Passer's Plague Plot in Sundered Cosmos | World Anvil
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Passer's Plague

Adapted from The Burning Plague by Miguel Duran
Engleher is a town on the edge of the Khababar Confederacy that sits on a pass that leads into the wastes of Eastern Rove. The town was once the base of operations for Pogroms that forced goblinoid settlements off the southern coast and surrounding Ironforge Mountains. A sickness has come unto Engleher, poisoning their wells and blighting their crops. With the pestilence leaving the strongest men of the town’s guard a few short days away from death, the burden of descending into the mines and purging the wellspring of whatever evil has settled there falls to an intrepid band of adventurers. Can these noble heroes prevail within the depths of the Engleher Silver Mine, or will they too fall victim to the perils of The Passer's Plague?

Plot points/Scenes

The player characters can explore the upper reaches of the mines and encounter infected Kobolds  and Rats  awaiting them there. The kobolds are in a particularly paranoid frame of mind. Fearing retribution from the inhabitants of the town below and knowing that some form of powerful creature has taken up residence deeper in the mine already set them ill at ease. The recent discovery that they are also dying of a mysterious disease has done nothing to improve their morale. Being particularly dim creatures, to begin with, the kobolds have decided to hole up in the enormous font of wealth they have stumbled upon and hope for a miracle. They have prepared a number of traps to further barricade themselves in against any potential threats from within or without. The adventurers will, with luck, navigate their way past the kobolds and their traps and work their way down to the spawning ground of the Plague and the wellsprings that lie beyond. It is there that they will engage first the Undead servitors Jakk  has set to guard his project and then the weakened Jakk himself. With Jakk’s death and the subsequent purification of the Plague’s spawning grounds, the travails of the people of Engleher  will come to an end. Of course, that assumes the adventurers do not first succumb to the Plague themselves.

Structure

Exposition

Engleher is a small town nestled within one of the few valleys that cross through the Ironforge Mountains. It has long been a way stop for travelers and adventurers seeking to rest aching limbs and drown painful memories within her gates. Moreover, it has also gained attention recently as a potential power in the area’s commerce, due to a discovery of substantial silver deposits buried in the foothills nearby. Over the past three years, the men of Engleher have burrowed into the ground seeking the wealth therein. Able-bodied folk from neighboring villages flocked to the town, hoping to lend their strength within the mines and garner some share of the prize. Hope and industry turned to despair and potential ruin with the advent of the Passing Plague

Conflict

The Village of Engleher

City Guard
Guard - Officer 1
LAWFUL NEUTRALMEDIUMHUMANHUMANOID

Guards are rank-and-file members of a town watch or city guard, trained to look for trouble, take down criminals, and follow orders. They are a match for only the most fledgling of adventurers and criminals, but, given time, the settlement can usually muster them in numbers sufficient to neutralize most threats.
Perception Expert (8 to find concealed objects)
Languages Common
Skills Athletics Trained , Intimidation Expert , Legal Lore Trained ,

STR +4 , DEX +2 , CON +2 , INT +0 , WIS +2 , CHA -1

Items Items club, crossbow (10 bolts), dagger, sap, scale mail, signal whistle
AC 18
Saving Throws Fort +7, Ref +5, Will +5
HP20
Speed 25 ft
Melee Club expert +4 / -1 ] , Damage Bludgeoning Sap expert +5 / +2 ] , (agile, nonlethal) Damage Bludgeoning
Ranged Crossbow expert +2 / -3 ] (range increment 120 feet, reload 1), Damage Piercing
Special Abilities
  • Attack of Opportunity Reaction
The town gate is manned by one Watchman. He warns the party that there is a plague in the town, the mine is closed and the Inn is the only business open as of late. If asked, the guard will freely share; the plague appeared about four months ago and has since killed about one in three of the town with about another third had left to seek sanctuary somewhere else in Khababar. The whole sickness had an evil air, some of the Night watch claim to have seen a dark figure watching the town from the mountains above. Many of the buildings in town have boarded doors and windows, if party members pass too close or linger too long near an abandoned establishment, they will be challenged by a guard. Passers-by will direct the adventurers to the Curly Mercenary Inn.
The Curly Mercenary Inn
Mayor Ludwig has taken to running the town from the Inn. When the party arrives he will greet them and ask them to check on a band of townspeople who have not returned from the Engleher Silver Mine. if the party inquires about payment, he will claim he will need the approval of the town council to commission them for 50 Griffons. He will treat the party for dinner if they come back this evening where the council will meet and decide on the issue. The Party has a few hours (4 Exploration rounds)to investigate the council and curry favor with council members.
Where is The Council
  • Herbert Ludwig- The Mayor plans on spending the rest of his day at the Inn. Influencing Mayor Ludwig

    Discover

    Success Information
    • Most Vulnerable Influence Check Mining Lore (DC 15) Herbert rightly believes the silver mine to be Engleher's most essential resource; he is utterly ignorant of how it works and easily dazzled by talk of mineralogy and metallurgy.
    • Eligible Influence Checks As standard with most sentient creatures Herbert can be influenced with Diplomacy (DC 21), Deception (DC 21), and Intimidation (DC 24). Due to Engleher's economy Herbert is always willing to discuss Mining Lore (DC 15) or Engleher Lore (DC 16). The current Situation has opened Ludwig to more in-depth discussions of Medicine (DC 17). As a member of the ruling class approaches from Society (DC 19) are also entertained.
    • Resistances The current crisis has steeled Herbert's resolve and checks in diplomacy and Intimidation fail one degree worse when they fail. Ludwig possesses an inherent prejudice against "monstrous" humanoids; Goblins and Orcs suffer a -2 penalty on influence checks on Ludwig.
    • Weaknesses despite his cool disposition, Herbert is smitten by Pabu Galand and having Pabu's endorcement reduces an influence DC on Herbert by 2.
    Critical Failure Information
    The Mayor is working with a band of Kobolds to Undermine Engleher to deliver it to their dragon master.

    Influence

    Influence Benchmarks
    • Influence 4: Herbert grants his endorsement to commission the party as sponsored adventuring troupe for a standard 50 gp for the group.
    • Influence 6: The Mayor would be willing to front an additional 20 gp if the party would ensure that the mine was cleared of any threat and ready to be put back into operation
    • Influence 8: Ludwig Grants the party a civic requisition for a Silver Simple Weapon to take with them on their quest.
  • Sheldon Feldspar - Militia Commander has presently assumed command over the city watch with the death of the Watch Captain he will spend the day at the Engleher Watch Tower until dinner at the Inn. Influencing Captain Feldspar

    Discover

    Success Information
    • Most Vulnerable Influence CheckMilitary Lore (DC 15) The Watch has been hit hard about half of the town guards are sick with the plague or have died from it. Sheldon was a veteran of the greenskin purges of the last two decades. He remembers a couple of companies coming down with a strange pox after they had sacked an orcish village; most of those men died.
    • Eligible Influence Checks As standard with most sentient creatures Herbert can be influenced with Diplomacy (DC 19), Deception (DC 19), and Intimidation (DC 20). Sheldon love swaping war stories Military Lore (DC 15) or Vrur Lore (DC 16). Feldspar is a Religious dwarf and relishes discussing it (DC 17). As a member of the ruling class approaches from Society (DC 20) are also entertained.
    • Resistances The Captain of the Watch is embarrassed that he is forced to ask for help from these vagabonds Feldspar's DCs are +2 if approached publicly. Sheldon possesses an inherent prejudice against "monstrous" humanoids; Goblins and Orcs suffer a -2 penalty on influence checks on Feldspar.
    Critical Failure Information
    Sheldon is working with a band of Kobolds to Undermine Engleher to deliver it to their dragon master.

    Influence

    Influence Benchmarks

    • Influence 4: Feldspar grants his endorsement to commission the party as sponsored adventuring troupe for a standard 50 gp for the group.
    • Influence 6: Sheldon confides in the party that he belives the plague is an orcish curse
    • Influence 8: The Captain of the Watch would be willing to assign 2 town watchmen to accompany the party to the mine.
  • Arriana Feldspar- Worried about her husband, Arriana is pouring over ledgers in the Engleher Assayer's Office until dinner at the Inn. Influencing Lady Feldspar

    Discover

    Success Information
      • Most Vulnerable Influence Check Medicine (DC 16) Arriana believes the most pressing threat to Engleher is the actual plague. she would be more willing to endorse adventurers with some proficiency in the healing arts.
      • Eligible Influence Checks As standard with most sentient creatures Arriana can be influenced with Diplomacy (DC 20), Deception (DC 24), and Intimidation (DC 22). As an aspiring alchemist Arriana is interested in Medicine (DC 16) and bringing a cure for the plague. As a member of the ruling class approaches from Society (DC 22) and Engleher Lore (DC 18) are also entertained.
      • Resistances Arriana does not suffer liars and Deception checks fail by an extra degree when they occur.
      • Weaknesses Adventurers who first inquire about Cranston will get a +2 bonus on influence and discovery checks on Arriana.
    • Critical Failure Information Cranston hired a band of Kobolds to Undermine Engleher to deliver it to his dragon master. InfluenceInfluence Benchmarks
      • Influence 4: Feldspar grants her endorsement to commission the party as sponsored adventuring troupe for a standard 50 gp for the group.
      • Influence 6: Arriana confides in the party that Cranston assembled his party of two miner's and two watchmen outfitted with weapons Lesser Antiplague Elixir and Holy Water
      • Influence 8: Mrs. Feldspar would be willing to grant the party a 10 percent stake in the mine if they bring her husband back safely or a 5 percent stake if they can bring his body back for burial.
  • Stephan Falfasse- The villages default healer, Falfasse has gathered the sick for treatment at Engleher Chapel. Influencing Father Stephan

    Discover

    Success Information
      • Most Vulnerable Influence Check Medicine (DC 17) Stephan Seeks the healing and redemption of Engleher.
      • Eligible Influence Checks As standard with most sentient creatures Arriana can be influenced with Diplomacy (DC 21), Deception (DC 25), and Intimidation (DC 25). Stephan is the town's healer and will discuss Medicine (DC 17) and bringing a cure for the plague. Stephan is Engleher's Religious (DC 19) advisor and Engleher Lore (DC 20) are also entertained.
      • Resistances Stephan is near unapproachable by those of an Evil Alignment. Evil aligned creatures have a-4 penalty on influence attempts.
      • Weaknesses TBD.
      Critical Failure Information
      Stephan is a Saol imposter collecting corpses for an Asmodean ritual.

      Influence

      Influence Benchmarks
      • Influence 4: Falfasse grants her endorsement to commission the party as sponsored adventuring troupe for a standard 50 gp for the group.
      • Influence 6: Stephan provides a spell to the party suspended in holy water.
      • Influence 8: Father Stephan will initiate a party member into Taura's Cult. Reputation gained with Engelher will be equal to reputation with Taura's Cult
  • Pasker Mason - Typically organizing the exchange of ore for goods, Pasker is puzzling over his ledgers at Mason's Run Warehouse trying to bring in more medical supplies for Engleher. Influencing Pasker

    Discover

    Success Information
    • Most Vulnerable Influence Check Mecantile Lore (DC 20) Pasker sees Himself as the consummate businessman he will entertain those that appeal to this sense more than the rest.
    • Eligible Influence Checks As standard with most sentient creatures Arriana can be influenced with Diplomacy (DC 26), Deception (DC 30), and Intimidation (DC 28). Pasker has taken on the task to acquire Medicine (DC 24) to Engleher. Stephan is Engleher's Engleher Lore (DC 22) and Mercantile Lore (DC 20) are also entertained.
    • Resistances TBD
    • Guarded Secret Weaknesses Pasker is a handler for the Jartkiir, adventures who use Thieves Cant will gain a +3 bonus on influence checks; additionally, with a bribe of 5gp or more influence DCs will drop by 2.
    Critical Failure Information
    Pasker is a demon worshiper who is trying to undermine the villages defenses.

    Influence

    Influence Benchmarks
    • Influence 4: Mason grants his endorsement to commission the party as sponsored adventuring troupe for a standard 50 gp for the group.
    • Influence 6: Pasker reveals that he has a functioning general good operation in his warehouse.
    • Influence 8: Pasker will sponsor the party as a Jartkiir set. Reputation gained with Engelher will be equal to reputation with the Jartkiir
  • The council will meet the party in the banquet room in the Inn. The Council is friendly with any prospective party that may take their mission.

Rising Action

It takes a few hours for the party to get from town to the silver mine. At the Entrance the player characters will approach the lone entrance to the cavernous mines.
A cool breeze drifts down from the towering peaks of the Ironforge Mountains as you behold the entrance to the caverns. The frost-rimed ground is littered with tools, picks, and shovels, some of which protrude from soft banks of snow. A single darkened shaft leads into the depths of the mine ahead. The dirt path beneath its wooden support structure is covered with stone debris, a few pieces of which occasionally glint with the slightest hint of ore. No light issues forth from the tunnel. Burnt-out torches are strewn across the floor, their brackets torn from the shaft walls. Behind you, the worn road leads back through the crags to the valley below. Aside from the quiet whistling of the wind, complete silence fills the small clearing within the mountains.
The tunnel is 15 feet wide and 10 feet tall. DC 10 Seek
the wooden supports to the tunnel are chipped and torn as if damaged in a recent battle. Further examination with a light source reveals that they are also stained with blood. Aside from the picks and shovels, there is nothing of value at this location.
The mineshaft heads north into the mountain and slants downward at a gradual incline. It extends 120 feet into the darkness before opening into the Greeting Room. As there is no light source in the tunnel, adventurers without Darkvision who wish to proceed must have some source of illumination. A band of Orcs took advantage of the situation to seize the mine; only two of Jakk's orcs are left to oversee their band of Kobolds that they capture to work the mine. The orcs looted the bodies and hid them away in their camp. The corpses were then gathered by Jakk for further use in his spawning grounds in the charnel pit.

The Greeting Room

The tunnel opens into a small, roughly rectangular chamber. Scattered chunks of silver ore surround an overturned pair of wooden carts. The lower half of what appears to be a human body juts out from beneath one of the cart’s edges. It shows no signs of movement. Dried blood is smeared across the northern wall in several places. Exits lead to the west and the east.
  The chamber is 25 feet wide and 25 feet long. When the mine was operational, this area served as a common area for sorting, weighing, cataloging, and shipping out ore. The lanterns that once hung from the walls here as illumination sources have been smashed against the ground and no longer function. Unless the PCs have their own light source, this room is dark. The west exit is a tunnel 30 feet long that leads to the Mess Hall. The east exit is a gradually sloping ramp that leads downward about 60 feet before opening into the central mine. A body left beneath a minecart is rigged to a Falling Thunderstone Trap for any meddlesome adventurers who disturb it or the cart that it lies beneath. The Silver ore can be collected by the party as additional loot. The body has remained unmolested in this area for over a week and is no longer contagious. The corpse is the miner’s chief engineer, Cranston Feldspar; party members who have researched the mine may recognize him. He is obviously the victim of foul play, having suffered several puncture wounds to the chest and neck area. DC 15 Medicine
Feldspar had symptoms resembling those of the Plague and that he has been dead for about two weeks. There are several crude broken crossbow bolts within the puncture wounds that Cranston apparently died from.
The cart the body is pinned beneath is rigged with a line attached to a bundle of Lesser Thunderstone  concealed in the ceiling above. Anyone disturbing the cart, either by turning it over or by seeking to drag the body out from beneath it, will snap the line and send the thunderstone crashing to the ground. Characters deafened by the thunderstone will recover their hearing after an hour. If the PCs trigger the thunderstone trap, the Mess Hall and Mine inhabitants will be alerted to their presence. They will make the appropriate preparations described in these areas. Lesser Falling Thunderstone Trap

Falling Thunderstone Trap (lesser)


Name
Falling Thunderstone Trap (lesser)
Tags
Pathfinder 2e, Hazard, Mechanical, Trap, CR 3, Core
Organization
Description A Twine cord suspends a bundle of Lesser Thunderstones from the ceiling above the trigger. When the trigger is released the thunderstones fall and detonate.
Cr
3
Perception
DC 15
Hp
10
Reaction
Disable DC 17 (trained)
Epic_actions
Effect- make a reflex or Fortitude save DC 15 Sonic damage and deafens all within 10’ radius; Fortitude save (DC 15) avoids. Reflex Save
  • Failure- you take Sonic damage
  • Sonic damage
Fortitude Save
  • Failure- you take Sonic damage and take the Deafened 1 condition.
  • Success- you take Sonic damage but not the Deafened.
Deafened   You can’t hear. You automatically critically fail Perception checks that require you to be able to hear. You take a –2 status penalty to Perception checks for initiative and checks that involve sound but also rely on other senses. If you perform an action with the auditory trait, you must succeed at a DC 5 flat check or the action is lost; attempt the check after spending the action but before any effects are applied. You are immune to auditory effects.
Treasure
After successfully disabling the trap you can recover five Lesser Thunderstones and 50 feet of twine.
IsShared
on
World
f10ab956-7990-4a3e-8e28-6ffb37472cda
  • Treasure- The chunks of Silver Ore can be salvaged a DC 15 Mining Lore or DC 20 Nature or Survival check reveals the ore is worth about 80 gp.

The Mess Hall

At the west exit of the greeting room, a closed wooden door serves as the mess hall's entryway. Once the mine's dining quarter, this area has now been made into a watch post for the current occupants.
This large, square room houses four long wooden tables, each with a bench on either side. An orcish warrior sits at the head of one of those tables with his back to the door, barking orders to the smaller creatures in the room. On top of the tables lie many wooden bowls and eating utensils. A small stewpot steams over a fireplace carved into the floor attended by five small red-scaled reptilian creatures in the southeast corner of the room. A pungent odor hangs in the air.
The stew inside the pot and the wooden bowls is a particularly foul concoction, made of some of the rotting foodstuffs from the storeroom in the Larder and mixed with bits of meat from the rats the kobolds have caught in the mines. If the foul smell of the stew combined with the inability to identify its contents does not discourage the player characters from giving it a taste, it is necessary to mention that the stew, given its diseased contents, carries the plague. Passing Plague
Passing Plague - Disease 0
DISEASE 


Trigger Contact with infected Creature
Description Passing Plague is a disease spread by contact. It is generally transmitted by rats and vermin, The Plague has a very short lifespan, generally requiring an individual to be repeatedly exposed to it before causing serious harm. Its symptoms include fever, searing muscular pains, clenching of the throat and possible choking, fatigue, and potentially death.
  • Saving Throw DC 13 Fortitude; 
  • Onset 1 Day 
  • Stage 1 Drained 1
  • Stage 2 Drained 2
  • Stage 3 Drained 3 and can’t reduce its drained by resting.
The only two exits from this room are the door to the east leading to the greeting room and a passageway leading north for 20 feet to the larder. As was the case in the greeting room, the lanterns in this room are smashed, and the only source of light here is the soft glow emanating from the smoldering embers in the fireplace. If the PCs have not already warned them of their presence, either by setting off the trap in the greeting room or by being particularly noisy on their way to the Mess Hall (i.e., coming down the corridor wearing full plate, conversing loudly, casting a spell outside the door, etc.), they will encounter a Work Crew of Kobolds here under the command of an Orcish Overseer. The overseer has pressed these kobolds into a guardpost in this room. If they have been alerted, Two of the kobolds and the overseer will Move Silently, withdrawing to the Larder to prepare an ambush while the others stay behind to delay the adventurers' progress. The same thing will have occurred if the PCs activated the thunderstone trap in the greeting room, only there is no need for a perception check, nor will the kobolds need to Move Silently to reach the mess hall without drawing attention themselves. Alternately, if the PCs have managed to reach the door to the Mess Hall without alerting the kobolds to their presence, they may make check DC 11 Seek
. There is a doglike yapping interspersed with guttural growls on the other side of the door as the inhabitants eat and talk with one another. Having either Knowledge of the Draconic language or extensive experience in fighting orcs or kobolds allows the adventurers to identify the voices they hear. If the party has the ability to comprehend the Draconic and takes the time to listen to what they are saying, they may gain the following interesting tidbits:
  • The kobolds are being held against their will would like to leave the mines as quickly as possible.
  • Orc's captain has been stealing the dead from their camp. Most humans have already been stolen, and even a few Orcish and Kobold corpses have gone missing.
  • There must be a curse to this mine. Half of their band has already died from strange fevers or horrible coughs.
. Kobold Warrior
Kobold Warrior - creature -1
LAWFUL EVILSMALLHUMANOIDKOBOLD

The typical kobold trains with agile weaponry, favoring the light pick for its use in crafting new tunnels to expand their domains through underground reaches. Kobolds are capable of landing sneaky strikes against unsuspecting foes but are just as quick to scamper off to safety when they don’t, as a group, outnumber their enemies at least two to one.
Perception Trained darkvision
Languages Draconic
Skills Acrobatics [roll1d20+5| Trained], Craft Trained ( traps ), Stealth Trained

STR +1 , DEX +3 , CON +0 , INT +0 , WIS +1 , CHA -1

Items leather armor, sling (20 bullets), spear
AC 16
Saving Throws Fort +4, Ref +7, Will +3
HP8
Speed 25 feet
Melee 1 action spear Trained , Damage piercing
Ranged 1 action sling Trained (propulsive, range increment 50 feet, reload 1), Damage bludgeoning
1 action spear Trained (thrown 20 feet), Damage piercing
Special Abilities Hurried Retreat 1 action Requirements The kobold warrior is adjacent to at least one enemy. Effect The kobold warrior Strides up to its Speed plus 5 feet and gains a +2 circumstance bonus to AC against reactions triggered by this movement. It must end this movement in a space that’s not adjacent to any enemy.   Sneak Attack The kobold warrior deals extra precision damage to Flat-Footed creatures.
Orc Brute
Orc Brute - creature -1
CHAOTIC EVILMEDIUMHUMANOIDORC

If orc armies are rarely well organized, this shortcoming can likely be traced to the furious and undisciplined rank-and-file brutes who make up the bulk of an orc Warband.
Perception Expert darkvision
Languages Orcish
Skills Athletics Trained , Intimidation Trained

STR +3 , DEX +2 , CON +3 , INT -1 , WIS +0 , CHA +1

Items javelin (3), orc knuckle dagger (2), shoddy breastplate
AC 15
Saving Throws Fort +6, Ref +4, Will +2
HP15 - Immunities Ferocity Reaction
Speed 25 feet
Melee 1 action orc knuckle dagger Expert +3 -1 , (agile, disarm) Damage piercing 1 action fist Expert +3 -1 , (agile, nonlethal) Damage bludgeoning
Ranged 1 action javelin Trained -1 -6 (thrown 30 feet), Damage Piercing
Tactics
If the gang hears the player characters in the tunnel, they will flip over the table farthest from the entryway and use it as a barricade, effectively taking cover (AC bonus of +4, Reflex save bonus of +2) in the process. They will ready their slings and fire at whatever enters the room from Area 2 first. They will engage in close combat only when the heroes force it upon them. Conversely, if the party is not prepared for the player characters’ entrance, they will be forced into melee combat due to the lack of time to ready their slings. In this scenario, the kobolds charge their opponents, hoping to get the better of them with sheer numbers. They attempt to flank the PCs wherever possible. It is possible that the kobolds in this room, given their desperate state and the orders of their leader, will be open to any form of negotiation or parley.   If the overseer is present, he will direct the Kobolds to coordinate their ranged attacks into Barrages. Barrage
Barrage - Legendary Action 1
LEGENDARY ACTIONAUDITORYCONCENTRATEMINION

Requirements command of at least two minions armed with the same type of ranged weapon

Action

Auditory command action
Description Your minions fire into an area rather than specific targets.
Applications Each creature spends a single action and the minions fire a missile into their designated area. every two minions can cover a 5ft by 5ft area with projectile cover, that area becomes difficult terrain until the commander's next turn and creatures within the impacted area must make a reflex save against the commander's diplomacy or Intimidation check.
  • Success- No Damage taken
  • failure The creature takes damage as if struck once by the ranged weapon
  • Critical Failure The creature takes damage as if struck twice by the ranged weapon
 

The Larder

A closed Wooden door bars entry into the Larder. If the party was alerted to the approaching PCs , the door is locked. Wooden Door
Disable Lock DC 18,
  • Hardness 5
  • hp 20
  • BT 10
.
Note that the door is unlocked if the kobolds from the Mess Hall are surprised by the PCs. Once the PCs gain entry to the room, read the following out loud.  
This long, narrow room is lined with shelves loaded with foodstuffs and supplies. Heavy burlap sacks are piled atop one another in the corners of the chamber. A few have been torn open, leaving spills of oats and flour along the floor. Several barrels stand in a cluster near the far northern wall.
As in previous rooms, there is no light source present here. The room is 60 feet long by 15 feet wide, with the shelves effectively hedging it down to a width of 10 feet. There are many Creatures hiding in the room, and a single Trap that can be set off only from behind the six barrels by the northern wall. There are no other exits to this room besides the south door. If the Orcish Overseer from Mess Hall has retreated to this room, he and two Kobolds hide behind the barrels with their slings ready, gaining +4 AC, +2 Reflex saves so long as they maintain their cover. When the party sets foot through the door, the Orc will spring a Hanging Flour Bag Trap while the kobolds unleash a volley of bullets across the room. Note that the room's width makes advancement difficult for the party, as there is only enough space for two individuals to progress side by side at a time. PCs can take cover behind the shelves or sack piles and be reminded of that option, should the situation take a turn for the worse.   Hanging Flour Bag Trap

Hanging Flour Bag Trap


Name
Hanging Flour Bag Trap
Tags
Pathfinder 2e, Hazard, Mechanical, Trap, CR 1, Gradus
Organization
Description Several sacks of flour are tightly hung from the ceiling by a network of ropes. The interiors of the sacks are lined with a sharp wire, which is in turn connected to a single ripcord
Cr
3
Perception
DC 15
Hp
10
Reaction
Trigger- Interact
Epic_actions
Effect- Once the trap is triggered, the ripcord tears the sacks of flour open, showering their contents onto the room below. The flour spills across a 40 ft radius, temporarily obscuring the sight of anyone standing within that area. For two rounds, anyone standing in its radius is blinded; this effect ends when they leave the impacted area.   Blinded   You can’t see. All normal terrain is difficult terrain to you. You can’t detect anything using vision. You automatically critically fail Perception checks that require you to be able to see, and if vision is your only precise sense, you take a –4 status penalty to Perception checks. You are immune to visual effects. Blinded overrides dazzled.
Treasure
After successfully disabling the trap you can recover 4 bags of flour.
IsShared
on
World
f10ab956-7990-4a3e-8e28-6ffb37472cda
  After fighting off Mess Hall defenders,, the party will note six barrels at the North end of the Larder. Hidden among the barrels are 4 Giant Rats and a Dire Weasel. They will not venture out of the barrels unless they are somehow disturbed, be it by someone smashing the barrels, rifling through their contents, tipping them over, etc. Any of these instances will provoke an attack from the maddened rats, which are suffering from the effects of the Plague (and therefore contagious) and are fairly hungry to boot. Giant Rat
Giant Rat - creature -1
NEUTRALSMALLANIMAL

Giant rats are enormous versions of the common vermin. They are typically found in abundant numbers, but since they cannot fit in the nooks where mundane rats typically hide, they are much easier to locate and exterminate. They mostly live in sewers where they can scavenge from the streets above, but some families of giant rats live in more remote locations, such as dank caves or forests and hills. Rats are incredibly adept survivors and can be found nearly anywhere in the world, though they tend to favor temperate or warm climates as opposed to cold regions.   Although its bite alone is not lethal except to the very young or very old, thegiant rat carries the filth fever common to rodents around the world—a pestilence more than capable of ravaging rural communities.
Perception Expert ; low-light vision, scent (imprecise) 30 feet
Skills Acrobatics expert , Athletics Trained ( Climb or Swim ), Stealth Trained

STR +1 , DEX +3 , CON +2 , INT -4 , WIS +1 , CHA -3

AC 15
Saving Throws Fort +6, Ref +7, Will +3
HP8
Speed 30 feet, climb 10 feet
Melee 1 action jaws Expert +3 -1 (agile, finesse), Damage piercing plus filth fever
Special Abilities Filth Fever (disease) The sickened and unconscious conditions from filth fever don't improve on their own until the disease is cured. Saving Throw DC 14 Fortitude; Stage 1 carrier with no ill effect (1d4 hours), Stage 2 sickened 1 (1 day), Stage 3 sickened 1 and slowed 1 (1 day), Stage 4 unconscious (1 day), Stage 5 dead
Dire Weasel
Dire Weasel - creature 3
NEUTRALLARGEANIMALDIRE

This bear-sized predator is long and low-slung. Its soft fur and intelligent expression contrast with its glistening fangs.
Perception Expert ; low-light vision, scent (imprecise) 30 feet
Skills Acrobatics expert , Athletics Expert ( Climb or Swim ), Stealth Trained

STR +5 , DEX +4 , CON +2 , INT -4 , WIS +1 , CHA +0

AC 17
Saving Throws Fort +9, Ref +9, Will +6
HP30
Speed 40 feet, climb 10 feet
Melee 1 action jaws Expert +7 +2 , Damage piercing plus grab
Special Abilities Sapping Bite (Technique) The weasel clamps its teeth down on a grabbed foe draining its vitality. Requirements the victim is already grabbed as part of a bite attack,Saving Throw DC 20 Fortitude; Success Victim suffers no additional negative effects Failure the victim takes one rank of the Drained condition; this effect stacks with any existing drained condition ranks the character already has Critical Failure the victim takes two ranks of the Drained condition; this effect stacks with any existing drained condition ranks the character already has
  Treasure The shelves contain very little of value. They are laden with poor quality food, most of it contagious due to the presence of the rats and kobolds, and some basic food preparation and storage utensils. The six barrels, however, hold a few goods worthy of further examination. Wooden barrels
Disable Lock DC 18,
  • Hardness 5
  • hp 20
  • BT 10
  • Barrel 1 A cask of high-quality wine. Although currently contagious, the wine may eventually become good again, should the adventurers defeat Jakk and end the Plague. The wine was an extravagant gift from a merchant to the miners of Engleher Silver Mine, with the hope of currying favor as the town’s silver industry picked up. It remains almost full, as neither the miners nor the kobolds found it to their taste. The cask will fetch 30 gp if sold upon the quest’s completion.
  • Barrel 2 Filled with strips of contagious dried beef jerky (and rats), this barrel holds nothing of value.
  • Barrel 3 This barrel stores the lamp oil formerly used in the mines’ lanterns. It is, of course, highly flammable. If its contents are exposed to fire, the resulting explosion act as Alchemist's Fire, with the sole exception of having a 20-foot (in place of a - foot) splash diameter.
  • Barrel 4 A half-consumed quantity of strong (and contagious) ale. Apparently this sort of drink was more to the miners’ liking than the wine in Barrel 1.
  • Barrel 4 Filled with the remainders of a few contagious wheels of cheese and the rats who have been busily consuming them. A successful perception check (DC 15) reveals that the bottom of the barrel is in fact false, concealing a hidden compartment. Within the compartment hides a small cloth bag containing a Moonstone (5 gp), a gold brooch with a jade inlay (30 gp), and three pieces of moss agate (worth 1 sp apiece). Additionally, the bag holds 5 sp and a vial with a Invisibility Potion. The stash of one of the miners who enjoyed a secondary, less reputable occupation, this treasure has been left behind following his demise.
  • Barrel 4 Holds salt for use as a spice and preservative.

Climax

Chutes and Ladders

At the Eastern exit from the greeting room, when the party is 40 feet down the slope leading from The Greeting Room, the incline suddenly becomes much steeper. A soft blue luminescence glows in the distance farther down the ramp where, 20 feet later, the tunnel opens into a larger cavern. The tunnel also narrows here to a width of 10 feet. Any Dwarves with the party automatically receive a perception check (DC 20) at the point where the tunnel’s slant changes to determine whether they notice the Hidden Pit Trap in the stonework 10 feet ahead. Hidden Pit

Hidden Pit


Name
Hidden Pit
Tags
Pathfinder 2e, Hazard, Mechanical, Trap, CR 0, Core
Cr
2
Perception
Stealth DC 18 (trained)
Ac
10
Saves
Fortitude Reflex Hardness 3 (BT 6)
Hp
12
Abilities
STR 0 DEX 0 CON 0 INT 0 WIS 0 CHA 0
Reaction
  • Description A wooden trapdoor covers a pit that’s 10 feet square and 20 feet deep.
  • Disable Thievery DC 12 to remove the trapdoor
  • Trigger - A creature walks onto the trapdoor.
  • Immunities- critical hits, object immunities, precision damage
  • Effect- The triggering creature falls in and takes falling damage (typically 10 bludgeoning damage). That creature can use the Grab an Edge reaction to avoid falling.
  • Reset- Creatures can still fall into the trap, but the trapdoor must be reset manually for the trap to become hidden again.
Epic_actions
IsShared
on
This enormous cavern extends upward for at least 100 feet, climbing high into the mountain's bowels. Glowing blue-green lichens creep across the rough walls and man-sized stalagmites protruding from the ground in this area, their faint light growing and then diminishing every few seconds again. The illumination occasionally highlights small flecks of silver, which glitter in the face of the cave's great western wall. Several cables hang down from the edge of a wide hollow within that wall. The hollow penetrates deep into the cavern's west face and begins about 20 feet above where you stand. The air here feels cool and damp.
This was once the central mining area for the workers of Engleher Mine. The cables hanging from the hollow ledge were used to lift miners to the richest deposits of silver in the cavern. They are tied to pitons firmly dug into the cavern's ground and are therefore secure, although the players will have no way to judge that without climbing up to the hollow themselves. A Climb check to scale the wall using one of these ropes is fairly simple (DC 5). A Climb check to scale the wall without using these ropes is far more difficult (DC 20). To make matters worse, the ledge also happens to be inhabited by Bobrod Silverdust and five Kobold Warriors. The grotto is roughly 80 feet by 100 feet, with the hollow running 20 feet long and another 30 feet deep into the western wall. There are two exits to the room beside the tunnel leading back to The Larder. A secret door in the north face within the hollow leads to the Kobold Camp on the ledge. PCs can discover it with a successful perception check (DC 20). Also, in the cavern's far northeastern end, a tunnel leads east and farther down into the mountain to the charnel pit.   Creatures Bobrod Silverdust, the kobold band’s leader, has been hiding his troupe on a makeshift camp on the ledge. He is gathering them in an attempt to escape the Orcs that have occupied the mine. Waiting in the shadows of the hollow, they are prepared to attack anything that enters the grotto. If the thunderstone trap in the greeting Room or the pit trap in this area has been sprung, the kobolds are alert and hiding as the adventurers enter the cavern. Otherwise, the DM should use his or her best judgment as to whether the party has taken the necessary steps to avoid being heard during the descent. In the case of any doubt, opposed perception/stealth rolls between the kobolds and the party can decide the issue. Bobrod
Kobold Dragon Mage - creature 2
LAWFUL EVILSMALLHUMANOIDKOBOLD

Kobold dragon mages use magic to carry out their secret schemes. The presence of a dragon mage in a kobold warren is one of the greatest testaments to the kobolds’ claim to draconic heritage.
Perception Expert , Darkvision
Languages Draconic
Skills Arcana [roll1d20+6| Trained], Dragon Lore Master , Deception Trained , Diplomacy Trained , Intimidation Trained , Stealth Master

STR -1 , DEX +3 , CON +0 , INT +2 , WIS +1 , CHA +4

Items leather armor, sling (20 bullets), spear
AC 16
Saving Throws Fort +4, Ref +7, Will +3
HP8
Speed 25 feet
Melee 1 action Claw Trained [1d20+3| +3] [1d20-1| -1] (agile, finesse), Damage Slashing 1 action Staff Trained [1d20-2| -2] [1d20-7| -7] , Damage Bludgeoning
Special Abilities Sneak Attack The kobold warrior deals extra precision damage to Flat-Footed creatures.
Spells Arcane Spells DC 20; 1st (4 slots) fear, illusory object, magic missile ; Cantrips (1st) detect magic, Electric Arc , ghost sound, mage hand, tanglefoot   Illusory Retreat
  • Triple action (arcane, illusion, manipulate, move)
  • Frequency once per hour
  • Requirements The kobold dragon mage is adjacent to at least one enemy
  • Effect The dragon mage creates an illusion of itself in its square and then becomes invisible (with the effects of a 2nd-level invisibility spell) for rounds . The dragon mage can move up to half its speed, but it must end its movement in a space that’s not adjacent to any enemies. This is a 1st-level spell that requires a somatic component.
Kobold Warrior
Kobold Warrior - creature -1
LAWFUL EVILSMALLHUMANOIDKOBOLD

The typical kobold trains with agile weaponry, favoring the light pick for its use in crafting new tunnels to expand their domains through underground reaches. Kobolds are capable of landing sneaky strikes against unsuspecting foes but are just as quick to scamper off to safety when they don’t, as a group, outnumber their enemies at least two to one.
Perception Trained darkvision
Languages Draconic
Skills Acrobatics [roll1d20+5| Trained], Craft Trained ( traps ), Stealth Trained

STR +1 , DEX +3 , CON +0 , INT +0 , WIS +1 , CHA -1

Items leather armor, sling (20 bullets), spear
AC 16
Saving Throws Fort +4, Ref +7, Will +3
HP8
Speed 25 feet
Melee 1 action spear Trained , Damage piercing
Ranged 1 action sling Trained (propulsive, range increment 50 feet, reload 1), Damage bludgeoning
1 action spear Trained (thrown 20 feet), Damage piercing
Special Abilities Hurried Retreat 1 action Requirements The kobold warrior is adjacent to at least one enemy. Effect The kobold warrior Strides up to its Speed plus 5 feet and gains a +2 circumstance bonus to AC against reactions triggered by this movement. It must end this movement in a space that’s not adjacent to any enemy.   Sneak Attack The kobold warrior deals extra precision damage to Flat-Footed creatures.
  Tactics The desperate Bobrod orders his troops launch volley after volley of sling bullets at the party. He also risks sending a kobold to the ledge’s edge to cut the ropes leading down to the cavern floor if the party seems interested in climbing up to engage in melee. If the party seems overwhelmed by the kobold missile fire, point out that the man-sized stalagmites on the ground offer excellent (up to total) cover from the hail of bullets. Bobrod is open to negotiation, particularly if he feels his warband is seriously overmatched by the PCs. If the tide turns against the kobolds, or if the battle turns into a standoff (with the PCs refusing to emerge from cover perhaps), Bobrod attempts to parley with the adventurers, hoping to offer them the wealth of the “demon” (Jakk, of course) farther down within the mountain in exchange for leaving the warband unmolested. He denies that his band had anything to do with the deaths of the miners (a blatant lie, of course) but consents to leaving the mines if doing so will spare him and his fellows. Bobrod is very reluctant to fight to the death, especially given the presence of the young child in his camp.  

Kobold Camp

This concealed alcove serves as the main encampment for the kobold warband. Used primarily as a storage area and sleeping quarters, this small cave houses the remnants of a cooking fire, a few scavenged blankets, several sacks full of Treasure, and the two young kobolds who accompanied the warband on their exploration mission as a rite of passage, They are the only Creatures here. This area also stored the bodies of the miners until the evening that Jakk Tornclaw stole them away under cover of a Invisibility Potion for use in the Charnel Pit.   Creatures If the characters somehow gain access to this room, they find the two immature kobolds huddling fearfully beneath a cloak they are using for a blanket. There are no stats provided for the two helpless kobolds, as they are effectively at the mercy of the heroes. It should also be noted, for those coming into contact with them, that the children are contagious.   Treasure The sacks are filled with several weeks’ worth of the mine’s harvested ore and can be sold for 75 gp.

Falling Action

Charnel Pit

The tunnel from The Mine winds about 70 feet down into the mountain before opening into The Charnel Pit. As the PCs approach, they begin to feel an uncomfortable heat emanating from the room ahead. Although initially mild when the party first begins feeling its effects, it reaches sweltering intensity by the time the characters reach the entryway of the pit.
Waves of heat wash through the cave, thickening the air and making breathing difficult. This small, bowl-shaped cavern’s floor is littered with humanoid corpses. Rats skitter through the sea of bodies within the sunken floor, pausing occasionally to nibble at a choice morsel. A host of their brethren lie nearby on their backs, some of them still twitching with a few remnants of life. A tunnel’s opening is visible in the eastern wall of this chamber and, in the distance, the sound of rushing water can be heard.
This chamber serves as the breeding pit for the Passing Plague. Jakk has stored the bodies of his warriors, the kobolds, and miners who have died within these caves in this room with the intent of using them as incubators for the disease. The rats that feast on these bodies continue the spread of the Plague throughout the mines. Although it is not initially apparent to the PCs, Jakk has also left a few Creatures among the corpses to deal with any adventurers who might explore the area. Beyond that threat, the cave itself serves as a trap for those foolish enough to cross through it. The presence of the Plague here is so strong that merely remaining within the confines of this chamber provides the adventurers with the threat of contracting it. Every three rounds that a character remains within this area, They are is exposed to Passing Plague. The area has no effect on those already fully infected by the Plague. The chamber is round, with a 40-foot diameter. The tunnel to the east leads 60 feet farther down into the mountain and into The Wellspring. Creatures As the PCs cross the length of the room, the zombie guardians Jakk left behind to intercept would-be heroes lift themselves from their places among the corpses and attack. They fight until successfully turned or destroyed. Passing Plague
Passing Plague - Disease 0
DISEASE 


Trigger Contact with infected Creature
Description Passing Plague is a disease spread by contact. It is generally transmitted by rats and vermin, The Plague has a very short lifespan, generally requiring an individual to be repeatedly exposed to it before causing serious harm. Its symptoms include fever, searing muscular pains, clenching of the throat and possible choking, fatigue, and potentially death.
  • Saving Throw DC 13 Fortitude; 
  • Onset 1 Day 
  • Stage 1 Drained 1
  • Stage 2 Drained 2
  • Stage 3 Drained 3 and can’t reduce its drained by resting.
Dwarven Zombie
Plague Tomb Sambler - creature -1
NEUTRAL EVILMEDIUMHUMANOIDDWARFUNDEADMINDLESSZOMBIE

A zombie’s only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they’re destroyed.
Perception Untrained ; Darkvision
Skills Athletics Trained

STR +3 , DEX -2 , CON +3 , INT -5 , WIS +1 , CHA -2

AC 12
Saving Throws Fort +7, Ref 0, Will +3
HP9 - Immunities death effects, disease, mental, paralyzed, poison, unconscious; - Weaknesses positive 5, slashing 5
Speed 25 feet
Melee 1 action Fist Expert +2 -3 Damage Bludgeoning plus Grab Grab
  • Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action. Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended.
  • Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creature if the monster moves away from it.   1 action Jaws Expert +2 -3 Damage Bludgeoning Jaws Single Action (attack) Requirement The zombie has a creature grabbed or restrained. Effect The zombie makes a jaws strike against the grabbed or restrained creature.
    Special Abilities Slow- A zombie is permanently slowed 1 and can’t use reactions. Slowed- You have fewer actions. Slowed always includes a value. When you regain your actions at the start of your turn, reduce the number of actions you regain by your slowed value. Because slowed has its effect at the start of your turn, you don’t immediately lose actions if you become slowed during your turn.   Negative Healing (disease) A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.   Plague-Ridden (disease, necromancy) The zombie carries a plague that can create more of its own kind. This functions as the plague zombie’s zombie rot, except at stage 5, the victim rises as another of the zombie’s type, rather than a plague zombie.
    Human Zombie
    Plague Ridden Shambler - creature -1
    NEUTRAL EVILMEDIUMHUMANOIDHUMANUNDEADMINDLESSZOMBIE

    A zombie’s only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they’re destroyed.
    Perception Untrained ; Darkvision
    Skills Athletics Trained

    STR +3 , DEX -2 , CON +2 , INT -5 , WIS +0 , CHA -2

    AC 12
    Saving Throws Fort +6, Ref 0, Will +2
    HP8 - Immunities death effects, disease, mental, paralyzed, poison, unconscious; - Weaknesses positive 5, slashing 5
    Speed 25 feet
    Melee 1 action Fist Expert +2 -3 Damage Bludgeoning plus Grab Grab
  • Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action. Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended.
  • Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creature if the monster moves away from it.   1 action Jaws Expert +2 -3 Damage Bludgeoning Jaws Single Action (attack) Requirement The zombie has a creature grabbed or restrained. Effect The zombie makes a jaws strike against the grabbed or restrained creature.
    Special Abilities Slow- A zombie is permanently slowed 1 and can’t use reactions. Slowed- You have fewer actions. Slowed always includes a value. When you regain your actions at the start of your turn, reduce the number of actions you regain by your slowed value. Because slowed has its effect at the start of your turn, you don’t immediately lose actions if you become slowed during your turn.   Negative Healing (disease) A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.   Plague-Ridden (disease, necromancy) The zombie carries a plague that can create more of its own kind. This functions as the plague zombie’s zombie rot, except at stage 5, the victim rises as another of the zombie’s type, rather than a plague zombie.
    Kobold Zombie
    Plague-Scaled Sambler - creature -1
    NEUTRAL EVILSMALLHUMANOIDKOBOLDUNDEADMINDLESSZOMBIE

    A zombie’s only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they’re destroyed.
    Perception Untrained ; Darkvision
    Skills Athletics Trained

    STR +3 , DEX -1 , CON +1 , INT -5 , WIS +0 , CHA -1

    AC 13
    Saving Throws Fort +6, Ref +1, Will +2
    HP7 - Immunities death effects, disease, mental, paralyzed, poison, unconscious; - Weaknesses positive 5, slashing 5
    Speed 25 feet
    Melee 1 action Fist Expert +2 -3 Damage Bludgeoning plus Grab Grab
  • Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action. Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended.
  • Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creature if the monster moves away from it.   1 action Jaws Expert +2 -3 Damage Bludgeoning Jaws Single Action (attack) Requirement The zombie has a creature grabbed or restrained. Effect The zombie makes a jaws strike against the grabbed or restrained creature.
    Special Abilities Slow- A zombie is permanently slowed 1 and can’t use reactions. Slowed- You have fewer actions. Slowed always includes a value. When you regain your actions at the start of your turn, reduce the number of actions you regain by your slowed value. Because slowed has its effect at the start of your turn, you don’t immediately lose actions if you become slowed during your turn.   Negative Healing (disease) A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.   Plague-Ridden (disease, necromancy) The zombie carries a plague that can create more of its own kind. This functions as the plague zombie’s zombie rot, except at stage 5, the victim rises as another of the zombie’s type, rather than a plague zombie.
    Orcish Zombie
    Plaguetooth Sambler - creature -1
    NEUTRAL EVILMEDIUMHUMANOIDORCUNDEADMINDLESSZOMBIE

    A zombie’s only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they’re destroyed.
    Perception Untrained ; Darkvision
    Skills Athletics Trained

    STR +4 , DEX -2 , CON +2 , INT -5 , WIS +0 , CHA -2

    AC 12
    Saving Throws Fort +6, Ref 0, Will +2
    HP8 - Immunities death effects, disease, mental, paralyzed, poison, unconscious; - Weaknesses positive 5, slashing 5
    Speed 25 feet
    Melee 1 action Fist Expert +3 -2 Damage Bludgeoning plus Grab Grab
  • Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action. Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended.
  • Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creature if the monster moves away from it.   1 action Jaws Expert +3 -2 Damage Bludgeoning Jaws Single Action (attack) Requirement The zombie has a creature grabbed or restrained. Effect The zombie makes a jaws strike against the grabbed or restrained creature.
    Special Abilities Slow- A zombie is permanently slowed 1 and can’t use reactions. Slowed- You have fewer actions. Slowed always includes a value. When you regain your actions at the start of your turn, reduce the number of actions you regain by your slowed value. Because slowed has its effect at the start of your turn, you don’t immediately lose actions if you become slowed during your turn.   Negative Healing (disease) A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.   Plague-Ridden (disease, necromancy) The zombie carries a plague that can create more of its own kind. This functions as the plague zombie’s zombie rot, except at stage 5, the victim rises as another of the zombie’s type, rather than a plague zombie.

    The Wellspring

    A single, jagged pillar of rock lined with glowing blue-green moss emerges from the depths of the pool within the center of this cavern. Water courses down its side from a font near its tip, cascading into the pool below. The pool feeds a wide stream that flows rapidly along the length of the room and then under the rock wall at the southern end of the cave. Several glyphs are carved deep into the stone face of the pillar, their outlines just visible beneath the light of the moss. An eerie sense of discomfort pervades this place.
      The cavern is about 70 feet wide by 120 feet long. The pillar in the center is fairly massive, having a 10-foot radius and stretching 20 feet up into the air. The pillar can be climbed by way of a narrow trail, about 2 feet wide, that loops around it, with the exception being the area smoothed over by the waterfall from the springs. Jakk has made his encampment near the pillar’s top and hides on the opposite face of the pillar when the PCs enter the chamber. He is the sole Creature within this area. DC 15 Religion
    This a place of worship for Gorvag. The glyphs carved here are written in Orc script and serve as an entreaty to Gorvag to smite down Jakk’s enemies with terrible pestilence. It also retells the history of the mines and the fate of the Tornclaw Clan.
    The water of the pool and streaming from the pillar, when examined, will appear to be particularly murky and foul. A detect magic spell reveals that, indeed, traces of some faint magic affect the water.   Creatures Although Jakk appears frustrated that the adventurers have found his lair, he views their arrival as a challenge set for him by Gorvag and methodically proceeds to do his best to eliminate them. When prepared for combat, Jakk shouts a curse of hatred at the adventures and begins casting his ranged spells from the cover of the pillar. Jakk truly believes this conflict is a test of resolve sent by his deity, so he will not parley or surrender, fighting to the death under most circumstances. Jakk Tornclaw
    Rage Cleric of Gorvag - Devotee 3
    CHAOTIC EVILMEDIUMHUMANOIDORCCLERIC

    Clerics of the destroyer, are armed with great clubs blessed by their god. He blesses them with a divine rage powered by the souls of fallen Orcs
    Perception Trained ; Darkvision
    Languages Common, Orcish
    Skills Athletics Trained , Crafting Trained , Intimidation Trained , Lore, Gorvag Trained , Lore, Orc Trained , Nature Trained , Occultism Trained , Religion Trained , Survival Trained ,

    STR +2 , DEX +1 , CON +2 , INT +0 , WIS +3 , CHA +1

    Items Scale Armor, Jakk's Splinter, 2x Caltrops
    AC 19
    Saving Throws Fort +9, Ref +6, Will +10
    HP39
    Speed 25 feet
    Melee 1 action Great Club Trained +2 -3 Damage Bludgeoning plus Cursed Wounds 1 action Raging Great Club Trained +2 -3 Damage Negative plus Cursed Wounds
    Special Abilities Harming Hands Two slots
    Spells 1d20+8 DC 18
  • Cantrips- Chill Touch , Daze, Divine Lance , Guidance, Message, Shield
  • Focus- Touch of Undeath
  • First- Animate Dead, Bane, Fear
  • First- Animate Dead, Grim Tendrils
  • Resolution

    Defeating Jakk has an almost immediate visible effect upon the waters of the wellspring, which begin to clear themselves of the muck of the Plague shortly after his death. The mine itself remains in need of purification and most of the contagious elements therein will have to be burned before it is safe to wander through the mountain’s interior once more. The Plague symptoms affecting the town of Engleher's Pass will begin to subside with the cleansing of its water supply. Its grateful citizenry offers the reward of 50 confederate griffons taken from the mine’s anticipated profits to each adventurer who helped reclaim the area. The PCs also will find themselves welcomed as heroes in Engleher's Pass for the rest of their lives and will never need to pay for lodging or any supplies within reason if they return to that place.

    Components

    Goals

    • The Village of Engleher - Offers 50 confederate Griffons (gp) to any party that can determine the source of the plague and cleanse it. Resolution of the plague will allow the population to return to the village. Clearing the mine is a Major favor for the village of Engleher, a moderate favor to the Vrur Margrave, and a minor favor to the Khababar Confederacy. Vacant positions in the city council will be filled again; shops will reopen and the city can secure its self from surrounding threats.
    • Johannas Engleher - Offers 50 confederate Griffons to any party that can return his son Nicholas safely to Uzrush. Should his son fall he will compensate the party 25 gp for the return of family heirlooms on his person and assurance that his body has been properly laid to rest. Returning Nicholas or his body to his father is considered a moderate favor to the Engleher Caravan Company.

    Hooks

    • Given the geographical significance of Mifob's Southern coast, any adventurers crossing the Ironforge Mountains mountains would most likely come across the town and learn of its dilemma.
    • Johannas Engleher wealthy merchant of Uzrush and Scion of the Engleher family needs an band of adventurers to seek out his wayward son Nicholas. The lad left for the mines of Engleher with hopes of financing his own digging venture there and has not been heard from in the past month.
    • The adventurers encounter refugees from the Engleher on the road. They tell the tale of a mine filled with glittering riches and carrying a powerful curse. While they are mere peasants with no understanding of such things, the refugees are certain that the adventurers might be able to discover the source of the town's evil and put an end to it.
    • One of the PCs has a relative or friend in Engleher who is infected with the Plague and dying. Only by venturing into the mines and cleansing them can the character hope to save them.

    Stakes

    • Gorvag's Unchained - Word spreads among the orc clans that the PCs slew the last son of the Tornclaw Clan. Gorvag, will not be pleased by their interference, sends word to his followers that warriors who bring him the heads of the meddlers who thwarted his Plague will gain his favor. Thwarting Jakks plan is a major disservice to the Unchained, the party will be disliked by the unchained and may encounter Orcish parties seeking to collect a bounty on them.
    • Engleher Silver Mine- If the party received shares in the mine, they will be able to draw dividends from the Engleher Silver Suppliers Office or in the Bank of the Agora in Uzrush. The mine will not make any money until the workforce is replenished

    Moral Quandaries

    • Silverdust Clan - If Bobrod Silverdust remains alive at the adventure’s end, he may return in the future as well, returning with another band to claim the abandoned mine. If the party allows the Kobolds to remain at the mine, it would be a moderate favor to the clan. Ludwig would not consider the mine cleared if a band of kobolds are living there.

    Cruel Tricks

    Passing Plague

    The passing plague is a disease spread by contact. Although generally transmitted by rats and vermin, Jakk has, by his Divine Magic, managed to sour the springs feeding the wells of Engleher with it as well. The plague has a very short lifespan, generally requiring an individual to be repeatedly exposed to it before causing serious harm. Its symptoms include fever, searing muscular pains, clenching of the throat and possible choking, fatigue, and potentially death.   For this adventure, any time a PC comes into contact with a monster or item that has been noted as contagious, he or she must make an immediate Fortitude saving throw (DC 13). Success indicates that the character has managed to avoid infection, although repeated or continued contact over subsequent rounds should result in further saving throws. Failing the saving throw results in infection. In the case of infection, nothing transpires for the first 24 hours after infection. This is the Passing Plague’s incubation period. After 24 hours have passed, the infected (and now contagious) adventurer suffers the Drained Condition. Jakk had the mine cursed by Gorvag, causing each new exposure to the disease to potentially progress the disease. Once per exposure afterward, they must make a successful Fortitude saving throw to avoid adding another rank of the drained condition. Two successful saving throws in a row indicate that the character has overcome the disease, although it can be contracted once again by contact with a contagious object or individual. A character who has accumulated enough Drained ranks to have a -5 com modifier dies of bodily deterioration.   There are no means available to escape the Plague, aside from successfully waiting out the disease or receiving the benefits of a Remove Disease spell.

    Backdrops

    Encounters

    Passer's Plague is a standard settlement task quest; that is the players are given a simple task to go to a specified location do something then come back. This would be able to be completed in a single session and offers 2 Influence encounters and 2 combat encounters with the option for Downtime activities as an epilogue for the adventure.

    Encounters

    • Maurauding Zombies (optional) a Trivial threat encounter with a pack of Dwarven and Human Zombies of Jakk's Risen as the party approaches Engleher could be used to open the session with some combat and allow some for shadowing of what the party will encounter later. Perception DC 15
      The zombies could be marked with a brand of an orc skull with fangs.
      Reward- 40 XP and no loot
    • Influencing Engleher- The party arrives in town around mid-day; they are informed that the council will vote on commissioning the party to investigate the Engleher Silver Mine. The party will have four exploration rounds to influence a simple majority of the councilmembers to endorse their commissioning. There are 5 councilmembers in Engler. the Party can split up to work on separate councilmembers or focus on one at a time. Rewards- 80 XP and any additional boons they are able to negotiate.
    • Kakesh Overseer- a combat encounter, a Kakesh overseer and conscripted Kobolds are the first line of Jakk's defense. Rewards- 80 XP and stuff.
    • Encountering the Silverdust Clan- Bobrod's initial response to the parties entrance into the mining chamber is shock and surprise; if they can convince the kobolds not to take up arms against them within three influence rounds, they can gain a potential ally and access to Jakk's shrine in the mine's spring. Rewards- 80 XP and Reputation with the Silverdust Clan Penalty- Loss of Reputation with the Engleher Levee 
    • Combating the Silverdust Clan- (conditional) if the party can not difuse the combative stance of the Silverdust Kobolds, they will be forced to combat them. Rewards- 80 XP and stuff Penalty- Loss of Reputation with the Silverdust Clan 
    • Confronting Jakk- The party confronts Jakk at his shrine past the charnell Pits, he is reinforced by undead that he rose from his victims in the pit. If the party can remove the curse from the spring, they will gain a reputation with the Khababar Confederacy. Rewards- 120 XP and stuff Penalty- Loss of reputation with Gorvag 
    Plot type
    RPG Adventure Module
    Parent Plot
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