
  +12 (1d4+8)
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
  Special 
  Qualities
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Expertise, Sneak Attack, 
  Thieves’ Cant
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Cunning Action, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Thief, 
  Thieves’ Cant
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Cunning Action, Evasion, 
  Expertise, Fast Hands, 
  Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Thief, Thieves’ Cant, 
  Uncanny Dodge
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Cunning Action, Evasion, 
  Expertise, Fast Hands, 
  Roguish Archetype, Second-
  Story Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Club; Dagger
  Club; +1 Dagger
  Club; +2 Dagger
  Club; +3 Dagger
  Special Abilities
  Darkvision Thanks to your elf blood, you have superior vision in dark and 
  dim conditions. You can see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were dim light. You can’t discern color 
  in darkness, only shades of gray.
  Fey Ancestry You have advantage on all saving throws against being 
  charmed or put to sleep.
  Languages You can speak, read, and write Common, Elvish, and one extra 
  language of your choice.
  Skill Versatility You gain proficiency in two skills of your choice.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Expertise At 1st level, choose two of your skill proficiencies, or one of 
  your skill proficiencies and your proficiency with thieves’ tools. Your 
  proficiency bonus is doubled for any ability check you make that uses 
  either of the chosen proficiencies. At 6th level, you can choose two more 
  of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Roguish Archetype At 3rd level, you choose an archetype that you 
  emulate in the exercise of your rogue abilities. Your choice grants you 
  features at 3rd level and then again at 9th, 13th, and 17th level.
  Second-Story Work When you choose this archetype at 3rd level, you 
  gain the ability to climb faster than normal; climbing no longer costs 
  you extra movement. In addition, when you make a running jump, the 
  distance you cover increases by a number of feet equal to 5.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 5d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so 
  do rogues who prefer to think of themselves as professional treasure 
  seekers, explorers, delvers, and investigators. In addition to improving 
  your agility and stealth, you learn skills useful for delving into ancient 
  ruins, reading unfamiliar languages, and using magic items you normally 
  
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  couldn’t employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages in 
  seemingly normal conversation. Only another creature that knows thieves’ 
  cant understands such messages. It takes four times longer to convey 
  such a message than it does to speak the same idea plainly. In addition, 
  you understand a set of secret signs and symbols used to convey short, 
  simple messages, such as whether an area is dangerous or the territory of 
  a thieves’ guild, whether loot is nearby, or whether the people in an area 
  are easy marks or will provide a safe house for thieves on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you. n.
  Conversation
  What do you think of Mondaria City?
    “It’s fine.  Nice it’s not, but wealthy enough to pay the 
  bills.”
  What do you think of the Mines?
    “I like ‘em.  Plenty to do, down there.”
  How have you survived after the catastrophe?
    “Survive?  I’ll always survive.  Sometimes it’s easier and 
  more enjoyable than others, is all.”
  What did you do, before the calamity?
    “Took care of the horses.  ‘Course, they’re all gone, now, 
  so I mainly take care of myself.”
  What do you know of the Obelisk?
    “Nothing.  Is that a city?”
  Have you been to the Mine’s lower levels?
    “Not past the first level, and that only ‘cuz I snuck down 
  the elevator behind some crates a few times to sneak a 
  peek.”
  Can you tell me anything about the conflict between workers 
  and administration (or Dwarves and Elves)?
    “Seems silly, two groups of folks with solid jobs bickering 
  over who gets to do what.  But what do I know.”
  
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  NPCs
  Frobwin Glamfork (Feastmaster)
  Description
  This cheery, portly halfling clearly benefits from 
  her own trade; her ruddy and cherubic cheeks 
  and perpetually flushed face and neck are quick 
  indicators of her skill and her lust for her craft.
  Appearance
  She wears simple padded armor underneath a 
  huge flowing apron.  Apart from food and wine, she 
  indulges in boots: finely-crafted, soft and supple 
  leather; such items are essential in that she spends 
  as much time meeting and greeting in the mess hall 
  as she does behind the scenes preparing food and 
  coordinating her chefs.
  She’s got brown eyes and shoulder-length brown 
  hair which she typically ties back in a bun.
  Factions
  None.  All manner of beast needs food and wine, 
  don’t they?
  Combat Tactics
  Adverse to battle by nature, she is quite deft 
  with a blade, so will fight when required.
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Rogue 1
  Rogue 6
  Rogue 10
  Rogue 14
  Size / Aln
  Small CG Halfling
  Small CG Halfling
  Small CG Halfling
  Small CG Halfling
  HP
  9
  43
  61
  103
  Armor 
  Class
  14
  15
  17
  18
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  CG; Small Humanoid (Halfling)
  
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    Moderate
    Advanced
    Elite
  Ability 
  Scores / 
  Saves
  STR  8 (-1) 
  DEX  17 (+5) 
  CON  13 (+1) 
  INT  15 (+4) 
  WIS  8 (-1) 
  CHA  14 (+2)
  STR  8 (-1) 
  DEX  19 (+7) 
  CON  13 (+1) 
  INT  15 (+5) 
  WIS  8 (-1) 
  CHA  14 (+2)
  STR  11 (+0) 
  DEX  20 (+9) 
  CON  13 (+1) 
  INT  15 (+6) 
  WIS  8 (-1) 
  CHA  14 (+2)
  STR  11 (+0) 
  DEX  20 (+10) 
  CON  15 (+2) 
  INT  15 (+7) 
  WIS  8 (-1) 
  CHA  14 (+2)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception +11
  Disadvantage on Stealth
  Passive Perception +15
  Passive Perception +17
  Passive Perception +19
  Languages Common, Dwarvish, Elvish
  Attacks
  Melee Dagger (Small) +5 
  (1d4+3 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +5 
  (1d4+3); 60 ft.’: +5 
  (1d4+3) 
  Melee Sickle (Small) +1 
  (1d4-1)
  Melee Dagger (Small) +7 
  (1d4+4 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +7 (1d4+4); 
  60 ft.’: +7 (1d4+4) 
  Melee +1 Sickle +3 (1d4 )
  Melee Dagger (Small) +9 
  (1d4+5 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +9 
  (1d4+5); 60 ft.’: +9 
  (1d4+5) 
  Melee +2 Sickle +6 
  (1d4+2)
  Melee Dagger (Small) +10 
  (1d4+5 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +10 
  (1d4+5); 60 ft.’: +10 
  (1d4+5) 
  Melee +3 Sickle +8 (1d4+3)
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
  Special 
  Qualities
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Expertise, Sneak 
  Attack, Thieves’ Cant
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Cunning 
  Action, Expertise, Fast 
  Hands, Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Thief, Thieves’ Cant, 
  Uncanny Dodge
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Blindsense, 
  Cunning Action, Evasion, 
  Expertise, Fast Hands, 
  Reliable Talent, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Supreme 
  Sneak, Thief, Thieves’ Cant, 
  Uncanny Dodge, Use Magic 
  Device
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Dagger; Sickle; Padded 
  Armor
  Dagger; +1 Sickle; 
  Leather Armor
  Dagger; +2 Sickle; 
  Studded Leather Armor
  Dagger; +3 Sickle; +1 
  Studded Leather Armor
  Special Abilities
  Brave You have advantage on saving throws against being frightened.
  Halfling Nimbleness You can move through the space of any creature that 
  is of a size larger than yours.
  Languages You can speak, read, and write Common and Halfling. The 
  Halfling language isn’t secret, but halflings are loath to share it with 
  others. They write very little, so they don’t have a rich body of literature. 
  Their oral tradition, however, is very strong. Almost all halflings speak 
  Common to converse with the people in whose lands they dwell or 
  through which they are traveling.
  Lucky When you roll a 1 on an attack roll, ability check, or saving throw, 
  you can reroll the die and must use the new roll.
  Naturally Stealthy You can attempt to hide even when you are obscured 
  only by a creature that is at least one size larger than you.
  Blindsense Starting at 14th level, if you are able to hear, you are aware of 
  the location of any hidden or invisible creature within 10 feet of you.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  
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  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Expertise At 1st level, choose two of your skill proficiencies, or one of 
  your skill proficiencies and your proficiency with thieves’ tools. Your 
  proficiency bonus is doubled for any ability check you make that uses 
  either of the chosen proficiencies. At 6th level, you can choose two more 
  of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Reliable Talent By 11th level, you have refined your chosen skills until they 
  approach perfection. Whenever you make an ability check that lets you 
  add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
  Roguish Archetype At 3rd level, you choose an archetype that you 
  emulate in the exercise of your rogue abilities. Your choice grants you 
  features at 3rd level and then again at 9th, 13th, and 17th level.
  Second-Story Work When you choose this archetype at 3rd level, you gain 
  the ability to climb faster than normal; climbing no longer costs you extra 
  movement. In addition, when you make a running jump, the distance you 
  cover increases by a number of feet equal to 5.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 7d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so do 
  rogues who prefer to think of themselves as professional treasure seekers, 
  explorers, delvers, and investigators. In addition to improving your agility 
  and stealth, you learn skills useful for delving into ancient ruins, reading 
  unfamiliar languages, and using magic items you normally couldn’t 
  employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages in 
  seemingly normal conversation. Only another creature that knows thieves’ 
  cant understands such messages. It takes four times longer to convey 
  such a message than it does to speak the same idea plainly. In addition, 
  you understand a set of secret signs and symbols used to convey short, 
  simple messages, such as whether an area is dangerous or the territory of 
  a thieves’ guild, whether loot is nearby, or whether the people in an area 
  are easy marks or will provide a safe house for thieves on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  Use Magic Device By 13th level, you have learned enough about the 
  workings of magic that you can improvise the use of items even when 
  they are not intended for you. You ignore all class, race, and level 
  requirements on the use of magic items..
  Conversation
  What do you think of Mondaria City?
    “A grand assemblage of folks from all over.”
  What do you think of the Mines?
    “They’re filthy and horrid.  Makes it all the more 
  important to give folks a good meal at the end of the day.”
  How have you survived after the catastrophe?
    “Folks always need to eat, don’t they?  Don’t matter if 
  some awful thing starts to take over minds or burb out a 
  bunch of evil.”
  What did you do, before the calamity?
    “Same as I do now: keep good folk alive and healthy with 
  quality grub.”
  What do you know of the Obelisk?
    “I’ve heard of it.  Sounds terrible.  May I never see it in 
  person!”
  Have you been to the Mine’s lower levels?
    “Honey, I’ve not been to the Mines themselves, until 
  the catastrophe.  Foraging for foodstuffs has made it a 
  necessity, but that don’t mean I like it.”
  Can you tell me anything about the conflict between workers 
  and administration (or Dwarves and Elves)?
    “Ah, well, though they may fight when they work, 
  breaking bread at the end of the day shows them for 
  what they all truly are—an overworked, stressed group of 
  folks just trying to get through their days.”
  
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  Gabharn (Beastmaster)
  Description
  A retired adventurer and mercenary, this 
  Beastmaster has learned to prefer the company of 
  animals to people.  Betrayed in his youth by his 
  parents, again by his uncle, and repeatedly by his 
  adventuring partners, he seems to have a knack 
  either for making bad choices, trusting unworthy 
  partners, or simply having poor luck of comradeship. 
  Appearance
  He wears leather armor and wields a longsword and 
  shield; though trained with a shortbow, he prefers to 
  get up close with foes if combat is on the table.  His 
  arms bear scars from fights long past; he has a long 
  scar tracing the length of his head from front to back 
  where the hair has never grown back.
  Factions
  Elven administraiton, in terms of leadership, but his 
  heart goes out to the dwarves.
  Combat Tactics
  Gabharn is no stranger to fighting, and the old 
  instincts will return quickly if the opportunity 
  for melee presents itself.
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Barbarian 1
  Barbarian 6
  Barbarian 10
  Barbarian 14
  Size / Aln
  Medium NG Human
  Medium NG Human
  Medium NG Human
  Medium NG Human
  HP
  14
  57
  103
  161
  Armor 
  Class
  13
  15
  17
  19
  Speed
  Walk 30’
  Walk 40’
  Walk 40’
  Walk 40’
  NG; Medium Humanoid (Human)
  
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    Low
    Moderate
    Advanced
    Elite
  Ability 
  Scores / 
  Saves
  STR  17 (+5) 
  DEX  13 (+1) 
  CON  15 (+4) 
  INT  7 (-2) 
  WIS  17 (+3) 
  CHA  8 (-1)
  STR  19 (+7) 
  DEX  13 (+1) 
  CON  15 (+5) 
  INT  7 (-2) 
  WIS  17 (+3) 
  CHA  8 (-1)
  STR  20 (+9) 
  DEX  14 (+2) 
  CON  15 (+6) 
  INT  7 (-2) 
  WIS  17 (+3) 
  CHA  8 (-1)
  STR  20 (+10) 
  DEX  14 (+2) 
  CON  17 (+8) 
  INT  7 (-2) 
  WIS  17 (+3) 
  CHA  8 (-1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception +13
  Passive Perception +13
  Passive Perception +13
  Disadvantage on Stealth
  Passive Perception +13
  Disadvantage on Stealth
  Languages Common, Halfling
  Attacks
  Melee Greatclub +3 
  (1d8+3)
  Ranged Crossbow, Heavy--> 
  100 ft.’: +3 (1d10+1); 400 
  ft.’: +3 (1d10+1) 
  Melee Dagger +5 (1d4+3 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+3); 60 ft.’: +5 
  (1d4+3)
  Melee +1 Greatclub +8 
  (1d8+5) 
  Ranged Crossbow, Heavy--> 
  100 ft.’: +4/+4 (1d10+1); 
  400 ft.’: +4/+4 (1d10+1) 
  Melee Dagger +7/+7 
  (1d4+4) 
  Ranged Dagger (Thrown) 20 
  ft.’: +7/+7 (1d4+4); 60 ft.’: 
  +7/+7 (1d4+4)
  Melee +2 Greatclub +11 
  (1d8+7)
  Ranged Crossbow, Heavy--> 
  100 ft.’: +6/+6 (1d10+2); 
  400 ft.’: +6/+6 (1d10+2) 
  Melee Dagger Melee 
  Dagger +9/+9 (1d4+5 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +9/+9 (1d4+5); 60 
  ft.’: +9/+9 (1d4+5)
  Melee +3 Greatclub +13 
  (1d8+8)
  Ranged Crossbow, Heavy--> 
  100 ft.’: +7/+7 (1d10+2); 
  400 ft.’: +7/+7 (1d10+2) 
  Melee Dagger +10/+10 
  (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10 (1d4+5); 60 
  ft.’: +10/+10 (1d4+5)
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Languages, Rage, 
  Unarmored Defense
  Languages, Ability Score 
  Improvement, Danger Sense, 
  Extra Attack, Fast Movement, 
  Frenzy, Mindless Rage, Path 
  of the Berserker, Primal 
  Path, Rage, Reckless Attack, 
  Unarmored Defense
  Languages, Ability Score 
  Improvement, Brutal 
  Critical, Danger Sense, Extra 
  Attack, Fast Movement, 
  Feral Instinct, Frenzy, 
  Intimidating Presence, Path 
  of the Berserker, Primal 
  Path, Rage, Reckless Attack, 
  Unarmored Defense
  Languages, Ability Score 
  Improvement, Brutal Critical, 
  Danger Sense, Extra Attack, 
  Fast Movement, Feral 
  Instinct, Frenzy, Path of the 
  Berserker, Primal Path, Rage, 
  Reckless Attack, Relentless 
  Rage, Retaliation, Unarmored 
  Defense
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Greatclub; Heavy 
  Crossbow; Dagger; Hide 
  Armor
  +1 Greatclub; Heavy 
  Crossbow; Dagger; 
  Breastplate
  +2 Greatclub; Heavy 
  Crossbow; Dagger; Half-
  Plate
  +3 Greatclub; Heavy 
  Crossbow; Dagger; +2 
  Half-Plate
  Special Abilities
  Languages You can speak, read, and write Common and one extra 
  language of your choice. Humans typically learn the languages of other 
  peoples they deal with, including obscure dialects. They are fond of 
  sprinkling their speech with words borrowed from other tongues: Orc 
  curses, Elvish musical expressions, Dwarvish military phrases, and so on.
  Brutal Critical Beginning at 9th level, you can roll 2 additional weapon 
  damage die when determining the extra damage for a critical hit with a 
  melee attack.
  Danger Sense At 2nd level, you gain an uncanny sense of when things 
  nearby aren’t as they should be, giving you an edge when you dodge away 
  from danger. You have advantage on Dexterity saving throws against 
  effects that you can see, such as traps and spells. To gain this benefit, you 
  can’t be blinded, deafened, or incapacitated.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Fast Movement Starting at 5th level, your speed increases by 10 feet 
  while you aren’t wearing heavy armor.
  
  704
  NPCs
  Feral Instinct By 7th level, your instincts are so honed that you have 
  advantage on initiative rolls. Additionally, if you are surprised at the 
  beginning of combat and aren’t incapacitated, you can act normally on 
  your first turn, but only if you enter your rage before doing anything else 
  on that turn.
  Frenzy Starting when you choose this path at 3rd level, you can go into 
  a frenzy when you rage. If you do so, for the duration of your rage you 
  can make a single melee weapon attack as a bonus action on each of 
  your turns after this one. When your rage ends, you suffer one level of 
  exhaustion (as described in appendix A).
  Path of the Berserker For some barbarians, rage is a means to an end--that 
  end being violence. The Path of the Berserker is a path of untrammeled 
  fury, slick with blood. As you enter the berserker’s rage, you thrill in the 
  chaos of battle, heedless of your own health or well-being.
  Primal Path At 3rd level, you choose a path that shapes the nature of your 
  rage. Choose the Path of the Berserker or the Path of the Totem Warrior, 
  both detailed at the end of the class description. Your choice grants you 
  features at 3rd level and again at 6th, 10th, and 14th levels.
  Rage In battle, you fight with primal ferocity. On your turn, you can enter 
  a rage as a bonus action. While raging, you gain the following benefits if 
  you aren’t wearing heavy armor: You have advantage on Strength checks 
  and Strength saving throws. When you make a melee weapon attack 
  using Strength, you gain a bonus to the damage roll equal to 3. You have 
  resistance to bludgeoning, piercing, and slashing damage. If you are able 
  to cast spells, you can’t cast them or concentrate on them while raging. 
  Your rage lasts for 1 minute. It ends early if you are knocked unconscious 
  or if your turn ends and you haven’t attacked a hostile creature since your 
  last turn or taken damage since then. You can also end your rage on your 
  turn as a bonus action. Once you have raged the number of times equal to 
  5, you must finish a long rest before you can rage again.
  Reckless Attack Starting at 2nd level, you can throw aside all concern for 
  defense to attack with fierce desperation. When you make your first attack 
  on your turn, you can decide to attack recklessly. Doing so gives you 
  advantage on melee weapon attack rolls using Strength during this turn, 
  but attack rolls against you have advantage until your next turn.
  Relentless Rage Starting at 11th level, your rage can keep you fighting 
  despite grievous wounds. If you drop to 0 hit points while you’re raging 
  and don’t die outright, you can make a DC 10 Constitution saving throw. 
  If you succeed, you drop to 1 hit point instead. Each time you use this 
  feature after the first, the DC increases by 5. When you finish a short or 
  long rest, the DC resets to 10.
  Retaliation Starting at 14th level, when you take damage from a creature 
  that is within 5 feet of you. you can use your reaction to make a melee 
  weapon attack against that creature.
  Unarmored Defense While you are not wearing any armor, your Armor 
  Class equals 10 + your Dexterity modifier + your Constitution modifier. 
  You can use a shield and still gain this benefit...
  Conversation
  What do you think of Mondaria City?
    “Solid.  Plenty to see and do, and lots of people.  
  Dangerous, too, which adds some spice.”
  What do you think of the Mines?
    “I don’t get half the opportunity to get down there that 
  I’d wish, but horses hate it and there’s little call for them 
  down there anyway.”
  How have you survived after the catastrophe?
    “I’ve lots of experience in surviving.  It’s nothing new.”
  What did you do, before the calamity?
    “Took care of the horses that are now dead or escaped.”
  What do you know of the Obelisk?
    “I’ve never heard of it.”
  Have you been to the Mine’s lower levels?
    “Just the first few, in truth.”
  Can you tell me anything about the conflict between workers 
  and administration (or Dwarves and Elves)?
    “Silly, if you ask me.  Waste of time and effort, when 
  they should be just hunkering down and working harder.  
  Both sides.”
  
  705
  NPCs
  Glimdarffe Sudsglub (Brewmaster)
  Description
  This half-orcish brewer is good, not great, at her 
  trade; an onlooker from outside the mine may 
  wonder why she retains her post as Brewmaster 
  for the enterprise.  Such naivete misses the dwarf’s 
  true calling: major player in an impromptu black 
  market, the landscape and players of which are ever-
  changing. 
  Appearance
  Twin shortswords and a host of daggers, and 
  studded leather armor, are her combat tools.
  Factions
  The dwarven union captures her heart, and she’s 
  worker enough to understand their plight.
  Combat Tactics
  She’s not above backstabbing her competition—
  literally, when called for.  
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Rogue 1
  Rogue 6
  Rogue 10
  Rogue 14
  Size / Aln
  Medium NG  
  Half-Orc
  Medium NG  
  Half-Orc
  Medium NG  
  Half-Orc
  Medium NG  
  Half-Orc
  HP
  11
  46
  76
  114
  Armor 
  Class
  12
  13
  15
  17
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  14 (+2) 
  DEX  12 (+3) 
  CON  16 (+3) 
  INT  7 (+0) 
  WIS  13 (+1) 
  CHA  11 (+0)
  STR  14 (+2) 
  DEX  14 (+5) 
  CON  16 (+3) 
  INT  7 (+1) 
  WIS  13 (+1) 
  CHA  11 (+0)
  STR  14 (+2) 
  DEX  16 (+7) 
  CON  16 (+3) 
  INT  7 (+2) 
  WIS  13 (+1) 
  CHA  13 (+1)
  STR  14 (+2) 
  DEX  18 (+9) 
  CON  16 (+3) 
  INT  7 (+3) 
  WIS  13 (+1) 
  CHA  13 (+1)
  Skills
  -
  -
  -
  -
  NG; Medium Humanoid (Half-Orc)
  
  706
  NPCs
    Low
    Moderate
    Advanced
    Elite
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception +11
  Disadvantage on Stealth
  Passive Perception +11
  Passive Perception +11
  Passive Perception +11
  Languages Common, Orc
  Attacks
  Melee Mace +4 (1d6+2)
  Melee +1 Mace +6 (1d6+3)
  Melee +2 Mace +8 (1d6+4)
  Melee +3 Mace +10 (1d6+5)
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
  Special 
  Qualities
  Brewer’s Supplies, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Expertise, Sneak Attack, 
  Thieves’ Cant
  Brewer’s Supplies, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Cunning Action, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Brewer’s Supplies, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Cunning Action, Evasion, 
  Expertise, Fast Hands, 
  Roguish Archetype, Second-
  Story Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Brewer’s Supplies, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Blindsense, Cunning Action, 
  Evasion, Expertise, Fast 
  Hands, Reliable Talent, 
  Roguish Archetype, Second-
  Story Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge, Use Magic Device
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Mace; Padded Armor
  +1 Mace; Leather Armor
  +2 Mace; Studded 
  Leather Armor
  +3 Mace; +1 Studded 
  Leather Armor
  Special Abilities
  Brewer’s Supplies Proficient with Artisan Brewer’s Supplies.
  Darkvision Thanks to your orc blood, you have superior vision in dark and 
  dim conditions. You can see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were dim light. You can’t discern color 
  in darkness, only shades of gray.
  Languages You can speak, read, and write Common and Orc. Orc is a 
  harsh, grating language with hard consonants. It has no script of its own 
  but is written in the Dwarvish script.
  Menacing You gain proficiency in the Intimidation skill.
  Relentless Endurance When you are reduced to 0 hit points but not killed 
  outright, you can drop to 1 hit point instead. You can’t use this feature 
  again until you finish a long rest.
  Savage Attacks When you score a critical hit with a melee weapon attack, 
  you can roll one of the weapon’s damage dice one additional time and add 
  it to the extra damage of the critical hit.
  Blindsense Starting at 14th level, if you are able to hear, you are aware of 
  the location of any hidden or invisible creature within 10 feet of you.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Expertise At 1st level, choose two of your skill proficiencies, or one of 
  your skill proficiencies and your proficiency with thieves’ tools. Your 
  proficiency bonus is doubled for any ability check you make that uses 
  either of the chosen proficiencies. At 6th level, you can choose two more 
  of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Reliable Talent By 11th level, you have refined your chosen skills until 
  they approach perfection. Whenever you make an ability check that lets 
  you add your proficiency bonus, you can treat a d20 roll of 9 or lower as 
  a 10.
  Roguish Archetype At 3rd level, you choose an archetype that you 
  emulate in the exercise of your rogue abilities. Your choice grants you 
  features at 3rd level and then again at 9th, 13th, and 17th level.
  Second-Story Work When you choose this archetype at 3rd level, you 
  gain the ability to climb faster than normal; climbing no longer costs 
  you extra movement. In addition, when you make a running jump, the 
  distance you cover increases by a number of feet equal to 4.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 7d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  
  707
  NPCs
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so do 
  rogues who prefer to think of themselves as professional treasure seekers, 
  explorers, delvers, and investigators. In addition to improving your agility 
  and stealth, you learn skills useful for delving into ancient ruins, reading 
  unfamiliar languages, and using magic items you normally couldn’t 
  employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages in 
  seemingly normal conversation. Only another creature that knows thieves’ 
  cant understands such messages. It takes four times longer to convey 
  such a message than it does to speak the same idea plainly. In addition, 
  you understand a set of secret signs and symbols used to convey short, 
  simple messages, such as whether an area is dangerous or the territory of 
  a thieves’ guild, whether loot is nearby, or whether the people in an area 
  are easy marks or will provide a safe house for thieves on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  Use Magic Device By 13th level, you have learned enough about the 
  workings of magic that you can improvise the use of items even when 
  they are not intended for you. You ignore all class, race, and level 
  requirements on the use of magic items....
  Conversation
  What do you think of Mondaria City?
    “Folks need to drink.  There’s lots of ‘em here.  So that 
  works out okay.”
  What do you think of the Mines?
    “Stinky and barbaric.  Just like me.”
  How have you survived after the catastrophe?
    “The way folks have taken to drink after the disaster, I 
  wonder how I survived before it!”
  What did you do, before the calamity?
    “Served drinks.  Same as now.  I also brew a... well, I 
  won’t lie; I don’t brew the best.  But it’s cheap, and does 
  its job, so how can you complain?”
  What do you know of the Obelisk?
    “Huh?”
  Have you been to the Mine’s lower levels?
    “I stay out of there much as I can.  Been down a few 
  levels only, and that’s enough, thanks.”
  Can you tell me anything about the conflict between workers 
  and administration (or Dwarves and Elves)?
    “Dwarves’ve got a point, you have to say.  Elves want 
  profit, which, hardly blame ‘em for it, I guess, but how 
  you go about something matters, in the end.”
  
  708
  NPCs
  Gordsturll (Mercenary Dwarf)
  Description
  A trickster with a terribly dark sense of humor, this 
  dwarf has dark-brown, nearly black, beady eyes.  
  Appearance
  The muscles of his face seem frozen in a perpetual 
  arched smirk, though his tone can make that 
  seem sarcastically comic or sinister as reflects the 
  situation.  He is thin, and tall, for a dwarf; his beard 
  is a goatee only, but yet quite long, reaching in 
  complex plaits and braids to his stomach.  He wears 
  ornate studded-leather armor, dark brown with 
  whorls of silver.
  Factions
  None.  Gordstrull serves only his own pockets, in 
  the end.
  Combat Tactics
  For someone who is essentially paid to fight, 
  Gordstrull seems to go out of his way to 
  suggest not fighting, if it’s possible.  Once 
  blades are drawn, though, he’ll serve to his 
  profession well enough.
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Fighter 1
  Fighter 6
  Fighter 10
  Fighter 14
  Size / Aln
  Medium LE Dwarf
  Medium LE Dwarf
  Medium LE Dwarf
  Medium LE Dwarf
  HP
  12
  54
  78
  108
  Armor 
  Class
  15
  16
  17
  19
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  LE; Medium Humanoid (Dwarf)
  
  709
  NPCs
    Low
    Moderate
    Advanced
    Elite
  Ability 
  Scores / 
  Saves
  STR  13 (+3) 
  DEX  15 (+2) 
  CON  14 (+4) 
  INT  7 (-2) 
  WIS  19 (+4) 
  CHA  7 (-2)
  STR  15 (+5) 
  DEX  17 (+3) 
  CON  14 (+5) 
  INT  7 (-2) 
  WIS  19 (+4) 
  CHA  7 (-2)
  STR  17 (+7) 
  DEX  17 (+3) 
  CON  14 (+6) 
  INT  7 (-2) 
  WIS  19 (+4) 
  CHA  7 (-2)
  STR  20 (+10) 
  DEX  18 (+4) 
  CON  14 (+7) 
  INT  7 (-2) 
  WIS  19 (+4) 
  CHA  7 (-2)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception +14
  Passive Perception +14
  Disadvantage on Stealth
  Passive Perception +14
  Disadvantage on Stealth
  Passive Perception +14
  Disadvantage on Stealth
  Languages Common, Dwarvish
  Attacks
  Melee Maul +4 (2d6+2)
  Melee Dagger +4 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2)
  Melee +1 Maul +7 (2d6+4)
  Melee Dagger +6/+6 
  (1d4+3) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6/+6 (1d4+3); 60 ft.’: 
  +6/+6 (1d4+3)
  Melee +2 Maul +9 (2d6+5). 
  Melee Dagger +7/+7 
  (1d4+3)
  Ranged Dagger (Thrown) 
  20 ft.’: +7/+7 (1d4+3); 60 
  ft.’: +7/+7 (1d4+3)
  Melee +3 Maul +13 (2d6+8)
  Melee Dagger +10/+10/+10 
  (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10/+10 (1d4+5); 
  60 ft.’: +10/+10/+10 
  (1d4+5)
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Brewer’s Supplies, 
  Darkvision, Dwarven 
  Combat Training, Dwarven 
  Resilience, Languages, 
  Stonecunning, Tool 
  Proficiency, Fighting 
  Style, Second Wind, Great 
  Weapon Fighting
  Brewer’s Supplies, 
  Darkvision, Dwarven Combat 
  Training, Dwarven Resilience, 
  Languages, Stonecunning, 
  Tool Proficiency, Ability 
  Score Improvement, Action 
  Surge, Champion, Extra 
  Attack, Fighting Style, 
  Improved Critical, Martial 
  Archetype, Second Wind, 
  Great Weapon Fighting
  Brewer’s Supplies, 
  Darkvision, Dwarven 
  Combat Training, Dwarven 
  Resilience, Languages, 
  Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Defense, Great Weapon 
  Fighting
  Brewer’s Supplies, 
  Darkvision, Dwarven 
  Combat Training, Dwarven 
  Resilience, Languages, 
  Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Defense, Great Weapon 
  Fighting
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Maul; Chain Shirt; Dagger
  +1 Maul; Scale Mail; 
  Dagger
  +2 Maul; Chain Mail; 
  Dagger
  +3 Maul; Plate Armor; 
  Dagger
  Special Abilities
  Brewer’s Supplies Proficient with Artisan Brewer’s Supplies.
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Dwarven Combat Training You have proficiency with the battleaxe, 
  handaxe, light hammer, and warhammer.
  Dwarven Resilience You have advantage on saving throws against poison, 
  and you have resistance against poison damage (explained in chapter 9).
  Languages You can speak, read, and write Common and Dwarvish. 
  Dwarvish is full of hard consonants and guttural sounds, and those 
  characteristics spill over into whatever other language a dwarf might 
  
  710
  NPCs
  speak.
  Stonecunning Whenever you make an Intelligence (History) check related 
  to the origin of stonework, you are considered proficient in the History 
  skill and add double your proficiency bonus to the check, instead of your 
  normal proficiency bonus.
  Tool Proficiency You gain proficiency with the artisan’s tools of your 
  choice: smith’s tools, brewer’s supplies, or mason’s tools.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 1 time(s) before a rest, but only once 
  on the same turn.
  Additional Fighting Style At 10th level, you can choose a second option 
  from the Fighting Style class feature.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Fighting Style You adopt a particular style of fighting as your specialty. 
  Choose one of the following options. You can’t take a Fighting Style 
  option more than once, even if you later get to choose again.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that 
  you fail. If you do so, you must use the new roll, and you can’t use this 
  feature again until you finish a long rest. You can use this feature 2 time(s) 
  between long rests.
  Martial Archetype At 3rd level, you choose an archetype that you strive to 
  emulate in your combat styles and techniques. The Champion archetype 
  is detailed at the end of the class description; see the Player’s Handbook 
  for information on other martial archetypes. Your archetype grants you 
  features at 3rd level and again at 7th, 10th, 15th, and 18th level.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +5.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Defense While you are wearing armor, you gain a +1 bonus to AC.
  Great Weapon Fighting When you roll a 1 or 2 on a damage die for an 
  attack you make with a melee weapon that you are wielding with two 
  hands, you can reroll the die and must use the new roll, even if the new 
  roll is a 1 or a 2. The weapon must have the two-handed or versatile 
  property for you to gain this benefit....
  Conversation
  What do you think of Mondaria City?
    “Good place to meet adventurers setting off for the 
  western wilderness.  Or, it was, before the calamity.”
  What do you think of the Mines?
    “They’re a great place for looting and adventuring.  
  Looking to hire on to increase your odds of survival?”
  How have you survived after the catastrophe?
    “I’m paid to survive, and to help others survive.  
  Wouldn’t be much good at my job if I couldn’t hold it 
  together just because a few demons popped out of the 
  ground under the mountain, now would I?”
  What did you do, before the calamity?
    “Same as now, only it was easier then on account of 
  fewer demons.”
  What do you know of the Obelisk?
    “I’ve heard it spoken, but in hushed tones, as though this 
  chunk of purple rock can hear you.  Ain’t that a kicker?”
  Have you been to the Mine’s lower levels?
    “Not yet.  Yearning to go?  I’m down with that.  Get it?  
  Down?”
  Can you tell me anything about the conflict between workers 
  and administration (or Dwarves and Elves)?
    “Not my battle.  I don’t care.”
  
  711
  NPCs
  Hamfast Burrbottom (Blacksmith)
  Description
  In an undermountain mining city staffed by a huge 
  volume of dwarves, being one of the few halflings is 
  difficult enough—but being a halfling blacksmith 
  in that context draws a great deal more attention 
  and glares than he had intended.  Talent is talent, 
  however, and even the most jaded and racially-
  proud longbeard must admit that this smith knows 
  his tongs and anvil, at least as well as any dwarf.
  Appearance
  This blacksmith wears a lead apron, heavy leather 
  armor, thick black boots, and protective goggles.  
  His face, arms, and hands are ever stained with 
  soot; though he approaches his work with order 
  and cleanliness, he usually doesn’t clean himself 
  overmuch, as he has found that the grime adds 
  some automatic visual credibility to his trade.
  Factions
  As a man of small stature himself, he sympathizes 
  with the dwarves, who tend to be his best customers 
  despite their haughty initial objections to his racial 
  talents.
  Combat Tactics
  As Hamfast would be first to point out, he 
  makes the equipment; he’s not used to actually 
  using it. 
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Fighter 1
  Fighter 6
  Fighter 10
  Fighter 14
  Size / Aln
  Small LN Halfling
  Small LN Halfling
  Small LN Halfling
  Small LN Halfling
  HP
  11
  52
  82
  117
  Armor 
  Class
  13
  15
  18
  19
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  LN; Small Humanoid (Halfling)
  
  712
  NPCs
    Low
    Moderate
    Advanced
    Elite
  Ability 
  Scores / 
  Saves
  STR  15 (+4) 
  DEX  9 (-1) 
  CON  13 (+3) 
  INT  10 (+0) 
  WIS  14 (+2) 
  CHA  13 (+1)
  STR  19 (+7) 
  DEX  9 (-1) 
  CON  13 (+4) 
  INT  10 (+0) 
  WIS  14 (+2) 
  CHA  13 (+1)
  STR  20 (+9) 
  DEX  10 (+0) 
  CON  13 (+5) 
  INT  10 (+0) 
  WIS  14 (+2) 
  CHA  13 (+1)
  STR  20 (+10) 
  DEX  12 (+1) 
  CON  15 (+7) 
  INT  10 (+0) 
  WIS  14 (+2) 
  CHA  13 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception +14
  Disadvantage on Stealth
  Passive Perception +15
  Disadvantage on Stealth
  Passive Perception +16
  Disadvantage on Stealth
  Passive Perception +17
  Disadvantage on Stealth
  Languages Common, Halfling
  Attacks
  Melee Greataxe +4 (1d8+2)
  Melee Light Hammer 
  (Small) +4 (1d4+2) 
  Ranged Light Hammer 
  (Small/Thrown) 20 ft.’: 
  +4 (1d4+2); 60 ft.’: +4 
  (1d4+2)
  Melee +1 Greataxe +8 
  (1d8+5)
  Melee Light Hammer (Small) 
  +7/+7 (1d4+4 ) 
  Ranged Light Hammer 
  (Small/Thrown) 20 ft.’: 
  +7/+7 (1d4+4); 60 ft.’: 
  +7/+7 (1d4+4)
  Melee +2 Greataxe +11 
  (1d8+7)
  Melee Light Hammer 
  (Small) +9/+9 (1d4+5 ) 
  Ranged Light Hammer 
  (Small/Thrown) 20 ft.’: 
  +9/+9 (1d4+5); 60 ft.’: 
  +9/+9 (1d4+5)
  Melee +3 Greataxe +13 
  (1d8+8)
  Melee Light Hammer (Small) 
  +10/+10/+10 (1d4+5 ) 
  Ranged Light Hammer 
  (Small/Thrown) 20 ft.’: 
  +10/+10/+10 (1d4+5); 60 
  ft.’: +10/+10/+10 (1d4+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Fighting 
  Style, Second Wind, Great 
  Weapon Fighting
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Ability 
  Score Improvement, Action 
  Surge, Champion, Extra 
  Attack, Fighting Style, 
  Improved Critical, Martial 
  Archetype, Second Wind, 
  Great Weapon Fighting
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Ability 
  Score Improvement, 
  Action Surge, Additional 
  Fighting Style, Champion, 
  Extra Attack, Fighting 
  Style, Improved Critical, 
  Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Great Weapon Fighting, 
  Protection
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Ability 
  Score Improvement, 
  Action Surge, Additional 
  Fighting Style, Champion, 
  Extra Attack, Fighting 
  Style, Improved Critical, 
  Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, Great 
  Weapon Fighting, Protection
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Greataxe; Ring Mail; 
  Light Hammer
  +1 Greataxe; Chain Mail; 
  Light Hammer
  +2 Greataxe; Plate 
  Armor; Light Hammer
  +3 Greataxe; +1 Plate 
  Armor; Light Hammer
  Special Abilities
  Brave You have advantage on saving throws against being frightened.
  Halfling Nimbleness You can move through the space of any creature that 
  is of a size larger than yours.
  Languages You can speak, read, and write Common and Halfling. The 
  Halfling language isn’t secret, but halflings are loath to share it with 
  others. They write very little, so they don’t have a rich body of literature. 
  Their oral tradition, however, is very strong. Almost all halflings speak 
  Common to converse with the people in whose lands they dwell or 
  through which they are traveling.
  Lucky When you roll a 1 on an attack roll, ability check, or saving throw, 
  you can reroll the die and must use the new roll.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 1 time(s) before a rest, but only 
  once on the same turn.
  Additional Fighting Style At 10th level, you can choose a second option 
  
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  NPCs
  from the Fighting Style class feature.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Fighting Style You adopt a particular style of fighting as your specialty. 
  Choose one of the following options. You can’t take a Fighting Style 
  option more than once, even if you later get to choose again.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that 
  you fail. If you do so, you must use the new roll, and you can’t use this 
  feature again until you finish a long rest. You can use this feature 2 time(s) 
  between long rests.
  Martial Archetype At 3rd level, you choose an archetype that you strive to 
  emulate in your combat styles and techniques. The Champion archetype 
  is detailed at the end of the class description; see the Player’s Handbook 
  for information on other martial archetypes. Your archetype grants you 
  features at 3rd level and again at 7th, 10th, 15th, and 18th level.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +5.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Great Weapon Fighting When you roll a 1 or 2 on a damage die for an 
  attack you make with a melee weapon that you are wielding with two 
  hands, you can reroll the die and must use the new roll, even if the new 
  roll is a 1 or a 2. The weapon must have the two-handed or versatile 
  property for you to gain this benefit.
  Protection When a creature you can see attacks a target other than 
  you that is within 5 feet of you, you can use your reaction to impose 
  disadvantage on the attack roll. You must be wielding a shield...
  Conversation
  What do you think of Mondaria City?
    “It’s such a great place!  Such opportunity, and so many 
  people to help.”
  What do you think of the Mines?
    “They’re great, or what I’ve seen of them is.  None too 
  clean, right, but that’s hardly an issue for the likes of me, 
  then!”
  How have you survived after the catastrophe?
    “You increase chaos, you increase smithing; they’re 
  related.  Folks want armor to survive, and weapons to 
  fight back and make sense of things, right?”
  What did you do, before the calamity?
    “Same as now, though in truth, more business now, 
  though I charge less.  Can’t see it in my heart to profit too 
  much when folk only just want to try and find a way to 
  survive.”
  What do you know of the Obelisk?
    “They say it’s the stuff of legend, a mineral far beyond 
  any other.  I’d love to see it, maybe even get my hands on 
  the stuff, make something with it, you know?”
  Have you been to the Mine’s lower levels?
    “Nope.”
  Can you tell me anything about the conflict between workers 
  and administration (or Dwarves and Elves)?
    “Not that you don’t already seem to know.”
  
  714
  NPCs
  Imeltrude Legande (Warden)
  Description
  Long serving in the role of police, protector, savior, 
  and keeper of the peace, she has grown a hatred of 
  her fellow man sourced from a realization of the evils 
  that are commonplace and ignored in most society.  
  She loathes mobs, but yearns to act as savior 
  to worthy people; despairingly, however, as her 
  experience growns, her definition of who qualifies 
  as “worthy” has grown more and more restrictive.  
  In her day-to-day role in the mines, she acts as a 
  fearful ward against wrongdoing, policing through 
  brutality and mercilessness rather than compassion.  
  Fortunately for most, her deputies, commoners 
  conscripted to the task for the most part, have a 
  greater respect for circumstance.
  Appearance
  She wears plate armor, and bears a morningstar and 
  tower shield; she typically wears a thick helm with 
  a visor that opens the entire 200 degree span of her 
  vision.
  Factions
  She serves the interests of the Elven Administration.
  Combat Tactics
  Imeltrude will absolutely destroy anyone who 
  even looks at her the wrong way.  She was 
  made for combat, and thrives on it.  In truth, 
  she feels she didn’t get hardly enough of it 
  before the calamity of the Obelisk.
  CR 4; XP 1,100
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 13,000
  Class / HD Fighter 4
  Fighter 8
  Fighter 12
  Fighter 16
  Size / Aln
  Medium CE Human
  Medium CE Human
  Medium CE Human
  Medium CE Human
  HP
  20
  51
  71
  126
  Armor 
  Class
  17
  18
  19
  20
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  CE; Medium Humanoid (Human)
  
  715
  NPCs
    Low
    Moderate
    Advanced
    Elite
  Ability 
  Scores / 
  Saves
  STR  20 (+7) 
  DEX  15 (+2) 
  CON  11 (+2) 
  INT  9 (-1) 
  WIS  14 (+2) 
  CHA  16 (+3)
  STR  20 (+8) 
  DEX  17 (+3) 
  CON  13 (+4) 
  INT  9 (-1) 
  WIS  14 (+2) 
  CHA  16 (+3)
  STR  20 (+9) 
  DEX  19 (+4) 
  CON  13 (+5) 
  INT  9 (-1) 
  WIS  14 (+2) 
  CHA  16 (+3)
  STR  20 (+10) 
  DEX  20 (+5) 
  CON  16 (+8) 
  INT  9 (-1) 
  WIS  14 (+2) 
  CHA  16 (+3)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception +12
  Disadvantage on Stealth
  Passive Perception +12
  Disadvantage on Stealth
  Passive Perception +12
  Disadvantage on Stealth
  Passive Perception +12
  Disadvantage on Stealth
  Languages Common, Dwarvish
  Attacks
  Melee Greatsword +4 
  (2d6+2)
  Ranged Crossbow, Heavy)> 
  100 ft.’: +4 (1d10+2); 400 
  ft.’: +4 (1d10+2)
  Melee +1 Greatsword +7 
  (2d6+4)
  Ranged Crossbow, Heavy--> 
  100 ft.’: +6/+6 (1d10+3); 
  400 ft.’: +6/+6 (1d10+3)
  Melee +2 Greatsword +10 
  (2d6+6
  Ranged Crossbow, Heavy--> 
  100 ft.’: +8/+8/+8 
  (1d10+4); 400 ft.’: 
  +8/+8/+8 (1d10+4) 
  Melee +3 Greatsword +13 
  (2d6+8)
  Ranged Crossbow, Heavy--> 
  100 ft.’: +10/+10/+10 
  (1d10+5); 400 ft.’: 
  +10/+10/+10 (1d10+5)
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Languages, Ability Score 
  Improvement, Action Surge, 
  Champion, Fighting Style, 
  Improved Critical, Martial 
  Archetype, Second Wind, 
  Great Weapon Fighting
  Languages, Ability Score 
  Improvement, Action Surge, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Martial Archetype, 
  Remarkable Athlete, Second 
  Wind, Great Weapon 
  Fighting
  Languages, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Dueling, Great Weapon 
  Fighting
  Languages, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Superior Critical, Dueling, 
  Great Weapon Fighting
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Greatsword; Splint Mail; 
  Heavy Crossbow
  +1 Greatsword; Plate 
  Mail; Heavy Crossbow
  +2 Greatsword; +1 Plate 
  Mail; Heavy Crossbow
  +3 Greatsword; +2 Plate 
  Mail; Heavy Crossbow
  Special Abilities
  Languages You can speak, read, and write Common and one extra 
  language of your choice. Humans typically learn the languages of other 
  peoples they deal with, including obscure dialects. They are fond of 
  sprinkling their speech with words borrowed from other tongues: Orc 
  curses, Elvish musical expressions, Dwarvish military phrases, and so on.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 1 time(s) before a rest, but only once 
  on the same turn.
  Additional Fighting Style At 10th level, you can choose a second option 
  from the Fighting Style class feature.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Fighting Style You adopt a particular style of fighting as your specialty. 
  Choose one of the following options. You can’t take a Fighting Style 
  option more than once, even if you later get to choose again.
  
  716
  NPCs
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that 
  you fail. If you do so, you must use the new roll, and you can’t use this 
  feature again until you finish a long rest. You can use this feature 2 time(s) 
  between long rests.
  Martial Archetype At 3rd level, you choose an archetype that you strive to 
  emulate in your combat styles and techniques. The Champion archetype 
  is detailed at the end of the class description; see the Player’s Handbook 
  for information on other martial archetypes. Your archetype grants you 
  features at 3rd level and again at 7th, 10th, 15th, and 18th level.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +5.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Superior Critical Starting at 15th level, your weapon attacks score a critical 
  hit on a roll of 18-20.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon.
  Great Weapon Fighting When you roll a 1 or 2 on a damage die for an 
  attack you make with a melee weapon that you are wielding with two 
  hands, you can reroll the die and must use the new roll, even if the new 
  roll is a 1 or a 2. The weapon must have the two-handed or versatile 
  property for you to gain this benefit.
  Conversation
  What do you think of Mondaria City?
    “It was a lawless fester of chaos long before the Obelisk 
  burst forth.”
  What do you think of the Mines?
    “I realize they’re necessary for profit and continued 
  operations of the City, but they’re far from sustainable in 
  their current format.  Mostly because the workers are ”
  How have you survived after the catastrophe?
    “My dear friend, I can and will survive much worse than 
  this.  In fact, I will bring about much worse than this.”
  What did you do, before the calamity?
    “Enforced order.  As much as I could, with this 
  environment.”
  What do you know of the Obelisk?
    “Sounds impressive.  From what I gather, it fosters 
  insanity, chaos, and breeds evil.  Somewhat akin to 
  the natural inclinations of the workers already, but 
  apparently this chunk of stone accelerates things.”
  Have you been to the Mine’s lower levels?
    “Not too far down, no; I would prefer to take a contingent 
  of deputies if it proved needed.”
  Can you tell me anything about the conflict between workers 
  and administration (or Dwarves and Elves)?
    “It’s silly, these dwarves fighting for rights they don’t 
  deserve and haven’t earned.  Going about it entirely the 
  wrong way, as well: power respects power, so whining 
  about it isn’t going to convince any of the elves about 
  what’s necessary.”
  
  717
  NPCs
  Imeltrude Legande (Chemist)
  Description
  Small in stature, this gnome is often ignored 
  entirely, a pattern she is quite happy with, as it 
  allows her to single-mindedly focus on tinkering 
  and experimentation.  Her “experiments” often go 
  too far, but not out of a sense of true vileness: she 
  simply wants to know everything, solve all problems, 
  and gain wealth as a result; if such pursuit leads 
  her to scavenge corpses, or indeed even tinker with 
  living specimens who come to her for unguent for 
  a wound, she doesn’t really differentiate.  Everyone 
  that isn’t her is disposable, usable only in terms of 
  how they might help benefit her.
  Appearance
  She wears a heavy leather-and-lead vest, mainly to 
  shield her body from the effects of her experiments.  
  Her eyes are ever behind thick protective goggles.  
  Her gaunt but not unpretty face is stern, focused, 
  and typically stained with acid splashes and soot; as 
  she cares not for how others view her, and bathes 
  but once a week if that, these easily-remedied stains 
  persist in the day-to-day work of her trade.  She 
  wears thick, six-inch-diameter hoop earrings; to 
  each are clipped a handful of ampules which dangle 
  to her shoulders; these are here to be easily and 
  quickly grabbed if she needs solvent, for example.
  Factions
  She tends to sympathize with the dwarves, though 
  not explicitly.
  Combat Tactics
  Incebb will craftily avoid combat unless it’s 
  truly necessary.  Once battle is joined, she’s not 
  above dirty tricks to survive.
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Wizard 1
  Wizard 6
  Wizard 10
  Wizard 14
  Size / Aln
  Medium NG Elf
  Medium NG Elf
  Medium NG Elf
  Medium NG Elf
  HP
  4
  14
  24
  46
  Armor 
  Class
  12
  13
  14
  14
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  NG; Medium Humanoid (Elf)
  
  718
  NPCs
    Low
    Moderate
    Advanced
    Elite
  Ability 
  Scores / 
  Saves
  STR  13 (+1) 
  DEX  8 (-1) 
  CON  6 (-2) 
  INT  20 (+7) 
  WIS  9 (+1) 
  CHA  16 (+3)
  STR  13 (+1) 
  DEX  10 (+0) 
  CON  6 (-2) 
  INT  20 (+8) 
  WIS  9 (+2) 
  CHA  16 (+3)
  STR  13 (+1) 
  DEX  12 (+1) 
  CON  6 (-2) 
  INT  20 (+9) 
  WIS  9 (+3) 
  CHA  16 (+3)
  STR  13 (+1) 
  DEX  12 (+1) 
  CON  8 (-1) 
  INT  20 (+10) 
  WIS  9 (+4) 
  CHA  16 (+3)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception +11
  Passive Perception +12
  Passive Perception +13
  Passive Perception +14
  Languages Common, Elvish
  Attacks
  Ranged Dart--> 20 ft.’: -7 
  (1d4+1); 80 ft.’: -7 (1d4+1) 
  Melee Quarterstaff +3 
  (1d6+1 )
  Ranged Dart--> 20 ft.’: -6 
  (1d4+1); 80 ft.’: -6 (1d4+1) 
  Melee +1 Quarterstaff +5 
  (1d6+2 )
  Ranged Dart--> 20 ft.’: -5 
  (1d4+1); 80 ft.’: -5 (1d4+1) 
  Melee +2 Quarterstaff +7 
  (1d6+3)
  Ranged Dart--> 20 ft.’: -4 
  (1d4+1); 80 ft.’: -4 (1d4+1) 
  Melee +3 Quarterstaff +9 
  (1d6+4)
  Special
  -
  -
  -
  -
  Proficiencies
  Crossbow (Light), Dagger, Dart, Quarterstaff, Sling
  Special 
  Qualities
  Darkvision, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Arcane Recovery, 
  Cantrips, Preparing and 
  Casting Spells, Ritual 
  Casting, Spellcasting
  Darkvision, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Evocation Savant, 
  Potent Cantrip, Preparing 
  and Casting Spells, Ritual 
  Casting, School of Evocation, 
  Sculpt Spells, Spellcasting
  Darkvision, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation 
  Savant, Potent Cantrip, 
  Preparing and Casting 
  Spells, Ritual Casting, 
  School of Evocation, Sculpt 
  Spells, Spellcasting
  Darkvision, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation Savant, 
  Overchannel, Potent Cantrip, 
  Preparing and Casting Spells, 
  Ritual Casting, School of 
  Evocation, Sculpt Spells, 
  Spellcasting
  Spell-
  casting
  Save DC 15; Spell Atk +7
  Cantrips (at will): dancing 
  lights; light; minor illusion; 
  prestidigitation
  1st: color spray; fog cloud
  Save DC 16; Spell Atk +8
  Cantrips (at will): dancing 
  lights; light; message; minor 
  illusion; prestidigitation
  3rd: dispel magic; sleet 
  storm; stinking cloud
  2nd: continual flame; gust of 
  wind; rope trick
  1st: color spray; detect 
  magic; floating disk; fog 
  cloud
  Save DC 17; Spell Atk +9
  Cantrips (at will): 
  dancing lights; light; 
  message; minor illusion; 
  prestidigitation
  5th: cone of cold; 
  telekinesis
  4th: blight; control water; 
  stoneskin
  3rd: dispel magic; sleet 
  storm; stinking cloud
  2nd: continual flame; gust 
  of wind; rope trick
  1st: color spray; detect 
  magic; floating disk; fog 
  cloud
  Save DC 18; Spell Atk +10
  Cantrips (at will): dancing 
  lights; light; message; minor 
  illusion; prestidigitation
  7th: prismatic spray
  6th: flesh to stone
  5th: cone of cold; telekinesis
  4th: blight; control water; 
  stoneskin
  3rd: dispel magic; sleet 
  storm; stinking cloud
  2nd: continual flame; gust of 
  wind; rope trick
  1st: color spray; detect 
  magic; floating disk; fog 
  cloud
  Equipment
  Dart; Quarterstaff
  Dart; +1 Quarterstaff
  Dart; +2 Quarterstaff
  Dart; +3 Quarterstaff
  Special Abilities
  Darkvision Accustomed to twilit forests and the night sky, you have 
  superior vision in dark and dim conditions. You can see in dim light 
  within 60 feet of you as if it were bright light, and in darkness as if it were 
  dim light. You can’t discern color in darkness, only shades of gray.
  Fey Ancestry You have advantage on saving throws against being 
  
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  NPCs
  charmed, and magic can’t put you to sleep.
  Keen Senses You have proficiency in the Perception skill.
  Languages You can speak, read, and write Common and Elvish. Elvish is 
  fluid, with subtle intonations and intricate grammar. Elven literature is rich 
  and varied, and their songs and poems are famous among other races. 
  Many bards learn their language so they can add Elvish ballads to their 
  repertoires.
  Trance Elves don’t need to sleep. Instead, they meditate deeply, 
  remaining semiconscious, for 4 hours a day. (The Common word for such 
  meditation is “trance.”) While meditating, you can dream after a fashion; 
  such dreams are actually mental exercises that have become Dexterityive 
  through years of practice. After resting in this way, you gain the same 
  benefit that a human does from 8 hours of sleep.
  Arcane Recovery You have learned to regain some of your magical energy 
  by studying your spellbook. Once per day when you finish a short rest, 
  you can choose expended spell slots to recover. The spell slots can have 
  a combined level that is equal to or less than 7, and none of the slots can 
  be 6th level or higher. For example, if you’re a 4th-level wizard, you can 
  recover up to two levels worth of spell slots. You can recover either a 2nd-
  level spell slot or two 1st-level spell slots.
  Arcane Tradition When you reach 2nd level, you choose an arcane 
  tradition, shaping your practice of magic through one of eight schools: 
  Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, 
  Necromancy, or Transmutation. The school of Evocation is detailed at the 
  end of the class description; see the Player’s Handbook for information 
  on the other schools. Your choice grants you features at 2nd level and 
  again at 6th, 10th, and 14th level.
  Empowered Evocation Beginning at 10th level, you can add +5 to the 
  damage roll of any wizard evocation spell you cast. The damage bonus 
  applies to one damage roll of a spell, not multiple rolls.
  Evocation Savant Beginning when you select this school at 2nd level, 
  the gold and time you must spend to copy an evocation spell into your 
  spellbook is halved.
  Overchannel Starting at 14th level, you can increase the power of your 
  simpler spells. When you cast a wizard spell of 5th level or lower that 
  deals damage, you can deal maximum damage with that spell. The first 
  time you do so, you suffer no adverse effect. If you use this feature again 
  before you finish a long rest, you take 2d12 necrotic damage for each 
  level of the spell, immediately after you cast it. Each time you use this 
  feature again before finishing a long rest, the necrotic damage per spell 
  level increases by 1d12. This damage ignores resistance and immunity. 
  The feature doesn’t benefit cantrips.
  Potent Cantrip Starting at 6th level, your damaging cantrips affect even 
  creatures that avoid the brunt of the effect. When a creature succeeds on 
  a saving throw against your cantrip, the creature takes half the cantrip’s 
  damage (if any) but suffers no additional effect from the cantrip.
  Ritual Casting You can cast a wizard spell as a ritual if that spell has the 
  ritual tag and you have the spell in your spellbook. You don’t need to have 
  the spell prepared.
  School of Evocation You focus your study on magic that creates powerful 
  elemental effects such as bitter cold, searing flame, rolling thunder, 
  crackling lightning, and burning acid. Some evokers find employment in 
  military forces, serving as artillery to blast enemy armies from afar. Others 
  use their spectacular power to protect the weak, while some seek their 
  own gain as bandits, adventurers, or aspiring tyrants.
  Sculpt Spells Beginning at 2nd level, you can create pockets of relative 
  safety within the effects of your evocation spells. When you cast an 
  evocation spell that affects other creatures that you can see, you can 
  choose a number of them equal to 1 + the spell’s level. The chosen 
  creatures automatically succeed on their saving throws against the spell, 
  and they take no damage if they would normally take half damage on a 
  successful save. .
  Conversation
  What do you think of Mondaria City?
    “Great opportunities, here.  Or, there were... before the 
  Obelisk.”
  What do you think of the Mines?
    “They seem awfully dangerous for something so needed 
  for profit and production.  Particularly now.”
  How have you survived after the catastrophe?
    “I’m crafty and inventive, and folks need help more than 
  ever.  I’m always willing to do what it takes to survive.”
  What did you do, before the calamity?
    “I’m a chemist, so much of my work was around refining 
  ore, diagnosing types of rock, figuring out ways of 
  processing the stone into sellable chunks, that sort of 
  thing.”
  What do you know of the Obelisk?
    “Only that it’s supposed to be stone, but evil, but also 
  mind-influencing, but also chaotic.  I’d love to get my 
  hands on it!  If, I mean, if it was safe, of course.”
  Have you been to the Mine’s lower levels?
    “No... but they say that’s where the Obelisk is supposed 
  to be.”
  Can you tell me anything about the conflict between workers 
  and administration (or Dwarves and Elves)?
    “The dwarves have a point, but they’re going about it 
  all the wrong way.  They should work harder, build up 
  profit, then go on strike and underscore how valuable 
  they are.  This constant bickering and whining isn’t 
  going to convince the elitist, self-important elves about 
  anything other than their own supposed superiority.”
  
  720
  NPCs
  Innelothe (Herbalist)
  Description
  This druid has a calm, ethereal grace about her, 
  moving and talking as though she drifts and floats 
  through the world of others, seeming an apparition 
  or a manifestation of something that exists more 
  truly in another realm, apart from our own.  She has 
  yellow eyes, extremely pointed ears even for an elf, 
  and golden hair.  Her most striking feature, however, 
  is that she is albino.  
  Appearance
  She braids her hair elaborately, and dresses in 
  gowns and robes, typically a mixture of slate-grey 
  and dark green.  Her only jewelry is a red teardrop 
  pendant, worn on a golden necklace chain close to 
  her throat in an almost choker-like arrangement.
  Factions
  She’s partial to the whims of the elven 
  administration.
  Combat Tactics
  Innelothe is not a fan of armed conflict, and 
  will only respond in kind if it seems she cannot 
  escape.
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Druid 1
  Druid 6
  Druid 10
  Druid 14
  Size / Aln
  Medium NG Half-Elf
  Medium NG Half-Elf
  Medium NG Half-Elf
  Medium NG Half-Elf
  HP
  8
  25
  43
  59
  Armor 
  Class
  12
  14
  15
  16
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  11 (+0) 
  DEX  13 (+1) 
  CON  10 (+0) 
  INT  13 (+3) 
  WIS  19 (+6) 
  CHA  13 (+1)
  STR  11 (+0) 
  DEX  14 (+2) 
  CON  10 (+0) 
  INT  13 (+4) 
  WIS  20 (+8) 
  CHA  13 (+1)
  STR  13 (+1) 
  DEX  14 (+2) 
  CON  10 (+0) 
  INT  13 (+5) 
  WIS  20 (+9) 
  CHA  13 (+1)
  STR  13 (+1) 
  DEX  16 (+3) 
  CON  10 (+0) 
  INT  13 (+6) 
  WIS  20 (+10) 
  CHA  13 (+1)
  NG; Medium Humanoid (Half-Elf)
  
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  NPCs
    Low
    Moderate
    Advanced
    Elite
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception +16
  Disadvantage on Stealth
  Passive Perception +18
  Passive Perception +19
  Passive Perception +20
  Languages Common, Druidic, Dwarvish, Elvish
  Attacks
  Melee Dagger +3 (1d4+1 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +3 (1d4+1); 60 ft.’: +3 
  (1d4+1) 
  Melee Quarterstaff +2 (1d6) 
  Ranged Dart--> 20 ft.’: 
  +3 (1d4+1); 80 ft.’: +3 
  (1d4+1)
  Melee Dagger +5 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+2); 60 ft.’: +5 
  (1d4+2) 
  Melee +1 Quarterstaff +4 
  (1d6+1)
  Ranged Dart--> 20 ft.’: +5 
  (1d4+2); 80 ft.’: +5 (1d4+2)
  Melee Dagger +6 (1d4+2 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +6 (1d4+2); 60 ft.’: 
  +6 (1d4+2) 
  Melee +2 Quarterstaff +7 
  (1d6+3)
  Ranged Dart--> 20 ft.’: 
  +6 (1d4+2); 80 ft.’: +6 
  (1d4+2) 
  Melee Dagger +8 (1d4+3 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +8 (1d4+3); 60 ft.’: +8 
  (1d4+3) 
  Melee +3 Quarterstaff +9 
  (1d6+4)
  Ranged Dart--> 20 ft.’: +8 
  (1d4+3); 80 ft.’: +8 (1d4+3)
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear
  Special 
  Qualities
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Cantrips, Druidic, Ritual 
  Casting, Spellcasting, 
  Spellcasting Focus
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Bonus Cantrip, Cantrips, 
  Circle Spells, Druid Circle, 
  Druidic, Land’s Stride, 
  Natural Recovery, Ritual 
  Casting, Spellcasting, 
  Spellcasting Focus, Wild 
  Shape, Circle of the Land
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Bonus Cantrip, Cantrips, 
  Circle Spells, Druid Circle, 
  Druidic, Land’s Stride, 
  Natural Recovery, Nature’s 
  Ward, Ritual Casting, 
  Spellcasting, Spellcasting 
  Focus, Wild Shape, Circle of 
  the Land
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Bonus Cantrip, Cantrips, 
  Circle Spells, Druid Circle, 
  Druidic, Land’s Stride, 
  Natural Recovery, Nature’s 
  Sanctuary, Nature’s Ward, 
  Ritual Casting, Spellcasting, 
  Spellcasting Focus, Wild 
  Shape, Circle of the Land
  Spell-
  casting
  Save DC 14; Spell Atk +6
  Cantrips (at will): minor 
  illusion; prestidigitation
  1st: fog cloud; goodberry
  Save DC 16; Spell Atk +8
  Cantrips (at will): dancing 
  lights; light; message; minor 
  illusion; prestidigitation
  3rd: call lightning; meld into 
  stone; water walk
  2nd: barkskin; flaming 
  sphere; hold moonbeam
  1st: charm person; cure 
  wounds; fog cloud; 
  goodberry
  Save DC 17; Spell Atk +9
  Cantrips (at will): 
  dancing lights; light; 
  message; minor illusion; 
  prestidigitation
  5th: commune with nature; 
  insect plague
  4th: blight; control water; 
  ice storm
  3rd: call lightning; meld 
  into stone; water walk
  2nd: barkskin; flaming 
  sphere; hold moonbeam
  1st: charm person; cure 
  wounds; fog cloud; 
  goodberry
  Save DC 18; Spell Atk +10
  Cantrips (at will): dancing 
  lights; light; message; minor 
  illusion; prestidigitation
  7th: regenerate
  6th: heal
  5th: commune with nature; 
  insect plague
  4th: blight; control water; ice 
  storm
  3rd: call lightning; meld into 
  stone; water walk
  2nd: barkskin; flaming 
  sphere; hold moonbeam
  1st: charm person; cure 
  wounds; fog cloud; 
  goodberry
  Equipment
  Dagger; Quarterstaff; 
  Padded Armor; Dart
  Dagger; +1 Quarterstaff; 
  Hide Armor; Dart
  Dagger; +2 Quarterstaff; 
  Chain Shirt; Dart
  Dagger; +3 Quarterstaff; 
  +1 Elven Chain; Dart
  
  722
  NPCs
  Special Abilities
  Darkvision Thanks to your elf blood, you have superior vision in dark and 
  dim conditions. You can see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were dim light. You can’t discern color 
  in darkness, only shades of gray.
  Fey Ancestry You have advantage on all saving throws against being 
  charmed or put to sleep.
  Languages You can speak, read, and write Common, Elvish, and one extra 
  language of your choice.
  Skill Versatility You gain proficiency in two skills of your choice.
  Bonus Cantrip When you choose this circle at 2nd level, you learn one 
  additional druid cantrip of your choice.
  Circle Spells Your mystical connection to the land infuses you with the 
  ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access 
  to circle spells connected to the land where you became a druid. Choose 
  that land-arctic, coast, desert, forest, grassland, mountain, swamp, or 
  Underdark-and consult the associated list of spells. Once you gain access 
  to a circle spell, you always have it prepared, and it doesn’t count against 
  the number of spells you can prepare each day. If you gain access to a 
  spell that doesn’t appear on the druid spell list, the spell is nonetheless a 
  druid spell for you.
  Druid Circle At 2nd level, you choose to identify with a circle of druids: 
  the Circle of the Land or the Circle of the Moon, both detailed at the end 
  of the class description. Your choice grants you features at 2nd level and 
  again at 6th, 10th, and 14th level.
  Druidic You know Druidic, the secret language of druids. You can speak 
  the language and use it to leave hidden messages. You and others who 
  know this language automatically spot such a message. Others spot the 
  message’s presence with a successful DC 15 Wisdom (Perception) check 
  but can’t decipher it without magic.
  Land’s Stride Starting at 6th level, moving through nonmagical difficult 
  terrain costs you no extra movement. You can also pass through 
  nonmagical plants without being slowed by them and without taking 
  damage from them if they have thorns, spines, or a similar hazard. In 
  addition, you have advantage on saving throws against plants that are 
  magically created or manipulated to impede movement, such those 
  created by the entangle spell.
  Natural Recovery Starting at 2nd level, you can regain some of your 
  magical energy by sitting in meditation and communing with nature. 
  During a short rest, you choose expended spell slots to recover. The spell 
  slots can have a combined level that is equal to or less than 7, and none of 
  the slots can be 6th level or higher. You can’t use this feature again until 
  you finish a long rest For example, when you are a 4th-level druid, you can 
  recover up to two levels worth of spell slots. You can recover either a 2nd-
  level slot or two 1st-level slots.
  Nature’s Sanctuary When you reach 14th level, creatures of the natural 
  world sense your connection to nature and become hesitant to attack 
  you. When a beast or plant creature attacks you, that creature must 
  make a Wisdom saving throw against your druid spell save DC: 18. On 
  a failed save, the creature must choose a different target, or the attack 
  automatically misses. On a successful save, the creature is immune to this 
  effect for 24 hours. The creature is aware of this effect before it makes its 
  attack against you.
  Nature’s Ward When you reach 10th level, you can’t be charmed or 
  frightened by elementals or fey, and you are immune to poison and 
  disease.
  Ritual Casting You can cast a druid spell as a ritual if that spell has the 
  ritual tag and you have the spell prepared.
  Wild Shape Starting at 2nd level, you can use your action to magically 
  assume the shape of a beast that you have seen before. You can use 
  this feature twice. You regain expended uses when you finish a short or 
  long rest. Your druid level determines the beasts you can transform into. 
  At 2nd level, for example, you can transform into any beast that has a 
  challenge rating of 1/4 or lower that doesn’t have a flying or swimming 
  speed. You can stay in a beast shape for a number of hours equal to 7. 
  You then revert to your normal form unless you expend another use of 
  this feature. You can revert to your normal form earlier by using a bonus 
  action on your turn. You automatically revert if you fall unconscious, drop 
  to 0 hit points, or die. While you are transformed, the following rules 
  apply: Your game statistics are replaced by the statistics of the beast, 
  but you retain your alignment, personality, and Intelligence, Wisdom, 
  and Charisma scores. You also retain all of your skill and saving throw 
  proficiencies, in addition to gaining those of the creature. If the creature 
  has the same proficiency as you and the bonus in its stat block is higher 
  than yours, use the creature’s bonus instead of yours. If the creature has 
  any legendary or lair actions, you can’t use them. When you transform, 
  you assume the beast’s hit points and Hit Dice. When you revert to your 
  normal form, you return to the number of hit points you had before 
  you transformed. However, if you revert as a result of dropping to 0 hit 
  points, any excess damage carries over to your normal form. For example, 
  if you take 10 damage in animal form and have only 1 hit point left, you 
  revert and take 9 damage. As long as the excess damage doesn’t reduce 
  your normal form to 0 hit points, you aren’t knocked unconscious. You 
  can’t cast spells, and your ability to speak or take any action that requires 
  hands is limited to the capabilities of your beast form. Transforming 
  doesn’t break your concentration on a spell you’ve already cast, however, 
  or prevent you from taking actions that are part of a spell, such as call 
  lightning, that you’ve already cast. You retain the benefit of any features 
  from your class, race, or other source and can use them if the new form is 
  physically capable of doing so. However, you can’t use any of your special 
  senses, such as darkvision, unless your new form also has that sense. 
  You choose whether your equipment falls to the ground in your space, 
  merges into your new form, or is worn by it. Worn equipment functions 
  as normal, but the DM decides whether it is practical for the new form to 
  wear a piece of equipment, based on the creature’s shape and size. Your 
  equipment doesn’t change size or shape to match the new form, and any 
  equipment that the new form can’t w ear must either fall to the ground or 
  merge with it. Equipment that merges with the form has no effect until 
  you leave the form.
  Circle of the Land The Circle of the Land is made up of mystics and sages 
  who safeguard ancient knowledge and rites through a vast oral tradition. 
  These druids meet within sacred circles of trees or standing stones to 
  whisper primal secrets in Druidic. The circle’s wisest members preside 
  as the chief priests of communities that hold to the Old Faith and serve 
  as advisors to the rulers of those folk. As a member of this circle, your 
  magic is influenced by the land where you were initiated into the circle’s 
  mysterious rites.
  Conversation
  What do you think of Mondaria City?
    “It is a strange place, full of odd people, from many 
  places.”
  What do you think of the Mines?
    “Dirty, and savage.  But needed, for enrichment of all.”
  How have you survived after the catastrophe?
    “Life finds a way.”
  What did you do, before the calamity?
    “I am an herbalist.  In that capacity, I worked mainly with 
  the fungus of the depths, to determine what is and is not 
  poisonous, what would or would not grow, and so on, to 
  help the miners in their efforts.”
  What do you know of the Obelisk?
    “Nothing.  Though I have heard it is the source of all of the 
  evil that has been fomenting of late.”
  Have you been to the Mine’s lower levels?
  
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    “I have not been too deep in the mountain thus far.  I 
  would travel there only if the need was great, and the 
  reward or purpose was grand.”
  Can you tell me anything about the conflict between workers 
  and administration (or Dwarves and Elves)?
    “There is one.  Its origin is not known.  And it is an 
  exceptional waste of resources.”
  
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  Killarth (Mercenary Tiefling)
  Description
  Killarth has long served the interests of paying 
  adventuring parties.  She longs to be a part of a 
  military, but as she views it, most are led by either 
  soulless conquerors, or peace-keeping wimps.
  Appearance
  This ferocious and intense tiefling has small horns 
  whose tips point forward out of close-cut, blonde, 
  wavy hair.  Though pretty, she usually has a few 
  cuts and bruises, scrapes and marks from venturing 
  into the woods, and cares not for cleaning them up.  
  She wears well-worn hide armor, dark brown with 
  light-brown stitching, and typically smears a mixture 
  of mud and ground leaves across it in a pattern of 
  her own design as a camouflage.  Her narrow eyes 
  seem those of a huntress indeed, dark green like the 
  forest with small pupils.  Her shoulders are broad, 
  almost mannish, her neck similarly wide.
  Factions
  She serves only the interests of her own purse.
  Combat Tactics
  Killarth loves slaughter, though tries to keep it 
  professional when in the employ of clients.
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Fighter 1
  Fighter 6`
  Fighter 10
  Fighter 14
  Size / Aln
  Medium CN Tiefling
  Medium CN Tiefling
  Medium CN Tiefling
  Medium CN Tiefling
  HP
  11
  44
  71
  98
  Armor 
  Class
  17
  18
  21
  22
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  15 (+4) 
  DEX  13 (+1) 
  CON  13 (+3) 
  INT  11 (+0) 
  WIS  15 (+2) 
  CHA  9 (-1)
  STR  17 (+6) 
  DEX  15 (+2) 
  CON  13 (+4) 
  INT  11 (+0) 
  WIS  15 (+2) 
  CHA  9 (-1)
  STR  19 (+8) 
  DEX  15 (+2) 
  CON  13 (+5) 
  INT  11 (+0) 
  WIS  15 (+2) 
  CHA  9 (-1)
  STR  20 (+10) 
  DEX  18 (+4) 
  CON  13 (+6) 
  INT  11 (+0) 
  WIS  15 (+2) 
  CHA  9 (-1)
  NG; Medium Humanoid (Half-Elf)
  
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    Low
    Moderate
    Advanced
    Elite
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception +12
  Disadvantage on Stealth
  Passive Perception +12
  Disadvantage on Stealth
  Passive Perception +12
  Disadvantage on Stealth
  Passive Perception +12
  Disadvantage on Stealth
  Languages Common, Infernal
  Attacks
  Melee Battleaxe +4 (1d8+4 
  ) 
  Ranged Shortbow--> 30 ft.’: 
  +3 (1d6+1); 120 ft.’: +3 
  (1d6+1) 
  Melee +1 Battleaxe +7/+7 
  (1d8+6 ) 
  Ranged Shortbow--> 30 ft.’: 
  +5/+5 (1d6+2); 120 ft.’: 
  +5/+5 (1d6+2)
  Melee +2 Battleaxe 
  +10/+10 (1d8+8 ) 
  Ranged Shortbow--> 30 ft.’: 
  +6/+6 (1d6+2); 120 ft.’: 
  +6/+6 (1d6+2)
  Melee +3 Battleaxe 
  +13/+13/+13 (1d8+10) 
  Ranged Shortbow--> 30 ft.’: 
  +9/+9/+9 (1d6+4); 120 ft.’: 
  +9/+9/+9 (1d6+4)
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Fighting Style, 
  Second Wind, Dueling
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Action Surge, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Martial Archetype, 
  Second Wind, Dueling
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Defense, Dueling
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Defense, Dueling
  Spell-
  casting
  1x/day: darkness; hellish 
  rebuke; thaumaturgy
  1x/day: darkness; hellish 
  rebuke; thaumaturgy
  1x/day: darkness; hellish 
  rebuke; thaumaturgy
  1x/day: darkness; hellish 
  rebuke; thaumaturgy
  Equipment
  Battleaxe; Scale Mail; 
  Shield; Shortbow
  +1 Battleaxe; Chain Mail; 
  Shield; Shortbow
  +2 Battleaxe; Plate 
  Armor; Shield; Shortbow
  +3 Battleaxe; +1 Plate 
  Armor; Shield; Shortbow
  Special Abilities
  Darkvision Thanks to your infernal heritage, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Hellish Resistance You have resistance to fire damage.
  Infernal Legacy You know the thaumaturgy cantrip. Once you reach 3rd 
  level, you can cast the hellish rebuke spell once per day as a 2nd-level 
  spell. Once you reach 5th level, you can also cast the darkness spell once 
  per day. Charisma is your spellcasting ability for these spells. Spell save DC 
  12.
  Languages You can speak, read, and write Common and Infernal.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 1 time(s) before a rest, but only once 
  on the same turn.
  Additional Fighting Style At 10th level, you can choose a second option 
  from the Fighting Style class feature.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Fighting Style You adopt a particular style of fighting as your specialty. 
  Choose one of the following options. You can’t take a Fighting Style 
  option more than once, even if you later get to choose again.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that you 
  fail. If you do so, you must use the new roll, and you can’t use this feature 
  again until you finish a long rest. You can use this feature 2 time(s) 
  between long rests.
  Martial Archetype At 3rd level, you choose an archetype that you strive to 
  emulate in your combat styles and techniques. The Champion archetype 
  is detailed at the end of the class description; see the Player’s Handbook 
  for information on other martial archetypes. Your archetype grants you 
  features at 3rd level and again at 7th, 10th, 15th, and 18th level.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  
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  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +5.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Defense While you are wearing armor, you gain a +1 bonus to AC.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon. .
  Conversation
  What do you think of Mondaria City?
    “It’s a fine enough town.  City, though, it falls short of in 
  many key aspects.”
  What do you think of the Mines?
    “They are rough and tumble, the more so since the 
  calamity.  I prefer them to the surface realm.”
  How have you survived after the catastrophe?
    “By killing anything that asks me dumb questions.  Ha!  
  No, seriously, though; by killing anything that looks at me 
  funny.  That one’s no joke.”
  What did you do, before the calamity?
    “Killed anything that looked at me funny.”
  What do you know of the Obelisk?
    “It’s the source of evil, though I’ve always found that folk 
  need no such external source or excuse to be evil.”
  Have you been to the Mine’s lower levels?
    “Not yet.  Do you wish a competent fighting companion?”
  Can you tell me anything about the conflict between workers 
  and administration (or Dwarves and Elves)?
    “Conflict involves battle, and resolution.  This two-sided 
  whining of groups that don’t know how to truly address 
  their problems hardly qualifies.”
  
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  Lugatoo (Coinmaster)
  Description
  A tiefling fighter with a focus on material wealth 
  is nobody’s idea of a stereotypical financial 
  administrator, but that’s what we get here in the 
  mines of Mondaria.  He believes fervently in the 
  concept of Tribute as a holy conduit between mortals 
  and the Gods, and strives to squeeze every copper 
  piece from the faithful, that they might be driven to 
  salvation by the dispersal of earthly goods.  
  Naturally, such selfless devotion and frugality 
  does not apply to the upper castes, in his belief; 
  he himself is a servant of the gods, so therefore, 
  shouldn’t he also benefit of wealth, that he might 
  better serve his divine masters?  
  Appearance
  He wears half-plate armor, a heavy steel shield, and 
  a battleaxe.
  Factions
  Lugatoo sympathizes with the dwarves, but serves 
  the lawful needs of the elven administrators.
  Combat Tactics
  Lugatoo is an unusually combative coinmaster, 
  ready at a moment’s notice to fight back if 
  necessary.
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Fighter 1
  Fighter 6`
  Fighter 10
  Fighter 14
  Size / Aln
  Medium LE Tiefling
  Medium LE Tiefling
  Medium LE Tiefling
  Medium LE Tiefling
  HP
  9
  35
  63
  99
  Armor 
  Class
  14
  16
  18
  20
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  LE; Medium Humanoid (Tiefling)
  
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    Low
    Moderate
    Advanced
    Elite
  Ability 
  Scores / 
  Saves
  STR  8 (+1) 
  DEX  14 (+2) 
  CON  9 (+1) 
  INT  14 (+2) 
  WIS  12 (+1) 
  CHA  15 (+2)
  STR  10 (+3) 
  DEX  16 (+3) 
  CON  9 (+2) 
  INT  14 (+2) 
  WIS  12 (+1) 
  CHA  15 (+2)
  STR  10 (+4) 
  DEX  18 (+4) 
  CON  9 (+3) 
  INT  14 (+2) 
  WIS  12 (+1) 
  CHA  15 (+2)
  STR  10 (+5) 
  DEX  20 (+5) 
  CON  11 (+5) 
  INT  14 (+2) 
  WIS  12 (+1) 
  CHA  15 (+2)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception +11
  Disadvantage on Stealth
  Passive Perception +11
  Disadvantage on Stealth
  Passive Perception +11
  Disadvantage on Stealth
  Passive Perception +11
  Disadvantage on Stealth
  Languages Common, Infernal
  Attacks
  Ranged Crossbow, Light--> 
  80 ft.’: -2 (1d8+2); 320 ft.’: 
  -2 (1d8+2) 
  Melee Dagger +4 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2)
  Melee Dagger +6 (1d4+3 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6/+6 (1d4+3); 60 ft.’: 
  +6/+6 (1d4+3) 
  Ranged +1 Crossbow, Light 
  --> 80 ft.’: +1/+1 (1d8+4); 
  320 ft.’: +1/+1 (1d8+4)
  Melee Dagger +8 (1d4+4 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +8/+8 (1d4+4); 60 
  ft.’: +8/+8 (1d4+4) 
  Ranged +2 Crossbow, Light 
  --> 80 ft.’: +6/+6 (1d8+6); 
  320 ft.’: +6/+6 (1d8+6)
  Melee Dagger +10 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10/+10 (1d4+5); 
  60 ft.’: +10/+10/+10 
  (1d4+5) 
  Ranged +3 Crossbow, 
  Light--> 80 ft.’: +9/+9/+9 
  (1d8+8); 320 ft.’: +9/+9/+9 
  (1d8+8)
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Fighting Style, 
  Second Wind, Defense
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Action Surge, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Martial Archetype, 
  Second Wind, Defense
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Archery, Defense
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Archery, Defense
  Spell-
  casting
  1x/day: darkness; hellish 
  rebuke; thaumaturgy
  1x/day: darkness; hellish 
  rebuke; thaumaturgy
  1x/day: darkness; hellish 
  rebuke; thaumaturgy
  1x/day: darkness; hellish 
  rebuke; thaumaturgy
  Equipment
  Light Crossbow; Dagger; 
  Padded Armor
  +1 Light Crossbow; 
  Dagger; +1 Padded Armor
  +2 Light Crossbow; 
  Dagger; +2 Padded 
  Armor
  +3 Light Crossbow; 
  Dagger; +3 Padded Armor
  Special Abilities
  Darkvision Thanks to your infernal heritage, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Hellish Resistance You have resistance to fire damage.
  Infernal Legacy You know the thaumaturgy cantrip. Once you reach 3rd 
  level, you can cast the hellish rebuke spell once per day as a 2nd-level 
  spell. Once you reach 5th level, you can also cast the darkness spell once 
  per day. Charisma is your spellcasting ability for these spells. Spell save 
  DC 15.
  Languages You can speak, read, and write Common and Infernal.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 1 time(s) before a rest, but only 
  
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  once on the same turn.
  Additional Fighting Style At 10th level, you can choose a second option 
  from the Fighting Style class feature.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Fighting Style You adopt a particular style of fighting as your specialty. 
  Choose one of the following options. You can’t take a Fighting Style 
  option more than once, even if you later get to choose again.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that 
  you fail. If you do so, you must use the new roll, and you can’t use this 
  feature again until you finish a long rest. You can use this feature 2 time(s) 
  between long rests.
  Martial Archetype At 3rd level, you choose an archetype that you strive to 
  emulate in your combat styles and techniques. The Champion archetype 
  is detailed at the end of the class description; see the Player’s Handbook 
  for information on other martial archetypes. Your archetype grants you 
  features at 3rd level and again at 7th, 10th, 15th, and 18th level.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +0.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Archery You gain a +2 bonus to attack rolls you make with ranged 
  weapons.
  Defense While you are wearing armor, you gain a +1 bonus to AC.. .
  Conversation
  What do you think of Mondaria City?
    “It’s fine, though many within it seek to avoid payment.”
  What do you think of the Mines?
    “A place all too easy in which to hide gems.”
  How have you survived after the catastrophe?
    “I’m of means, and smart.  I’ll be fine.”
  What did you do, before the calamity?
    “Served the administration by ensuring that revenue 
  flowed.”
  What do you know of the Obelisk?
    “I’ve not heard of that.”
  Have you been to the Mine’s lower levels?
    “No, nor do I intend to go.”
  Can you tell me anything about the conflict between workers 
  and administration (or Dwarves and Elves)?
    “The dwarves may have a point, but ultimately, law must 
  be obeyed, be it good or evil.”
  
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  NPCs
  Maresmir (Elven Administration Leader)
  Description
  She’s risen in the ranks of elven administration with 
  intent and focus, wielding her pernicious insight and 
  gorgeous features in equal measure as needed to 
  ensure her success.  Her lips are full and pale, her 
  cheekbones high, and her pointed ears small; she 
  wears chin-length, brown hair straight in a slight 
  convex curve.  
  Appearance
  She wears comfortable grey-and-green heavy leather 
  armor, and commonly keeps her longsword and 
  shortsword sheathed in a crisscrossed pair on her 
  back—the hilts of which sticking out visibly over 
  her shoulders add a militantly competent undertone 
  and latent threat to any negotiations in which she is 
  engaged.
  Factions
  Perhaps quite obviously, the elven administration.
  Combat Tactics
  Maresmir will fight competently and well 
  as soon as it becomes apparent that it’s 
  unavoidable.
  CR 4; XP 1,100
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 10 
  XP 5,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Ranger 4
  Ranger 8
  Ranger 12
  Ranger 16
  Size / Aln
  Medium LE Elf
  Medium LE Elf
  Medium LE Elf
  Medium LE Elf
  HP
  24
  57
  90
  119
  Armor 
  Class
  15
  17
  18
  19
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  10 (+2) 
  DEX  20 (+7) 
  CON  10 (+0) 
  INT  14 (+2) 
  WIS  15 (+2) 
  CHA  15 (+2)
  STR  10 (+3) 
  DEX  20 (+8) 
  CON  12 (+1) 
  INT  14 (+2) 
  WIS  15 (+2) 
  CHA  15 (+2)
  STR  10 (+4) 
  DEX  20 (+9) 
  CON  14 (+2) 
  INT  14 (+2) 
  WIS  15 (+2) 
  CHA  15 (+2)
  STR  12 (+6) 
  DEX  20 (+10) 
  CON  14 (+2) 
  INT  14 (+2) 
  WIS  15 (+2) 
  CHA  15 (+2)
  LE; Medium Humanoid (Elf)
  
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    Low
    Moderate
    Advanced
    Elite
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception +14
  Passive Perception +15
  Disadvantage on Stealth
  Passive Perception +16
  Disadvantage on Stealth
  Passive Perception +17
  Disadvantage on Stealth
  Languages Common, Draconic, Dwarvish, Elvish, Giant
  Attacks
  Melee Longsword +2 (1d8 ) 
  Melee Shortsword +7 
  (1d6+5 )
  Melee Shortsword +8 
  (1d6+5 ) 
  Melee +1 Longsword +4/+4 
  (1d8+1 )
  Melee Shortsword +9 
  (1d6+5 ) 
  Melee +2 Longsword +6/+6 
  (1d8+2 )
  Melee Shortsword +10 
  (1d6+5 ) 
  Melee +3 Longsword +9/+9 
  (1d8+4)
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Favored 
  Enemy, Fighting Style, 
  Horde Breaker, Hunter, 
  Hunter’s Prey, Natural 
  Explorer, Primeval 
  Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Two-Weapon 
  Fighting, Humanoids, 
  Mountain
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Defensive 
  Tactics, Extra Attack, 
  Favored Enemy, Fighting 
  Style, Horde Breaker, Hunter, 
  Hunter’s Prey, Land’s 
  Stride, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Steel Will, 
  Two-Weapon Fighting, 
  Humanoids, Undead, 
  Mountain, Underdark
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Defensive 
  Tactics, Extra Attack, 
  Favored Enemy, Fighting 
  Style, Hide in Plain Sight, 
  Horde Breaker, Hunter, 
  Hunter’s Prey, Land’s 
  Stride, Multiattack, 
  Natural Explorer, Primeval 
  Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Steel Will, 
  Whirlwind Attack, 
  Two-Weapon Fighting, 
  Humanoids, Undead, 
  Mountain, Swamp, 
  Underdark
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, Keen 
  Senses, Languages, Trance, 
  Ability Score Improvement, 
  Defensive Tactics, Extra 
  Attack, Favored Enemy, 
  Fighting Style, Hide in Plain 
  Sight, Horde Breaker, Hunter, 
  Hunter’s Prey, Land’s Stride, 
  Multiattack, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, Spell 
  Slots, Stand Against the Tide, 
  Steel Will, Superior Hunter’s 
  Defense, Vanish, Whirlwind 
  Attack, Two-Weapon 
  Fighting, Beasts, Humanoids, 
  Undead, Mountain, Swamp, 
  Underdark
  Spell-
  casting
  Save DC 12; Spell Atk +4
  1st: alarm; cure wounds; 
  fog cloud
  Save DC 13; Spell Atk +5
  2nd: barkskin; find traps; 
  pass without trace
  1st: alarm; cure wounds; 
  detect magic; fog cloud
  Save DC 14; Spell Atk +6
  3rd: nondetection; water 
  breathing; water walk
  2nd: barkskin; find traps; 
  pass without trace
  1st: alarm; cure wounds; 
  detect magic; fog cloud
  Save DC 15; Spell Atk +7
  4th: freedom of movement; 
  stoneskin
  3rd: nondetection; water 
  breathing; water walk
  2nd: barkskin; find traps; 
  pass without trace
  1st: alarm; cure wounds; 
  detect magic; fog cloud
  Equipment
  Longsword; Shortsword; 
  Chain Shirt
  +1 Longsword; 
  Shortsword; Half Plate
  +2 Longsword; 
  Shortsword; +1 Half 
  Plate
  +3 Longsword; 
  Shortsword; +2 Half Plate
  
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  NPCs
  Special Abilities
  Darkvision Accustomed to twilit forests and the night sky, you have 
  superior vision in dark and dim conditions. You can see in dim light within 
  60 feet of you as if it were bright light, and in darkness as if it were dim 
  light. You can’t discern color in darkness, only shades of gray.
  Elf Weapon Training You have proficiency with the longsword, 
  shortsword, shortbow, and longbow.
  Extra Language You can speak, read, and write one extra language of your 
  choice.
  Fey Ancestry You have advantage on saving throws against being 
  charmed, and magic can’t put you to sleep.
  Keen Senses You have proficiency in the Perception skill.
  Languages You can speak, read, and write Common and Elvish. Elvish is 
  fluid, with subtle intonations and intricate grammar. Elven literature is rich 
  and varied, and their songs and poems are famous among other races. 
  Many bards learn their language so they can add Elvish ballads to their 
  repertoires.
  Trance Elves don’t need to sleep. Instead, they meditate deeply, 
  remaining semiconscious, for 4 hours a day. (The Common word for such 
  meditation is “trance.”) While meditating, you can dream after a fashion; 
  such dreams are actually mental exercises that have become Dexterityive 
  through years of practice. After resting in this way, you gain the same 
  benefit that a human does from 8 hours of sleep.
  Defensive Tactics At 7th level, you gain one of the following features of 
  your choice.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Favored Enemy Beginning at 1st level, you have significant experience 
  studying, tracking, hunting, and even talking to a certain type of 
  enemy. Choose a type of favored enemy: aberrations, beasts, celestials, 
  constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, 
  plants, or undead. Alternatively, you can select two races of humanoid 
  (such as gnolls and orcs) as favored enemies. You have advantage on 
  Wisdom (Survival) checks to track your favored enemies, as well as on 
  Intelligence checks to recall information about them. When you gain 
  this feature, you also learn one language of your choice that is spoken by 
  your favored enemies, if they speak one at all. You choose one additional 
  favored enemy, as well as an associated language, at 6th and 14th level. 
  As you gain levels, your choices should reflect the types of monsters you 
  have encountered on your adventures.
  Fighting Style At 2nd level, you adopt a particular style of fighting as your 
  specialty. Choose one of the following options. You can’t take a Fighting 
  Style option more than once, even if you later get to choose again.
  Hide in Plain Sight Starting at 10th level, you can spend 1 minute 
  creating camouflage for yourself. You must have access to fresh mud, 
  dirt, plants, soot, and other naturally occurring materials with which to 
  create your camouflage. Once you are camouflaged in this way, you can 
  try to hide by pressing yourself up against a solid surface, such as a tree 
  or wall, that is at least as tall and wide as you are. You gain a +10 bonus to 
  Dexterity (Stealth) checks as long as you remain there without moving or 
  taking actions. Once you move or take an action or a reaction, you must 
  camouflage yourself again to gain this benefit.
  Horde Breaker Once on each of your turns when you make a weapon 
  attack, you can make another attack with the same weapon against a 
  different creature that is within 5 feet of the original target and within 
  range of your weapon.
  Hunter Emulating the Hunter archetype means accepting your place as 
  a bulwark between civilization and the terrors of the wilderness. As you 
  walk the Hunter’s path, you learn specialized techniques for fighting the 
  threats you face, from rampaging ogres and hordes of orcs to towering 
  giants and terrifying dragons.
  Hunter’s Prey At 3rd level, you gain one of the following features of your 
  choice.
  Land’s Stride Starting at 8th level, moving through nonmagical difficult 
  terrain costs you no extra movement. You can also pass through 
  nonmagical plants without being slowed by them and without taking 
  damage from them if they have thorns, spines, or a similar hazard. In 
  addition, you have advantage on saving throws against plants that are 
  magically created or manipulated to impede movement, such those 
  created by the entangle spell.
  Multiattack At 11th level, you gain one of the following features of your 
  choice.
  Natural Explorer You are particularly familiar with one type of natural 
  environment and are adept at traveling and surviving in such regions. 
  Choose one type of favored terrain: arctic, coast, desert, forest, grassland, 
  mountain, swamp, or the Underdark. When you make an Intelligence or 
  Wisdom check related to your favored terrain, your proficiency bonus is 
  doubled if you are using a skill that you’re proficient in. While traveling 
  for an hour or more in your favored terrain, you gain the following 
  benefits: * Difficult terrain doesn’t slow your group’s travel. * Your 
  group can’t become lost except by magical means. * Even when you are 
  engaged in another activity while traveling (such as foraging, navigating, 
  or tracking), you remain alert to danger. * If you are traveling alone, you 
  can move stealthily at a normal pace. * When you forage, you find twice 
  as much food as you normally would. * While tracking other creatures, 
  you also learn their exact number, their sizes, and how long ago they 
  passed through the area. You choose additional favored terrain types at 
  6th and 10th level.
  Primeval Awareness Beginning at 3rd level, you can use your action 
  and expend one ranger spell slot to focus your awareness on the region 
  around you. For 1 minute per level of the spell slot you expend, you 
  can sense whether the following types of creatures are present within 
  1 mile of you (or within up to 6 miles if you are in your favored terrain): 
  aberrations, celestials, dragons, elementals, fey, fiends, and undead. This 
  feature doesn’t reveal the creatures’ location or number.
  Ranger Archetype At 3rd level, you choose an archetype that you strive 
  to emulate: Hunter or Beast Master, both detailed at the end of the class 
  description. Your choice grants you features at 3rd level and again at 7th, 
  11th, and 15th level.
  Stand Against the Tide When a hostile creature misses you with a melee 
  attack, you can use your reaction to force that creature to repeat the 
  same attack against another creature (other than itself) of your choice.
  Steel Will You have advantage on saving throws against being frightened.
  Superior Hunter’s Defense At 15th level, you gain one of the following 
  features of your choice.
  Vanish Starting at 14th level, you can use the Hide action as a bonus 
  action on your turn. Also, you can’t be tracked by nonmagical means, 
  unless you choose to leave a trail.
  Whirlwind Attack You can use your action to make a melee attack against 
  any number of creatures within 5 feet of you, with a separate attack roll 
  for each target.
  Two-Weapon Fighting When you engage in two-weapon fighting, you can 
  add your ability modifier to the damage of the second attack.
  Beasts Advantage on Wisdom (Survival) checks to track Beasts, as well as 
  on Intelligence checks to recall information about them. You also learn 
  one language of your choice that is spoken by your favored enemies, if 
  they speak one at all.
  Humanoids Advantage on Wisdom (Survival) checks to track Humanoids, 
  as well as on Intelligence checks to recall information about them. You 
  also learn one language of your choice that is spoken by your favored 
  enemies, if they speak one at all.
  Undead Advantage on Wisdom (Survival) checks to track Undead, as well 
  as on Intelligence checks to recall information about them. You also learn 
  one language of your choice that is spoken by your favored enemies, if 
  they speak one at all... .
  Conversation
  What do you think of Mondaria City?
    “It functions well enough, but could be much, much 
  
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  greater than it is.”
  What do you think of the Mines?
    “Ugly yet fruitful.”
  How have you survived after the catastrophe?
    “I remain here by choice.  Mainly to ensure that we can 
  restore some way of life and productivity at some point.”
  What did you do, before the calamity?
    “Maintained order, as well as I was able.  And still I 
  strive to do the same.”
  What do you know of the Obelisk?
    “It is the source of chaos and evil, though in truth I saw 
  much chaos in the nature of the workers before the 
  Obelisk was discovered.”
  Have you been to the Mine’s lower levels?
    “I have not.  They say it is where the Obelisk may be 
  found.”
  Can you tell me anything about the conflict between workers 
  and administration (or Dwarves and Elves)?
    “We simply seek to maintain order, and to ensure a 
  certain reasonable level of productivity.  That hardly 
  seems worth any form of ‘conflict’, yet the workers 
  demand the right to be lazy and to jeopardize the entire 
  enterprise with their shiftless greed.”
  
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  Natobbe (Sage)
  Description
  Although she rarely travels outside her hovel, some 
  claim to have glimpsed her ambling about with the 
  aid of a quarterstaff.
  Appearance
  Sunken eyes, darkekend visage, and a haunted 
  aspect: this vendor of scrying services is every 
  inch the stereotype.  She’s typically garbed in a 
  hooded robe; nobody has seen her without the hood 
  raised and her head sunk deep within, covered by 
  shadows. 
  Factions
  Natobbe would say she serves only knowledge, 
  but that is a canny way of saying she sees no true 
  winner in the conflict so chooses to remain neutral 
  so as to keep her options open.
  Combat Tactics
  Natobbe knows she is not a fighter, so will 
  escape given any chance to do so.
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Wizard 1
  Wizard 6
  Wizard 10
  Wizard 14
  Size / Aln
  Medium CN Dwarf
  Medium CN Dwarf
  Medium CN Dwarf
  Medium CN Dwarf
  HP
  11
  53
  86
  123
  Armor 
  Class
  11
  11
  11
  12
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR  6 (-2) 
  DEX  7 (-2) 
  CON  20 (+5) 
  INT  16 (+5) 
  WIS  9 (+1) 
  CHA  14 (+2)
  STR  6 (-2) 
  DEX  7 (-2) 
  CON  20 (+5) 
  INT  18 (+7) 
  WIS  9 (+2) 
  CHA  14 (+2)
  STR  6 (-2) 
  DEX  7 (-2) 
  CON  20 (+5) 
  INT  20 (+9) 
  WIS  9 (+3) 
  CHA  14 (+2)
  STR  6 (-2) 
  DEX  9 (-1) 
  CON  20 (+5) 
  INT  20 (+10) 
  WIS  9 (+4) 
  CHA  14 (+2)
  CN; Medium Humanoid (Dwarf)
  
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    Low
    Moderate
    Advanced
    Elite
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception +9
  Passive Perception +9
  Passive Perception +9
  Passive Perception +9
  Languages Common, Dwarvish, Elvish
  Attacks
  Melee Dagger +0 (1d4-2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +0 (1d4-2); 60 ft.’: +0 
  (1d4-2) 
  Ranged Sling--> 30 ft.’: 
  -10 (1d4-2); 120 ft.’: -10 
  (1d4-2)
  Melee Dagger +1 (1d4-2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +1 (1d4-2); 60 ft.’: +1 
  (1d4-2) 
  Ranged +1 Sling--> 30 ft.’: -8 
  (1d4-1); 120 ft.’: -8 (1d4-1)
  Melee Dagger +2 (1d4-2 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +2 (1d4-2); 60 ft.’: 
  +2 (1d4-2) 
  Ranged +2 Sling --> 30 ft.’: 
  -6 (1d4); 120 ft.’: -6 (1d4)
  Melee Dagger +4 (1d4-1 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4-1); 60 ft.’: +4 
  (1d4-1) 
  Ranged +3 Sling --> 30 ft.’: 
  -3 (1d4+2); 120 ft.’: -3 
  (1d4+2)
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Crossbow (Light), Dagger, Dart, Handaxe, Light Hammer, Quarterstaff, Sling, Warhammer
  Special 
  Qualities
  Brewer’s Supplies, 
  Darkvision, Dwarven 
  Combat Training, Dwarven 
  Resilience, Languages, 
  Stonecunning, Tool 
  Proficiency, Arcane 
  Recovery, Cantrips, 
  Preparing and Casting 
  Spells, Ritual Casting, 
  Spellcasting
  Brewer’s Supplies, 
  Darkvision, Dwarven Combat 
  Training, Dwarven Resilience, 
  Languages, Stonecunning, 
  Tool Proficiency, Ability 
  Score Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Evocation Savant, 
  Potent Cantrip, Preparing 
  and Casting Spells, Ritual 
  Casting, School of Evocation, 
  Sculpt Spells, Spellcasting
  Brewer’s Supplies, 
  Darkvision, Dwarven 
  Combat Training, Dwarven 
  Resilience, Languages, 
  Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation 
  Savant, Potent Cantrip, 
  Preparing and Casting 
  Spells, Ritual Casting, 
  School of Evocation, Sculpt 
  Spells, Spellcasting
  Brewer’s Supplies, 
  Darkvision, Dwarven Combat 
  Training, Dwarven Resilience, 
  Languages, Stonecunning, 
  Tool Proficiency, Ability 
  Score Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation Savant, 
  Overchannel, Potent Cantrip, 
  Preparing and Casting Spells, 
  Ritual Casting, School of 
  Evocation, Sculpt Spells, 
  Spellcasting
  Spell-
  casting
  Save DC 13; Spell Atk +5
  Cantrips (at will): dancing 
  lights; light; prestidigitation
  1st: charm person; magic 
  missile
  Save DC 15; Spell Atk +7
  Cantrips (at will): dancing 
  lights; light; message; minor 
  illusion; prestidigitation
  3rd: clairvoyance; dispel 
  magic; hypnotic pattern
  2nd: detect thoughts; gentle 
  repose; knock
  1st: charm person; illusory 
  script; mage armor; magic 
  missile
  Save DC 17; Spell Atk +9
  Cantrips (at will): 
  dancing lights; light; 
  message; minor illusion; 
  prestidigitation
  5th: contact other plane; 
  dream
  4th: arcane eye; 
  banishment; locate creature
  3rd: clairvoyance; dispel 
  magic; hypnotic pattern
  2nd: detect thoughts; 
  gentle repose; knock
  1st: charm person; illusory 
  script; mage armor; magic 
  missile
  Save DC 18; Spell Atk +10
  Cantrips (at will): dancing 
  lights; light; message; minor 
  illusion; prestidigitation
  7th: mirage arcane
  6th: true seeing
  5th: contact other plane; 
  dream
  4th: arcane eye; banishment; 
  locate creature
  3rd: clairvoyance; dispel 
  magic; hypnotic pattern
  2nd: detect thoughts; gentle 
  repose; knock
  1st: charm person; illusory 
  script; mage armor; magic 
  missile
  Equipment
  Dagger; Sling
  Dagger; +1 Sling
  Dagger; +2 Sling
  Dagger; +3 Sling
  Special Abilities
  Brewer’s Supplies Proficient with Artisan Brewer’s Supplies.
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Dwarven Combat Training You have proficiency with the battleaxe, 
  handaxe, light hammer, and warhammer.
  Dwarven Resilience You have advantage on saving throws against poison, 
  and you have resistance against poison damage (explained in chapter 9).
  Languages You can speak, read, and write Common and Dwarvish. 
  
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  Dwarvish is full of hard consonants and guttural sounds, and those 
  characteristics spill over into whatever other language a dwarf might 
  speak.
  Stonecunning Whenever you make an Intelligence (History) check related 
  to the origin of stonework, you are considered proficient in the History 
  skill and add double your proficiency bonus to the check, instead of your 
  normal proficiency bonus.
  Tool Proficiency You gain proficiency with the artisan’s tools of your 
  choice: smith’s tools, brewer’s supplies, or mason’s tools.
  Arcane Recovery You have learned to regain some of your magical energy 
  by studying your spellbook. Once per day when you finish a short rest, 
  you can choose expended spell slots to recover. The spell slots can have 
  a combined level that is equal to or less than 7, and none of the slots can 
  be 6th level or higher. For example, if you’re a 4th-level wizard, you can 
  recover up to two levels worth of spell slots. You can recover either a 2nd-
  level spell slot or two 1st-level spell slots.
  Arcane Tradition When you reach 2nd level, you choose an arcane 
  tradition, shaping your practice of magic through one of eight schools: 
  Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, 
  Necromancy, or Transmutation. The school of Evocation is detailed at the 
  end of the class description; see the Player’s Handbook for information 
  on the other schools. Your choice grants you features at 2nd level and 
  again at 6th, 10th, and 14th level.
  Empowered Evocation Beginning at 10th level, you can add +5 to the 
  damage roll of any wizard evocation spell you cast. The damage bonus 
  applies to one damage roll of a spell, not multiple rolls.
  Evocation Savant Beginning when you select this school at 2nd level, 
  the gold and time you must spend to copy an evocation spell into your 
  spellbook is halved.
  Overchannel Starting at 14th level, you can increase the power of your 
  simpler spells. When you cast a wizard spell of 5th level or lower that 
  deals damage, you can deal maximum damage with that spell. The first 
  time you do so, you suffer no adverse effect. If you use this feature again 
  before you finish a long rest, you take 2d12 necrotic damage for each 
  level of the spell, immediately after you cast it. Each time you use this 
  feature again before finishing a long rest, the necrotic damage per spell 
  level increases by 1d12. This damage ignores resistance and immunity. 
  The feature doesn’t benefit cantrips.
  Potent Cantrip Starting at 6th level, your damaging cantrips affect even 
  creatures that avoid the brunt of the effect. When a creature succeeds on 
  a saving throw against your cantrip, the creature takes half the cantrip’s 
  damage (if any) but suffers no additional effect from the cantrip.
  Ritual Casting You can cast a wizard spell as a ritual if that spell has the 
  ritual tag and you have the spell in your spellbook. You don’t need to have 
  the spell prepared.
  School of Evocation You focus your study on magic that creates powerful 
  elemental effects such as bitter cold, searing flame, rolling thunder, 
  crackling lightning, and burning acid. Some evokers find employment in 
  military forces, serving as artillery to blast enemy armies from afar. Others 
  use their spectacular power to protect the weak, while some seek their 
  own gain as bandits, adventurers, or aspiring tyrants.
  Sculpt Spells Beginning at 2nd level, you can create pockets of relative 
  safety within the effects of your evocation spells. When you cast an 
  evocation spell that affects other creatures that you can see, you can 
  choose a number of them equal to 1 + the spell’s level. The chosen 
  creatures automatically succeed on their saving throws against the spell, 
  and they take no damage if they would normally take half damage on a 
  successful save.
  Conversation
  What do you think of Mondaria City?
    “It is filled with those who would do evil given an excuse.  
  And now, one has been presented them.”
  What do you think of the Mines?
    “They are foments of chaos.  And so it is hardly 
  surprising that what has come to pass, has come to pass.”
  How have you survived after the catastrophe?
    “The better question is how has anyone?”
  What did you do, before the calamity?
    “Advised, counseled, and given hope and wisdom to those 
  seeking it.  For a small fee.”
  What do you know of the Obelisk?
    “Only that it lies at the bottom of the Mines, and is the 
  source of much of the woe that has befallen the city.”
  Have you been to the Mine’s lower levels?
    “I have not.  I avoid the Mines altogether if possible.”
  Can you tell me anything about the conflict between workers 
  and administration (or Dwarves and Elves)?
    “Silly and infantile, and ultimately unproductive.”
  
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  Natobbe (Illusionist Entertainer)
  Description
  This half-elven wizard looks nearly entirely human, 
  but for pronounced pointed ears that poke through 
  shoulder-length straight brown hair.   He bears a 
  faded white scar across his right temple: two straight 
  up-and-down lines, as though he had raked a fork 
  across his forehead.
  Appearance
  He dresses in dramatically-embroidered black cloaks 
  and gowns, typically with a mixture of red and gold 
  stitching.  His hazel eyes always contain a hint 
  of smile or trickery; and he himself would admit 
  that both are stock and trade for the illusionist 
  entertainer he is. 
  Factions
  Raekeldorr serves his own pocket, though he 
  will happily pretend to be on whatever side his 
  customers appear to be if he feels that will win over 
  their generosity.
  Combat Tactics
  Raekeldorr knows his strengths, and melee is 
  not one of them; he will use the environment 
  and other participants to his advantage, and 
  find an escape route wherever possible so as to 
  fight again.
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Wizard 1
  Wizard 6
  Wizard 10
  Wizard 14
  Size / Aln
  Medium CE Half-Elf
  Medium CE Half-Elf
  Medium CE Half-Elf
  Medium CE Half-Elf
  HP
  6
  27
  36
  47
  Armor 
  Class
  16
  16
  17
  18
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  CE; Medium Humanoid (Half-Elf)
  
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    Low
    Moderate
    Advanced
    Elite
  Ability 
  Scores / 
  Saves
  STR  6 (-2) 
  DEX  7 (-2) 
  CON  20 (+5) 
  INT  16 (+5) 
  WIS  9 (+1) 
  CHA  14 (+2)
  STR  6 (-2) 
  DEX  7 (-2) 
  CON  20 (+5) 
  INT  18 (+7) 
  WIS  9 (+2) 
  CHA  14 (+2)
  STR  6 (-2) 
  DEX  7 (-2) 
  CON  20 (+5) 
  INT  20 (+9) 
  WIS  9 (+3) 
  CHA  14 (+2)
  STR  6 (-2) 
  DEX  9 (-1) 
  CON  20 (+5) 
  INT  20 (+10) 
  WIS  9 (+4) 
  CHA  14 (+2)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception +8
  Passive Perception +8
  Passive Perception +8
  Passive Perception +8
  Languages Common, Elvish, Gnomish
  Attacks
  Ranged Crossbow, Light--> 
  80 ft.’: -1 (1d8+3); 320 ft.’: 
  -1 (1d8+3) 
  Melee Dagger +5 (1d4+3 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+3); 60 ft.’: +5 
  (1d4+3) 
  Ranged Sling--> 30 ft.’: 
  +5 (1d4+3); 120 ft.’: +5 
  (1d4+3) 
  Melee  Dagger +6 (1d4+3 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+3); 60 ft.’: +6 
  (1d4+3) 
  Ranged +1 Crossbow, Light 
  --> 80 ft.’: +1 (1d8+4); 320 
  ft.’: +1 (1d8+4)  
  Ranged Sling--> 30 ft.’: 
  +6 (1d4+3); 120 ft.’: +6 
  (1d4+3)
  Melee Dagger +8 (1d4+4 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +8 (1d4+4); 60 ft.’: 
  +8 (1d4+4) 
  Ranged +2 Crossbow, Light 
  --> 80 ft.’: +4 (1d8+6); 320 
  ft.’: +4 (1d8+6)  
  Ranged Sling--> 30 ft.’: 
  +8 (1d4+4); 120 ft.’: +8 
  (1d4+4)
  Melee Dagger +10 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10 (1d4+5); 60 ft.’: 
  +10 (1d4+5) 
  Ranged Sling--> 30 ft.’: 
  +10 (1d4+5); 120 ft.’: +10 
  (1d4+5) 
  Ranged +3 Crossbow, Light 
  --> 80 ft.’: +13 (1d8+8); 320 
  ft.’: +13 (1d8+8)
  Special
  -
  -
  -
  -
  Proficiencies
  Crossbow (Light), Dagger, Dart, Quarterstaff, Sling
  Special 
  Qualities
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Arcane Recovery, Cantrips, 
  Preparing and Casting 
  Spells, Ritual Casting, 
  Spellcasting
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Arcane Recovery, Arcane 
  Tradition, Cantrips, 
  Evocation Savant, Potent 
  Cantrip, Preparing and 
  Casting Spells, Ritual 
  Casting, School of Evocation, 
  Sculpt Spells, Spellcasting
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Arcane Recovery, Arcane 
  Tradition, Cantrips, 
  Empowered Evocation, 
  Evocation Savant, Potent 
  Cantrip, Preparing and 
  Casting Spells, Ritual 
  Casting, School of 
  Evocation, Sculpt Spells, 
  Spellcasting
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Arcane Recovery, Arcane 
  Tradition, Cantrips, 
  Empowered Evocation, 
  Evocation Savant, 
  Overchannel, Potent Cantrip, 
  Preparing and Casting Spells, 
  Ritual Casting, School of 
  Evocation, Sculpt Spells, 
  Spellcasting
  Spell-
  casting
  Save DC 14; Spell Atk +6
  Cantrips (at will): dancing 
  lights; minor illusion; 
  prestidigitation
  1st: charm person; silent 
  image
  Save DC 16; Spell Atk +8
  Cantrips (at will): dancing 
  lights; light; message; minor 
  illusion; prestidigitation
  3rd: blink; fly; major image
  2nd: alter self; invisibility; 
  rope trick
  1st: charm person; color 
  spray; mage armor; silent 
  image
  Save DC 17; Spell Atk +9
  Cantrips (at will): 
  dancing lights; light; 
  message; minor illusion; 
  prestidigitation
  5th: telekinesis; wall of 
  force
  4th: greater invisibility; 
  hallucinatory terrain; 
  phantasmal killer
  3rd: blink; fly; major image
  2nd: alter self; invisibility; 
  rope trick
  1st: charm person; color 
  spray; mage armor; silent 
  image
  Save DC 18; Spell Atk +10
  Cantrips (at will): dancing 
  lights; light; message; minor 
  illusion; prestidigitation
  7th: mirage arcane
  6th: programmed illusion
  5th: telekinesis; wall of force
  4th: greater invisibility; 
  hallucinatory terrain; 
  phantasmal killer
  3rd: blink; fly; major image
  2nd: alter self; invisibility; 
  rope trick
  1st: charm person; color 
  spray; mage armor; silent 
  image
  
  739
  NPCs
  Special Abilities
  Darkvision Thanks to your elf blood, you have superior vision in dark and 
  dim conditions. You can see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were dim light. You can’t discern color 
  in darkness, only shades of gray.
  Fey Ancestry You have advantage on all saving throws against being 
  charmed or put to sleep.
  Languages You can speak, read, and write Common, Elvish, and one extra 
  language of your choice.
  Skill Versatility You gain proficiency in two skills of your choice.
  Arcane Recovery You have learned to regain some of your magical energy 
  by studying your spellbook. Once per day when you finish a short rest, 
  you can choose expended spell slots to recover. The spell slots can have 
  a combined level that is equal to or less than 7, and none of the slots can 
  be 6th level or higher. For example, if you’re a 4th-level wizard, you can 
  recover up to two levels worth of spell slots. You can recover either a 2nd-
  level spell slot or two 1st-level spell slots.
  Arcane Tradition When you reach 2nd level, you choose an arcane 
  tradition, shaping your practice of magic through one of eight schools: 
  Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, 
  Necromancy, or Transmutation. The school of Evocation is detailed at the 
  end of the class description; see the Player’s Handbook for information 
  on the other schools. Your choice grants you features at 2nd level and 
  again at 6th, 10th, and 14th level.
  Empowered Evocation Beginning at 10th level, you can add +5 to the 
  damage roll of any wizard evocation spell you cast. The damage bonus 
  applies to one damage roll of a spell, not multiple rolls.
  Evocation Savant Beginning when you select this school at 2nd level, 
  the gold and time you must spend to copy an evocation spell into your 
  spellbook is halved.
  Overchannel Starting at 14th level, you can increase the power of your 
  simpler spells. When you cast a wizard spell of 5th level or lower that 
  deals damage, you can deal maximum damage with that spell. The first 
  time you do so, you suffer no adverse effect. If you use this feature again 
  before you finish a long rest, you take 2d12 necrotic damage for each 
  level of the spell, immediately after you cast it. Each time you use this 
  feature again before finishing a long rest, the necrotic damage per spell 
  level increases by 1d12. This damage ignores resistance and immunity. 
  The feature doesn’t benefit cantrips.
  Potent Cantrip Starting at 6th level, your damaging cantrips affect even 
  creatures that avoid the brunt of the effect. When a creature succeeds on 
  a saving throw against your cantrip, the creature takes half the cantrip’s 
  damage (if any) but suffers no additional effect from the cantrip.
  Ritual Casting You can cast a wizard spell as a ritual if that spell has the 
  ritual tag and you have the spell in your spellbook. You don’t need to have 
  the spell prepared.
  School of Evocation You focus your study on magic that creates powerful 
  elemental effects such as bitter cold, searing flame, rolling thunder, 
  crackling lightning, and burning acid. Some evokers find employment in 
  military forces, serving as artillery to blast enemy armies from afar. Others 
  use their spectacular power to protect the weak, while some seek their 
  own gain as bandits, adventurers, or aspiring tyrants.
  Sculpt Spells Beginning at 2nd level, you can create pockets of relative 
  safety within the effects of your evocation spells. When you cast an 
  evocation spell that affects other creatures that you can see, you can 
  choose a number of them equal to 1 + the spell’s level. The chosen 
  creatures automatically succeed on their saving throws against the spell, 
  and they take no damage if they would normally take half damage on a 
  successful save..
  Conversation
  What do you think of Mondaria City?
    “Ah, ‘tis a wondrous place, filled with chance and 
  fortune.”
  What do you think of the Mines?
    “They are a marvel, are they not?  Quite apart from the 
  sheer utility and profit of the ore they extract.”
  How have you survived after the catastrophe?
    “My dear friends, what is to survive?  All is quite well!”
  What did you do, before the calamity?
    “What I do now: give joy and fun to those who so 
  desperately need it.”
  What do you know of the Obelisk?
    “The... what?  I’m sorry; I’m not familiar.”
  Have you been to the Mine’s lower levels?
    “No, not at all.  Happy to do so, if it pleases, though I’m 
  quite certain there’s nothing of interest down there to be 
  found.”
  Can you tell me anything about the conflict between workers 
  and administration (or Dwarves and Elves)?
    “Ah, well.  Sad, really.  Two so noble endeavors, locking 
  horns over a misunderstanding in how each views the 
  other.”
    Low
    Moderate
    Advanced
    Elite
  Equipment
  Light Crossbow; Dagger; 
  Sling
  +1 Light Crossbow; 
  Dagger; Sling
  +2 Light Crossbow; 
  Dagger; Sling
  +3 Light Crossbow; 
  Dagger; Sling
  
  740
  NPCs
  Semtammi (Stablemaster)
  Description
  Although hot-tempered and belligerent with people, 
  this half-orc, half-elf is a sweet-talker with beasts, 
  whom she views as superior to sentients for any 
  number of reasons, not least of which being loyalty 
  and capability.  Those who would seek her hand 
  romantically have been universally rebuffed, leading 
  to a cruel and vengeful (and untrue) rumor that she 
  favors the physical companionship of the beasts she 
  so loves.
  Appearance
  She wields a greatclub and twin pickaxes, and 
  typically wears no armor save for skimpy and 
  functional leather dresses.
  Factions
  Semtammi fundamentally distrusts everyone 
  else on a basic level, owing mainly to her lifelong 
  experience of being hated and judged as the product 
  of an orc/elf union.
  Combat Tactics
  Semtammi is a warrior, but only when 
  necessary.  She will fight competently and 
  intellilgently, but only if it’s the only option.
  CR 3; XP 700
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 3 
  XP 700
  CR 7 
  XP 2,900
  CR 11 
  XP 7,200
  CR 15 
  XP 13,000
  Class / HD Ranger 3
  Ranger 7
  Ranger 11
  Ranger 15
  Size / Aln
  Medium LG Elf
  Medium LG Elf
  Medium LG Elf
  Medium LG Elf
  HP
  16
  36
  47
  64
  Armor 
  Class
  14
  15
  17
  19
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  16 (+5) 
  DEX  12 (+3) 
  CON  9 (-1) 
  INT  7 (-2) 
  WIS  16 (+3) 
  CHA  12 (+1)
  STR  16 (+5) 
  DEX  12 (+3) 
  CON  9 (-1) 
  INT  7 (-2) 
  WIS  18 (+3) 
  CHA  12 (+1)
  STR  16 (+7) 
  DEX  14 (+6) 
  CON  9 (-1) 
  INT  7 (-2) 
  WIS  18 (+4) 
  CHA  12 (+1)
  STR  16 (+8) 
  DEX  16 (+8) 
  CON  9 (-1) 
  INT  7 (-2) 
  WIS  18 (+4) 
  CHA  12 (+1)
  LG; Medium Humanoid (Elf)
  
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  NPCs
    Low
    Moderate
    Advanced
    Elite
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception +15
  Passive Perception +17 
  Passive Perception +18
  Passive Perception +19
  Languages Common, Dwarvish, Elvish, Gnomish, Halfling, Orc
  Attacks
  Melee Spear +5 (1d6+3 ) 
  Ranged Spear (Thrown) 20 
  ft.’: +5 (1d6+3); 60 ft.’: +5 
  (1d6+3) 
  Ranged Crossbow, Heavy--> 
  100 ft.’: +3 (1d10+1); 400 
  ft.’: +3 (1d10+1)
  Melee +1 Spear +7/+7 
  (1d6+4 ) 
  Ranged +1 Spear (Thrown) 
  20 ft.’: +7/+7 (1d6+4); 60 
  ft.’: +7/+7 (1d6+4) 
  Ranged Crossbow, Heavy--> 
  100 ft.’: +4/+4 (1d10+1); 
  400 ft.’: +4/+4 (1d10+1)
  Melee +2 Spear +9/+9 
  (1d6+5 ) 
  Melee +2 Spear (Thrown) 
  20 ft.’: +9/+9 (1d6+5); 60 
  ft.’: +9/+9 (1d6+5) 
  Ranged Crossbow, Heavy--> 
  100 ft.’: +6/+6 (1d10+2); 
  400 ft.’: +6/+6 (1d10+2)
  Melee +3 Spear +11/+11 
  (1d6+6 ) 
  Melee +3 Spear (Thrown) 20 
  ft.’: +11/+11 (1d6+6); 60 
  ft.’: +11/+11 (1d6+6) 
  Ranged Crossbow, Heavy--> 
  100 ft.’: +8/+8 (1d10+3); 
  400 ft.’: +8/+8 (1d10+3) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Darkvision, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Favored Enemy, 
  Fighting Style, Horde 
  Breaker, Hunter, Hunter’s 
  Prey, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Defense, Oozes, 
  Underdark
  Darkvision, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Defensive 
  Tactics, Extra Attack, Favored 
  Enemy, Fighting Style, Horde 
  Breaker, Hunter, Hunter’s 
  Prey, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Steel Will, 
  Defense, Giants, Oozes, 
  Mountain, Underdark
  Darkvision, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Defensive 
  Tactics, Extra Attack, 
  Favored Enemy, Fighting 
  Style, Hide in Plain Sight, 
  Horde Breaker, Hunter, 
  Hunter’s Prey, Land’s 
  Stride, Multiattack, 
  Natural Explorer, Primeval 
  Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Steel Will, 
  Whirlwind Attack, Defense, 
  Giants, Oozes, Forest, 
  Mountain, Underdark
  Darkvision, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Defensive 
  Tactics, Extra Attack, 
  Favored Enemy, Fighting 
  Style, Hide in Plain Sight, 
  Horde Breaker, Hunter, 
  Hunter’s Prey, Land’s Stride, 
  Multiattack, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, Spell 
  Slots, Steel Will, Superior 
  Hunter’s Defense, Uncanny 
  Dodge, Vanish, Whirlwind 
  Attack, Defense, Giants, 
  Monstrosities, Oozes, Forest, 
  Mountain, Underdark
  Spell-
  casting
  Save DC 13; Spell Atk +5
  1st: animal friendship; cure 
  wounds; detect poison and 
  disease;
  Save DC 15; Spell Atk +7
  2nd: animal messenger; 
  barkskin; locate animals or 
  plants
  1st: animal friendship; cure 
  wounds; detect poison and 
  disease; speak with animals
  Save DC 16; Spell Atk +8
  3rd: nondetection; water 
  breathing; wind wall
  2nd: animal messenger; 
  barkskin; locate animals or 
  plants
  1st: animal friendship; cure 
  wounds; detect poison and 
  disease; speak with animals
  Save DC 17; Spell Atk +0
  4th: locate creature; 
  stoneskin
  3rd: nondetection; water 
  breathing; wind wall
  2nd: animal messenger; 
  barkskin; locate animals or 
  plants
  1st: animal friendship; cure 
  wounds; detect poison and 
  disease; speak with animals
  Equipment
  Spear; Studded Leather 
  Armor; Heavy Crossbow
  +1 Spear; +1 Studded 
  Leather Armor; Heavy 
  Crossbow
  +2 Spear; +2 Studded 
  Leather Armor; Heavy 
  Crossbow
  +3 Spear; +3 Studded 
  Leather Armor; Heavy 
  Crossbow
  Special Abilities
  Darkvision Accustomed to twilit forests and the night sky, you have 
  superior vision in dark and dim conditions. You can see in dim light within 
  60 feet of you as if it were bright light, and in darkness as if it were dim 
  light. You can’t discern color in darkness, only shades of gray.
  Fey Ancestry You have advantage on saving throws against being 
  charmed, and magic can’t put you to sleep.
  Keen Senses You have proficiency in the Perception skill.
  
  742
  NPCs
  Languages You can speak, read, and write Common and Elvish. Elvish is 
  fluid, with subtle intonations and intricate grammar. Elven literature is rich 
  and varied, and their songs and poems are famous among other races. 
  Many bards learn their language so they can add Elvish ballads to their 
  repertoires.
  Trance Elves don’t need to sleep. Instead, they meditate deeply, 
  remaining semiconscious, for 4 hours a day. (The Common word for such 
  meditation is “trance.”) While meditating, you can dream after a fashion; 
  such dreams are actually mental exercises that have become Dexterityive 
  through years of practice. After resting in this way, you gain the same 
  benefit that a human does from 8 hours of sleep.
  Defensive Tactics At 7th level, you gain one of the following features of 
  your choice.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Favored Enemy Beginning at 1st level, you have significant experience 
  studying, tracking, hunting, and even talking to a certain type of 
  enemy. Choose a type of favored enemy: aberrations, beasts, celestials, 
  constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, 
  plants, or undead. Alternatively, you can select two races of humanoid 
  (such as gnolls and orcs) as favored enemies. You have advantage on 
  Wisdom (Survival) checks to track your favored enemies, as well as on 
  Intelligence checks to recall information about them. When you gain 
  this feature, you also learn one language of your choice that is spoken by 
  your favored enemies, if they speak one at all. You choose one additional 
  favored enemy, as well as an associated language, at 6th and 14th level. 
  As you gain levels, your choices should reflect the types of monsters you 
  have encountered on your adventures.
  Fighting Style At 2nd level, you adopt a particular style of fighting as your 
  specialty. Choose one of the following options. You can’t take a Fighting 
  Style option more than once, even if you later get to choose again.
  Hide in Plain Sight Starting at 10th level, you can spend 1 minute 
  creating camouflage for yourself. You must have access to fresh mud, 
  dirt, plants, soot, and other naturally occurring materials with which to 
  create your camouflage. Once you are camouflaged in this way, you can 
  try to hide by pressing yourself up against a solid surface, such as a tree 
  or wall, that is at least as tall and wide as you are. You gain a +10 bonus to 
  Dexterity (Stealth) checks as long as you remain there without moving or 
  taking actions. Once you move or take an action or a reaction, you must 
  camouflage yourself again to gain this benefit.
  Horde Breaker Once on each of your turns when you make a weapon 
  attack, you can make another attack with the same weapon against a 
  different creature that is within 5 feet of the original target and within 
  range of your weapon.
  Hunter Emulating the Hunter archetype means accepting your place as 
  a bulwark between civilization and the terrors of the wilderness. As you 
  walk the Hunter’s path, you learn specialized techniques for fighting the 
  threats you face, from rampaging ogres and hordes of orcs to towering 
  giants and terrifying dragons.
  Land’s Stride Starting at 8th level, moving through nonmagical difficult 
  terrain costs you no extra movement. You can also pass through 
  nonmagical plants without being slowed by them and without taking 
  damage from them if they have thorns, spines, or a similar hazard. In 
  addition, you have advantage on saving throws against plants that are 
  magically created or manipulated to impede movement, such those 
  created by the entangle spell.
  Multiattack At 11th level, you gain one of the following features of your 
  choice.
  Natural Explorer You are particularly familiar with one type of natural 
  environment and are adept at traveling and surviving in such regions. 
  Choose one type of favored terrain: arctic, coast, desert, forest, grassland, 
  mountain, swamp, or the Underdark. When you make an Intelligence or 
  Wisdom check related to your favored terrain, your proficiency bonus is 
  doubled if you are using a skill that you’re proficient in. While traveling for 
  an hour or more in your favored terrain, you gain the following benefits: 
  * Difficult terrain doesn’t slow your group’s travel. * Your group can’t 
  become lost except by magical means. * Even when you are engaged in 
  another activity while traveling (such as foraging, navigating, or tracking), 
  you remain alert to danger. * If you are traveling alone, you can move 
  stealthily at a normal pace. * When you forage, you find twice as much 
  food as you normally would. * While tracking other creatures, you also 
  learn their exact number, their sizes, and how long ago they passed 
  through the area. You choose additional favored terrain types at 6th and 
  10th level.
  Primeval Awareness Beginning at 3rd level, you can use your action 
  and expend one ranger spell slot to focus your awareness on the region 
  around you. For 1 minute per level of the spell slot you expend, you 
  can sense whether the following types of creatures are present within 
  1 mile of you (or within up to 6 miles if you are in your favored terrain): 
  aberrations, celestials, dragons, elementals, fey, fiends, and undead. This 
  feature doesn’t reveal the creatures’ location or number.
  Ranger Archetype At 3rd level, you choose an archetype that you strive 
  to emulate: Hunter or Beast Master, both detailed at the end of the class 
  description. Your choice grants you features at 3rd level and again at 7th, 
  11th, and 15th level.
  Steel Will You have advantage on saving throws against being frightened.
  Superior Hunter’s Defense At 15th level, you gain one of the following 
  features of your choice.
  Uncanny Dodge When an attacker that you can see hits you with an 
  attack, you can use your reaction to halve the attack’s damage against 
  you.
  Vanish Starting at 14th level, you can use the Hide action as a bonus 
  action on your turn. Also, you can’t be tracked by nonmagical means, 
  unless you choose to leave a trail.
  Whirlwind Attack You can use your action to make a melee attack against 
  any number of creatures within 5 feet of you, with a separate attack roll 
  for each target.
  Defense While you are wearing armor, you gain a +1 bonus to AC.
  Giants Advantage on Wisdom (Survival) checks to track Giants, as well as 
  on Intelligence checks to recall information about them. You also learn 
  one language of your choice that is spoken by your favored enemies, if 
  they speak one at all.
  Monstrosities Advantage on Wisdom (Survival) checks to track 
  Monstrosities, as well as on Intelligence checks to recall information 
  about them. You also learn one language of your choice that is spoken by 
  your favored enemies, if they speak one at all.
  Oozes Advantage on Wisdom (Survival) checks to track Oozes, as well as 
  on Intelligence checks to recall information about them. You also learn 
  one language of your choice that is spoken by your favored enemies, if 
  they speak one at all...
  Conversation
  What do you think of Mondaria City?
    “It’s as good a place as any other, I suspect.1”
  What do you think of the Mines?
    “Not much, and not without purpose.  Few beasts, down 
  there, save the ones who want you for dinner.”
  How have you survived after the catastrophe?
    “I’m a survivor.  I’ve endured worse than this, that’s for 
  certain.”
  What did you do, before the calamity?
    “Managed the stables and beasts.  Though there’s no 
  more of the latter, and little use now for the former, I 
  guess.”
  What do you know of the Obelisk?
    “The what?”
  
  743
  NPCs
  Have you been to the Mine’s lower levels?
    “No, only to the first few levels.”
  Can you tell me anything about the conflict between workers 
  and administration (or Dwarves and Elves)?
    “Sad state of affairs, but people are brutal to one another 
  given any even halfway fabricated chance.”
  
  744
  NPCs
  Skandbard (Tinkermaster)
  Description
  Tiny eyes with huge goggles give this gnome the 
  impression of a harmless and simple gadget-worker.  
  This assessment ignores her deadly capabilities 
  with ranged weaponry; though nearsighted to an 
  improbable extreme, with the aid of her self-made 
  goggles, she can hit far targets in a manner that 
  seems aided by magic.  
  Appearance
  She bears a gunpowder rifle, a shortbow, throwing 
  daggers, and a sling, all atop studded leather armor.
  Factions
  Skandbard cares little for the ways of factions, as 
  they are swayed by the whims of individuals.
  Combat Tactics
  Skandbard needs to survive, thirsts for safety, 
  and will escape any armed conflict if she’s 
  outnumbered.
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Rogue 1
  Rogue 6
  Rogue 10
  Rogue 14
  Size / Aln
  Small LG Gnome
  Small LG Gnome
  Small LG Gnome
  Small LG Gnome
  HP
  10
  44
  69
  105
  Armor 
  Class
  15
  17
  18
  19
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR  8 (-1) 
  DEX  18 (+6) 
  CON  15 (+2) 
  INT  8 (+1) 
  WIS  13 (+1) 
  CHA  13 (+1)
  STR  8 (-1) 
  DEX  20 (+8) 
  CON  15 (+2) 
  INT  8 (+2) 
  WIS  13 (+1) 
  CHA  13 (+1)
  STR  8 (-1) 
  DEX  20 (+9) 
  CON  15 (+2) 
  INT  12 (+5) 
  WIS  13 (+1) 
  CHA  13 (+1)
  STR  8 (-1) 
  DEX  20 (+10) 
  CON  15 (+2) 
  INT  14 (+7) 
  WIS  13 (+1) 
  CHA  13 (+1)
  LG; Small Humanoid (Gnome)
  
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  NPCs
    Low
    Moderate
    Advanced
    Elite
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception +13
  Passive Perception +17 
  Passive Perception +19
  Passive Perception +21
  Languages Common, Gnomish
  Attacks
  Melee Dagger (Small) +6 
  (1d4+4 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +6 
  (1d4+4); 60 ft.’: +6 
  (1d4+4) 
  Melee Shortsword (Small) 
  +6 (1d6+4 ) 
  Melee Light Hammer 
  (Small) +6 (1d4+4 ) 
  Ranged Light Hammer 
  (Small/Thrown) 20 ft.’: 
  +6 (1d4+4); 60 ft.’: +6 
  (1d4+4)
  Melee Dagger (Small) +8 
  (1d4+5 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +8 (1d4+5); 
  60 ft.’: +8 (1d4+5) 
  Melee +1 Shortsword +9 
  (1d6+6 ) 
  Melee Light Hammer (Small) 
  +8 (1d4+5 ) 
  Ranged Light Hammer 
  (Small/Thrown) 20 ft.’: +8 
  (1d4+5); 60 ft.’: +8 (1d4+5)
  Melee Dagger (Small) +9 
  (1d4+5 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +9 
  (1d4+5); 60 ft.’: +9 
  (1d4+5) 
  Melee +2 Shortsword +11 
  (1d6+7 ) 
  Melee Light Hammer 
  (Small) +9 (1d4+5 ) 
  Ranged Light Hammer 
  (Small/Thrown) 20 ft.’: 
  +9 (1d4+5); 60 ft.’: +9 
  (1d4+5) 
  Melee Dagger (Small) +10 
  (1d4+5 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +10 
  (1d4+5); 60 ft.’: +10 
  (1d4+5) 
  Melee +3 Shortsword +13 
  (1d6+8 ) 
  Melee Light Hammer (Small) 
  +10 (1d4+5 ) 
  Ranged Light Hammer 
  (Small/Thrown) 20 ft.’: 
  +10 (1d4+5); 60 ft.’: +10 
  (1d4+5)
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
  Special 
  Qualities
  Darkvision, Gnome Cunning, 
  Languages, Expertise, Sneak 
  Attack, Thieves’ Cant
  Darkvision, Gnome Cunning, 
  Languages, Ability Score 
  Improvement, Cunning 
  Action, Expertise, Fast 
  Hands, Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Thief, Thieves’ Cant, 
  Uncanny Dodge
  Darkvision, Gnome 
  Cunning, Languages, 
  Ability Score Improvement, 
  Cunning Action, Evasion, 
  Expertise, Fast Hands, 
  Roguish Archetype, Second-
  Story Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Darkvision, Gnome Cunning, 
  Languages, Ability Score 
  Improvement, Blindsense, 
  Cunning Action, Evasion, 
  Expertise, Fast Hands, 
  Reliable Talent, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Supreme 
  Sneak, Thief, Thieves’ Cant, 
  Uncanny Dodge, Use Magic 
  Device
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Dagger; Shortsword; 
  Leather Armor; Light 
  Hammer
  Dagger; +1 Shortsword; 
  Studded Leather Armor; 
  Light Hammer
  Dagger; +2 Shortsword; 
  +1 Studded Leather 
  Armor; Light Hammer
  Dagger; +3 Shortsword; 
  +2 Studded Leather 
  Armor; Light Hammer
  Special Abilities
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it w ere bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Gnome Cunning You have advantage on all Intelligence, Wisdom, and 
  Charisma saving throws against magic.
  Languages You can speak, read, and write Common and Gnomish. The 
  Gnomish language, which uses the Dwarvish script, is renowned for its 
  technical treatises and its catalogs of knowledge about the natural world.
  Blindsense Starting at 14th level, if you are able to hear, you are aware of 
  the location of any hidden or invisible creature within 10 feet of you.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Expertise At 1st level, choose two of your skill proficiencies, or one of 
  your skill proficiencies and your proficiency with thieves’ tools. Your 
  proficiency bonus is doubled for any ability check you make that uses 
  either of the chosen proficiencies. At 6th level, you can choose two more 
  of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  
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  NPCs
  Object action.
  Reliable Talent By 11th level, you have refined your chosen skills until they 
  approach perfection. Whenever you make an ability check that lets you 
  add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
  Roguish Archetype At 3rd level, you choose an archetype that you 
  emulate in the exercise of your rogue abilities. Your choice grants you 
  features at 3rd level and then again at 9th, 13th, and 17th level.
  Second-Story Work When you choose this archetype at 3rd level, you gain 
  the ability to climb faster than normal; climbing no longer costs you extra 
  movement. In addition, when you make a running jump, the distance you 
  cover increases by a number of feet equal to 5.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 7d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so do 
  rogues who prefer to think of themselves as professional treasure seekers, 
  explorers, delvers, and investigators. In addition to improving your agility 
  and stealth, you learn skills useful for delving into ancient ruins, reading 
  unfamiliar languages, and using magic items you normally couldn’t 
  employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages in 
  seemingly normal conversation. Only another creature that knows thieves’ 
  cant understands such messages. It takes four times longer to convey 
  such a message than it does to speak the same idea plainly. In addition, 
  you understand a set of secret signs and symbols used to convey short, 
  simple messages, such as whether an area is dangerous or the territory of 
  a thieves’ guild, whether loot is nearby, or whether the people in an area 
  are easy marks or will provide a safe house for thieves on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  Use Magic Device By 13th level, you have learned enough about the 
  workings of magic that you can improvise the use of items even when 
  they are not intended for you. You ignore all class, race, and level 
  requirements on the use of magic items....
  Conversation
  What do you think of Mondaria City?
    “It’s a grand opportunity for tinkering, that’s for sure.”
  What do you think of the Mines?
    “They’re grand enough.  Dark, though.”
  How have you survived after the catastrophe?
    “Always finding a way, where we can.”
  What did you do, before the calamity?
    “Made things better, lighter, cheaper—you name it.”
  What do you know of the Obelisk?
    “I’ve not heard of it.”
  Have you been to the Mine’s lower levels?
    “On occasion.  Though level nine escapes me thus far.”
  Can you tell me anything about the conflict between workers 
  and administration (or Dwarves and Elves)?
    “Wasteful.  Far better to pool efforts than to fight, but 
  what do I know.”
  
  747
  NPCs
  Skandern Lithutz (Keeper of Records)
  Description
  A clerk to the extreme, this gnome prizes himself on 
  his ability to memorize, catalogue, and otherwise 
  inventory every single thing in the mine.  Needless to 
  say, this is as pointless a task as it is thankless, and 
  much of his time is spent obsessive-compulsively 
  performing rituals of record that have nothing to do 
  with his actual job.
  Appearance
  A clerk to the extreme, this gnome prizes himself on 
  his ability to memorize, catalogue, and otherwise 
  inventory every single thing in the mine.  Needless to 
  say, this is as pointless a task as it is thankless, and 
  much of his time is spent obsessive-compulsively 
  performing rituals of record that have nothing to do 
  with his actual job.
  Factions
  As a glorified lowly clerk, Skandern sympathizes 
  with the little guy—he would side with the dwaven 
  workers if pressed to take a side.
  Combat Tactics
  Skandern will avoid conflict at all costs, 
  knowing his limitations, but will offer to sell 
  his skills if they are of use to his would-be 
  assailants.
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Rogue 1
  Rogue 6
  Rogue 10
  Rogue 14
  Size / Aln
  Small LE Gnome
  Small LE Gnome
  Small LE Gnome
  Small LE Gnome
  HP
  8
  33
  48
  71
  Armor 
  Class
  14
  15
  17
  18
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR  9 (-1) 
  DEX  17 (+5) 
  CON  10 (+0) 
  INT  18 (+6) 
  WIS  8 (-1) 
  CHA  11 (+0)
  STR  9 (-1) 
  DEX  19 (+7) 
  CON  10 (+0) 
  INT  18 (+7) 
  WIS  8 (-1) 
  CHA  11 (+0)
  STR  9 (-1) 
  DEX  20 (+9) 
  CON  10 (+0) 
  INT  20 (+9) 
  WIS  8 (-1) 
  CHA  11 (+0)
  STR  11 (+0) 
  DEX  20 (+10) 
  CON  10 (+0) 
  INT  20 (+10) 
  WIS  9 (-1) 
  CHA  11 (+0)
  LE; Small Humanoid (Gnome)
  
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    Low
    Moderate
    Advanced
    Elite
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception +11
  Disadvantage on Stealth
  Passive Perception +15
  Passive Perception +17
  Passive Perception +19
  Languages Common, Gnomish
  Attacks
  Ranged Sling (Small)--> 30 
  ft.’: -1 (1d4+3); 120 ft.’: -1 
  (1d4+3) 
  Melee Dagger (Small) +5 
  (1d4+3 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +5 
  (1d4+3); 60 ft.’: +5 
  (1d4+3)
  Melee +1 Dagger +8 
  (1d4+5)
  Ranged +1 Dagger (Thrown) 
  20 ft.’: +8 (1d4+5); 60 ft.’: 
  +8 (1d4+5)  
  Ranged Sling (Small)--> 30 
  ft.’: +1 (1d4+4); 120 ft.’: +1 
  (1d4+4)
  Melee +2 Dagger +11 
  (1d4+7 ) 
  Ranged +2 Dagger (Thrown) 
  20 ft.’: +11 (1d4+7); 60 
  ft.’: +11 (1d4+7) 
  Ranged Sling (Small)--> 30 
  ft.’: +3 (1d4+5); 120 ft.’: 
  +3 (1d4+5) 
  Melee +3 Dagger +13 
  (1d4+8 ) 
  Ranged +3 Dagger (Thrown) 
  20 ft.’: +13 (1d4+8); 60 ft.’: 
  +13 (1d4+8) 
  Ranged Sling (Small)--> 30 
  ft.’: +4 (1d4+5); 120 ft.’: +4 
  (1d4+5)
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
  Special 
  Qualities
  Darkvision, Gnome Cunning, 
  Languages, Expertise, Sneak 
  Attack, Thieves’ Cant
  Darkvision, Gnome Cunning, 
  Languages, Ability Score 
  Improvement, Cunning 
  Action, Expertise, Fast 
  Hands, Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Thief, Thieves’ Cant, 
  Uncanny Dodge
  Darkvision, Gnome 
  Cunning, Languages, 
  Ability Score 
  Improvement, Cunning 
  Action, Evasion, 
  Expertise, Fast Hands, 
  Roguish Archetype, 
  Second-Story Work, 
  Sneak Attack, Supreme 
  Sneak, Thief, Thieves’ 
  Cant, Uncanny Dodge
  Darkvision, Gnome 
  Cunning, Languages, 
  Ability Score 
  Improvement, Blindsense, 
  Cunning Action, Evasion, 
  Expertise, Fast Hands, 
  Reliable Talent, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge, Use Magic Device
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Sling; Dagger; Padded 
  Armor
  Sling; +1 Dagger; Leather 
  Armor
  Sling; +2 Dagger; 
  Studded Leather Armor
  Sling; +3 Dagger; +1 
  Studded Leather Armor
  Special Abilities
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it w ere bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Gnome Cunning You have advantage on all Intelligence, Wisdom, and 
  Charisma saving throws against magic.
  Languages You can speak, read, and write Common and Gnomish. The 
  Gnomish language, which uses the Dwarvish script, is renowned for its 
  technical treatises and its catalogs of knowledge about the natural world.
  Blindsense Starting at 14th level, if you are able to hear, you are aware of 
  the location of any hidden or invisible creature within 10 feet of you.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Expertise At 1st level, choose two of your skill proficiencies, or one of 
  your skill proficiencies and your proficiency with thieves’ tools. Your 
  proficiency bonus is doubled for any ability check you make that uses 
  either of the chosen proficiencies. At 6th level, you can choose two more 
  of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Reliable Talent By 11th level, you have refined your chosen skills until 
  they approach perfection. Whenever you make an ability check that lets 
  you add your proficiency bonus, you can treat a d20 roll of 9 or lower as 
  a 10.
  Roguish Archetype At 3rd level, you choose an archetype that you 
  emulate in the exercise of your rogue abilities. Your choice grants you 
  features at 3rd level and then again at 9th, 13th, and 17th level.
  Second-Story Work When you choose this archetype at 3rd level, you 
  gain the ability to climb faster than normal; climbing no longer costs you 
  
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  extra movement. In addition, when you make a running jump, the distance 
  you cover increases by a number of feet equal to 5.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 7d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so do 
  rogues who prefer to think of themselves as professional treasure seekers, 
  explorers, delvers, and investigators. In addition to improving your agility 
  and stealth, you learn skills useful for delving into ancient ruins, reading 
  unfamiliar languages, and using magic items you normally couldn’t 
  employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages in 
  seemingly normal conversation. Only another creature that knows thieves’ 
  cant understands such messages. It takes four times longer to convey 
  such a message than it does to speak the same idea plainly. In addition, 
  you understand a set of secret signs and symbols used to convey short, 
  simple messages, such as whether an area is dangerous or the territory of 
  a thieves’ guild, whether loot is nearby, or whether the people in an area 
  are easy marks or will provide a safe house for thieves on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  Use Magic Device By 13th level, you have learned enough about the 
  workings of magic that you can improvise the use of items even when 
  they are not intended for you. You ignore all class, race, and level 
  requirements on the use of magic items.
  Conversation
  What do you think of Mondaria City?
    “A place of much opportunity, and much violence.”
  What do you think of the Mines?
    “I venture there as little as possible, and even that is too 
  much.”
  How have you survived after the catastrophe?
    “Scraping a living together day by day, same as many 
  even outside the context of a disaster.”
  What did you do, before the calamity?
    “I keep records.  I maintain the writings that become the 
  only fact history perceives.”
  What do you know of the Obelisk?
    “I yearn to document more about it.  Thus far I’ve heard 
  only tales and stories, none of which I put stock in unless 
  they’re corroborated.”
  Have you been to the Mine’s lower levels?
    “I’ve not yet.  And yet I think I might brave the trek if it 
  meant getting firsthand knowledge of the Obelisk.”
  Can you tell me anything about the conflict between workers 
  and administration (or Dwarves and Elves)?
    “I... well, the dwarves have a valid claim of moral 
  authority, but the law is the law, at least from the elves’ 
  standpoint.”
  
  750
  NPCs
  Thrennian Lo’quee (Minemaster)
  Description
  There are many masters in the depths under the 
  mountain; the Minemaster’s purview is the actual 
  collection of minerals and ore from the walls on most 
  levels.  Cruel when her temper is tested, she is most 
  of the time a light-hearted comrade, quick with a 
  joke or a cunning pun.  Her friends are many, her 
  confidantes few, and her enemies tend to not last 
  long.  
  Appearance
  She wears chainmail, and wields a heavy mace and 
  steel shield.  She wears her hair tied back in a bun, 
  and some joke that she seems more half-orc than 
  elf, such is her armor, gruff and straightforward 
  demeanor, and lusty approach to life.
  Factions
  Thrennian serves the elven administration in all 
  matters.
  Combat Tactics
  Thrennian shies not from battle, but prefers to 
  fight in favorable circumstances, and will flee if 
  it means repositioning.
  CR 3; XP 700
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 3 
  XP 700
  CR 7 
  XP 2,900
  CR 11 
  XP 7,200
  CR 15 
  XP 13,000
  Class / HD Fighter 3
  Fighter 7
  FIghter 11
  Fighter 15
  Size / Aln
  Medium LE Half-Elf
  Medium LE Half-Elf
  Medium LE Half-Elf
  Medium LE Half-Elf
  HP
  18
  55
  77
  108
  Armor 
  Class
  19
  20
  21
  23
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  19 (+6) 
  DEX  14 (+2) 
  CON  10 (+2) 
  INT  13 (+1) 
  WIS  7 (-2) 
  CHA  15 (+2)
  STR  20 (+8) 
  DEX  16 (+3) 
  CON  10 (+3) 
  INT  13 (+1) 
  WIS  7 (-2) 
  CHA  15 (+2)
  STR  20 (+9) 
  DEX  18 (+4) 
  CON  11 (+4) 
  INT  13 (+1) 
  WIS  7 (-2) 
  CHA  15 (+2)
  STR  20 (+10) 
  DEX  20 (+5) 
  CON  13 (+6) 
  INT  13 (+1) 
  WIS  7 (-2) 
  CHA  15 (+2)
  LE; Medium Humanoid (Half-Elf)
  
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    Low
    Moderate
    Advanced
    Elite
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception +8
  Disadvantage on Stealth
  Passive Perception +8
  Disadvantage on Stealth
  Passive Perception +8
  Disadvantage on Stealth
  Passive Perception +8
  Disadvantage on Stealth
  Languages Common, Dwarvish, Elvish
  Attacks
  Melee Flail +6 (1d8+6 ) 
  Ranged Crossbow, Heavy--> 
  100 ft.’: +4 (1d10+2); 400 
  ft.’: +4 (1d10+2) 
  Melee Dagger +6 (1d4+6 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+4); 60 ft.’: +6 
  (1d4+4)
  Melee +1 Flail +9/+9 
  (1d8+8) 
  Ranged Crossbow, Heavy--> 
  100 ft.’: +6/+6 (1d10+3); 
  400 ft.’: +6/+6 (1d10+3) 
  Melee Dagger +8/+8 
  (1d4+7) 
  Ranged Dagger (Thrown) 20 
  ft.’: +8/+8 (1d4+5); 60 ft.’: 
  +8/+8 (1d4+5)
  Melee +2 Flail 
  +11/+11/+11 (1d8+9 ) 
  Ranged Crossbow, Heavy--> 
  100 ft.’: +8/+8/+8 
  (1d10+4); 400 ft.’: 
  +8/+8/+8 (1d10+4) 
  Melee Dagger +9/+9/+9 
  (1d4+7 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +9/+9/+9 (1d4+5); 
  60 ft.’: +9/+9/+9 (1d4+5)
  Melee +3 Flail +13/+13/+13 
  (1d8+10) 
  Ranged Crossbow, Heavy--> 
  100 ft.’: +10/+10/+10 
  (1d10+5); 400 ft.’: 
  +10/+10/+10 (1d10+5) 
  Melee Dagger +10/+10/+10 
  (1d4+7 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10/+10 (1d4+5); 
  60 ft.’: +10/+10/+10 
  (1d4+5)
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Action Surge, Champion, 
  Fighting Style, Improved 
  Critical, Martial Archetype, 
  Second Wind, Dueling
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Action Surge, Champion, 
  Extra Attack, Fighting Style, 
  Improved Critical, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Dueling
  Darkvision, Fey 
  Ancestry, Languages, 
  Skill Versatility, Ability 
  Score Improvement, 
  Action Surge, Additional 
  Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, 
  Martial Archetype, 
  Remarkable Athlete, 
  Second Wind, Defense, 
  Dueling
  Darkvision, Fey 
  Ancestry, Languages, 
  Skill Versatility, Ability 
  Score Improvement, 
  Action Surge, Additional 
  Fighting Style, Champion, 
  Extra Attack, Fighting 
  Style, Improved Critical, 
  Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Superior Critical, 
  Defense, Dueling
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Flail; Half-Plate; Shield; 
  Heavy Crossbow; Dagger
  +1 Flail; +1 Half-Plate; 
  Shield; Heavy Crossbow; 
  Dagger
  +2 Flail; Plate Armor; 
  Shield; Heavy Crossbow; 
  Dagger
  +3 Flail; +2 Plate Armor; 
  Shield; Heavy Crossbow; 
  Dagger
  Special Abilities
  Darkvision Thanks to your elf blood, you have superior vision in dark and 
  dim conditions. You can see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were dim light. You can’t discern color 
  in darkness, only shades of gray.
  Fey Ancestry You have advantage on all saving throws against being 
  charmed or put to sleep.
  Languages You can speak, read, and write Common, Elvish, and one extra 
  language of your choice.
  Skill Versatility You gain proficiency in two skills of your choice.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 1 time(s) before a rest, but only 
  once on the same turn.
  Additional Fighting Style At 10th level, you can choose a second option 
  from the Fighting Style class feature.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  
  752
  NPCs
  Fighting Style You adopt a particular style of fighting as your specialty. 
  Choose one of the following options. You can’t take a Fighting Style 
  option more than once, even if you later get to choose again.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that 
  you fail. If you do so, you must use the new roll, and you can’t use this 
  feature again until you finish a long rest. You can use this feature 2 time(s) 
  between long rests.
  Martial Archetype At 3rd level, you choose an archetype that you strive to 
  emulate in your combat styles and techniques. The Champion archetype 
  is detailed at the end of the class description; see the Player’s Handbook 
  for information on other martial archetypes. Your archetype grants you 
  features at 3rd level and again at 7th, 10th, 15th, and 18th level.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +5.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Superior Critical Starting at 15th level, your weapon attacks score a critical 
  hit on a roll of 18-20.
  Defense While you are wearing armor, you gain a +1 bonus to AC.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon. s.
  Conversation
  What do you think of Mondaria City?
    “Bringing law to the lawless here is a thankless task, but 
  necessary.  Now more than ever.”
  What do you think of the Mines?
    “One of the most needful places I’ve ever visited.”
  How have you survived after the catastrophe?
    “My duty before is unchanged.”
  What did you do, before the calamity?
    “Kept order, as well as I can.  It’s an endless task, the 
  more so because of those who dwell here.”
  What do you know of the Obelisk?
    “I’ve heard it’s a device of chaos, which makes it an 
  enemy of mine.”
  Have you been to the Mine’s lower levels?
    “Yes, but not the final level.  Though if what they say of 
  the Obelisk is accurate, my duty must take me there to 
  solve this problem.”
  Can you tell me anything about the conflict between workers 
  and administration (or Dwarves and Elves)?
    “It’s straightforward: the elves want law and order and 
  productivity and profit for all, and the dwarves want ale 
  and lethargy.  Which side would you be on?”
  
  753
  NPCs
  Vanarelia Riccars (Keepmaster)
  Description
  Though forces of good, evil, and mercenary intrigue 
  ultimately war together to rule Mondaria and its 
  mines, the Keepmaster strives to help Good to 
  the fore.  She’ll settle for a balance, but her heart 
  yearns for a just, good, and orderly society where 
  all are fairly treated.  Her friends, if indeed close 
  friends she had, might point out that a deep and 
  chaotic mine, largely ruled by Elves and staffed by 
  Dwarves and therefore strained by the racial divide 
  that arrangement necessitates, may not be the most 
  appropriate place for such a perspective on the 
  world.  She would point out that the challenge such 
  a scenario dictates makes it precisely the best place 
  for imbuing such a stance on things.
  Appearance
  She wears half-plate armor, no helmet, and wields a 
  heavy flail and heavy steel shield.
  Factions
  Vanarelia serves the elven administration, but she 
  disagrees with the savage means of enforcing order 
  that that group has chosen in many cases.
  Combat Tactics
  Vanarelia will fight only if it seems justified, 
  but if it does, she will fight to the death, and 
  will defend any around her who seem less 
  capable.
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Paladin 1
  Paladin 6
  Paladin 10
  Paladin 14
  Size / Aln
  Medium LE Half-Elf
  Medium LE Half-Elf
  Medium LE Half-Elf
  Medium LE Half-Elf
  HP
  10
  39
  58
  86
  Armor 
  Class
  18
  19
  20
  21
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  LG; Medium Humanoid (Half-Elf)
  
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  NPCs
    Low
    Moderate
    Advanced
    Elite
  Ability 
  Scores / 
  Saves
  STR  16 (+3) 
  DEX  13 (+1) 
  CON  11 (+0) 
  INT  9 (-1) 
  WIS  10 (+2) 
  CHA  18 (+6)
  STR  16 (+3) 
  DEX  13 (+1) 
  CON  11 (+0) 
  INT  9 (-1) 
  WIS  10 (+3) 
  CHA  20 (+8)
  STR  18 (+4) 
  DEX  13 (+1) 
  CON  11 (+0) 
  INT  9 (-1) 
  WIS  10 (+4) 
  CHA  20 (+9)
  STR  20 (+5) 
  DEX  13 (+1) 
  CON  11 (+0) 
  INT  9 (-1) 
  WIS  10 (+5) 
  CHA  20 (+10)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception +12
  Disadvantage on Stealth
  Passive Perception +13
  Disadvantage on Stealth
  Passive Perception +14
  Disadvantage on Stealth
  Passive Perception +15
  Disadvantage on Stealth
  Languages Common, Dwarvish, Elvish
  Attacks
  Melee Longsword +5 
  (1d8+3 ) 
  Melee Dagger +5 (1d4+3 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+3); 60 ft.’: +5 
  (1d4+3)
  Melee +1 Longsword +7/+7 
  (1d8+6 ) 
  Melee Dagger +6/+6 
  (1d4+5) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6/+6 (1d4+3); 60 ft.’: 
  +6/+6 (1d4+3)
  Melee +2 Longsword 
  +10/+10 (1d8+8 )  
  Melee Dagger +8/+8 
  (1d4+6 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +8/+8 (1d4+4); 60 
  ft.’: +8/+8 (1d4+4)
  Melee +3 Longsword 
  +13/+13 (1d8+10 )  
  Melee Dagger +10/+10 
  (1d4+7 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10 (1d4+5); 60 
  ft.’: +10/+10 (1d4+5)
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Divine Sense, Lay on Hands
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Aura of Protection, Channel 
  Divinity, Divine Health, 
  Divine Sense, Divine Smite, 
  Extra Attack, Fighting 
  Style, Lay on Hands, Oath 
  of Devotion, Oath Spells, 
  Sacred Oath, Sacred 
  Weapon, Spellcasting, 
  Spellcasting Focus, Turn the 
  Unholy, Dueling
  Darkvision, Fey 
  Ancestry, Languages, 
  Skill Versatility, Ability 
  Score Improvement, 
  Aura of Courage, Aura 
  of Devotion, Aura of 
  Protection, Channel 
  Divinity, Divine Health, 
  Divine Sense, Divine 
  Smite, Extra Attack, 
  Fighting Style, Lay 
  on Hands, Oath of 
  Devotion, Oath Spells, 
  Sacred Oath, Sacred 
  Weapon, Spellcasting, 
  Spellcasting Focus, Turn 
  the Unholy, Dueling
  Darkvision, Fey 
  Ancestry, Languages, 
  Skill Versatility, Ability 
  Score Improvement, 
  Aura of Courage, Aura 
  of Devotion, Aura of 
  Protection, Channel 
  Divinity, Cleansing 
  Touch, Divine Health, 
  Divine Sense, Divine 
  Smite, Extra Attack, 
  Fighting Style, Improved 
  Divine Smite, Lay on 
  Hands, Oath of Devotion, 
  Oath Spells, Sacred 
  Oath, Sacred Weapon, 
  Spellcasting, Spellcasting 
  Focus, Turn the Unholy, 
  Dueling
  Spell-
  casting
  -
  Save DC 16; Spell Atk +8
  2nd: aid; lesser restoration
  1st: bless; command; cure 
  wounds; purify food and 
  drink
  Save DC 17; Spell Atk +9
  3rd: dispel magic; remove 
  curse
  2nd: aid; lesser restoration; 
  locate object
  1st: bless; command; cure 
  wounds; purify food and 
  drink
  Save DC 18; Spell Atk +10
  4th: locate creature
  3rd: daylight; dispel magic; 
  remove curse
  2nd: aid; lesser restoration; 
  locate object
  1st: bless; command; cure 
  wounds; purify food and 
  drink
  
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  NPCs
  Special Abilities
  Darkvision Thanks to your elf blood, you have superior vision in dark and 
  dim conditions. You can see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were dim light. You can’t discern color 
  in darkness, only shades of gray.
  Fey Ancestry You have advantage on all saving throws against being 
  charmed or put to sleep.
  Languages You can speak, read, and write Common, Elvish, and one extra 
  language of your choice.
  Skill Versatility You gain proficiency in two skills of your choice.
  Aura of Courage Starting at 10th level, you and friendly creatures within 
  10 feet of you can’t be frightened while you are conscious.
  Aura of Devotion Starting at 7th level, you and friendly creatures within 
  10 feet of you can’t be charmed while you are conscious.
  Aura of Protection Starting at 6th level, whenever you or a friendly 
  creature within 10 feet of you must make a saving throw, the creature 
  gains a bonus to the saving throw equal to 5. You must be conscious to 
  grant this bonus.
  Channel Divinity Your oath allows you to channel divine energy to fuel 
  magical effects. Each Channel Divinity option provided by your oath 
  explains how to use it. When you use your Channel Divinity, you choose 
  which option to use. You must then finish a short or long rest to use 
  your Channel Divinity again. Some Channel Divinity effects require saving 
  throws. When you use such an effect from this class, the DC equals your 
  paladin spell save DC.
  Cleansing Touch Beginning at 14th level, you can use your action to end 
  one spell on yourself or on one willing creature that you touch. You can 
  use this feature 5 times. You regain expended uses when you finish a long 
  rest.
  Divine Health By 3rd level, the divine magic flowing through you makes 
  you immune to disease.
  Divine Sense The presence of strong evil registers on your senses like a 
  noxious odor, and powerful good rings like heavenly music in your ears. 
  As an action, you can open your awareness to detect such forces. Until 
  the end of your next turn, you know the location of any celestial, fiend, or 
  undead within 60 feet of you that is not behind total cover. You know the 
  type (celestial, fiend, or undead) of any being whose presence you sense, 
  but not its identity (the vampire Count Strahd von Zarovich, for instance). 
  Within the same radius, you also detect the presence of any place or 
  object that has been consecrated or desecrated, as with the hallow spell. 
  You can use this feature 6 times. When you finish a long rest, you regain 
  all expended uses.
  Divine Smite Starting at 2nd level, when you hit a creature with a melee 
  weapon attack, you can expend one spell slot to deal radiant damage to 
  the target, in addition to the weapon’s damage. The extra damage is 2d8 
  for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a 
  maximum of 5d8. The damage increases by 1d8 if the target is an undead 
  or a fiend.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Fighting Style At 2nd level, you adopt a style of fighting as your specialty. 
  Choose one of the following options. You can’t take a Fighting Style 
  option more than once, even if you later get to choose again.
  Improved Divine Smite By 11th level, you are so suffused with righteous 
  might that all your melee weapon strikes carry divine power with them. 
  Whenever you hit a creature with a melee weapon, the creature takes 
  an extra 1d8 radiant damage. If you also use your Divine Smite with an 
  attack, you add this damage to the extra damage of your Divine Smite.
  Lay on Hands Your blessed touch can heal wounds. You have a pool of 
  healing power that replenishes when you take a long rest. With that 
  pool, you can restore a total number of hit points equal to 70. As an 
  action, you can touch a creature and draw power from the pool to restore 
  a number of hit points to that creature, up to the maximum amount 
  remaining in your pool. Alternatively, you can expend 5 hit points from 
  your pool of healing to cure the target of one disease or neutralize 
  one poison affecting it. You can cure multiple diseases and neutralize 
  multiple poisons with a single use of Lay on Hands, expending hit 
  points separately for each one. This feature has no effect on undead and 
  constructs.
  Oath of Devotion The Oath of Devotion binds a paladin to the loftiest 
  ideals of justice, virtue, and order. Sometimes called cavaliers, white 
  knights, or holy warriors, these paladins meet the ideal of the knight in 
  shining armor, acting with honor in pursuit of justice and the greater 
  good. They hold themselves to the highest standards of conduct, 
  and some, for better or worse, hold the rest of the world to the same 
  standards. Many who swear this oath are devoted to gods of law and 
  good and use their gods’ tenets as the measure of their devotion. They 
  hold angels-the perfect servants of good-as their ideals, and incorporate 
  images of angelic wings into their helmets or coats of arms.
  Oath Spells Each oath has a list of associated spells. You gain access to 
  these spells at the levels specified in the oath description. Once you gain 
  access to an oath spell, you always have it prepared. Oath spells don’t 
  count against the number of spells you can prepare each day. If you gain 
  an oath spell that doesn’t appear on the paladin spell list, the spell is 
  nonetheless a paladin spell for you.
  Sacred Oath When you reach 3rd level, you swear the oath that binds you 
  as a paladin forever. Up to this time you have been in a preparatory stage, 
  committed to the path but not yet sworn to it. Now you choose the 
  Oath of Devotion, the Oath of the Ancients, or the Oath of Vengeance, 
  all detailed at the end of the class description. Your choice grants you 
  features at 3rd level and again at 7th, 15th, and 20th level. Those features 
  include oath spells and the Channel Divinity feature.
  Sacred Weapon As an action, you can imbue one weapon that you are 
  holding with positive energy, using your Channel Divinity. For 1 minute, 
  you add +5 to attack rolls made with that weapon. The weapon also emits 
  bright light in a 20-foot radius and dim light 20 feet beyond that. If the 
  weapon is not already magical, it becomes magical for the duration. You 
  can end this effect on your turn as part of any other action. If you are no 
  longer holding or carrying this weapon, or if you fall unconscious, this 
  effect ends.
  Turn the Unholy As an action, you present your holy symbol and speak 
  a prayer censuring fiends and undead, using your Channel Divinity. Each 
  fiend or undead that can see or hear you within 30 feet of you must make 
  a Wisdom saving throw. If the creature fails its saving throw, it is turned 
  for 1 minute or until it takes damage. A turned creature must spend its 
  turns trying to move as far away from you as it can, and it can’t willingly 
  move to a space within 30 feet of you. It also can’t take reactions. For its 
  action, it can use only the Dash action or try to escape from an effect that 
  prevents it from moving. If there’s nowhere to move, the creature can use 
  the Dodge action.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon..
  Conversation
  What do you think of Mondaria City?
    “A grand town, full of wondrous peoples, serving a single 
  goal.”
  What do you think of the Mines?
    Low
    Moderate
    Advanced
    Elite
  Equipment
  Longsword; Chain Mail; 
  Shield; Dagger
  +1 Longsword; Splint 
  Mail; Shield; Dagger
  +2 Longsword; Plate 
  Armor; Shield; Dagger
  +3 Longsword; +1 Plate 
  Armor; Shield; Dagger
  
  756
  NPCs
    “A dark place of chaos, but ultimately necessary for 
  production.”
  How have you survived after the catastrophe?
    “In continued service to my mission, to bring about peace 
  and order here to the benefit of all.”
  What did you do, before the calamity?
    “Much as I do now; it’s just easier in some ways now that 
  the enemy more often has a face.”
  What do you know of the Obelisk?
    “It’s an evil foment of chaos, which makes it my 
  nemesis.”
  Have you been to the Mine’s lower levels?
    “I have not, though I seek it out in service to my duty.”
  Can you tell me anything about the conflict between workers 
  and administration (or Dwarves and Elves)?
    “Sad, that the two sides cannot resolve the conflict for 
  once and for all.  Sadder still that most who hear that 
  will think it necessary to shed blood to put the matter to 
  rest.”
  
  757
  NPCs
  Wyrida (The Stranger)
  Description
  She’s a ranger, a rover, someone used to going 
  alone, to getting the job done, and to returning.  The 
  Stranger always seems on a mission, even if that 
  mission is as commonplace as securing an Inn for 
  the evening: there is a manner about her, a resolve, 
  a determination, that brooks few questions and little 
  argument.  She may be attractive, or not; it’s hard 
  to say, since her demeanor and approach to things 
  speaks little as to her predilections for romance.  
  Deep within, she yearns in an abstract way for 
  something to return home to--but though whether 
  that means a lover, a spouse, a family, a business, 
  a church, or something else, she couldn’t articulate, 
  even if she was given to such discussion.
  She approaches the adventurers nearly out of 
  nowhere with a plea and a mission: follow her, and 
  help her solve a mystery.  She conceals as many 
  details about the actual scenario as she possibly 
  can, for the truth is somewhat daunting: an entire 
  mining city of Druids has fallen silent in the past 
  few months, and solitary couriers sent to investigate 
  have never returned.  
  The Stranger is not taken to beliefs, premonitions, 
  or other divintations.  But the hunter, the forager, 
  and the wild traveler within her knows a bad thing 
  when she sees it.  She has family, in that city; but 
  for them, this may have been the first mission she 
  refused to undertake, for fear... not of failure, but 
  of what the truth might reveal.  Savvy adventurers 
  in the group will read this in her face, as she tries 
  to conceal it like the scars that lie just beneath the 
  wispy covering of her hair.
  Appearance
  She is of middling height for a half-elf.  Chin-length, 
  straight, brown hair with a tint of green, though 
  whether this effect is natural or cosmetically applied 
  is unclear.  Her hair frames her face and hides 
  her ears; this is intentional, both to hide the slight 
  pointedness of her half-elven ears to obscure her 
  ancestry, and to conceal the scars that besmirch her 
  forehead, cheeks, and neck.  They’re not deep, but 
  definitely present: they could be from a particularly 
  nasty childhood incident in a poisoned briar patch... 
  or something more sinister and recent.  Either way, 
  she’s certainly not telling.  She seems a strong and 
  silent type: stern and dedicated. 
  Factions
  Wyrida serves only her duty to the Druid Enclave.
  Combat Tactics
  Calculating, experienced, and wise, Wyrida 
  will conquer nearly any foe, and if this seems 
  improbable, will quietly disappear.
  CR 4; XP 1,100
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Ranger 4
  Ranger 8
  Ranger 12
  Ranger 16
  LN; Medium Humanoid (Half-Elf)
  
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    Low
    Moderate
    Advanced
    Elite
  Size / Aln
  Medium LN Half-Elf
  Medium LN Half-Elf
  Medium LN Half-Elf
  Medium LN Half-Elf
  HP
  23
  48
  79
  103
  Armor 
  Class
  17
  16
  17
  18
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  14 (+4) 
  DEX  20 (+7) 
  CON  10 (+0) 
  INT  13 (+1) 
  WIS  20 (+5) 
  CHA  13 (+1)
  STR  14 (+5) 
  DEX  20 (+8) 
  CON  10 (+0) 
  INT  13 (+1) 
  WIS  20 (+5) 
  CHA  15 (+2)
  STR  14 (+6) 
  DEX  20 (+9) 
  CON  10 (+0) 
  INT  13 (+1) 
  WIS  20 (+5) 
  CHA  17 (+3)
  STR  16 (+8) 
  DEX  20 (+10) 
  CON  10 (+0) 
  INT  13 (+1) 
  WIS  20 (+5) 
  CHA  17 (+3)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception +17
  Passive Perception +18
  Passive Perception +19
  Passive Perception +20
  Languages Common, Dwarvish, Elvish, Gnomish
  Attacks
  Ranged Longbow--> 150 
  ft.’: +7 (1d8+5); 600 ft.’: +7 
  (1d8+5) 
  Melee Dagger +7 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +7 (1d4+5); 60 ft.’: +7 
  (1d4+5) 
  Melee Spear +7 (1d6+5 ) 
  Ranged Spear (Thrown) 20 
  ft.’: +7 (1d6+5); 60 ft.’: +7 
  (1d6+5)
  Ranged +1 Longbow --> 150 
  ft.’: +9/+9 (1d8+6); 600 ft.’: 
  +9/+9 (1d8+6) 
  Melee Dagger +8/+8 
  (1d4+5) 
  Ranged Dagger (Thrown) 20 
  ft.’: +8/+8 (1d4+5); 60 ft.’: 
  +8/+8 (1d4+5) 
  Melee Spear +8/+8 (1d6+5 ) 
  Ranged Spear (Thrown) 20 
  ft.’: +8/+8 (1d6+5); 60 ft.’: 
  +8/+8 (1d6+5)
  Ranged +2 Longbow --> 
  150 ft.’: +11/+11 (1d8+7); 
  600 ft.’: +11/+11 (1d8+7) 
  Melee Dagger +9/+9 
  (1d4+5 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +9/+9 (1d4+5); 60 
  ft.’: +9/+9 (1d4+5) 
  Melee Spear +9/+9 (1d6+5) 
  Ranged Spear (Thrown) 20 
  ft.’: +9/+9 (1d6+5); 60 ft.’: 
  +9/+9 (1d6+5)
  Ranged +3 Longbow --> 150 
  ft.’: +13/+13 (1d8+8); 600 
  ft.’: +13/+13 (1d8+8) 
  Melee Dagger +10/+10 
  (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10 (1d4+5); 60 
  ft.’: +10/+10 (1d4+5) 
  Melee Spear +10/+10 
  (1d6+5 ) 
  Ranged Spear (Thrown) 20 
  ft.’: +10/+10 (1d6+5); 60 
  ft.’: +10/+10 (1d6+5)
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  
  759
  NPCs
  Special Abilities
  Darkvision Thanks to your elf blood, you have superior vision in dark and 
  dim conditions. You can see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were dim light. You can’t discern color 
  in darkness, only shades of gray.
  Fey Ancestry You have advantage on all saving throws against being 
  charmed or put to sleep.
  Languages You can speak, read, and write Common, Elvish, and one extra 
  language of your choice.
  Skill Versatility You gain proficiency in two skills of your choice.
  Defensive Tactics At 7th level, you gain one of the following features of 
  your choice.
  Escape the Horde Opportunity attacks against you are made with 
  disadvantage.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Favored Enemy Beginning at 1st level, you have significant experience 
  studying, tracking, hunting, and even talking to a certain type of 
  enemy. Choose a type of favored enemy: aberrations, beasts, celestials, 
  constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, 
  plants, or undead. Alternatively, you can select two races of humanoid 
  (such as gnolls and orcs) as favored enemies. You have advantage on 
  Wisdom (Survival) checks to track your favored enemies, as well as on 
  Intelligence checks to recall information about them. When you gain 
  this feature, you also learn one language of your choice that is spoken by 
  your favored enemies, if they speak one at all. You choose one additional 
  favored enemy, as well as an associated language, at 6th and 14th level. 
  As you gain levels, your choices should reflect the types of monsters you 
  have encountered on your adventures.
  Fighting Style At 2nd level, you adopt a particular style of fighting as your 
  specialty. Choose one of the following options. You can’t take a Fighting 
  Style option more than once, even if you later get to choose again.
  Giant Killer When a Large or larger creature within 5 feet of you hits 
  or misses you with an attack, you can use your reaction to attack that 
  creature immediately after its attack, provided that you can see the 
  creature.
  Hide in Plain Sight Starting at 10th level, you can spend 1 minute 
  creating camouflage for yourself. You must have access to fresh mud, 
  dirt, plants, soot, and other naturally occurring materials with which to 
  create your camouflage. Once you are camouflaged in this way, you can 
  try to hide by pressing yourself up against a solid surface, such as a tree 
  or wall, that is at least as tall and wide as you are. You gain a +10 bonus to 
  Dexterity (Stealth) checks as long as you remain there without moving or 
  taking actions. Once you move or take an action or a reaction, you must 
  camouflage yourself again to gain this benefit.
  Hunter Emulating the Hunter archetype means accepting your place as 
  a bulwark between civilization and the terrors of the wilderness. As you 
  walk the Hunter’s path, you learn specialized techniques for fighting the 
  threats you face, from rampaging ogres and hordes of orcs to towering 
  giants and terrifying dragons.
  Hunter’s Prey At 3rd level, you gain one of the following features of your 
  choice.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Favored Enemy, Fighting 
  Style, Giant Killer, Hunter, 
  Hunter’s Prey, Natural 
  Explorer, Primeval 
  Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Dueling, 
  Aberrations, Mountain
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Defensive Tactics, Escape 
  the Horde, Extra Attack, 
  Favored Enemy, Fighting 
  Style, Giant Killer, Hunter, 
  Hunter’s Prey, Land’s 
  Stride, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Dueling, 
  Aberrations, Monstrosities, 
  Mountain, Underdark
  Darkvision, Fey 
  Ancestry, Languages, 
  Skill Versatility, Ability 
  Score Improvement, 
  Defensive Tactics, 
  Escape the Horde, 
  Extra Attack, Favored 
  Enemy, Fighting Style, 
  Giant Killer, Hide in 
  Plain Sight, Hunter, 
  Hunter’s Prey, Land’s 
  Stride, Multiattack, 
  Natural Explorer, 
  Primeval Awareness, 
  Ranger Archetype, 
  Spellcasting, Spell Slots, 
  Whirlwind Attack, 
  Dueling, Aberrations, 
  Monstrosities, Forest, 
  Mountain, Underdark
  Darkvision, Fey 
  Ancestry, Languages, 
  Skill Versatility, Ability 
  Score Improvement, 
  Defensive Tactics, 
  Escape the Horde, Extra 
  Attack, Favored Enemy, 
  Fighting Style, Giant 
  Killer, Hide in Plain 
  Sight, Hunter, Hunter’s 
  Prey, Land’s Stride, 
  Multiattack, Natural 
  Explorer, Primeval 
  Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Stand Against 
  the Tide, Superior 
  Hunter’s Defense, Vanish, 
  Whirlwind Attack, 
  Dueling, Aberrations, 
  Monstrosities, Oozes, 
  Forest, Mountain, 
  Underdark
  Spell-
  casting
  Save DC 15; Spell Atk +7
  2nd: aid; lesser restoration
  1st: bless; command; cure 
  wounds; purify food and 
  drink
  Save DC 16; Spell Atk +8
  2nd: aid; lesser restoration
  1st: bless; command; cure 
  wounds; purify food and 
  drink
  Save DC 17; Spell Atk +9
  3rd: dispel magic; remove 
  curse
  2nd: aid; lesser restoration; 
  locate object
  1st: bless; command; cure 
  wounds; purify food and 
  drink
  Save DC 18; Spell Atk +10
  4th: freedom of movement; 
  stoneskin
  3rd: nondetection; protecton 
  from energy; water breathing
  2nd: barkskin; find traps; 
  pass without trace
  1st: alarm; cure wounds; fog 
  cloud; longstrider
  Equipment
  Longbow; Studded 
  Leather Armor; Dagger; 
  Spear
  +1 Longbow; +1 Elven 
  Chain; Dagger; Spear
  +2 Longbow; +2 Elven 
  Chain; Dagger; Spear
  +3 Longbow; +3 Elven 
  Chain; Dagger; Spear
  
  760
  NPCs
  Land’s Stride Starting at 8th level, moving through nonmagical difficult 
  terrain costs you no extra movement. You can also pass through 
  nonmagical plants without being slowed by them and without taking 
  damage from them if they have thorns, spines, or a similar hazard. In 
  addition, you have advantage on saving throws against plants that are 
  magically created or manipulated to impede movement, such those 
  created by the entangle spell.
  Natural Explorer You are particularly familiar with one type of natural 
  environment and are adept at traveling and surviving in such regions. 
  Choose one type of favored terrain: arctic, coast, desert, forest, grassland, 
  mountain, swamp, or the Underdark. When you make an Intelligence or 
  Wisdom check related to your favored terrain, your proficiency bonus is 
  doubled if you are using a skill that you’re proficient in. While traveling for 
  an hour or more in your favored terrain, you gain the following benefits: 
  * Difficult terrain doesn’t slow your group’s travel. * Your group can’t 
  become lost except by magical means. * Even when you are engaged in 
  another activity while traveling (such as foraging, navigating, or tracking), 
  you remain alert to danger. * If you are traveling alone, you can move 
  stealthily at a normal pace. * When you forage, you find twice as much 
  food as you normally would. * While tracking other creatures, you also 
  learn their exact number, their sizes, and how long ago they passed 
  through the area. You choose additional favored terrain types at 6th and 
  10th level.
  Primeval Awareness Beginning at 3rd level, you can use your action 
  and expend one ranger spell slot to focus your awareness on the region 
  around you. For 1 minute per level of the spell slot you expend, you 
  can sense whether the following types of creatures are present within 
  1 mile of you (or within up to 6 miles if you are in your favored terrain): 
  aberrations, celestials, dragons, elementals, fey, fiends, and undead. This 
  feature doesn’t reveal the creatures’ location or number.
  Ranger Archetype At 3rd level, you choose an archetype that you strive 
  to emulate: Hunter or Beast Master, both detailed at the end of the class 
  description. Your choice grants you features at 3rd level and again at 7th, 
  11th, and 15th level.
  Stand Against the Tide When a hostile creature misses you with a melee 
  attack, you can use your reaction to force that creature to repeat the same 
  attack against another creature (other than itself) of your choice.
  Superior Hunter’s Defense At 15th level, you gain one of the following 
  features of your choice.
  Vanish Starting at 14th level, you can use the Hide action as a bonus 
  action on your turn. Also, you can’t be tracked by nonmagical means, 
  unless you choose to leave a trail.
  Whirlwind Attack You can use your action to make a melee attack against 
  any number of creatures within 5 feet of you, with a separate attack roll 
  for each target.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon.
  Aberrations Advantage on Wisdom (Survival) checks to track Aberrations, 
  as well as on Intelligence checks to recall information about them. You 
  also learn one language of your choice that is spoken by your favored 
  enemies, if they speak one at all.
  Monstrosities Advantage on Wisdom (Survival) checks to track 
  Monstrosities, as well as on Intelligence checks to recall information 
  about them. You also learn one language of your choice that is spoken by 
  your favored enemies, if they speak one at all.
  Oozes Advantage on Wisdom (Survival) checks to track Oozes, as well as 
  on Intelligence checks to recall information about them. You also learn 
  one language of your choice that is spoken by your favored enemies, if 
  they speak one at all...
  Conversation
  What do you think of Mondaria City?
    “It is a necessity, or so the Council believes.”
  What do you think of the Mines?
    “Filthy and consumed with monsters, but rich in ore.”
  How have you survived after the catastrophe?
    “I will ever survive.  To what end is a better question.”
  What did you do, before the calamity?
    “Served the Enclave.  As I continue to do.”
  What do you know of the Obelisk?
    “Nothing.”
  Have you been to the Mine’s lower levels?
    “I have not been in the Mines at all, not recently.”
  Can you tell me anything about the conflict between workers 
  and administration (or Dwarves and Elves)?
    “I’m aware of it, and that it’s pervasive, but also that it’s 
  nonlethal, at least thus far.”
  
  761
  NPCs
  Common NPCs
  
  762
  NPCs
  Bleak Mute
  Description
  This unfortunate soul is mute, his tongue having 
  been lost to some unknown tragedy years earlier.  
  Appearance
  He has wavy, light-brown, close-cropped hair.  His 
  face has the architecture of a high-born lord, but 
  despair, poverty, and a dark past have stolen the 
  noble bearing from his countenance, save for his 
  eyes, which seem great beautiful pools of sky blue.  
  His mouth is ringed by a spattering of small linear 
  scars; they are side effects from the torture that 
  stole his tongue and speech.
  Combat Tactics
  Desperate and somewhat insane, a Bleak Mute 
  will fight to the death if engaged.
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 4 
  XP 1,100
  CR 7 
  XP 2,900
  CR 10 
  XP 5,900
  Class / HD Fighter 1
  Fighter 4
  Fighter 7
  Fighter 10
  Size / Aln
  Small CG Halfling
  Small CG Halfling
  Small CG Halfling
  Small CG Halfling
  HP
  9
  26
  44
  76
  Armor 
  Class
  11
  11
  11
  11
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR  9 (+1) 
  DEX  13 (+1) 
  CON  9 (+1) 
  INT  7 (-2) 
  WIS  14 (+2) 
  CHA  13 (+1)
  STR  9 (+1) 
  DEX  13 (+1) 
  CON  11 (+2) 
  INT  7 (-2) 
  WIS  14 (+2) 
  CHA  13 (+1)
  STR  9 (+2) 
  DEX  13 (+1) 
  CON  13 (+4) 
  INT  7 (-2) 
  WIS  14 (+2) 
  CHA  13 (+1)
  STR  9 (+3) 
  DEX  13 (+1) 
  CON  15 (+6) 
  INT  7 (-2) 
  WIS  14 (+2) 
  CHA  13 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  CG; Small Humanoid (Halfling)
  
  763
  NPCs
    Low
    Moderate
    Advanced
    Elite
  Senses
  Passive Perception +12
  Passive Perception +12
  Passive Perception +12
  Passive Perception +12
  Languages Common, Halfling
  Attacks
  Melee Club (Small) +1 
  (1d4-1) 
  Melee Dagger (Small) +3 
  (1d4+1)
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +3 
  (1d4+1); 60 ft.’: +3 
  (1d4+1)
  Melee Dagger (Small) +3 
  (1d4+1 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +3 (1d4+1); 
  60 ft.’: +3 (1d4+1) 
  Melee +1 Club +2 (1d4 )
  Melee Dagger (Small) +4 
  (1d4+1 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +4/+4 
  (1d4+1); 60 ft.’: +4/+4 
  (1d4+1) 
  Melee +2 Club +4/+4 
  (1d4+1)
  Melee Dagger (Small) +5 
  (1d4+1 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +5/+5 
  (1d4+1); 60 ft.’: +5/+5 
  (1d4+1) 
  Melee +3 Club +6/+6 
  (1d4+2)
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Fighting 
  Style, Second Wind, 
  Defense
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Ability 
  Score Improvement, Action 
  Surge, Champion, Fighting 
  Style, Improved Critical, 
  Martial Archetype, Second 
  Wind, Defense
  Brave, Halfling 
  Nimbleness, Languages, 
  Lucky, Ability Score 
  Improvement, Action 
  Surge, Champion, Extra 
  Attack, Fighting Style, 
  Improved Critical, 
  Martial Archetype, 
  Remarkable Athlete, 
  Second Wind, Defense
  Brave, Halfling 
  Nimbleness, Languages, 
  Lucky, Ability Score 
  Improvement, Action 
  Surge, Additional 
  Fighting Style, Champion, 
  Extra Attack, Fighting 
  Style, Improved Critical, 
  Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Defense, Dueling
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Club; Dagger
  +1 Club; Dagger
  +2 Club; Dagger
  +3 Club; Dagger
  Special Abilities
  Brave You have advantage on saving throws against being frightened.
  Halfling Nimbleness You can move through the space of any creature that 
  is of a size larger than yours.
  Languages You can speak, read, and write Common and Halfling. The 
  Halfling language isn’t secret, but halflings are loath to share it with 
  others. They write very little, so they don’t have a rich body of literature. 
  Their oral tradition, however, is very strong. Almost all halflings speak 
  Common to converse with the people in whose lands they dwell or 
  through which they are traveling.
  Lucky When you roll a 1 on an attack roll, ability check, or saving throw, 
  you can reroll the die and must use the new roll.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 1 time(s) before a rest, but only once 
  on the same turn.
  Additional Fighting Style At 10th level, you can choose a second option 
  from the Fighting Style class feature.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Fighting Style You adopt a particular style of fighting as your specialty. 
  Choose one of the following options. You can’t take a Fighting Style 
  option more than once, even if you later get to choose again.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that you 
  fail. If you do so, you must use the new roll, and you can’t use this feature 
  again until you finish a long rest. You can use this feature 1 time(s) 
  between long rests.
  Martial Archetype At 3rd level, you choose an archetype that you strive to 
  emulate in your combat styles and techniques. The Champion archetype 
  is detailed at the end of the class description; see the Player’s Handbook 
  for information on other martial archetypes. Your archetype grants you 
  features at 3rd level and again at 7th, 10th, 15th, and 18th level.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +-1.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Defense While you are wearing armor, you gain a +1 bonus to AC.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon...
  
  764
  NPCs
  Celebrant
  Description
  A lithe, cavorting mostly-human half-elf, the 
  Celebrant is the foot soldier of the dancing troupe 
  who travels and entertains.  The Celebrants trapped 
  in the caverns of Mondaria have become pale, 
  dangerously thin versions of their former selves, 
  never certain where their next meal is coming from 
  or even if they will make it to such.   
  Appearance
  Typically dressed in flamboyant, jesterlike padded 
  armor, it’s been torn and tattered and smudged from 
  the cave dust and grime.  Celebrants usually wear 
  daggers and shortswords.
  Combat Tactics
  As Celebrants are rarely encountered alone, 
  in combat they will use their numbers to 
  advantage where possible.
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 4 
  XP 1,100
  CR 7 
  XP 2,900
  CR 10 
  XP 5,900
  Class / HD Bard 1
  Bard 6
  Bard 10
  Bard 14
  Size / Aln
  Medium CG Human
  Medium CG Human
  Medium CG Human
  Medium CG Human
  HP
  7
  21
  30
  36
  Armor 
  Class
  10
  10
  12
  14
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  14 (+2) 
  DEX  9 (+1) 
  CON  8 (-1) 
  INT  12 (+1) 
  WIS  13 (+1) 
  CHA  17 (+5)
  STR  14 (+2) 
  DEX  9 (+2) 
  CON  8 (-1) 
  INT  12 (+1) 
  WIS  13 (+1) 
  CHA  19 (+7)
  STR  14 (+2) 
  DEX  10 (+4) 
  CON  8 (-1) 
  INT  12 (+1) 
  WIS  13 (+1) 
  CHA  20 (+9)
  STR  14 (+2) 
  DEX  12 (+6) 
  CON  8 (-1) 
  INT  12 (+1) 
  WIS  13 (+1) 
  CHA  20 (+10)
  Skills
  -
  -
  -
  -
  CG; Medium Humanoid (Human)
  
  765
  NPCs
    Low
    Moderate
    Advanced
    Elite
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception +11
  Disadvantage on Stealth
  Passive Perception +11
  Passive Perception +11
  Passive Perception +11
  Languages Common, Dwarvish
  Attacks
  Melee Quarterstaff +4 
  (1d6+2) 
  Ranged Sling--> 30 ft.’: -9 
  (1d4-1); 120 ft.’: -9 (1d4-1)
  Ranged Sling--> 30 ft.’: -8 
  (1d4-1); 120 ft.’: -8 (1d4-1) 
  Melee +1 Quarterstaff +6 
  (1d6+3 )
  Ranged Sling--> 30 ft.’: -6 
  (1d4); 120 ft.’: -6 (1d4) 
  Melee +2 Quarterstaff +8 
  (1d6+4 )
  Ranged Sling--> 30 ft.’: -4 
  (1d4+1); 120 ft.’: -4 (1d4+1) 
  Melee +3 Quarterstaff +10 
  (1d6+5 )
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
  Special 
  Qualities
  Languages, Bardic 
  Inspiration, Cantrips, 
  Spellcasting
  Languages, Ability Score 
  Improvement, Additional 
  Magical Secrets, Bard 
  College, Bardic Inspiration, 
  Bonus Proficiencies, 
  Cantrips, College of Lore, 
  Countercharm, Cutting 
  Words, Expertise, Font 
  of Inspiration, Jack of 
  All Trades, Song of Rest, 
  Spellcasting
  Languages, Ability 
  Score Improvement, 
  Additional Magical 
  Secrets, Bard College, 
  Bardic Inspiration, 
  Bonus Proficiencies, 
  Cantrips, College of 
  Lore, Countercharm, 
  Cutting Words, 
  Expertise, Font of 
  Inspiration, Jack of 
  All Trades, Magical 
  Secrets, Song of Rest, 
  Spellcasting
  Languages, Ability 
  Score Improvement, 
  Additional Magical 
  Secrets, Bard College, 
  Bardic Inspiration, 
  Bonus Proficiencies, 
  Cantrips, College of Lore, 
  Countercharm, Cutting 
  Words, Expertise, Font 
  of Inspiration, Jack of All 
  Trades, Magical Secrets, 
  Peerless Skill, Song of 
  Rest, Spellcasting
  Spell-
  casting
  Save DC 13; Spell Atk +5
  Cantrips (at will): minor 
  illusion; prestidigitation
  1st: charm person; disguise 
  self
  Save DC 15; Spell Atk +7
  Cantrips (at will): dancing 
  lights; light; minor illusion; 
  prestidigitation
  3rd: fear; hypnotic pattern; 
  major image
  2nd: enthrall; hold person; 
  invisibility
  1st: charm person; 
  comprehend languages; 
  disguise self; faerie fire
  Save DC 17; Spell Atk +9
  Cantrips (at will): dancing 
  lights; light; minor illusion; 
  prestidigitation
  5th: dominate person; 
  mislead
  4th: compulsion; freedom 
  of movement; greater 
  invisibility
  3rd: fear; hypnotic pattern; 
  major image
  2nd: enthrall; hold person; 
  invisibility
  1st: charm person; 
  comprehend languages; 
  disguise self; faerie fire
  Save DC 18; Spell Atk +10
  Cantrips (at will): dancing 
  lights; light; minor illusion; 
  prestidigitation
  7th: mirage arcane
  6th: irresistible dance
  5th: dominate person; 
  mislead
  4th: compulsion; freedom 
  of movement; greater 
  invisibility
  3rd: fear; hypnotic pattern; 
  major image
  2nd: enthrall; hold person; 
  invisibility
  1st: charm person; 
  comprehend languages; 
  disguise self; faerie fire
  Equipment
  Quarterstaff; Sling; 
  Padded Armor
  +1 Quarterstaff; Sling; 
  Leather Armor
  +2 Quarterstaff; Sling; 
  Studded Leather Armor
  +3 Quarterstaff; Sling; +1 
  Studded Leather Armor
  Special Abilities
  Languages You can speak, read, and write Common and one extra 
  language of your choice. Humans typically learn the languages of other 
  peoples they deal with, including obscure dialects. They are fond of 
  sprinkling their speech with words borrowed from other tongues: Orc 
  curses, Elvish musical expressions, Dwarvish military phrases, and so on.
  Additional Magical Secrets At 6th level, you learn two spells of your 
  choice from any class. A spell you choose must be of a level you can cast, 
  as shown on the Bard table, or a cantrip. The chosen spells count as bard 
  spells for you but don’t count against the number of bard spells you 
  know.
  Bard College At 3rd level, you delve into the advanced techniques of a 
  bard college of your choice: the College of Lore or the College of Valor, 
  both detailed at the end of the class description. Your choice grants you 
  features at 3rd level and again at 6th and 14th level.
  Bardic Inspiration You can inspire others through stirring words or music. 
  To do so, you use a bonus action on your turn to choose one creature 
  
  766
  NPCs
  other than yourself within 60 feet of you who can hear you. That creature 
  gains one Bardic Inspiration die, a d10. Once within the next 10 minutes, 
  the creature can roll the die and add the number rolled to one ability 
  check, attack roll, or saving throw it makes. The creature can wait until 
  after it rolls the d20 before deciding to use the Bardic Inspiration die, but 
  must decide before the DM says whether the roll succeeds or fails. Once 
  the Bardic Inspiration die is rolled, it is lost. A creature can have only one 
  Bardic Inspiration die at a time. You can use this feature a number of 
  times equal to 5. You regain any expended uses when you finish a long 
  rest.
  Bonus Proficiencies When you join the College of Lore at 3rd level, you 
  gain proficiency with three skills of your choice.
  Cantrips You know two cantrips of your choice from the bard spell list. 
  You learn additional bard cantrips of your choice at higher levels, as 
  shown in the Cantrips Known column of the Bard table.
  College of Lore Bards of the College of Lore know something about 
  most things, collecting bits of knowledge from sources as diverse as 
  scholarly tomes and peasant tales. Whether singing folk ballads in taverns 
  or elaborate compositions in royal courts, these bards use their gifts to 
  hold audiences spellbound. When the applause dies down, the audience 
  members might find themselves questioning everything they held to 
  be true, from their faith in the priesthood of the local temple to their 
  loyalty to the king. The loyalty of these bards lies in the pursuit of beauty 
  and truth, not in fealty to a monarch or following the tenets of a deity. A 
  noble who keeps such a bard as a herald or advisor knows that the bard 
  would rather be honest than politic. The college’s members gather in 
  libraries and sometimes in actual colleges, complete with classrooms 
  and dormitories, to share their lore with one another. They also meet at 
  festivals or affairs of state, where they can expose corruption, unravel lies, 
  and poke fun at selfimportant figures of authority.
  Countercharm At 6th level, you gain the ability to use musical notes or 
  words of power to disrupt mind-influencing effects. As an action, you can 
  start a performance that lasts until the end of your next turn. During that 
  time, you and any friendly creatures within 30 feet of you have advantage 
  on saving throws against being frightened or charmed. A creature must 
  be able to hear you to gain this benefit. The performance ends early if 
  you are incapacitated or silenced or if you voluntarily end it (no action 
  required).
  Cutting Words Also at 3rd level, you learn how to use your wit to distract, 
  confuse, and otherwise sap the confidence and competence of others. 
  When a creature that you can see within 60 feet of you makes an attack 
  roll, an ability check, or a damage roll, you can use your reaction to 
  expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration 
  die and subtracting the number rolled from the creature’s roll. You can 
  choose to use this feature after the creature makes its roll, but before the 
  DM determines whether the attack roll or ability check succeeds or fails, 
  or before the creature deals its damage. The creature is immune if it can’t 
  hear you or if it’s immune to being charmed.
  Expertise At 3rd level, choose two of your skill proficiencies. Your 
  proficiency bonus is doubled for any ability check you make that uses 
  either of the chosen proficiencies. At 10th level, you can choose another 
  two skill proficiencies to gain this benefit.
  Font of Inspiration Beginning when you reach 5th level, you regain all of 
  your expended uses of Bardic Inspiration when you finish a short or long 
  rest.
  Jack of All Trades Starting at 2nd level, you can add half your proficiency 
  bonus, rounded down, to any ability check you make that doesn’t already 
  include your proficiency bonus.
  Magical Secrets By 10th level, you have plundered magical knowledge 
  from a wide spectrum of disciplines. Choose two spells from any class, 
  including this one. A spell you choose must be of a level you can cast, as 
  shown on the Bard table, or a cantrip. The chosen spells count as bard 
  spells for you and are included in the number in the Spells Known column 
  of the Bard table. You learn two additional spells from any class at 14th 
  level and again at 18th level.
  Peerless Skill Starting at 14th level, when you make an ability check, you 
  can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die 
  and add the number rolled to your ability check. You can choose to do 
  so after you roil the die for the ability check, but before the DM tells you 
  whether you succeed or fail.
  Song of Rest Beginning at 2nd level, you can use soothing music or 
  oration to help revitalize your wounded allies during a short rest. If you or 
  any friendly creatures who can hear your performance regain hit points at 
  the end of the short rest, each of those creatures regains an extra 1d10 
  hit points. A creature regains the extra hit points only if it spends one or 
  more Hit Dice at the end of the short rest....
  
  767
  NPCs
  Crazed Harbinger
  Description
  This young woman has never been quite right in 
  the head, and wanders from place to place without 
  profession or ambition.  
  Appearance
  She’s very pretty, but her waist-length black hair is 
  a horrid mess of tangles and knots, and her eyes are 
  black-rimmed pits of madness.  Though attractive 
  and traveling solo, she’s never suffered assault, 
  driven either by lust or money; it’s almost as though 
  her madness protects her like a shield.  She has but 
  one garment to hear name: a light-brown tunic of 
  heavy wool, sleeveless; it’s too little for the winters 
  and too heavy for the summers, so she is always 
  sweating or shivering, both of which lending weight 
  and presence to her insanity.  She’s extremely pale, 
  has a cute mole on her left cheek.
  Combat Tactics
  Crazed Harbingers are quite convinced of 
  another reality altogether, and right or wrong, 
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 4 
  XP 1,100
  CR 7 
  XP 2,900
  CR 10 
  XP 5,900
  Class / HD Rogue 1
  Rogue 4
  Rogue 7
  Rogue 10
  Size / Aln
  Medium CN Human
  Medium CN Human
  Medium CN Human
  Medium CN Human
  HP
  7
  25
  35
  69
  Armor 
  Class
  12
  13
  13
  14
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  8 (-1) 
  DEX  15 (+4) 
  CON  9 (-1) 
  INT  8 (+1) 
  WIS  15 (+2) 
  CHA  16 (+3)
  STR  8 (-1) 
  DEX  15 (+4) 
  CON  11 (+0) 
  INT  8 (+1) 
  WIS  15 (+2) 
  CHA  16 (+3)
  STR  8 (-1) 
  DEX  15 (+5) 
  CON  11 (+0) 
  INT  8 (+2) 
  WIS  15 (+2) 
  CHA  16 (+3)
  STR  8 (-1) 
  DEX  15 (+6) 
  CON  15 (+2) 
  INT  8 (+3) 
  WIS  15 (+2) 
  CHA  16 (+3)
  Skills
  -
  -
  -
  -
  CN; Medium Humanoid (Human)
  battle in this world doesn’t seem to bother then 
  overmuch.
  
  768
  NPCs
    Low
    Moderate
    Advanced
    Elite
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception +12
  Passive Perception +12
  Disadvantage on Stealth
  Passive Perception +12
  Passive Perception +12
  Languages Common, Dwarvish
  Attacks
  Melee Sickle +1 (1d4-1 )
  Melee +1 Sickle +2 (1d4 )
  Melee +2 Sickle +4 
  (1d4+1)
  Melee +3 Sickle +6 (1d4+2) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
  Special 
  Qualities
  Languages, Expertise, Sneak 
  Attack, Thieves’ Cant
  Languages, Ability Score 
  Improvement, Cunning 
  Action, Expertise, Fast 
  Hands, Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Thief, Thieves’ Cant
  Languages, Ability Score 
  Improvement, Cunning 
  Action, Evasion, 
  Expertise, Fast Hands, 
  Roguish Archetype, 
  Second-Story Work, 
  Sneak Attack, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Languages, Ability 
  Score Improvement, 
  Cunning Action, Evasion, 
  Expertise, Fast Hands, 
  Roguish Archetype, 
  Second-Story Work, 
  Sneak Attack, Supreme 
  Sneak, Thief, Thieves’ 
  Cant, Uncanny Dodge
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Sickle
  +1 Sickle; Padded Armor
  +2 Sickle; Leather Armor
  +3 Sickle; Studded 
  Leather Armor
  Special Abilities
  Languages You can speak, read, and write Common and one extra 
  language of your choice. Humans typically learn the languages of other 
  peoples they deal with, including obscure dialects. They are fond of 
  sprinkling their speech with words borrowed from other tongues: Orc 
  curses, Elvish musical expressions, Dwarvish military phrases, and so on.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Expertise At 1st level, choose two of your skill proficiencies, or one of 
  your skill proficiencies and your proficiency with thieves’ tools. Your 
  proficiency bonus is doubled for any ability check you make that uses 
  either of the chosen proficiencies. At 6th level, you can choose two more 
  of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Roguish Archetype At 3rd level, you choose an archetype that you 
  emulate in the exercise of your rogue abilities. Your choice grants you 
  features at 3rd level and then again at 9th, 13th, and 17th level.
  Second-Story Work When you choose this archetype at 3rd level, you gain 
  the ability to climb faster than normal; climbing no longer costs you extra 
  movement. In addition, when you make a running jump, the distance you 
  cover increases by a number of feet equal to 2.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 5d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so 
  do rogues who prefer to think of themselves as professional treasure 
  seekers, explorers, delvers, and investigators. In addition to improving 
  your agility and stealth, you learn skills useful for delving into ancient 
  ruins, reading unfamiliar languages, and using magic items you normally 
  couldn’t employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages 
  in seemingly normal conversation. Only another creature that knows 
  thieves’ cant understands such messages. It takes four times longer 
  to convey such a message than it does to speak the same idea plainly. 
  In addition, you understand a set of secret signs and symbols used to 
  convey short, simple messages, such as whether an area is dangerous or 
  the territory of a thieves’ guild, whether loot is nearby, or whether the 
  people in an area are easy marks or will provide a safe house for thieves 
  on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  
  769
  NPCs
  Firedancer
  Description
  Firedancers are troupes of entertainers, traveling 
  combinations of bards, thespians, and courtesans 
  who make their wage by accompanying or 
  intersecting with caravans, adventuring parties, 
  or remote outposts otherwise cut off from such 
  luxuries.
  Appearance
  These attractive, nimble half-elves are acrobatic 
  tumblers who wear bright, colorful and silken 
  outfits.  Their hair is typically tied back in one or 
  more ponytails or pigtails, and is typically dyed 
  in at least three abnormal hues—red, gold, and 
  green, for example.  They wear no jewelry, as it 
  could easily interfere with their performances, but 
  commonly wear makeup to accentuate their natural 
  comeliness—even the most obvious mistake is easily 
  forgiven for a pretty face!
  Combat Tactics
  Firedancers will revel in confusion, creating it 
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 5 
  XP 1,800
  CR 9 
  XP 5,000
  CR 13 
  XP 8,400
  Class / HD Rogue 1
  Rogue 5
  Rogue 9
  Rogue 13
  Size / Aln
  Medium CN Half-Elf
  Medium CN Half-Elf
  Medium CN Half-Elf
  Medium CN Half-Elf
  HP
  7
  21
  31
  47
  Armor 
  Class
  13
  14
  15
  17
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  10 (+0) 
  DEX  17 (+5) 
  CON  9 (-1) 
  INT  8 (+1) 
  WIS  11 (+0) 
  CHA  18 (+4)
  STR  11 (+0) 
  DEX  17 (+6) 
  CON  9 (-1) 
  INT  8 (+2) 
  WIS  11 (+0) 
  CHA  19 (+4)
  STR  11 (+0) 
  DEX  19 (+8) 
  CON  9 (-1) 
  INT  8 (+3) 
  WIS  11 (+0) 
  CHA  19 (+4)
  STR  14 (+2) 
  DEX  20 (+10) 
  CON  9 (-1) 
  INT  8 (+4) 
  WIS  11 (+0) 
  CHA  19 (+4)
  Skills
  -
  -
  -
  -
  CN; Medium Humanoid (Half-Elf)
  by lithely dancing about the battlefield, using 
  their numbers and allies to advantage.
  
  770
  NPCs
    Low
    Moderate
    Advanced
    Elite
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception +10
  Passive Perception +10
  Disadvantage on Stealth
  Passive Perception +10
  Passive Perception +10
  Languages Common, Dwarvish, Elvish
  Attacks
  Melee Quarterstaff +2 (1d6)  
  Ranged Sling--> 30 ft.’: 
  -5 (1d4+3); 120 ft.’: -5 
  (1d4+3) 
  Ranged Dart--> 20 ft.’: 
  +5 (1d4+3); 80 ft.’: +5 
  (1d4+3)
  Ranged Sling--> 30 ft.’: 
  -4 (1d4+3); 120 ft.’: -4 
  (1d4+3) 
  Melee +1 Quarterstaff +4 
  (1d6+1 ) 
  Ranged Dart--> 20 ft.’: +6 
  (1d4+3); 80 ft.’: +6 (1d4+3)
  Ranged Sling--> 30 ft.’: 
  -2 (1d4+4); 120 ft.’: -2 
  (1d4+4) 
  Melee +2 Quarterstaff +6 
  (1d6+2 ) 
  Ranged Dart--> 20 ft.’: 
  +8 (1d4+4); 80 ft.’: +8 
  (1d4+4)
  Ranged Sling--> 30 ft.’: 
  +0 (1d4+5); 120 ft.’: +0 
  (1d4+5) 
  Melee +3 Quarterstaff +10 
  (1d6+5 ) 
  Ranged Dart--> 20 ft.’: 
  +10 (1d4+5); 80 ft.’: +10 
  (1d4+5)
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
  Special 
  Qualities
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Expertise, Sneak Attack, 
  Thieves’ Cant
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Cunning Action, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Darkvision, Fey 
  Ancestry, Languages, 
  Skill Versatility, Ability 
  Score Improvement, 
  Cunning Action, 
  Evasion, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Darkvision, Fey 
  Ancestry, Languages, 
  Skill Versatility, Ability 
  Score Improvement, 
  Cunning Action, Evasion, 
  Expertise, Fast Hands, 
  Reliable Talent, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge, Use Magic Device
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Quarterstaff; Sling; Dart
  +1 Quarterstaff; Sling; 
  Dart; Padded Armor
  +2 Quarterstaff; Sling; 
  Dart; Leather Armor
  +3 Quarterstaff; Sling; 
  Dart; Studded Leather 
  Armor
  Special Abilities
  Darkvision Thanks to your elf blood, you have superior vision in dark and 
  dim conditions. You can see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were dim light. You can’t discern color 
  in darkness, only shades of gray.
  Fey Ancestry You have advantage on all saving throws against being 
  charmed or put to sleep.
  Languages You can speak, read, and write Common, Elvish, and one extra 
  language of your choice.
  Skill Versatility You gain proficiency in two skills of your choice.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Expertise At 1st level, choose two of your skill proficiencies, or one of 
  your skill proficiencies and your proficiency with thieves’ tools. Your 
  proficiency bonus is doubled for any ability check you make that uses 
  either of the chosen proficiencies. At 6th level, you can choose two more 
  of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Reliable Talent By 11th level, you have refined your chosen skills until 
  they approach perfection. Whenever you make an ability check that lets 
  you add your proficiency bonus, you can treat a d20 roll of 9 or lower as 
  a 10.
  Roguish Archetype At 3rd level, you choose an archetype that you 
  emulate in the exercise of your rogue abilities. Your choice grants you 
  features at 3rd level and then again at 9th, 13th, and 17th level.
  Second-Story Work When you choose this archetype at 3rd level, you 
  gain the ability to climb faster than normal; climbing no longer costs 
  you extra movement. In addition, when you make a running jump, the 
  distance you cover increases by a number of feet equal to 5.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 7d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  
  771
  NPCs
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so 
  do rogues who prefer to think of themselves as professional treasure 
  seekers, explorers, delvers, and investigators. In addition to improving 
  your agility and stealth, you learn skills useful for delving into ancient 
  ruins, reading unfamiliar languages, and using magic items you normally 
  couldn’t employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages 
  in seemingly normal conversation. Only another creature that knows 
  thieves’ cant understands such messages. It takes four times longer 
  to convey such a message than it does to speak the same idea plainly. 
  In addition, you understand a set of secret signs and symbols used to 
  convey short, simple messages, such as whether an area is dangerous or 
  the territory of a thieves’ guild, whether loot is nearby, or whether the 
  people in an area are easy marks or will provide a safe house for thieves 
  on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  Use Magic Device By 13th level, you have learned enough about the 
  workings of magic that you can improvise the use of items even when 
  they are not intended for you. You ignore all class, race, and level 
  requirements on the use of magic items.
  
  772
  NPCs
  Firedancer Campmaiden
  Description
  Campmaidens are a welcome addition to any 
  campsite, be it a vagabond troupe or a king’s 
  battlegroup.  These beautiful thespians are the 
  traveling campsite’s courtesan: singer / storyteller, 
  prostitute, and general companion.  
  Appearance
  They typically wear their hair waist-length and 
  loose-flowing, spending an hour or two on it each 
  morning to make it silken and smooth.  Many use 
  dyes to attain a reddish hue; most prized in this 
  profession is the typical red hair, green eyed elven 
  look with high cheekbones, almond eyes, and full 
  lips.
  Combat Tactics
  The crown jewel of most firedancer troupes, 
  Campmaidens are often also in charge of the 
  operation.  As a result, their will is typically 
  obeyed without much of a second thought; they 
  CR 2; XP 450
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 450
  CR 7 
  XP 2,900
  CR 11 
  XP 7,200
  CR 15 
  XP 13,000
  Class / HD Bard 2
  Bard 7
  Bard 11
  Bard 15
  Size / Aln
  Medium CN Elf
  Medium CN Human
  Medium CN Human
  Medium CN Human
  HP
  8
  18
  44
  59
  Armor 
  Class
  14
  14
  15
  17
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  10 (+0) 
  DEX  16 (+5) 
  CON  8 (-1) 
  INT  8 (-1) 
  WIS  9 (-1) 
  CHA  18 (+6)
  STR  10 (+0) 
  DEX  16 (+6) 
  CON  8 (-1) 
  INT  8 (-1) 
  WIS  9 (-1) 
  CHA  20 (+8)
  STR  10 (+0) 
  DEX  18 (+8) 
  CON  8 (-1) 
  INT  8 (-1) 
  WIS  9 (-1) 
  CHA  20 (+9)
  STR  10 (+0) 
  DEX  20 (+10) 
  CON  8 (-1) 
  INT  8 (-1) 
  WIS  9 (-1) 
  CHA  20 (+10)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  CN; Medium Humanoid (Elf)
  will use this to advantage in combat to get their 
  compatriots to defend them.
  
  773
  NPCs
    Low
    Moderate
    Advanced
    Elite
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception +11
  Disadvantage on Stealth
  Passive Perception +12
  Passive Perception +13
  Passive Perception +14
  Languages Common, Dwarvish, Elvish
  Attacks
  Ranged Crossbow, Light--> 
  80 ft.’: -1 (1d8+3); 320 ft.’: 
  -1 (1d8+3) 
  Melee Dagger +5 (1d4+3 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+3); 60 ft.’: +5 
  (1d4+3)
  Ranged +1 Crossbow, 
  Light--> 80 ft.’:+1 (1d8+4); 
  320 ft.’: +1 (1d8+4) 
  Melee Dagger +6 (1d4+3 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+3); 60 ft.’: +6 
  (1d4+3)
  Melee Dagger +8 (1d4+4 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +8 (1d4+4); 60 ft.’: 
  +8 (1d4+4) 
  Ranged +2 Crossbow, Light 
  --> 80 ft.’: +4 (1d8+6); 320 
  ft.’: +4 (1d8+6)
  Melee Dagger +10 (1d4+5) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10 (1d4+5); 60 ft.’: 
  +10 (1d4+5) 
  Ranged +3 Crossbow, Light 
  --> 80 ft.’: +7 (1d8+8); 320 
  ft.’: +7 (1d8+8)
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
  Special 
  Qualities
  Darkvision, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Bardic Inspiration, 
  Cantrips, Jack of All Trades, 
  Song of Rest, Spellcasting
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Bard College, Bardic 
  Inspiration, College of Lore, 
  Countercharm, Cutting 
  Words, Expertise, Font of 
  Inspiration, Cantrips, Jack 
  of All Trades, Song of Rest, 
  Spellcasting
  Darkvision, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Additional 
  Magical Secrets, Bard 
  College, Bardic Inspiration, 
  Bonus Proficiencies, 
  Cantrips, College of Lore, 
  Countercharm, Cutting 
  Words, Expertise, Font 
  of Inspiration, Jack of All 
  Trades, Magical Secrets, 
  Song of Rest, Spellcasting
  Darkvision, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Additional 
  Magical Secrets, Bard 
  College, Bardic Inspiration, 
  Bonus Proficiencies, 
  Cantrips, College of Lore, 
  Countercharm, Cutting 
  Words, Expertise, Font 
  of Inspiration, Jack of All 
  Trades, Magical Secrets, 
  Peerless Skill, Song of Rest, 
  Spellcasting
  Spell-
  casting
  Save DC 14; Spell Atk +6
  Cantrips (at will): minor 
  illusion; prestidigitation
  1st: charm person; disguise 
  self; faerie fire
  Save DC 16; Spell Atk +8
  Cantrips (at will): dancing 
  lights; light; minor illusion; 
  prestidigitation
  4th: greater invisibility
  3rd: fear; hypnotic pattern; 
  major image
  2nd: enthrall; hold person; 
  invisibility
  1st: charm person; 
  comprehend languages; 
  disguise self; faerie fire
  Save DC 17; Spell Atk +9
  Cantrips (at will): dancing 
  lights; light; minor illusion; 
  prestidigitation
  6th: irresistible dance
  5th: dominate person; 
  mislead
  4th: compulsion; freedom 
  of movement; greater 
  invisibility
  3rd: fear; hypnotic pattern; 
  major image
  2nd: enthrall; hold person; 
  invisibility
  1st: charm person; 
  comprehend languages; 
  disguise self; faerie fire
  Save DC 18; Spell Atk +10
  Cantrips (at will): dancing 
  lights; light; minor illusion; 
  prestidigitation
  8th: dominate monster
  7th: teleport
  6th: irresistible dance
  5th: dominate person; 
  mislead
  4th: compulsion; freedom 
  of movement; greater 
  invisibility
  3rd: fear; hypnotic pattern; 
  major image
  2nd: enthrall; hold person; 
  invisibility
  1st: charm person; 
  comprehend languages; 
  disguise self; faerie fire
  Equipment
  Light Crossbow; Dagger; 
  Padded Armor
  +1 Light Crossbow; 
  Dagger; Leather Armor
  +2 Light Crossbow; 
  Dagger; Leather Armor
  +3 Light Crossbow; 
  Dagger; Studded Leather 
  Armor
  Special Abilities
  Darkvision Accustomed to twilit forests and the night sky, you have 
  superior vision in dark and dim conditions. You can see in dim light within 
  60 feet of you as if it were bright light, and in darkness as if it were dim 
  light. You can’t discern color in darkness, only shades of gray.
  Fey Ancestry You have advantage on saving throws against being 
  charmed, and magic can’t put you to sleep.
  
  774
  NPCs
  Keen Senses You have proficiency in the Perception skill.
  Languages You can speak, read, and write Common and Elvish. Elvish 
  is fluid, with subtle intonations and intricate grammar. Elven literature 
  is rich and varied, and their songs and poems are famous among other 
  races. Many bards learn their language so they can add Elvish ballads to 
  their repertoires.
  Trance Elves don’t need to sleep. Instead, they meditate deeply, 
  remaining semiconscious, for 4 hours a day. (The Common word for such 
  meditation is “trance.”) While meditating, you can dream after a fashion; 
  such dreams are actually mental exercises that have become Dexterityive 
  through years of practice. After resting in this way, you gain the same 
  benefit that a human does from 8 hours of sleep.
  Additional Magical Secrets At 6th level, you learn two spells of your 
  choice from any class. A spell you choose must be of a level you can 
  cast, as shown on the Bard table, or a cantrip. The chosen spells count as 
  bard spells for you but don’t count against the number of bard spells you 
  know.
  Bard College At 3rd level, you delve into the advanced techniques of a 
  bard college of your choice: the College of Lore or the College of Valor, 
  both detailed at the end of the class description. Your choice grants you 
  features at 3rd level and again at 6th and 14th level.
  Bardic Inspiration You can inspire others through stirring words or music. 
  To do so, you use a bonus action on your turn to choose one creature 
  other than yourself within 60 feet of you who can hear you. That creature 
  gains one Bardic Inspiration die, a d12. Once within the next 10 minutes, 
  the creature can roll the die and add the number rolled to one ability 
  check, attack roll, or saving throw it makes. The creature can wait until 
  after it rolls the d20 before deciding to use the Bardic Inspiration die, but 
  must decide before the DM says whether the roll succeeds or fails. Once 
  the Bardic Inspiration die is rolled, it is lost. A creature can have only one 
  Bardic Inspiration die at a time. You can use this feature a number of 
  times equal to 5. You regain any expended uses when you finish a long 
  rest.
  Bonus Proficiencies When you join the College of Lore at 3rd level, you 
  gain proficiency with three skills of your choice.
  Cantrips You know two cantrips of your choice from the bard spell list. 
  You learn additional bard cantrips of your choice at higher levels, as 
  shown in the Cantrips Known column of the Bard table.
  College of Lore Bards of the College of Lore know something about 
  most things, collecting bits of knowledge from sources as diverse as 
  scholarly tomes and peasant tales. Whether singing folk ballads in taverns 
  or elaborate compositions in royal courts, these bards use their gifts to 
  hold audiences spellbound. When the applause dies down, the audience 
  members might find themselves questioning everything they held to 
  be true, from their faith in the priesthood of the local temple to their 
  loyalty to the king. The loyalty of these bards lies in the pursuit of beauty 
  and truth, not in fealty to a monarch or following the tenets of a deity. A 
  noble who keeps such a bard as a herald or advisor knows that the bard 
  would rather be honest than politic. The college’s members gather in 
  libraries and sometimes in actual colleges, complete with classrooms 
  and dormitories, to share their lore with one another. They also meet at 
  festivals or affairs of state, where they can expose corruption, unravel lies, 
  and poke fun at selfimportant figures of authority.
  Countercharm At 6th level, you gain the ability to use musical notes or 
  words of power to disrupt mind-influencing effects. As an action, you can 
  start a performance that lasts until the end of your next turn. During that 
  time, you and any friendly creatures within 30 feet of you have advantage 
  on saving throws against being frightened or charmed. A creature must 
  be able to hear you to gain this benefit. The performance ends early if 
  you are incapacitated or silenced or if you voluntarily end it (no action 
  required).
  Cutting Words Also at 3rd level, you learn how to use your wit to distract, 
  confuse, and otherwise sap the confidence and competence of others. 
  When a creature that you can see within 60 feet of you makes an attack 
  roll, an ability check, or a damage roll, you can use your reaction to 
  expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration 
  die and subtracting the number rolled from the creature’s roll. You can 
  choose to use this feature after the creature makes its roll, but before the 
  DM determines whether the attack roll or ability check succeeds or fails, 
  or before the creature deals its damage. The creature is immune if it can’t 
  hear you or if it’s immune to being charmed.
  Expertise At 3rd level, choose two of your skill proficiencies. Your 
  proficiency bonus is doubled for any ability check you make that uses 
  either of the chosen proficiencies. At 10th level, you can choose another 
  two skill proficiencies to gain this benefit.
  Font of Inspiration Beginning when you reach 5th level, you regain all of 
  your expended uses of Bardic Inspiration when you finish a short or long 
  rest.
  Jack of All Trades Starting at 2nd level, you can add half your proficiency 
  bonus, rounded down, to any ability check you make that doesn’t already 
  include your proficiency bonus.
  Magical Secrets By 10th level, you have plundered magical knowledge 
  from a wide spectrum of disciplines. Choose two spells from any class, 
  including this one. A spell you choose must be of a level you can cast, as 
  shown on the Bard table, or a cantrip. The chosen spells count as bard 
  spells for you and are included in the number in the Spells Known column 
  of the Bard table. You learn two additional spells from any class at 14th 
  level and again at 18th level.
  Peerless Skill Starting at 14th level, when you make an ability check, you 
  can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die 
  and add the number rolled to your ability check. You can choose to do 
  so after you roil the die for the ability check, but before the DM tells you 
  whether you succeed or fail.
  Song of Rest Beginning at 2nd level, you can use soothing music or 
  oration to help revitalize your wounded allies during a short rest. If you or 
  any friendly creatures who can hear your performance regain hit points at 
  the end of the short rest, each of those creatures regains an extra 1d10 
  hit points. A creature regains the extra hit points only if it spends one or 
  more Hit Dice at the end of the short rest..
  
  775
  NPCs
  Firedancer Hearthstud
  Description
  Sensual and charismatic, the Hearthstud serves 
  a similar function to that of a Campmaiden in a 
  Firedancer troupe.  Hearthstuds rarely have any 
  power in the troupe itself, however; the duty is 
  viewed as less a task and more an indulgence. 
  Appearance
  Hearthstuds come in many flavors and 
  appearances; most have long and well-kept hair, 
  with high cheekbones and a thin yet chiseled 
  appearance.
  Combat Tactics
  Hearthstuds think much more of their 
  abilities than they are capable of actually 
  demonstrating; this will become apparent fairly 
  quickly in actual fighting.
  CR 2; XP 450
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 450
  CR 7 
  XP 2,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Bard 2
  Bard 7
  Bard 11
  Bard 15
  Size / Aln
  Medium CG Human
  Medium CG Human
  Medium CG Human
  Medium CG Human
  HP
  15
  61
  113
  143
  Armor 
  Class
  14
  15
  18
  18
  Speed
  Walk 30’
  Walk 40’
  Walk 40’
  Walk 40’
  Ability 
  Scores / 
  Saves
  STR  17 (+5) 
  DEX  17 (+3) 
  CON  12 (+3) 
  INT  7 (-2) 
  WIS  10 (+0) 
  CHA  16 (+3)
  STR  19 (+7) 
  DEX  17 (+3) 
  CON  12 (+4) 
  INT  7 (-2) 
  WIS  10 (+0) 
  CHA  16 (+3)
  STR  19 (+8) 
  DEX  19 (+4) 
  CON  12 (+5) 
  INT  7 (-2) 
  WIS  10 (+0) 
  CHA  18 (+4)
  STR  20 (+10) 
  DEX  19 (+4) 
  CON  12 (+6) 
  INT  7 (-2) 
  WIS  10 (+0) 
  CHA  19 (+4)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  CG; Medium Humanoid (Human)
  
  776
  NPCs
    Low
    Moderate
    Advanced
    Elite
  Senses
  Passive Perception +12
  Passive Perception +13
  Passive Perception +14
  Passive Perception +15
  Languages Common, Elvish
  Attacks
  Melee Greataxe +5 
  (1d12+3)
  Melee Handaxe +5 (1d6+3 ) 
  Ranged Handaxe (Thrown) 
  20 ft.’: +5 (1d6+3); 60 ft.’: 
  +5 (1d6+3)
  Melee +1 Greataxe +8/+8 
  (1d12+5)
  Melee Handaxe +7/+7 
  (1d6+4 ) 
  Ranged Handaxe (Thrown) 
  20 ft.’: +7/+7 (1d6+4); 60 
  ft.’: +7/+7 (1d6+4)
  Melee +2 Greataxe 
  +10/+10 (1d12+6)
  Melee Handaxe +8/+8 
  (1d6+4 ) 
  Ranged Handaxe (Thrown) 
  20 ft.’: +8/+8 (1d6+4); 60 
  ft.’: +8/+8 (1d6+4)
  Melee +3 Greataxe +13/+13 
  (1d12+8)
  Melee Handaxe +10/+10 
  (1d6+5 ) 
  Ranged Handaxe (Thrown) 
  20 ft.’: +10/+10 (1d6+5); 
  60 ft.’: +10/+10 (1d6+5)
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Danger Sense, Rage, 
  Reckless Attack, Unarmored 
  Defense
  Danger Sense, Extra Attack, 
  Fast Movement, Feral 
  Instinct, Frenzy, Path of the 
  Berserker, Primal Path, Rage, 
  Reckless Attack, Unarmored 
  Defense
  Brutal Critical, Danger 
  Sense, Extra Attack, Fast 
  Movement, Feral Instinct, 
  Frenzy, Path of the 
  Berserker, Primal Path, 
  Rage, Reckless Attack, 
  Relentless Rage, Unarmored 
  Defense
  Brutal Critical, Danger Sense, 
  Extra Attack, Fast Movement, 
  Feral Instinct, Frenzy, Path 
  of the Berserker, Persistent 
  Rage, Primal Path, Rage, 
  Reckless Attack, Relentless 
  Rage, Unarmored Defense
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Greataxe; Leather Armor; 
  Handaxe
  +1 Greataxe; Studded 
  Leather Armor; Handaxe
  +2 Greataxe; +2 
  Breastplate; Handaxe
  +3 Greataxe; +2 
  Breastplate; Handaxe
  Special Abilities
  Brutal Critical Beginning at 9th level, you can roll 2 additional weapon 
  damage die when determining the extra damage for a critical hit with a 
  melee attack.
  Danger Sense At 2nd level, you gain an uncanny sense of when things 
  nearby aren’t as they should be, giving you an edge when you dodge away 
  from danger. You have advantage on Dexterity saving throws against 
  effects that you can see, such as traps and spells. To gain this benefit, you 
  can’t be blinded, deafened, or incapacitated.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Fast Movement Starting at 5th level, your speed increases by 10 feet 
  while you aren’t wearing heavy armor.
  Feral Instinct By 7th level, your instincts are so honed that you have 
  advantage on initiative rolls. Additionally, if you are surprised at the 
  beginning of combat and aren’t incapacitated, you can act normally on 
  your first turn, but only if you enter your rage before doing anything else 
  on that turn.
  Frenzy Starting when you choose this path at 3rd level, you can go into 
  a frenzy when you rage. If you do so, for the duration of your rage you 
  can make a single melee weapon attack as a bonus action on each of 
  your turns after this one. When your rage ends, you suffer one level of 
  exhaustion (as described in appendix A).
  Path of the Berserker For some barbarians, rage is a means to an end--that 
  end being violence. The Path of the Berserker is a path of untrammeled 
  fury, slick with blood. As you enter the berserker’s rage, you thrill in the 
  chaos of battle, heedless of your own health or well-being.
  Persistent Rage Beginning at 15th level, your rage is so fierce that it ends 
  early only if you fall unconscious or if you choose to end it.
  Primal Path At 3rd level, you choose a path that shapes the nature of your 
  rage. Choose the Path of the Berserker or the Path of the Totem Warrior, 
  both detailed at the end of the class description. Your choice grants you 
  features at 3rd level and again at 6th, 10th, and 14th levels.
  Rage In battle, you fight with primal ferocity. On your turn, you can enter 
  a rage as a bonus action. While raging, you gain the following benefits if 
  you aren’t wearing heavy armor: You have advantage on Strength checks 
  and Strength saving throws. When you make a melee weapon attack 
  using Strength, you gain a bonus to the damage roll equal to 4. You have 
  resistance to bludgeoning, piercing, and slashing damage. If you are able 
  to cast spells, you can’t cast them or concentrate on them while raging. 
  Your rage lasts for 1 minute. It ends early if you are knocked unconscious 
  or if your turn ends and you haven’t attacked a hostile creature since your 
  last turn or taken damage since then. You can also end your rage on your 
  turn as a bonus action. Once you have raged the number of times equal 
  to 5, you must finish a long rest before you can rage again.
  Reckless Attack Starting at 2nd level, you can throw aside all concern 
  for defense to attack with fierce desperation. When you make your first 
  attack on your turn, you can decide to attack recklessly. Doing so gives 
  you advantage on melee weapon attack rolls using Strength during this 
  turn, but attack rolls against you have advantage until your next turn.
  Relentless Rage Starting at 11th level, your rage can keep you fighting 
  despite grievous wounds. If you drop to 0 hit points while you’re raging 
  and don’t die outright, you can make a DC 10 Constitution saving throw. 
  If you succeed, you drop to 1 hit point instead. Each time you use this 
  feature after the first, the DC increases by 5. When you finish a short or 
  long rest, the DC resets to 10.
  Unarmored Defense While you are not wearing any armor, your Armor 
  Class equals 10 + your Dexterity modifier + your Constitution modifier. 
  You can use a shield and still gain this benefit..
  
  777
  NPCs
  Miner
  Description
  Rugged and dirty, this is a gruff, working-class 
  version of the stereotypical dwarf from fantasy fare: 
  complex and long beard worn in braids and plaits, 
  shoulder-length wavy dark-brown hair, and thickly-
  set features around a round and lined face.  
  Appearance
  He wears a thick leather smock, almost like a 
  blacksmith’s apron. atop a white tunic stained 
  brownish-gray from his labors.  Deep lines age his 
  face prematurely; he’s in the prime of health, but 
  well past half his lifespan, having toiled away his 
  vitality in service to the mines.
  Combat Tactics
  Miners are no stranger to rough work, but if 
  anything, the calamity that has befallen the 
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 4 
  XP 1,100
  CR 7 
  XP 2,900
  CR 10 
  XP 5,900
  Class / HD Fighter 1
  Fighter 4
  Fighter 7
  Fighter 10
  Size / Aln
  Medium LN Dwarf
  Medium LN Dwarf
  Medium LN Dwarf
  Medium LN Dwarf
  HP
  12
  41
  73
  108
  Armor 
  Class
  11
  11
  12
  14
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR  14 (+4) 
  DEX  9 (-1) 
  CON  14 (+4) 
  INT  8 (-1) 
  WIS  14 (+2) 
  CHA  9 (-1)
  STR  14 (+4) 
  DEX  9 (-1) 
  CON  16 (+5) 
  INT  8 (-1) 
  WIS  14 (+2) 
  CHA  9 (-1)
  STR  14 (+5) 
  DEX  9 (-1) 
  CON  18 (+7) 
  INT  8 (-1) 
  WIS  14 (+2) 
  CHA  9 (-1)
  STR  14 (+6) 
  DEX  9 (-1) 
  CON  20 (+9) 
  INT  8 (-1) 
  WIS  14 (+2) 
  CHA  9 (-1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  LN; Medium Humanoid (Dwarf)
  
  778
  NPCs
    Low
    Moderate
    Advanced
    Elite
  Senses
  Passive Perception +14
  Disadvantage on Stealth
  Passive Perception +14
  Passive Perception +15
  Passive Perception +16
  Disadvantage on Stealth
  Languages Common, Dwarvish
  Attacks
  Melee Dagger +4 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2)
  Melee Dagger +4 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2)
  Melee +1 Dagger +6/+6 
  (1d4+3 ) 
  Ranged +1 Dagger 
  (Thrown) 20 ft.’: +6/+6 
  (1d4+3); 60 ft.’: +6/+6 
  (1d4+3)
  Melee +2 Dagger +8/+8 
  (1d4+6 ) 
  Ranged +2 Dagger (Thrown) 
  20 ft.’: +8/+8 (1d4+4); 60 
  ft.’: +8/+8 (1d4+4)
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Languages, Smith’s Tools, 
  Stonecunning, Tool 
  Proficiency, Fighting Style, 
  Second Wind, Defense
  Darkvision, Dwarven 
  Combat Training, Dwarven 
  Resilience, Languages, 
  Smith’s Tools, Stonecunning, 
  Tool Proficiency, Ability 
  Score Improvement, Action 
  Surge, Champion, Fighting 
  Style, Improved Critical, 
  Martial Archetype, Second 
  Wind, Defense
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Languages, Smith’s Tools, 
  Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Action Surge, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Martial Archetype, 
  Remarkable Athlete, Second 
  Wind, Defense
  Darkvision, Dwarven Combat 
  Training, Dwarven Resilience, 
  Languages, Smith’s Tools, 
  Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Defense, Dueling
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Dagger; Padded Armor
  Dagger; Leather Armor
  +1 Dagger; Studded 
  Leather Armor
  +2 Dagger; Scale Mail
  Special Abilities
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Dwarven Combat Training You have proficiency with the battleaxe, 
  handaxe, light hammer, and warhammer.
  Dwarven Resilience You have advantage on saving throws against poison, 
  and you have resistance against poison damage (explained in chapter 9).
  Languages You can speak, read, and write Common and Dwarvish. 
  Dwarvish is full of hard consonants and guttural sounds, and those 
  characteristics spill over into whatever other language a dwarf might 
  speak.
  Smith’s Tools Proficient with Artisan Smith’s Tools.
  Stonecunning Whenever you make an Intelligence (History) check related 
  to the origin of stonework, you are considered proficient in the History 
  skill and add double your proficiency bonus to the check, instead of your 
  normal proficiency bonus.
  Tool Proficiency You gain proficiency with the artisan’s tools of your 
  choice: smith’s tools, brewer’s supplies, or mason’s tools.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 1 time(s) before a rest, but only once 
  on the same turn.
  Additional Fighting Style At 10th level, you can choose a second option 
  from the Fighting Style class feature.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Fighting Style You adopt a particular style of fighting as your specialty. 
  Choose one of the following options. You can’t take a Fighting Style 
  option more than once, even if you later get to choose again.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that you 
  fail. If you do so, you must use the new roll, and you can’t use this feature 
  again until you finish a long rest. You can use this feature 1 time(s) 
  between long rests.
  Martial Archetype At 3rd level, you choose an archetype that you strive to 
  emulate in your combat styles and techniques. The Champion archetype 
  is detailed at the end of the class description; see the Player’s Handbook 
  for information on other martial archetypes. Your archetype grants you 
  features at 3rd level and again at 7th, 10th, 15th, and 18th level.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  
  779
  NPCs
  number of feet equal to +2.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Defense While you are wearing armor, you gain a +1 bonus to AC.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon.
  
  780
  NPCs
  Mining Taskmaster
  Description
  Severe and demanding, these dwarven masters are 
  each different.  Some seem resigned to their role, 
  and go about their duties dispassionately; others 
  seem to derive an almost sexual gratification from 
  doling out the occasional punishment.  
  Appearance
  No matter their passions, all Mining Taskmasters 
  sport a similar appearance: shoulder-length hair 
  (typically blonde) tied back in a severe ponytail; 
  black eye makeup in crude rings to enhance the 
  sinister aspect of their gaze; grimy features that 
  make it unclear as to what they might look like 
  were it not for their role.  Simple, battered, light-
  brown leather armor is typically adorned with a 
  single embellishment: the stylized symbol of a whip, 
  typically embrodered in a silvery thread atop the left 
  breast.  Between the grime, the makeup, and their 
  dress, it’s hard to separate the dwarf from the job... 
  which may be the whole intent of their appearance.
  Combat Tactics
  By definition, Taskmasters are used to ordering 
  CR 3; XP 700
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 3 
  XP 700
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Fighter 3
  Fighter 8
  Fighter 12
  Fighter 16
  Size / Aln
  Medium LE Dwarf
  Medium LE Dwarf
  Medium LE Dwarf
  Medium LE Dwarf
  HP
  25
  73
  115
  168
  Armor 
  Class
  13
  17
  19
  21
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR  15 (+4) 
  DEX  10 (+0) 
  CON  13 (+3) 
  INT  9 (-1) 
  WIS  12 (+1) 
  CHA  13 (+1)
  STR  17 (+6) 
  DEX  10 (+1) 
  CON  15 (+5) 
  INT  9 (-1) 
  WIS  12 (+1) 
  CHA  13 (+1)
  STR  19 (+8) 
  DEX  12 (+1) 
  CON  15 (+6) 
  INT  9 (-1) 
  WIS  12 (+1) 
  CHA  13 (+1)
  STR  20 (+10) 
  DEX  14 (+2) 
  CON  16 (+8) 
  INT  9 (-1) 
  WIS  12 (+1) 
  CHA  13 (+1)
  LE; Medium Humanoid (Dwarf)
  others to do work, and this approach persists 
  into battle.  Faced with one-on-one conflict, 
  they will likely flee.
  
  781
  NPCs
    Low
    Moderate
    Advanced
    Elite
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception +11
  Passive Perception +11
  Disadvantage on Stealth
  Passive Perception +11
  Disadvantage on Stealth
  Passive Perception +11
  Disadvantage on Stealth
  Languages Common, Dwarvish
  Attacks
  Melee Flail +4 (1d8+4 ) 
  Melee Dagger +4 (1d4+4 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2)
  Melee +1 Flail +7/+7 
  (1d8+6) 
  Melee Dagger +6/+6 
  (1d4+5) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6/+6 (1d4+3); 60 ft.’: 
  +6/+6 (1d4+3)
  Melee +2 Flail 
  +10/+10/+10 (1d8+8) 
  Melee Dagger +8/+8/+8 
  (1d4+6 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +8/+8/+8 (1d4+4); 
  60 ft.’: +8/+8/+8 (1d4+4)
  Melee +3 Flail +13/+13/+13 
  (1d8+10) 
  Melee Dagger +10/+10/+10 
  (1d4+7 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10/+10 (1d4+5); 
  60 ft.’: +10/+10/+10 
  (1d4+5)
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Languages, Smith’s Tools, 
  Stonecunning, Tool 
  Proficiency, Action Surge, 
  Champion, Fighting Style, 
  Improved Critical, Martial 
  Archetype, Second Wind, 
  Dueling
  Darkvision, Dwarven Combat 
  Training, Dwarven Resilience, 
  Languages, Smith’s Tools, 
  Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Action Surge, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Martial Archetype, 
  Remarkable Athlete, Second 
  Wind, Dueling
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Languages, Smith’s Tools, 
  Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Defense, Dueling
  Darkvision, Dwarven Combat 
  Training, Dwarven Resilience, 
  Languages, Smith’s Tools, 
  Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Superior Critical, Defense, 
  Dueling
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Flail; Leather Armor; 
  Shield; Dagger
  +1 Flail; Scale Mail; 
  Shield; Dagger
  +2 Flail; Chain Mail; 
  Shield; Dagger
  +3 Flail; +2 Chain Mail; 
  Shield; Dagger
  Special Abilities
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Dwarven Combat Training You have proficiency with the battleaxe, 
  handaxe, light hammer, and warhammer.
  Dwarven Resilience You have advantage on saving throws against poison, 
  and you have resistance against poison damage (explained in chapter 9).
  Languages You can speak, read, and write Common and Dwarvish. 
  Dwarvish is full of hard consonants and guttural sounds, and those 
  characteristics spill over into whatever other language a dwarf might 
  speak.
  Smith’s Tools Proficient with Artisan Smith’s Tools.
  Stonecunning Whenever you make an Intelligence (History) check related 
  to the origin of stonework, you are considered proficient in the History 
  skill and add double your proficiency bonus to the check, instead of your 
  normal proficiency bonus.
  Tool Proficiency You gain proficiency with the artisan’s tools of your 
  choice: smith’s tools, brewer’s supplies, or mason’s tools.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 1 time(s) before a rest, but only 
  once on the same turn.
  Additional Fighting Style At 10th level, you can choose a second option 
  from the Fighting Style class feature.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  
  782
  NPCs
  when you reach 20th level in this class.
  Fighting Style You adopt a particular style of fighting as your specialty. 
  Choose one of the following options. You can’t take a Fighting Style 
  option more than once, even if you later get to choose again.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that you 
  fail. If you do so, you must use the new roll, and you can’t use this feature 
  again until you finish a long rest. You can use this feature 2 time(s) 
  between long rests.
  Martial Archetype At 3rd level, you choose an archetype that you strive to 
  emulate in your combat styles and techniques. The Champion archetype 
  is detailed at the end of the class description; see the Player’s Handbook 
  for information on other martial archetypes. Your archetype grants you 
  features at 3rd level and again at 7th, 10th, 15th, and 18th level.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +5.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Superior Critical Starting at 15th level, your weapon attacks score a 
  critical hit on a roll of 18-20.
  Defense While you are wearing armor, you gain a +1 bonus to AC.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon. a 
  
  783
  NPCs
  Munitions Wench
  Description
  Lithe, dejected gnomes scurry about to fetch all 
  manner of equipment for the mining staff.  Typically, 
  it’s explosives and related gear; altohugh the 
  dwarven mining teams are skilled, gunpowder is 
  by its nature volatile, and Munitions Wenches 
  occupy the clear bottom rung of the ladder in the 
  underground society.  Though many would admit 
  they have the worst, most dangerous, and least 
  rewarded jobs in the mine, they make the most of 
  it, laughing and enjoying one another’s company 
  during their few hours of downtime between tasks.  
  Though their profession is dangerous, it is rarely 
  cruel; they are spared the taskmaster’s whip so long 
  as they do their job, and many are the hours in 
  between dangerous or unsavory activities demanded 
  of them.  Munitions Wenches always exhibit a thick 
  layer of soot; though many are naturally pale, the 
  constant exposure to dirt and filth tends to have a 
  long-term effect similar to, but darker and blacker 
  than, sunburn.  
  Appearance
  They’re typically quite young, adolescent, with 
  dark-brown wavy hair tied back in various manners 
  (a topknot or bun is most common).  Their garb is 
  sparse and never clean; a greasy and blackened 
  tunic is typically all that is required, its original hue 
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 4 
  XP 1,100
  CR 7 
  XP 2,900
  CR 10 
  XP 5,900
  Class / HD Rogue 1
  Rogue 4
  Rogue 7
  Rogue 10
  Size / Aln
  Small LE Gnome
  Small LE Gnome
  Small LE Gnome
  Small LE Gnome
  HP
  10
  33
  47
  75
  Armor 
  Class
  13
  14
  15
  17
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  LE; Small Humanoid (Gnome)
  rendered impossible to discern from grit and grime 
  and gunk.  
  Combat Tactics
  Munitions Wenches fear combat and will avoid 
  it at all cost.
  
  784
  NPCs
    Low
    Moderate
    Advanced
    Elite
  Ability 
  Scores / 
  Saves
  STR  7 (-2) 
  DEX  15 (+4) 
  CON  14 (+2) 
  INT  9 (+1) 
  WIS  12 (+1) 
  CHA  10 (+0)
  STR  7 (-2) 
  DEX  17 (+5) 
  CON  14 (+2) 
  INT  9 (+1) 
  WIS  12 (+1) 
  CHA  10 (+0)
  STR  7 (-2) 
  DEX  17 (+6) 
  CON  14 (+2) 
  INT  9 (+2) 
  WIS  12 (+1) 
  CHA  10 (+0)
  STR  7 (-2) 
  DEX  19 (+8) 
  CON  16 (+3) 
  INT  9 (+3) 
  WIS  12 (+1) 
  CHA  10 (+0)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception +11
  Disadvantage on Stealth
  Passive Perception +11
  Passive Perception +11
  Passive Perception +11
  Languages Common, Gnomish
  Attacks
  Melee Club (Small) +0 
  (1d4-2 )
  Melee Club (Small) +0 
  (1d4-2) 
  Ranged Dagger (Small) +5 
  (1d4+3 ) 
  Melee Dagger (Small/
  Thrown) 20 ft.’: +5 (1d4+3); 
  60 ft.’: +5 (1d4+3) 
  Melee Club (Small) +1 
  (1d4-2 ) 
  Melee +1 Dagger (+7 
  (1d4+4 ) 
  Melee +1 Dagger (Thrown) 
  20 ft.’: +7 (1d4+4); 60 ft.’: 
  +7 (1d4+4)
  Melee Club (Small) +2 (1d4-
  2 ) 
  Melee +2 Dagger +10 
  (1d4+6 ) 
  Ranged +2 Dagger (Thrown) 
  20 ft.’: +10 (1d4+6); 60 ft.’: 
  +10 (1d4+6)
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
  Special 
  Qualities
  Darkvision, Gnome Cunning, 
  Languages, Expertise, Sneak 
  Attack, Thieves’ Cant
  Darkvision, Gnome Cunning, 
  Languages, Ability Score 
  Improvement, Cunning 
  Action, Expertise, Fast 
  Hands, Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Thief, Thieves’ Cant
  Darkvision, Gnome 
  Cunning, Languages, 
  Ability Score Improvement, 
  Cunning Action, Evasion, 
  Expertise, Fast Hands, 
  Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Thief, Thieves’ Cant, 
  Uncanny Dodge
  Darkvision, Gnome Cunning, 
  Languages, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Supreme 
  Sneak, Thief, Thieves’ Cant, 
  Uncanny Dodge
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Club; Padded Armor
  Club; Leather Armor; 
  Dagger
  Club; Studded Leather 
  Armor; +1 Dagger
  Club; +1 Studded Leather 
  Armor; +2 Dagger
  Special Abilities
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it w ere bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Gnome Cunning You have advantage on all Intelligence, Wisdom, and 
  Charisma saving throws against magic.
  Languages You can speak, read, and write Common and Gnomish. The 
  Gnomish language, which uses the Dwarvish script, is renowned for its 
  technical treatises and its catalogs of knowledge about the natural world.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Expertise At 1st level, choose two of your skill proficiencies, or one of 
  your skill proficiencies and your proficiency with thieves’ tools. Your 
  proficiency bonus is doubled for any ability check you make that uses 
  either of the chosen proficiencies. At 6th level, you can choose two more 
  of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Roguish Archetype At 3rd level, you choose an archetype that you 
  emulate in the exercise of your rogue abilities. Your choice grants you 
  features at 3rd level and then again at 9th, 13th, and 17th level.
  
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  NPCs
  Second-Story Work When you choose this archetype at 3rd level, you gain 
  the ability to climb faster than normal; climbing no longer costs you extra 
  movement. In addition, when you make a running jump, the distance you 
  cover increases by a number of feet equal to 4.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 5d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so 
  do rogues who prefer to think of themselves as professional treasure 
  seekers, explorers, delvers, and investigators. In addition to improving 
  your agility and stealth, you learn skills useful for delving into ancient 
  ruins, reading unfamiliar languages, and using magic items you normally 
  couldn’t employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages 
  in seemingly normal conversation. Only another creature that knows 
  thieves’ cant understands such messages. It takes four times longer 
  to convey such a message than it does to speak the same idea plainly. 
  In addition, you understand a set of secret signs and symbols used to 
  convey short, simple messages, such as whether an area is dangerous or 
  the territory of a thieves’ guild, whether loot is nearby, or whether the 
  people in an area are easy marks or will provide a safe house for thieves 
  on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.  
  
  786
  NPCs
  Tainted Miner
  Description
  These miners have been transformed by Obelisk 
  shards, either from prolonged proximity or from 
  direct physical contact.  Some have touched Obelisk 
  remnants on a dare, others out of curiosity, and the 
  most hapless aren’t even aware of the change they 
  have undergone. 
  Appearance
  Their eyes, already hollowed from work 
  underground, are now ghastly and sunken 
  remnants.  Their hair has fallen out in clumps; 
  what remains is typically shock-white with flecks 
  of deepest black.  Their gait is a shamble, almost 
  zombielike, and their attention seems faraway, as 
  though they are struggling to find themselves as 
  they once were, far off on the horizon of the world in 
  which they now find themselves.  A faint purplish-
  black haze seems to surround their entire bodies, 
  but it’s subtle enough that it often seems just a 
  trick of the light.  Tainted Miners often have intact 
  clothing, with the occasional slit or gash where 
  a melee with their one-time colleagues or friends 
  betrays a conflict.
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 4 
  XP 1,100
  CR 7 
  XP 2,900
  CR 10 
  XP 5,900
  Class / HD Fighter 1
  Fighter 5
  Fighter 9
  Fighter 13
  Size / Aln
  Medium NE Dwarf
  Medium NE Dwarf
  Medium NE Dwarf
  Medium NE Dwarf
  HP
  11
  29
  67
  107
  Armor 
  Class
  9
  10
  12
  15
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR  17 (+5) 
  DEX  7 (-2) 
  CON  12 (+3) 
  INT  7 (-2) 
  WIS  10 (+0) 
  CHA  8 (-1)
  STR  19 (+7) 
  DEX  7 (-2) 
  CON  12 (+4) 
  INT  7 (-2) 
  WIS  10 (+0) 
  CHA  8 (-1)
  STR  20 (+9) 
  DEX  8 (-1) 
  CON  14 (+6) 
  INT  7 (-2) 
  WIS  10 (+0) 
  CHA  8 (-1)
  STR  20 (+10) 
  DEX  10 (+0) 
  CON  14 (+7) 
  INT  7 (-2) 
  WIS  10 (+0) 
  CHA  8 (-1)
  NE; Medium Humanoid (Dwarf)
  Combat Tactics
  Tainted Miners are barely sentient, and so will 
  fight to the death if engaged.
  
  787
  NPCs
    Low
    Moderate
    Advanced
    Elite
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception +10
  Passive Perception +10
  Passive Perception +10
  Passive Perception +10
  Languages Common, Dwarvish
  Attacks
  Melee Morningstar +5 
  (1d8+5 )
  Melee +1 Morningstar +8/+8 
  (1d8+7)
  Melee +2 Morningstar 
  +11/+11 (1d8+9)
  Melee +3 Morningstar 
  +13/+13/+13 (1d8+10 )
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Languages, Smith’s Tools, 
  Stonecunning, Tool 
  Proficiency, Fighting Style, 
  Second Wind, Dueling
  Darkvision, Dwarven Combat 
  Training, Dwarven Resilience, 
  Languages, Smith’s Tools, 
  Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Action Surge, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Martial Archetype, 
  Second Wind, Dueling
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Languages, Smith’s Tools, 
  Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Action Surge, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Dueling
  Darkvision, Dwarven Combat 
  Training, Dwarven Resilience, 
  Languages, Smith’s Tools, 
  Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Defense, Dueling
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Morningstar; Leather 
  Armor
  +1 Morningstar; Studded 
  Leather Armor
  +2 Morningstar; +1 
  Studded Leather Armor
  +3 Morningstar; +2 
  Studded Leather Armor
  Special Abilities
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Dwarven Combat Training You have proficiency with the battleaxe, 
  handaxe, light hammer, and warhammer.
  Dwarven Resilience You have advantage on saving throws against poison, 
  and you have resistance against poison damage (explained in chapter 9).
  Languages You can speak, read, and write Common and Dwarvish. 
  Dwarvish is full of hard consonants and guttural sounds, and those 
  characteristics spill over into whatever other language a dwarf might 
  speak.
  Smith’s Tools Proficient with Artisan Smith’s Tools.
  Stonecunning Whenever you make an Intelligence (History) check related 
  to the origin of stonework, you are considered proficient in the History 
  skill and add double your proficiency bonus to the check, instead of your 
  normal proficiency bonus.
  Tool Proficiency You gain proficiency with the artisan’s tools of your 
  choice: smith’s tools, brewer’s supplies, or mason’s tools.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 1 time(s) before a rest, but only 
  once on the same turn.
  Additional Fighting Style At 10th level, you can choose a second option 
  from the Fighting Style class feature.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Fighting Style You adopt a particular style of fighting as your specialty. 
  Choose one of the following options. You can’t take a Fighting Style 
  option more than once, even if you later get to choose again.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that you 
  fail. If you do so, you must use the new roll, and you can’t use this feature 
  again until you finish a long rest. You can use this feature 2 time(s) 
  between long rests.
  Martial Archetype At 3rd level, you choose an archetype that you strive to 
  emulate in your combat styles and techniques. The Champion archetype 
  is detailed at the end of the class description; see the Player’s Handbook 
  for information on other martial archetypes. Your archetype grants you 
  features at 3rd level and again at 7th, 10th, 15th, and 18th level.
  
  788
  NPCs
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +5.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Defense While you are wearing armor, you gain a +1 bonus to AC.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon.  
  
  789
  NPCs
  Tainted Taskmaster
  Description
  Similar in appearance to a Mining Taskmaster and 
  a Tainted Miner, the otherworldly aspect of Tainted 
  Taskmasters are even more pronounced.  
  Appearance
  The purple-black glow is unmistakable, and 
  prevents them from hiding effectively in the dark.  
  Their eyes are pits of black, sunken so far that in 
  normal subterranean light it’s unclear if their eyes 
  are even still present.  Hands and limbs are gaunt, 
  narrowed, and knifelike in their movements; their 
  necks are similarly thin.  On their face and neck, 
  purplish veins can be seen just beneath the surface 
  of their waxy, almost translucent flesh.
  Combat Tactics
  Tainted Taskmasters will fight to the death, 
  preferring to order Tainted Miners into the fray 
  first if they are around.
  CR 4; XP 1,100
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Fighter 4
  Fighter 8
  Fighter 12
  Fighter 16
  Size / Aln
  Medium CE Dwarf
  Medium CE Dwarf
  Medium CE Dwarf
  Medium CE Dwarf
  HP
  29
  55
  85
  114
  Armor 
  Class
  17
  18
  21
  23
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR  20 (+7) 
  DEX  12 (+1) 
  CON  11 (+2) 
  INT  8 (-1) 
  WIS  12 (+1) 
  CHA  13 (+1)
  STR  20 (+8) 
  DEX  14 (+2) 
  CON  13 (+4) 
  INT  8 (-1) 
  WIS  12 (+1) 
  CHA  13 (+1)
  STR  20 (+9) 
  DEX  15 (+2) 
  CON  14 (+6) 
  INT  8 (-1) 
  WIS  12 (+1) 
  CHA  13 (+1)
  STR  20 (+10) 
  DEX  18 (+4) 
  CON  15 (+7) 
  INT  8 (-1) 
  WIS  12 (+1) 
  CHA  13 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  CE; Medium Humanoid (Dwarf)
  
  790
  NPCs
    Low
    Moderate
    Advanced
    Elite
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception +13
  Disadvantage on Stealth
  Passive Perception +14
  Disadvantage on Stealth
  Passive Perception +15
  Disadvantage on Stealth
  Passive Perception +16
  Disadvantage on Stealth
  Languages Common, Dwarvish
  Attacks
  Melee Flail +7 (1d8+7 ) 
  Melee Dagger +7 (1d4+7 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +7 (1d4+5); 60 ft.’: +7 
  (1d4+5)
  Melee +1 Flail +9/+9 
  (1d8+8) 
  Melee Dagger +8/+8 
  (1d4+7) 
  Ranged Dagger (Thrown) 20 
  ft.’: +8/+8 (1d4+5); 60 ft.’: 
  +8/+8 (1d4+5)
  Melee +2 Flail 
  +11/+11/+11 (1d8+9 ) 
  Melee Dagger +9/+9/+9 
  (1d4+7 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +9/+9/+9 (1d4+5); 
  60 ft.’: +9/+9/+9 (1d4+5)
  Melee +3 Flail +13/+13/+13 
  (1d8+10 ) 
  Melee Dagger +10/+10/+10 
  (1d4+7 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10/+10 (1d4+5); 
  60 ft.’: +10/+10/+10 
  (1d4+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Languages, Smith’s Tools, 
  Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Action Surge, 
  Champion, Fighting Style, 
  Improved Critical, Martial 
  Archetype, Second Wind, 
  Dueling
  Darkvision, Dwarven Combat 
  Training, Dwarven Resilience, 
  Languages, Smith’s Tools, 
  Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Action Surge, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Martial Archetype, 
  Remarkable Athlete, Second 
  Wind, Dueling
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Languages, Smith’s Tools, 
  Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Dueling, Protection
  Darkvision, Dwarven Combat 
  Training, Dwarven Resilience, 
  Languages, Smith’s Tools, 
  Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Superior Critical, Dueling, 
  Protection
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Flail; Scale Mail; Shield; 
  Dagger
  +1 Flail; Chain Mail; 
  Shield; Dagger
  +2 Flail; +1 Half Plate; 
  +1 Shield; Dagger
  +3 Flail; +1 Dwarven 
  Plate; +2 Shield; Dagger
  Special Abilities
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Dwarven Combat Training You have proficiency with the battleaxe, 
  handaxe, light hammer, and warhammer.
  Dwarven Resilience You have advantage on saving throws against poison, 
  and you have resistance against poison damage (explained in chapter 9).
  Languages You can speak, read, and write Common and Dwarvish. 
  Dwarvish is full of hard consonants and guttural sounds, and those 
  characteristics spill over into whatever other language a dwarf might 
  speak.
  Smith’s Tools Proficient with Artisan Smith’s Tools.
  Stonecunning Whenever you make an Intelligence (History) check related 
  to the origin of stonework, you are considered proficient in the History 
  skill and add double your proficiency bonus to the check, instead of your 
  normal proficiency bonus.
  Tool Proficiency You gain proficiency with the artisan’s tools of your 
  choice: smith’s tools, brewer’s supplies, or mason’s tools.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 1 time(s) before a rest, but only 
  once on the same turn.
  Additional Fighting Style At 10th level, you can choose a second option 
  from the Fighting Style class feature.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Fighting Style You adopt a particular style of fighting as your specialty. 
  Choose one of the following options. You can’t take a Fighting Style 
  option more than once, even if you later get to choose again.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  
  791
  NPCs
  Indomitable Beginning at 9th level, you can reroll a saving throw that you 
  fail. If you do so, you must use the new roll, and you can’t use this feature 
  again until you finish a long rest. You can use this feature 2 time(s) 
  between long rests.
  Martial Archetype At 3rd level, you choose an archetype that you strive to 
  emulate in your combat styles and techniques. The Champion archetype 
  is detailed at the end of the class description; see the Player’s Handbook 
  for information on other martial archetypes. Your archetype grants you 
  features at 3rd level and again at 7th, 10th, 15th, and 18th level.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +5.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Superior Critical Starting at 15th level, your weapon attacks score a 
  critical hit on a roll of 18-20.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon.
  Protection When a creature you can see attacks a target other than 
  you that is within 5 feet of you, you can use your reaction to impose 
  disadvantage on the attack roll. You must be wielding a shield.  
  
  792
  NPCs
  Mystic Seer
  Description
  Prophecies and performance go hand-and-hand with 
  this charismatic seer, who fancies himself something 
  of a bard as well as practitioner of the mystic arts.  
  Rumor is that he occasionally takes payment in the 
  form of physical encounters, but those who may 
  have engaged in such an interaction are either too 
  disgusted or too ashamed to confirm the rumor.   
  Appearance
  He’s deft with a dagger, and is keen to demonstrate 
  his myriad talents to any who will pay.  
  Combat Tactics
  These secretive people will only fight if pressed.
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Wizard 1
  Wizard 6
  Wizard 10
  Wizard 14
  Size / Aln
  Medium TN Half-Elf
  Medium TN Half-Elf
  Medium TN Half-Elf
  Medium TN Half-Elf
  HP
  5
  21
  42
  56
  Armor 
  Class
  15
  15
  15
  16
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  6 (+7) 
  DEX  15 (+1) 
  CON  8 (+2) 
  INT  19 (-1) 
  WIS  13 (+1) 
  CHA  16 (+1)
  STR  6 (-2) 
  DEX  15 (+2) 
  CON  9 (-1) 
  INT  20 (+8) 
  WIS  13 (+4) 
  CHA  16 (+3)
  STR  6 (-2) 
  DEX  15 (+2) 
  CON  11 (+0) 
  INT  20 (+9) 
  WIS  13 (+5) 
  CHA  16 (+3)
  STR  6 (-2) 
  DEX  17 (+3) 
  CON  11 (+0) 
  INT  20 (+10) 
  WIS  13 (+6) 
  CHA  16 (+3)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  TN; Medium Humanoid (Half-Elf)
  
  793
  NPCs
    Low
    Moderate
    Advanced
    Elite
  Immunities -
  -
  -
  -
  Senses
  Passive Perception +11
  Passive Perception +11
  Passive Perception +11
  Passive Perception +11
  Languages Common, Dwarvish, Elvish
  Attacks
  Ranged Crossbow, Light--> 
  80 ft.’: -2 (1d8+2); 320 ft.’: 
  -2 (1d8+2) 
  Melee Dagger +4 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2)
  Melee Dagger +5 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+2); 60 ft.’: +5 
  (1d4+2) 
  Ranged +1 Crossbow, Light  
  --> 80 ft.’: +0 (1d8+3); 320 
  ft.’: +0 (1d8+3)
  Melee Dagger +6 (1d4+2 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +6 (1d4+2); 60 ft.’: 
  +6 (1d4+2) 
  Ranged +2 Crossbow, Light  
  --> 80 ft.’: +2 (1d8+4); 320 
  ft.’: +2 (1d8+4)
  Melee Dagger +8 (1d4+3 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +8 (1d4+3); 60 ft.’: +8 
  (1d4+3) 
  Ranged +3 Crossbow, Light 
  --> 80 ft.’: +5 (1d8+6); 320 
  ft.’: +5 (1d8+6)
  Special
  -
  -
  -
  -
  Proficiencies
  Crossbow (Light), Dagger, Dart, Quarterstaff, Sling
  Special 
  Qualities
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Arcane Recovery, Cantrips, 
  Preparing and Casting 
  Spells, Ritual Casting, 
  Spellcasting
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Arcane Recovery, Arcane 
  Tradition, Cantrips, 
  Evocation Savant, Potent 
  Cantrip, Preparing and 
  Casting Spells, Ritual 
  Casting, School of Evocation, 
  Sculpt Spells, Spellcasting
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Arcane Recovery, Arcane 
  Tradition, Cantrips, 
  Empowered Evocation, 
  Evocation Savant, Potent 
  Cantrip, Preparing and 
  Casting Spells, Ritual 
  Casting, School of 
  Evocation, Sculpt Spells, 
  Spellcasting
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Arcane Recovery, Arcane 
  Tradition, Cantrips, 
  Empowered Evocation, 
  Evocation Savant, 
  Overchannel, Potent Cantrip, 
  Preparing and Casting Spells, 
  Ritual Casting, School of 
  Evocation, Sculpt Spells, 
  Spellcasting
  Spell-
  casting
  Save DC 14; Spell Atk +6
  Cantrips (at will): dancing 
  lights; prestidigitation
  1st: charm person; mage 
  armor
  Save DC 16; Spell Atk +8
  Cantrips (at will): dancing 
  lights; light; minor illusion; 
  prestidigitation
  3rd: clairvoyance; hypnotic 
  pattern; sending
  2nd: detect thoughts; hold 
  person; invisibility
  1st: charm person; 
  comprehend languages; 
  identify; mage armor
  Save DC 17; Spell Atk +9
  Cantrips (at will): dancing 
  lights; light; minor illusion; 
  prestidigitation
  5th: mislead; scrying
  4th: arcane eye; dimension 
  door; locate creature
  3rd: clairvoyance; hypnotic 
  pattern; sending
  2nd: detect thoughts; hold 
  person; invisibility
  1st: charm person; 
  comprehend languages; 
  identify; mage armor
  Save DC 18; Spell Atk +10
  Cantrips (at will): dancing 
  lights; light; minor illusion; 
  prestidigitation
  7th: reverse gravity
  6th: eyebite; magic jar
  5th: mislead; scrying
  4th: arcane eye; dimension 
  door; locate creature
  3rd: clairvoyance; hypnotic 
  pattern; sending
  2nd: detect thoughts; hold 
  person; invisibility
  1st: charm person; 
  comprehend languages; 
  identify; mage armor
  Equipment
  Light Crossbow; Dagger
  +1 Light Crossbow; 
  Dagger
  +2 Light Crossbow; 
  Dagger
  +3 Light Crossbow; 
  Dagger
  Special Abilities
  Darkvision Thanks to your elf blood, you have superior vision in dark and 
  dim conditions. You can see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were dim light. You can’t discern color 
  in darkness, only shades of gray.
  Fey Ancestry You have advantage on all saving throws against being 
  charmed or put to sleep.
  Languages You can speak, read, and write Common, Elvish, and one extra 
  language of your choice.
  Skill Versatility You gain proficiency in two skills of your choice.
  Arcane Recovery You have learned to regain some of your magical energy 
  by studying your spellbook. Once per day when you finish a short rest, 
  you can choose expended spell slots to recover. The spell slots can have 
  a combined level that is equal to or less than 7, and none of the slots can 
  be 6th level or higher. For example, if you’re a 4th-level wizard, you can 
  recover up to two levels worth of spell slots. You can recover either a 
  2nd-level spell slot or two 1st-level spell slots.
  Arcane Tradition When you reach 2nd level, you choose an arcane 
  tradition, shaping your practice of magic through one of eight schools: 
  Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, 
  Necromancy, or Transmutation. The school of Evocation is detailed at the 
  end of the class description; see the Player’s Handbook for information 
  on the other schools. Your choice grants you features at 2nd level and 
  again at 6th, 10th, and 14th level.
  Cantrips At 1st level, you know three cantrips of your choice from the 
  wizard spell list. You learn additional wizard cantrips of your choice at 
  higher levels, as shown in the Cantrips Known column of the Wizard 
  table.
  
  794
  NPCs
  Empowered Evocation Beginning at 10th level, you can add +5 to the 
  damage roll of any wizard evocation spell you cast. The damage bonus 
  applies to one damage roll of a spell, not multiple rolls.
  Evocation Savant Beginning when you select this school at 2nd level, 
  the gold and time you must spend to copy an evocation spell into your 
  spellbook is halved.
  Overchannel Starting at 14th level, you can increase the power of your 
  simpler spells. When you cast a wizard spell of 5th level or lower that 
  deals damage, you can deal maximum damage with that spell. The first 
  time you do so, you suffer no adverse effect. If you use this feature again 
  before you finish a long rest, you take 2d12 necrotic damage for each 
  level of the spell, immediately after you cast it. Each time you use this 
  feature again before finishing a long rest, the necrotic damage per spell 
  level increases by 1d12. This damage ignores resistance and immunity. 
  The feature doesn’t benefit cantrips.
  Potent Cantrip Starting at 6th level, your damaging cantrips affect even 
  creatures that avoid the brunt of the effect. When a creature succeeds on 
  a saving throw against your cantrip, the creature takes half the cantrip’s 
  damage (if any) but suffers no additional effect from the cantrip.
  Ritual Casting You can cast a wizard spell as a ritual if that spell has the 
  ritual tag and you have the spell in your spellbook. You don’t need to have 
  the spell prepared.
  School of Evocation You focus your study on magic that creates powerful 
  elemental effects such as bitter cold, searing flame, rolling thunder, 
  crackling lightning, and burning acid. Some evokers find employment in 
  military forces, serving as artillery to blast enemy armies from afar. Others 
  use their spectacular power to protect the weak, while some seek their 
  own gain as bandits, adventurers, or aspiring tyrants.
  Sculpt Spells Beginning at 2nd level, you can create pockets of relative 
  safety within the effects of your evocation spells. When you cast an 
  evocation spell that affects other creatures that you can see, you can 
  choose a number of them equal to 1 + the spell’s level. The chosen 
  creatures automatically succeed on their saving throws against the spell, 
  and they take no damage if they would normally take half damage on a 
  successful save.  
  
  795
  NPCs
  Monsters
  
  796
  NPCs
  Dreadwyrm
  Description
  This enormous and evil-looking dragon looks for all 
  the world like a red dragon, infected with purplish-
  black slime.  Its eyes are vile pits of bright purplish-
  white fire, ringed in black.  Its wings are decayed, 
  torn and tattered, roped with strands of viscous 
  purplish-black goo.  It’s about 75’ long from snout to 
  tail; of that, about 1/3 is tail.
  Appearance
  Its body seems heavily ribbed, as though dessicated 
  CR 13; XP 10,000
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 13 
  XP 10,000
  CR 20 
  XP 25,000
  CR 23 
  XP 50,000
  CR 25 
  XP 75,000
  Class / HD Dragon 12
  Dragon 14
  Dragon 16
  Dragon 18
  CE; Large Dragon
  or emaciated to the point of starvation, but it 
  appears strong and virile.  Its jaws open to a terrible 
  pit of neck that glows a horrid reddish-purple.
  Combat Tactics
  Dreadwyrms will slay any who trespass their 
  domain.  Unluckily for the PCs, this one 
  considers the entire Mines to be his domain.
  
  797
  NPCs
    Low
    Moderate
    Advanced
    Elite
  Size / Aln
  Medium CE Dragon
  Large CE Dragon
  Large CE Dragon
  Gargantuan  
  CE Dragon
  HP
  84
  143
  207
  289
  Armor 
  Class
  19
  19
  21
  23
  Speed
  Walk 60’; 
  Swim 60’; 
  Fly 150’
  Walk 60’; 
  Swim 60’; 
  Fly 150’
  Walk 60’; 
  Swim 60’; 
  Fly 150’
  Walk 60’; 
  Swim 60’; 
  Fly 150’
  Ability 
  Scores / 
  Saves
  STR  6 (+7) 
  DEX  15 (+1) 
  CON  8 (+2) 
  INT  19 (-1) 
  WIS  13 (+1) 
  CHA  16 (+1)
  STR  6 (-2) 
  DEX  15 (+2) 
  CON  9 (-1) 
  INT  20 (+8) 
  WIS  13 (+4) 
  CHA  16 (+3)
  STR  6 (-2) 
  DEX  15 (+2) 
  CON  11 (+0) 
  INT  20 (+9) 
  WIS  13 (+5) 
  CHA  16 (+3)
  STR  6 (-2) 
  DEX  17 (+3) 
  CON  11 (+0) 
  INT  20 (+10) 
  WIS  13 (+6) 
  CHA  16 (+3)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities
  Immune Acid, Magical 
  Sleep, Paralysis
  Resists Spells, Non-
  Magical Damage
  Immune Acid, Magical 
  Sleep, Paralysis
  Resists Spells, Non-
  Magical Damage
  Immune Acid, Magical 
  Sleep, Paralysis
  Resists Spells, Non-
  Magical Damage
  Immune Acid, Magical 
  Sleep, Paralysis
  Resists Spells, Non-
  Magical Damage
  Senses
  Passive Perception +12 
  Low-Light Vision;  
  Darkvision 120’; 
  Blindsense 60’ 
  Aura Minor Obelisk Taint 
  60’
  Passive Perception +14 
  Low-Light Vision;  
  Darkvision 120’; 
  Blindsense 60’ 
  Aura Minor Obelisk Taint 
  60’
  Passive Perception +16 
  Low-Light Vision;  
  Darkvision 120’; 
  Blindsense 60’ 
  Aura Minor Obelisk Taint 
  60’
  Passive Perception +18 
  Low-Light Vision;  
  Darkvision 120’; 
  Blindsense 60’ 
  Aura Minor Obelisk Taint 
  60’
  Languages Draconic, Giant, Speak with Reptiles
  Attacks
  Melee bite +6 (1d10+6) 
  Melee claws +6/+6 (1d6+4) 
  Melee wings +6/+6 (1d4+2) 
  Melee tail slap +6 (1d6+2) 
  Melee bite +11 
  (2d6+10/19-20) 
  Melee claws +11/+11 
  (1d8+7) 
  Melee wings +11/+11 
  (1d6+3) 
  Melee tail slap +11 
  (1d8+10)
  Melee bite +16 
  (3d6+16/19-20) 
  Melee claws +16/+16 
  (1d8+11) or 
  Melee wings +16/+16 
  (1d6+5) 
  Melee tail slap +16 
  (1d8+16)
  Melee bite +20 (4d8+21/19-
  20) 
  Melee claws +20/+20 
  (4d6+14) 
  Melee wings +20/+20 
  (2d6+7) 
  Melee tail slap +20 (3d6+21)
  Special
  Breath Weapon: 120’ Line of 
  Acid 6d6 acid, Dexterity DC 
  18 to halve damage, usable 
  every 1d4 rounds. 
  Breath Weapon: 120’ Line of 
  Acid 8d6 acid, Dexterity DC 
  19 to halve damage, usable 
  every 1d4 rounds. 
  Breath Weapon: 120’ Line of 
  Acid 12d6 acid, Dexterity DC 
  20 to halve damage, usable 
  every 1d4 rounds. 
  Breath Weapon: 120’ Line of 
  Acid 16d6 acid, Dexterity DC 
  22 to halve damage, usable 
  every 1d4 rounds. 
  Proficiencies
  Natural Weapons, Breath Weapon
  Special 
  Qualities
  Obelisk Taint, Bite, Blindsense, Breath Weapon, Claw, Damage Reduction, Darkvision, Dragon Senses, Dragon Traits, Frightful Presence, 
  Immunities, Low-Light Vision, Speak with Reptiles, Spell-Like Abilities, Spell Resistance, Spells, Swamp Stride, Water Breathing, Wing
  
  798
  NPCs
  Special Abilities
  Obelisk Taint (Su) This creature generates an Aura about it that mimics 
  that of a true shard of Dark Obelisk.
  Acidic Bite (Su) At old age, a black dragon’s bite deals an additional 2d6 
  points of acid damage. An ancient dragon’s damage increases to 4d6, and 
  a great wrym’s to 6d6. 
  Blindsense (Ex) Range 60 ft.; Other creatures have blindsense, a lesser 
  ability that lets the creature notice things it cannot see, but without the 
  precision of blindsight. The creature with blindsense usually does not 
  need to make Spot or Listen checks to notice and locate creatures within 
  range of its blindsense ability, provided that it has line of effect to that 
  creature. Any opponent the creature cannot see has total concealment 
  (50% miss chance) against the creature with blindsense, and the 
  blindsensing creature still has the normal miss chance when attacking 
  foes that have concealment. Visibility still affects the movement of a 
  creature with blindsense. A creature with blindsense is still denied its 
  Dexterity bonus to Armor Class against attacks from creatures it cannot 
  see. 
  Breath Weapon (Su) Using a breath weapon is a standard action. A dragon 
  can use its breath weapon once every 1d4 rounds, even if it possesses 
  more than one breath weapon. A breath weapon always starts at an 
  intersection adjacent to the dragon and extends in a direction of the 
  dragon’s choice. Breath weapons come in two shapes, lines and cones, 
  whose areas vary with the dragon’s size. If a breath weapon deals damage, 
  those caught in the area can attempt Dexterity saves to take half damage. 
  Corrupt Water (Sp) Once per day an adult or older black dragon can 
  stagnate 10 cubic feet of still water, making it foul and unable to support 
  water-breathing life. The ability spoils liquids containing water. This ability 
  is the equivalent of a 1st-level spell.  Its range is 240 ft. 
  Crush (Ex) A flying or jumping Huge or larger dragon can land on foes 
  as a standard action, using its whole body to crush them. Crush attacks 
  are effective only against opponents three or more size categories 
  smaller than the dragon. A crush attack affects as many creatures as fit 
  in the dragon’s space. Creatures in the affected area must succeed on a 
  Dexterity save (DC 20) or be pinned, automatically taking bludgeoning 
  damage during the next round unless the dragon moves off them. If 
  the dragon chooses to maintain the pin, it must succeed at a combat 
  maneuver check as normal. Pinned foes take damage from the crush each 
  round if they don’t escape. A crush attack deals 4d6+STR bonus. 
  Darkvision (Ex) Range 120 ft.; Darkvision is the extraordinary ability to 
  see with no light source at all, out to a range specified for the creature. 
  Darkvision is black and white only (colors cannot be discerned). It does 
  not allow characters to see anything that they could not see otherwise-
  invisible objects are still invisible, and illusions are still visible as what 
  they seem to be. Likewise, darkvision subjects a creature to gaze attacks 
  normally. The presence of light does not spoil darkvision. 
  Low-Light Vision (Ex) You can see x4 as far as humans in low illumination. 
  Characters with low-light vision have eyes that are so sensitive to light 
  that they can see twice as far as normal in dim light. Low-Light Vision is 
  color vision. A spellcaster with low-light vision can read a scroll as long as 
  even the tiniest candle flame is next to her as a source of light. Characters 
  with low-light vision can see outdoors on a moonlit night as well as they 
  can during the day. 
  Speak with Reptiles (Sp) A young or older black dragon gains the constant 
  spell-like ability to speak with reptiles. This functions as speak with 
  animals, but only with reptilian animals. 
  Swamp Stride (Ex) A very young or older black dragon can move through 
  bogs and quicksand without penalty at its normal speed. 
  Water Breathing (Ex) A black dragon can breathe underwater indefinitely 
  and can freely use its breath weapon, spells, and other abilities while 
  submerged. 
    Low
    Moderate
    Advanced
    Elite
  Spell-
  casting
  Save DC 16; Spell Atk +8
  Cantrips (at will): dancing 
  lights; light; minor illusion; 
  prestidigitation
  3rd: dispel magic; fireball
  2nd: blindness/deafness; 
  hold person; mirror image
  1st: charm person; detect 
  magic; fog cloud; magic 
  missile
  Save DC 18; Spell Atk +9
  Cantrips (at will): dancing 
  lights; light; minor illusion; 
  prestidigitation
  5th: dominate person
  4th: dimension door; greater 
  invisibility; ice storm
  3rd: dispel magic; fireball; 
  lightning bolt
  2nd: blindness/deafness; 
  hold person; mirror image
  1st: charm person; detect 
  magic; fog cloud; magic 
  missile
  Save DC 20; Spell Atk +10
  Cantrips (at will): dancing 
  lights; light; minor illusion; 
  prestidigitation
  6th: chain lightning; 
  disintegrate
  5th: cone of cold; dominate 
  person
  4th: dimension door; 
  greater invisibility; ice 
  storm
  3rd: dispel magic; fireball; 
  lightning bolt
  2nd: blindness/deafness; 
  hold person; mirror image
  1st: charm person; detect 
  magic; fog cloud; magic 
  missile
  Save DC 22; Spell Atk +12
  Cantrips (at will): dancing 
  lights; light; minor illusion; 
  prestidigitation
  8th: earthquake
  7th: fire storm
  6th: chain lightning; 
  disintegrate
  5th: cone of cold; dominate 
  person
  4th: dimension door; greater 
  invisibility; ice storm
  3rd: dispel magic; fireball; 
  lightning bolt
  2nd: blindness/deafness; 
  hold person; mirror image
  1st: charm person; detect 
  magic; fog cloud; magic 
  missile
  Equipment
  -
  -
  -
  -
  
  799
  NPCs
  Dreadslime Ooze
  Description
  A thick, viscous ooze flows slowly, then rapidly when 
  it strikes with a pseudopod. 
  Appearance
  Translucent and grim, it’s a combination of black, 
  purple, and red, and seems to emit a smoky haze.  
  You think you can glimpse pieces of bone, sword, 
  and other debris from former victims within.
  Combat Tactics
  This horrid, semi-sentient slime is created after 
  a substantial quantity of sacrifices are made 
  to a pool of dreadslime.  The resulting mixture 
  of evil, chaos, and destroyed spirit results in 
  a creepy, otherworldly resin that rises to seek 
  out the souls of the living, slaying innocent 
  and Obelisk adherent alike in its thirst for 
  destruction.
  CR 10; XP 5,900
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 10 
  XP 5,900
  CR 12 
  XP 8,400
  CR 14 
  XP 11,500
  CR 16 
  XP 15,000
  Class / HD Ooze 10
  Ooze 12
  Ooze 14
  Ooze 16
  Size / Aln
  Large NE Ooze
  Huge NE Ooze
  Huge NE Ooze
  Gargantuan NE Ooze
  HP
  77
  116
  168
  226
  Armor 
  Class
  6
  5
  7
  7
  Speed
  Walk 20’;  
  Climb 20’; 
  Suction
  Walk 20’;  
  Climb 20’; 
  Suction
  Walk 20’;  
  Climb 20’; 
  Suction
  Walk 20’;  
  Climb 20’; Suction
  Ability 
  Scores / 
  Saves
  STR  12 (+1) 
  DEX  5 (-3) 
  CON  18 (+4) 
  INT  10 (+0) 
  WIS  1 (-5) 
  CHA  1 (-5)
  STR  17 (+3) 
  DEX  5 (-3) 
  CON  20 (+5) 
  INT  10 (+0) 
  WIS  1 (-5) 
  CHA  1 (-5)
  STR  20 (+5) 
  DEX  5 (-3) 
  CON  22 (+5) 
  INT  10 (+0) 
  WIS  1 (-5) 
  CHA  1 (-5)
  STR  22 (+5) 
  DEX  5 (-3) 
  CON  24 (+6) 
  INT  10 (+0) 
  WIS  1 (-5) 
  CHA  1 (-5)
  Skills
  -
  -
  -
  -
  NE; Large Ooze
  
  800
  NPCs
    Low
    Moderate
    Advanced
    Elite
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities
  Immune Tripping, Critical Hits, Flanking, Mind-Affecting Effects, Paralysis, Poison, Polymorph, Sleep, Sneak 
  Attacks, Stunning
  Senses
  Passive Perception -5; 
  Blindsight 60’ (blind);
  Passive Perception -5; 
  Blindsight 60’ (blind);
  Passive Perception -5; 
  Blindsight 60’ (blind);
  Passive Perception -5; 
  Blindsight 60’ (blind);
  Languages -
  Attacks
  Melee slam +7 (1d6+1)
  Melee slam +8 (1d8+4)
  Melee slam +9 (1d8+7)
  Melee slam +9 (2d6+12)
  Special
  Constrict (2d6+1); 
  Corrosion; Split
  Constrict (2d6+4); 
  Corrosion; Split
  Constrict (2d6+7); 
  Corrosion; Split
  Constrict (2d6+12); 
  Corrosion; Split
  Proficiencies
  Natural Weapons
  Special 
  Qualities
  Acid (DC 14); Blindsight; 
  Suction; Corrosion
  Acid (DC 16); Blindsight; 
  Suction; Corrosion
  Acid (DC 18); Blindsight; 
  Suction ; Corrosion
  Acid (DC 20); Blindsight; 
  Suction ; Corrosion
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  -
  -
  -
  -
  Special Abilities
  Acid (Ex) A dreadslime ooze secretes a digestive acid that dissolves 
  organic material and metal quickly, but does not affect stone. Each time 
  a creature suffers damage from a dreadslime ooze’s acid, its clothing and 
  armor take the same amount of damage from the acid. A DC 16 Dexterity 
  save prevents damage to clothing and armor. A metal or wooden 
  weapon that strikes a dreadslime ooze takes 2d6 acid damage unless the 
  weapon’s wielder succeeds on a DC 18 Dexterity save. If a dreadslime 
  ooze remains in contact with a wooden or metal object for 1 full round, it 
  inflicts 14 points of acid damage (no save) to the object. 
  Blindsight (Ex) Range 60 ft.; Some creatures have blindsight, the 
  extraordinary ability to use a nonvisual sense (or a combination of such 
  senses) to operate effectively without vision. Such sense may include 
  sensitivity to vibrations, acute scent, keen hearing, or echolocation. 
  This ability makes invisibility and concealment (even magical darkness) 
  irrelevant to the creature (though it still can’t see ethereal creatures and 
  must have line of effect to a creature or object to discern that creature 
  or object). This ability operates out to a range specified in the creature 
  description. The creature usually does not need to make Spot or Listen 
  checks to notice creatures within range of its blindsight ability. Unless 
  noted otherwise, blindsight is continuous, and the creature need do 
  nothing to use it. Some forms of blindsight, however, must be triggered 
  as a free action. If so, this is noted in the creature’s description. If a 
  creature must trigger its blindsight ability, the creature gains the benefits 
  of blindsight only during its turn.  Blindsight never allows a creature 
  to distinguish color or visual contrast. A creature cannot read with 
  blindsight.  Blindsight does not subject a creature to gaze attacks (even 
  though darkvision does).  Blinding attacks do not penalize creatures using 
  blindsight.  Deafening attacks thwart blindsight if it relies on hearing.  
  Blindsight works underwater but not in a vacuum.  Blindsight negates 
  displacement and blur effects.
  Constrict (Ex) You can crush an opponent, dealing bludgeoning damage, 
  when you make a successful grapple check (in addition to any other 
  effects caused by a successful check, including additional damage). 
  Corrosion (Ex) An opponent that is being constricted by a dreadslime 
  ooze suffers a -4 penalty on Dexterity saves made to resist acid damage 
  applying to clothing and armor. 
  Split (Ex) Slashing and piercing weapons deal no damage to a dreadslime 
  ooze. Instead, the creature splits into two identical puddings, each with 
  half of the original’s current hit points (round down). A pudding with 
  10 hit points or less cannot be further split and dies if reduced to 0 hit 
  points. 
  Suction (Ex) The dreadslime ooze can create powerful suction against any 
  surface as it climbs, allowing it to cling to inverted surfaces with ease. A 
  dreadslime ooze can establish or release suction as a swift action, and as 
  long as it is using suction, it moves at half speed. 
  
  801
  NPCs
  Slimegiant
  Description
  This appears to be a 20’ tall giant humanoid. 
  Appearance
  It’s unclear whether he is at least partially composed 
  of purplish-grey slime, or if he has simply been 
  doused in an enormous vat of it; either way, it drips 
  and squirms from nearly every part of his body.  
  Periodically visible amongst this ooze, he wears 
  leather armor, and wields a huge club in one hand 
  and a giant waraxe in the other.
  Combat Tactics
  Terrible creatures of pure chaos, typically 
  formed from a large beast, preferably sentient, 
  exposed in a prolonged and painful manner 
  to dreadslime and with proximity to a Dark 
  Obelisk, slimegiants are but larger, more horrid 
  versions of the semi-sane, semi-aware drones 
  enslaved to the Obelisk’s will.  They retain their 
  ability to use weapons, but have no directive 
  CR 12; XP 8,400
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 12 
  XP 8,400
  CR 14 
  XP 11,500
  CR 16 
  XP 15,000
  CR 18 
  XP 20,000
  Class / HD
  Monstrous Humanoid 12
  Monstrous Humanoid 14
  Monstrous Humanoid 16
  Monstrous Humanoid 18
  Size / Aln
  Medium CE
  Large CE
  Large CE
  Huge CE
  HP
  86
  124
  190
  250
  Armor 
  Class
  17
  17
  19
  19
  Speed
  Walk 40’
  Walk 40’
  Walk 40’
  Walk 40’
  Ability 
  Scores / 
  Saves
  STR  22 (+6) 
  DEX  19 (+4) 
  CON  15 (+2) 
  INT  10 (+0) 
  WIS  12 (+1) 
  CHA  10 (+0)
  STR  23 (+6) 
  DEX  19 (+4) 
  CON  19 (+4) 
  INT  10 (+0) 
  WIS  12 (+1) 
  CHA  10 (+0)
  STR  25 (+7) 
  DEX  19 (+4) 
  CON  22 (+6) 
  INT  10 (+0) 
  WIS  12 (+1) 
  CHA  10 (+0)
  STR  26 (+8) 
  DEX  19 (+4) 
  CON  24 (+7) 
  INT  10 (+0) 
  WIS  12 (+1) 
  CHA  10 (+0)
  Skills
  -
  -
  -
  -
  CE; Large Monstrous Humanoid
  save for destruction.
  
  802
  NPCs
    Low
    Moderate
    Advanced
    Elite
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities
  -
  Senses
  Passive Perception +6; 
  Darkvision 60’
  Passive Perception +8; 
  Darkvision 60’
  Passive Perception +10; 
  Darkvision 60’
  Passive Perception +12; 
  Darkvision 60’
  Languages -
  Attacks
  Melee greatclub +15 
  (1d12+9)
  Ranged rock +12/+7 
  (1d8+9), within 30 ft. 
  +13/+8 (1d8+10) 
  Melee slam +15/+15 
  (1d6+9)
  Melee greatclub +1 +18/+13 
  (2H: 2d8+13) 
  Melee slam +17/+17 
  (1d8+8) 
  Ranged rock +12/+7 
  (1d8+12), within 30 ft. 
  +13/+8 (1d8+13)
  Melee greatclub +1 
  +22/+17/+12 (2H: 
  2d8+16) 
  Melee slam +21/+21 
  (1d8+10)  
  Ranged rock +16/+11/+6 
  (1d8+15), within 30 ft. 
  +17/+12/+7 (1d8+16)
  Melee greatclub +3 
  +26/+21/+16 (2H: 3d8+21) 
  Melee slam +23/+23 
  (3d6+12) 
  Ranged rock +15/+10/+5 
  (1d8+18), within 30 ft. 
  +16/+11/+6 (1d8+19)
  Special
  Proficiencies
  Natural Weapons; Greatclub; Rock Throwing
  Special 
  Qualities
  -
  -
  -
  -
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  -
  -
  -
  -
  Special Abilities
  Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to 
  see with no light source at all, out to a range specified for the creature. 
  Darkvision is black and white only (colors cannot be discerned). It does 
  not allow characters to see anything that they could not see otherwise-
  invisible objects are still invisible, and illusions are still visible as what 
  they seem to be. Likewise, darkvision subjects a creature to gaze attacks 
  normally. The presence of light does not spoil darkvision. 
  
  803
  NPCs
  Dreadslime Golem
  Description
  A humanoid construct appears to be a somewhat 
  crystalline casing, within which ebbs and flows a 
  viscious purplish-black dreadslime. 
  Appearance
  Colors whorl and twist within.  Parts are spiky, 
  others rounded; its head such as it is bears some 
  features that could be called eyes and a mouth, 
  though these are purely ornamental.  It bears a club 
  in one hand, and a cave stone in the other.  From its 
  joints, dreadslime seeps in viscous strands.
  Combat Tactics
  These constructs are forged from the bodily 
  fluids and dismembered parts of sacrifices 
  to the Obelisk, given of a dreadwyrm.  They 
  typically require the painful, prolonged sacrifice 
  of a great leader, either religious or of an arcane 
  CR 10; XP 5,900
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  CR 16 
  XP 15,000
  CR 18 
  XP 20,000
  Class / HD Construct 10
  Construct 14
  Construct 16
  Construct 18
  Size / Aln
  Large LE
  Large LE
  Large LE
  Huge LE
  HP
  83
  106
  115
  131
  Armor 
  Class
  19
  19
  20
  20
  Speed
  Walk 20’
  Walk 20’
  Walk 20’
  Walk 20’
  Ability 
  Scores / 
  Saves
  STR  22 (+6) 
  DEX  13 (+1) 
  CON  10 (+0) 
  INT  10 (+0) 
  WIS  11 (+0) 
  CHA  1 (-5)
  STR  24 (+7) 
  DEX  13 (+1) 
  CON  10 (+0) 
  INT  10 (+0) 
  WIS  11 (+0) 
  CHA  1 (-5)
  STR  25 (+7) 
  DEX  14 (+2) 
  CON  10 (+0) 
  INT  10 (+0) 
  WIS  11 (+0) 
  CHA  1 (-5)
  STR  26 (+8) 
  DEX  14 (+2) 
  CON  10 (+0) 
  INT  10 (+0) 
  WIS  11 (+0) 
  CHA  1 (-5)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  LE; Large Construct
  
  804
  NPCs
    Low
    Moderate
    Advanced
    Elite
  Immunities
  Immune Death Effects; Disease; Exhaustion; Fatigue; Magic; Mind-Affecting Effects; Necromancy; Paralysis; 
  Poison; Sleep; Stunning
  Resists Physical Damage
  Senses
  Passive Perception +0; 
  Darkvision 60’; 
  Low-Light Vision
  Passive Perception +0; 
  Darkvision 60’
  Passive Perception +0; 
  Darkvision 60’
  Passive Perception +0; 
  Darkvision 60’
  Languages -
  Attacks
  Melee slam +17/+17 (2H: 
  2d8+10)
  Melee slam +22/+22 
  (2d10+9)
  Melee slam +26/+26 
  (2d10+11)
  Melee slam +29/+29 
  (4d8+13)
  Special
  Proficiencies
  Natural Weapons
  Special 
  Qualities
  Slow (DC 14)
  Slow (DC 16)
  Slow (DC 17)
  Slow (DC 18)
  Spell-
  casting
  -
  -
  -
  -
  Special Abilities
  Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to 
  see with no light source at all, out to a range specified for the creature. 
  Darkvision is black and white only (colors cannot be discerned). It does 
  not allow characters to see anything that they could not see otherwise-
  invisible objects are still invisible, and illusions are still visible as what 
  they seem to be. Likewise, darkvision subjects a creature to gaze attacks 
  normally. The presence of light does not spoil darkvision. 
  Low-Light Vision (Ex) You can see x2 as far as humans in low 
  illumination. Characters with low-light vision have eyes that are so 
  sensitive to light that they can see twice as far as normal in dim light. 
  Low-Light Vision is color vision. A spellcaster with low-light vision can 
  read a scroll as long as even the tiniest candle flame is next to her as a 
  source of light. Characters with low-light vision can see outdoors on a 
  moonlit night as well as they can during the day. 
  Slow (Su) A dreadslime golem can use a slow effect, as the spell, as a free 
  action once every 2 rounds. The effect has a range of 10 feet in a burst 
  centered on the golem and a duration of 7 rounds, requiring a DC 16 
  Intelligence save to negate. 
  
  805
  NPCs
  Dreadslimed Miner
  Description
  A dwarven miner, his light leather armor dusty 
  and marred, appears a bit… off.  The dreadslime 
  infection has neither will nor sentience of its own, 
  but when paired with a sentient being, the result is 
  a zombie-like effect, a shambling echo of the man’s 
  previous self, bent on pure destruction and murder.  
  Any spread of the infection via wounds is completely 
  accidental, but welcome.  
  Appearance
  His limbs and chest are decorated with pulsing 
  purple, as though his veins were pumping with a vile 
  substance.  This is not far from the truth: via one or 
  more lacerations into which dreadslime has seeped, 
  his innards are gradually being taken over by the 
  substance.  This dwarven miner bears a pickaxe and 
  small throwing hammers..
  Combat Tactics
  Miners in the deep mountain levels often 
  come by exposure to the Dark Obelisk and/
  or its liquid presence, dreadslime.  Prolonged 
  CR 2; XP 450
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 450
  CR 6 
  XP 2,300
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Undead 2
  Undead 6
  Undead 12
  Undead 6
  Size / Aln
  Medium NE
  Medium NE
  Medium NE
  Medium NE
  HP
  8
  25
  56
  75
  Armor 
  Class
  12
  14
  16
  17
  Speed
  Walk 20’
  Walk 20’
  Walk 20’
  Walk 20’
  Ability 
  Scores / 
  Saves
  STR  17 (+3) 
  DEX  7 (-2) 
  CON  10 (+0) 
  INT  10 (+0) 
  WIS  10 (+0) 
  CHA  8 (-1)
  STR  17 (+3) 
  DEX  7 (-2) 
  CON  10 (+0) 
  INT  10 (+0) 
  WIS  10 (+0) 
  CHA  8 (-1)
  STR  18 (+4) 
  DEX  9 (-1) 
  CON  10 (+0) 
  INT  10 (+0) 
  WIS  10 (+0) 
  CHA  8 (-1)
  STR  19 (+4) 
  DEX  9 (-1) 
  CON  10 (+0) 
  INT  10 (+0) 
  WIS  10 (+0) 
  CHA  8 (-1)
  NE; Medium Humanoid (Dwarf)
  exposure to the vapors produced by dreadslime 
  pools, or repeated damage via its toxins, 
  produces this effect.
  
  806
  NPCs
    Low
    Moderate
    Advanced
    Elite
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities
  Immune Death Effects; Disease; Exhaustion; Fatigue; Mind-Affecting Effects; Paralysis; Poison; Sleep; 
  Stunning
  Resists Physical Damage
  Senses
  Passive Perception +4; 
  Darkvision 90’
  Passive Perception +6; 
  Darkvision 90’
  Passive Perception +7; 
  Darkvision 90’
  Passive Perception +8; 
  Darkvision 90’
  Languages Common, Dwarven
  Attacks
  Melee morningstar +3 
  (1d8+3) 
  Melee slam +3 (1d4+5)
  Melee morningstar +5 
  (1d8+3) 
  Melee slam +5 (1d4+5)
  melee morningstar +9 
  (1d8+4) 
  Melee slam +9 (1d4+8) 
  Melee +1 morningstar 
  +11/+6 (1d8+4) 
  Melee slam +11 (1d4+8)
  Special
  Proficiencies
  Natural Weapons; Morningstar
  Special 
  Qualities
  -
  -
  -
  -
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  -
  -
  -
  -
  Special Abilities
  Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to 
  see with no light source at all, out to a range specified for the creature. 
  Darkvision is black and white only (colors cannot be discerned). It does 
  not allow characters to see anything that they could not see otherwise-
  invisible objects are still invisible, and illusions are still visible as what 
  they seem to be. Likewise, darkvision subjects a creature to gaze attacks 
  normally. The presence of light does not spoil darkvision. 
  
  807
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Infinium Game Studios/Dark Obelisk 2 - The Mondarian Elective.pdf