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The Forgotten Mine of Finkler - Part 1 0f 3

edited October 2017 in Campaigns

The Forgotten Mine of Finkler: Part One of Three

Hey guys, welcome to my campaign, The Forgotten Mine of Finkler. This is me trying to adapt a Dungeons and Dragons campaign (which I love) for use in URealms, so I’m sorry if some of the encounters are kind of broken (feel free to alter the monsters as you see fit and leave suggestions down below). This adventure is split off into three parts, with each part lasting about 4 hours. I’ll be posting each part separately, so check back later for Part Two and Three.

 

*GM Note: I recommend reading completely through the adventure before trying to run it as some parts refer forward or back to others.

 

Campaign Information

Encounters: 3

Difficulty: Easy | Average | Hard

Maps Used: {Map 1} | {Map 2}

TTS Mod: Mod

 

Campaign Overview

This is a sort of free flow campaign where the party is hired to deliver some supplies to the town of Finklehaven, gets ambushed by goblins, from which they discover a trail leading to their hideout cave. In the cave, there are two main groups of goblins they will fight, and will rescue their patron’s paladin escort.

 

Character Creation Setup

Basically, when setting up, check the cards, and if you don’t think that it would exist in a medieval setting, take it out. I would recommend the party has some sort of healer.

 

Introduction

This is a long (sorry) paragraph you can read or adapt into your introduction once you are done with Character Creation.

“You and your party of adventures have been hired by a dverg named Flint Stoneborn to bring a wagonload of supplies to the rough-and-tumble settlement of Finklehaven from the city of Laencaster. Flint seemed extremely excited and was more than a little secretive, only saying that he and his brothers had found ‘something big,’ and would reward you for escorting his supplies safely to Danic’s Provisions, a trading post in Finklehaven. He set out ahead of you along with a paladin escort named Tubal Bardolph on horseback, claiming he needed to arrive early to ‘take care of some business.’

    You’ve spent the last few days following the King’s Pass south from Laencaster, and you’ve recently veered east along the Whisper Passage. You’ve encountered no trouble so far, but this territory can be dangerous. Bandits and outlaws have been known to lurk along the passage.”

 

Encounter 1: Goblin Ambush


The first encounter takes place along the Whisper Passage. The players can see two dead horses sprawled out on the floor, blocking the path with several red tipped arrows sticking out of each one. Players will recognize these horses as belonging to Flint Stoneborn and Tubal Bardolph. They’ve been dead for about a day, and there is an empty map case lying on the floor near one with the initials “F.S.” engraved into the leather. Four Goblins are hiding in the woods, two on each side of the road. They wait until someone approaches the bodies to attack. After combat, encourage players to search the surrounding area for a trace of the goblin trail unless a goblin survived and exposed it for them. The party should follow the found trail, if they don’t, then as stated earlier, go to part two of the adventure (hopefully this doesn’t happen and your players will be curious enough to follow it).
 

Goblins

When combat begins, two goblins rush forward to melee attack while the other two stand away from the party and make ranged attacks. When three goblins have been defeated, the last will attempt to flee, heading for the goblin trail using any remaining anytimes to flee. Can be captured and will heed the instructions of the players within reason.
 
Stamina: 80
Anytimes: 2
Deathroll: 10 (Keep fighting until one remains)
Abilities
Basic Attack: 10 Shortsword
strike (General goto action)
custom card (Goto action if out of melee range, make sure your players see the red tip of the arrows)
steal
custom card

 

Encounter 2: Goblin Trail


After the players find the trail, they should follow it in hopes of finding out more of the fate of Flint Stoneborn. This encounter does not involve combat, but a series of two traps that the goblins have hidden: A Snare and a Pit.
 

Snare


The goblins have fashioned a rope snare to a tree in the path. The snare can be spotted by any character who is actively searching for danger. A captured goblin will be obvious in its attempt to avoid it as it knows where it is. If not spotted, the snare will trigger on the first person who walks through it. The snare deals 5 damage to the target, and the target will be suspended upside down 10 feet above the ground, and the target is restrained. The rope can be easily cut, but if not lowered carefully, the target will take 10 damage.
 

Pit


The goblins have camouflaged a 5-foot-wide, 10-foot-deep pit in the ground on the trail. Any character actively searching for danger will spot it. A captured goblin will be obvious in its attempt to avoid it as it knows where it is. If not spotted, the lead player will fall into it and take 10 damage. The walls of the pit are not steep and can easily be scrambled up.
 

Encounter 3: Saurbrace Hideout


*Switch to map 2 at this point*
This encounter is a large cave where the Saurbrace tribe of goblins have established a hideout where they can easily harass and plunder traffic along the Whisper Passage or the path to Finklehaven. The cave has multiple rooms where skirmishes may break out between the party and the residents of the cave, with the goal of finding Tubal Bardolph, the paladin escort of Flint Stoneborn. The Party can take any path around the complex they wish, as there is no sequential order to this encounter
 
*This is a GM Map above, use the map linked earlier for players. I will go through each zone below*
General Features
Ceilings: Most ceilings rising between 20 and 30 feet above the floor.
Rubble:  Areas of crumbling rock and gravel are difficult terrain.
Sound: The sound of water in the cave muffles noises to any creatures that aren’t listening carefully.
Stream: The stream that flows through the complex is only 2 feet deep, cold, and slow moving, allowing creatures to easily wade through.

Area 1: Cave Mouth


The trail from the goblin ambush leads to the entrance of the Saurbrace Hideout. The thicket in area 2 is impenetrable from the west side of the stream.
 
The goblins in area 2 are supposed to be keeping watch on this area, but they are not paying attention. However, if the characters are making a lot of noise here (loudly arguing, setting up camp, cutting brush, etc.), the goblins in area 2 will notice and attack through the thicket making it very hard to hit them (needs high roll to hit).
 

Area 2: Goblin Blind

Two goblins are keeping watch (badly) here. If the goblins notice the intruders in area 1, they open fire with their bows, catching them by surprise. If they don’t notice the adventures in area 1, they spot them when they splash across the stream, and neither side is surprised. One goblin will try to run into to cave to release the wolves (area 3) if the battle starts to go south.

Goblins

Stamina: 80
Anytimes: 2
Deathroll: 10 (Will surrender after first deathroll)
Abilities
Basic Attack: 10 Shortsword
strike (General goto action)
custom card (Goto action if out of melee range)
steal
custom card
 

Area 3: Kennel


Just inside the cave, a few uneven steps lead up to a small room on the east side. Three wolves are chained up in this room.
 

Fissure:

A narrow opening in the wall leads into a natural chimney that climbs 30 ft. up into area 8. A character may attempt to climb up or down the chimney for their action (follow the role table).

Wolves

The wolves can’t reach targets standing on the steps, but will attack any creature except a goblin who moves into the room. Players can try to tame the animals to avoid combat (needs a high roll). If the wolves are provoked by enemies beyond their reach, they go crazy, allowing them to yank the iron rod holding their chains out of the floor. Every round of combat that any character remains in sight, the wolves attempt to break loose (requires two successes). On the first success (roll at least 15) they loosen the rod. On the second success (roll at least 10), they yank the rod loose, freeing their chains. A goblin or Black Boar Porc can use its action to release one wolf from its chain.
 
Stamina: 110
Anytimes: 3 (Combined Pool)
Deathroll: 5 (Fights to the death)
Abilities
Basic Attack: 10 Bite
crunch (Goto action)
throw (If fight starts to go south use this)
custom card
 

Area 4: Steep Passage


To the west of the main passage lies a side passage hidden in shadows.
 

Western Passage

This passage is littered with rubble and has steep escarpments (Each space costs 2 movements).
 

Area 5: Overpass


Where a high tunnel passes through the larger tunnel cavern below, the goblins have set up a bridge guard post. One goblin is standing watch on the bridge, hiding. The players will notice the bridge but not the guard (unless they high roll to look for goblins).
 

The Bridge

The bridge spans the passage 20 ft. above the stream. The bridge is weak, and a basic attack is enough to collapse it. Any creature on the bridge will fall off stunned and take 20 damage. A character can use its action to attempt to climb the side of the cavern from the lower passage to the bridge (follow the roll table).

 

Goblin

The goblin will spot the adventurers as they approach the bridge, and will signal to the goblins in area 7 to release a flood (see the “Flood!” Ability), then throws javelins down at the party. It has 10 javelins on the bridge with it. The goblin will signal for a second flood if he notices the first flood did not get rid of all intruders.
Stamina: 80
Anytimes: 2
Deathroll: 10 (Will surrender after first deathroll)
Abilities
Basic Attack: 5/10 custom card (Goto Action)
steal
custom card (Will use first round, and again if the first flood does not get rid of all intruders)
custom card
 

Area 6: Goblin Den


The Saurbrace raiders stationed in the hideout use this area as a common room and barracks. This large cavern is divided in half by a 10 ft. high escarpment. A staircase leads from the lower portion to the upper ledge. The air is hazy from the smoke of the cooking fire. 6 goblins are located here, and one of them is their leader. A dwelf paladin is chained up on the southern ledge of the cavern looking very beaten down. Players will recognize him as Tubal Bardolph, the paladin escort of Flint Stoneborn.
 

Goblins

The 5 regular goblins are tending the cooking fire in the lower (northern) part of the cave near the entrance. The leader, Jeak, is resting in the upper (southern) part of the cave.
Stamina: 80
Anytimes: 2
Deathroll: 10 (Will surrender after first deathroll)
Abilities
Basic Attack: 10 Shortsword
strike (General goto action)
custom card (Goto action if out of melee range)
steal
custom card
 

Jeak

Jeak is second-in-command of the whole hideout. He wants to oust Pleg, the Black Boar Porc in charge, and become the new boss. If he notices the players start to win, he will grab Tubal and drag him to the edge of the upper level. “Truce or this … dwarf … elf … thing dies!” he bellows.
                        If the party decides to parley, Jeak tries to convince them to kill Pleg (area 8), promising to release Tubal when they bring back the Black Boar Porc’s head. Tubal groggily warns the player that they should not trust the goblin, and he is right. Jeak will try to force the players to pay a high ransom with treasure cards for Tubal even after they bring back Pleg’s head.
                        If the party refuse to parley, Jeak shoves Tubal over the edge and continues to fight. Tubal will have to deathroll from the damage sustained from the fall.
Stamina: 100
Anytimes: 3
Deathroll: 5 (Fights to the death)
Abilities
Basic Attack: 15 Shortsword (General Goto Action)
strike (General goto action)
custom card (Goto action if out of melee range)
steal
custom card
 

Tubal Bardolph

Tubal Bardolph is a kindhearted dwelf. He is an agent of the Grand Paladin Order, tasked with investigating the fate of Lathai Venro, an elven wizard and honorary member of the Grand Paladin Order who disappeared shortly after visiting Finklehaven. Tubal hopes to learn what happened to Lathai, assist Flint in reopening the old mine, and help restore Finklehaven to a civilized center of wealth and prosperity.
Tubal provide the party with four pieces of useful information:
·         The three Stoneborn brothers (Flint, Granite, and Gabbro) recently located the entrance to the long-lost Frozen Hollow Cave, lost mine of the Finkler’s Concord. (Share the information from the first two paragraphs of the “Lore” section to the players now.)
·         Pleg, the Black Boar Porc who leads the goblin band, had orders to waylay Flint. Tubal overheard the goblins say that the Black Python sent word that the dverg was to be brought to him. Tubal does not know who or what the Black Python is.
·         Flint had a map showing the secret location of Frozen Hollow Cave, but the goblins took it when they captured him. Tubal believes that Pleg sent the map and the dverg to the Saurbrace chief at a place called Saurbrace keep. Tubal has not an inkling of an idea where this is, but he suggests that someone in Finklehaven might know. (It doesn’t occur to Tubal immediately, but a captured goblin might be persuaded to divulge the information. See “What the Goblins Know” section)
·         Tubal’s contact in Finklehaven is an elven wizard named Lathai Verno. The elf traveled into Finklehaven two months ago to establish order there. After the Grand Paladin Order received no word from him, Tubal decided to investigate.
Tubal tells the party that he intends to continue to Finklehaven, since it’s the nearest settlement, and will reward the players for providing escort. First though, he hope’s they’ll put a stop to the goblin raids by clearing out the cave.
 
Stamina: 174
Anytimes: 3
Deathroll: 1
Abilities
Basic Attack: 5 Warhammer
elf
paladin
grandwarrior
reasonable
divinefavor
heavyplate
layonhands
purify
warhammer
righteousfury (Goto Action)
custom card
 

Area 7: Twin Pools Cave


The cavern is half filled with two large pools of water with a waterfall feeding the pools from the east, and draining out the west to form the stream. Low walls serve as dams holding the water in. 3 goblins guard this cave.
 

Goblins

The goblins here are ready for trouble. One goblin will run to area 8 to warn Pleg as soon as combat starts.
 
Stamina: 80
Anytimes: 2
Deathroll: 10 (Will surrender after first deathroll)
Abilities
Basic Attack: 10 Shortsword
strike (General goto action)
custom card (Goto action if out of melee range)
steal
custom card
 

Area 8: Pleg’s Cave


The leader of the goblins keeps the bulk of the raiders’ stolen goods in his den here. Sacks and crates are piled up in the south end of the cavern. The floor slopes toward a narrow opening to the west. The coals of a large fire smolder in the middle. Pleg the Black Boar Porc shares his cave with his mangey pet wolf, Gouger, and two goblins.
 

Pleg

Pleg is filled with delusions of grandeur and views himself as a mighty warlord just beginning his career of conquest. He’s not completely sane, referring to himself in the third person. He will attempt to run away if the wolf is killed.
 
Stamina: 350
Large Tile (2x2)
Anytimes: 5
Deathroll: None (Dies when reaches 0 stamina)
Abilities
Basic Attack: 15 Morningstar (General Goto action)
avalanche (Uses every couple rounds)
cleave (Use when surrounded)
purge (use when he gets below 85 stamina)
strongarmed (Passive)
 

Gouger

Pleg’s pet wolf Gouger. Pleg adores him more than anything else
 
Stamina: 110
Anytimes: 2
Deathroll: 5 (Fights to the death)
Abilities
Basic Attack: 15 Bite
crunch (Goto action)
throw (Uses every couple rounds)
custom card
 

Goblins

These goblins are loyal to Pleg and no one else. They will not take orders from anyone except Pleg, and are willing to die for him.
 
Stamina: 80
Anytimes: 2
Deathroll: 10 (Fight to Death)
Abilities
Basic Attack: 10 Shortsword
strike (General goto action)
custom card (Goto action if out of melee range)
steal
custom card
 

Fire Pit

Treat as dangerous terrain. The hot coals burn any creature that enters.
 

Natural Chimney

A niche in the western wall forms the top of a shaft that leads to area 3 (See “Fissure” in Area 3).
 

Supplies

Most of the crates are marked with the image of a green griffin – the symbol of the Griffinsword Exchange, a merchant company with a warehouse and trading post in Finklehaven. Hidden among the supplies is an unlocked treasure chest belonging to Pleg (see “Treasure” section)
 

Treasure

The captured stores are bulky, and the characters will need a wagon to transport them. If they are returned to the Griffinsword Exchange in Finklehaven, they will each receive a Random Treasure. In addition to the stolen provisions, Pleg has a treasure chest that contains 2 Random Spell Scrolls, 1 Legendary Spell Scroll, and two healing potions. healingpotion
 

What's Next?

Part 2 of the Forgotten Mine of Finkler takes place in Finklehaven. It can be played with the same characters or new ones with the old characters as npc’s passing the mantle on to them.

 

Thanks for reading through my campaign, and I hope you enjoy playing though it.

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