All monsters in this adventure are OGL and first appeared in +Matt Finch's S&W Monster Book: 0e Copyright 2008.
The
Mines of Saint Giles
Story
- The
dwarven miner Feld has come to the closet human settlement bloody and
barely alive. He babbles of undead horrors that have killed his
mining crew and taken control of the mines. Before passing out from
his injuries and fatigue he offers anyone willing to rid his mines of
the undead threat 1,000 gp. Unknown to Feld his mine is the resting
site of St. Giles the paladin and a young Necromancer has gotten it
in his head to attempt to raise the paladin as his undead servant.
Area
1 - Miner’s
House
The
door hangs loosely open showing a ruin. Fresh blood covers the floor
and the remains of an old dwarf hang from the back wall.
Investigation finds strange scratch marks on the wall and ceilings.
Exiting the miner’s house the players are set upon by 1d20 Zombie
Ravens
Zombie
Raven: HD 1d6hp; AC 8[11]; Atk 1 bite (1d3); Move 1 (Fly 6); Save 18;
CL/XP B/10; Special: Immune to sleep and cold.
Area
2 - Vampire Tree
An
old dead tree stands half fallen by the main entrance to the mines.
As the players pass the tree it will spring to life and attempt to
grab and drain the blood from the player it grabbed.
As
the tree attacks 1d20 Zombie Ravens will descend and attack the
players while ignoring the tree.
Vampire
Tree/Jubokko: HD 4; AC 6[13]; Atk 4 branches (1d6);Move 0; Save 13;
CL/XP 6/400; Special: Immobilization.
Zombie
Raven: HD 1d6hp; AC 8[11]; Atk 1 bite (1d3); Move 1 (Fly6); Save 18;
CL/XP B/10; Special: Immune to sleep and cold.
Area
3 - Crossroads
Mining
tools line the walls as it appears this was once were Feld kept his
equipment. Seletons of various races mill about this area but do not
look native to the mines. In the center is a hulking skeleton that
must have once been an Ogre.
Skeleton(
15): HD 1; AC 8[11]; Atk 1 weapon or strike(1d6) or (1d6+1
two-handed); Move 12; Save 17; CL/XP 1/15; Special: None.
Skeleton
Ogre: HD 3; AC 6[13]; Atl Weapon (1d10); Move 12; Save 15; CL/XP
3/45; Special None.
Area
4 - Rat-Ghoul Ambush
As
the players pass this area they are swarmed by Rat-Ghouls
who gibber madly about the will of the Master.
Sumatran
rat-ghoul (20): HD 1d6hp; AC 6[13]; Atk 1 bite (1d4); Move 9;
Area
5 -
This
large room is broken by a dwarven made wall and a large natural
pillar. A trip-line sits ready near the door to Area 6 that will, if
triggered, dropped 400 lbs of rock from the ceiling in a 30’ circle
of the Area 6 door.
Area
6 - Store Room
This
room holds a number (6) potions of cure wounds & potions (6) of
cause wounds. Both sets are mixed together and look identical. The
room is protected by Feld’s pet Trapper Beast.
Trapper
Beast (10HD): HD
10;
AC
3[16];
Atk
1
enfold; Move
1;
Save
5;
CL/XP 11/1700; Special:
Enfold and suffocate prey.
Area
7 - Another Crossroads
Empty
Area
8 - The Last Mine
Appears
to be the last mine being dug by Feld before the trouble began.
Nothing of importance here.
Area
9 - Tomb of Saint Giles
The
necromancer is here attempting to raise the fallen paladin Giles the
Holy. If successful the paladin will be raised and under the control
of the Necromancer.
The
Necromancer is accompanied by 20 Fossil Skeletons and 5 Skeletal
Horrors.
Fossil
Skeleton: HD 2; AC 6[13]; Atk 1 weapon or strike (1d8); Move 9; Save
16; CL/XP 2/30; Special: None.
Skeletal
Fury: HD 3; AC 7[12]; Atk 2 claws (1d6) and 1 gore (1d6); Move 12
(Fly 12); Save 14; CL/XP 3/60; Special: immune to sleep,
Area
10 - Pillar Room
A
small water source is in the rear of this area but the water has been
poisoned. Any who have drank from the source must succeed a saving
throw or die.
Area
11 - Water Works
Water
flows out of a gleaming metal pipe. The Water is thigh high around
the wall but falls to 60 feet deep 10 feet from the walls. A small
handwritten sign in dwarfish near the water says to “mind the
drop”. If anyone gets within 3 feet of the edge they will be
attacked by an undead octopus.
Giant
Undead Octopus: HD 9; AC 5[14]; Atk 8 tentacles (1d3); Move 2 (Swim
10); Save 9; CL/XP 10/1400; Special: constriction and pinioning,
Immune to sleep and cold.
Area
12 - Empty Hall
This
area is empty and holds nothing of importance save a secret door that
leads to Area 13
Area
13
- Portal Room
Behind
a locked double door inscribed with Elder Runes of long dead,
maddening tongues is a permanent portal to whereabouts decided by the
Referee.
Area
14 - Secret Tunnel
A
secret tunnel that leads to Area 10. A Trapper Beast waits here for
prey.
Trapper
Beast (10HD): HD 10; AC 3[16]; Atk 1 enfold; Move 1; Save 5; CL/XP
11/1700; Special: Enfold and suffocate prey.
![]() |
Map of Saint Gile's Mine |
Very coll Johua, just saw this.
ReplyDeleteThanks, Tim! I'm glad you liked it and sorry for the late reply!
DeleteI've just rediscovered your blog after many years (I think, seems that long), thanks a lot for all the time I now don't have because I have to read all this stuff! ;-)
ReplyDeleteEnjoy yourself and bring some coffee. Some these started to get long!
Delete