Bulette Storm
Adventure Briefing
To the Characters. Reagan Cassidy, a retiring foreman, hired dwarven demolitionists to safely collapse the unstable Copper Mines. The dwarves brought “trained” bulettes to assist, but something went wrong. Sinkholes are appearing across the Settlements and the dwarves are now trapped somewhere within the mines. Reagan has hired you to save who you can and stop the bulettes before it’s too late.
Level Range: 6-8
Tags: Escape, Mines, Rescue Connections: The Copper Mines, The Copper Settlements, Darkstone Clan, Reagan Cassidy
Monsters: Bulette, Ghost, Poltergeist, Rust Monster Download PDF: Ko-fi, DriveThru RPG
Tags: Escape, Mines, Rescue Connections: The Copper Mines, The Copper Settlements, Darkstone Clan, Reagan Cassidy
Monsters: Bulette, Ghost, Poltergeist, Rust Monster Download PDF: Ko-fi, DriveThru RPG
Inspired by Magpie's youtube video.
What’s Really Going On
Spirits of Miners. Angry spirits have awakened in response to the destruction,driving the bulettes into a frenzy. Surviving Dwarves. Two of the original eight remain alive, trapped in a partially collapsed section deep within the mine. Bulettes. There are 5x bulettes here. They attack individually and stay until fed or badly injured. The dwarves trained the bulettes using thunder rods. After taking thunder damage, a bulette has disadvantage until the end of their next turn.
Read Aloud. A hulking, armored beast built like living stone, the bulette bursts forth in a spray of rock and rage.
The Mine
Read Aloud. The old mines sag with age. Timbers bend and fresh cracks split the stone where supports once stood firm. Shattered mine cart tracks lead deeper into the dark, and the scent of wet dust and rusted tools sticks to everything.
Inside - Beyond the Entrance
Read Aloud. A long, narrow shaft ahead is scraped bare, metal rails chewed into twisted knots. The walls shimmer faintly with a fine dusting of rust. A chittering noise builds from below, and something insect like skitters into view.
- DC 13 Arcana. Reveals the magic item’s function.
- DC 13 Survival. Bulettes may be drawn by movements.
Foreman’s Office
Read Aloud. Dust blankets the smashed remains of crates. Rusted minecarts sway in their tracks, some dented as if flung. The air tastes stale, but charged. Something watches from the dark, and nothing here feels at rest.
Crane Room
Read Aloud. Collapsed beams block the chamber’s entry, but beyond them lies an open space lit by fractured lantern-glow. An old mechanical crane hangs overhead, its chain swaying slightly. Scraps of gear lie near a sealed storage alcove.
- DC 13 Athletics. Clearing debris requires 3 successes. Failing by 5 or more triggers a small collapse, dealing 2d6 bludgeoning damage and the rubble alerts 1x bulette.
Collapsing Mines
Sections have shifted or collapsed making it difficult to return.
Read Aloud. The tunnels groan with shifting weight. Walls bulge and the ceiling stones crack violently.
- DC 13 Nature, Perception, or Survival. Each failure results in an ambush, environmental hazard, or additional time spent in dangerous areas.
- DC 10 Medicine. Occasionally a dwarf needs aid. Failure results in taking 1d6 damage from the danger.
- DC 15 Deception or Intimidation. Prevent an attack.
Reference Page
Rewards
Copper Mines. There is a total of 500 gp worth of ore still inside. Weighs 25-50 lbs ea. and takes up 5 cubic ft. Reagan Cassidy. Will negotiate pay up to 500 gp each, funded by the Crown. Bonus pay may include his personal figurine of wondrous power companion (your choice of rare animal). Surviving Darkstones. The Darkstone dwarves will offer their thunder rods, safety when in the city of Kul’ Karit, and up to 2,000 gp in value of gemstones or dust for necessary spell components. All rewards must be collected and delivered from home and is available to send via slatetop delivery. The Copper Settlements. News spreads quickly in the Settlements. Success or failure will affect the character’s renown by a full rank in a relevant organization.
Thunder Rod
Wondrous, uncommon, Pathway® (air) This handheld device emits controlled bursts of thunderous energy. It can hold up to 5 charges and requires a single air Pathway® charge to function. While holding the Thunder Rod, you can use an action to expend 1 charge to release a pulse of thunderous energy at a point you can see within 30 feet. Each creature in a 10-foot radius centered on that point must make a DC 13 Constitution saving throw. On a failed save, a creature takes 1d6 thunder damage and has disadvantage on the next attack roll or ability check it makes before the end of its next turn. On a success the creature takes half damage and suffers no additional effects.
Pathway®
Wondrous, common Pathways® are small, palm-sized devices used for changing elemental energy into readily usable power. Charging and Usage. A Pathway® can be charged naturally by exposing it to raw elements for 8 hours, or instantaneously using spells. Once discharged, a Pathway® must remain dormant for an hour before it can be recharged. A fully charged Pathway® emits a gentle hum and vibrates slightly, indicating its readiness for use. The energy from a charged Pathway® is used immediately upon insertion into a compatible device, and the duration of power depends on the device’s requirements. It takes an action to charge and it can be done in two ways:
- Cast a 1st level or higher spell of air, earth, fire, or water into the Pathway®. It absorbs the energy and charges the device.
- Cast a 2nd level or higher spell of any kind into the Pathway®, which absorbs the energy and charges the device.
Suffocation Rules
When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can’t regain hit points or be stabilized until it can breathe again.
The Darkstone Dwarves
The Darkstone Clan comes from the northern portion of the Tritos Dominion, in the sovereign nation of Kul’ Karit. They are lifelong miners, working in the hills and along rivers. The eight that came here were experimenting with new methods, hoping to revolutionize the industry. The foreman, Raven Deveraux, died when they first encountered the ghosts. Follow Up. Collect the bodies of their fallen comrades. Return and deal with whatever remains in the mines. The undead presence has increased due to the dwarven nature of the quest. Ghosts now possess bulettes or the dwarf bodies.
NPCs
Kurgan Vitor
C/G, Male, Dwarf Demolitionist Kurgan is 89 years old and exhausted. Despite that, he is still trying to act like he’s in charge. He clings to routine, checking equipment that doesn’t work and talks like they’ll still dig their way out. If he can relinquish control, he shows relief. Roleplaying Kurgan Vitor
Personality Trait. “Things could always be worse.”
Ideal. “Leadership. If you take charge, others will follow.”
Bond. “Hard work will always pay off.”
Flaw. “Impostor syndrome lives rent-free in my brain.”
“Maybe from now on, we stick to the tried and true.”
Devany Kildare
C/G, Female, Dwarf Demolitionist Devany is 101 years old and is done pretending things will fix themselves. She’s mad at the ghosts, at the mine, and at herself. She’s sarcastic and quick to call out danger when she sees it. Devany listens closely when treated with respect. Roleplaying Devany Kildare
Personality Trait. “I’m surrounded by idiots.”
Ideal. “Innovation. Progress needs to happen.”
Bond. “Everyone deserves a second chance.”
Flaw. “It takes me three times to learn a lesson.”
“It could have revolutionized the mining industry.”
GM Advice
Level Range. A well-skilled or optimized group could complete this adventure at earlier levels. Bulettes are high AC and HP creatures and will be more difficult for the less combat-focused. Building Fear. Characters do not know the bulettes attack as individuals. Build tension by having others nearby that don’t strike. Showing a second bulette should terrify players. Separation. Sinkholes and collapsing tunnels allow for temporarily separating characters, creating additional hazards.
Maps

Beyond the Entrance

Foreman's Office

Crane Room

Tunnel
















