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
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.
  Visibility. Torches provide low light. Deeper inside it is dark.   Sinkholes. Bulettes burrowing near the surface cause sinkholes. Characters who step on a weakened area must make a DC 13 Dexterity saving throw or fall into a lower tunnel. Use the tunnel map for characters who fall.   Buried and Suffocation. If a creature is buried by debris, it becomes restrained and begins suffocating. DC 13 Athletics clears enough rubble to free a buried creature.   Toxic Gas (Sulfide). When a bulette burrows, it may release built-up gas, 50 percent chance. Creatures within 15 ft. make a DC 15 Constitution saving throw or be poisoned for 1 min.   Falling Rocks. When attacking from above, rocks fall in a 10 ft. radius, DC 15 Dexterity save or 3d6 bludgeoning damage.


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.
  Encounter. 6x rust monsters are running from a rampaging bulette. If unprovoked, the rust monsters head for the exit. However, exposed metal will draw their attention enough to stop. After 2 rounds, 1x bulette emerges, dragging a dead dwarf behind it by a chain. The body has an inert thunder rod.  
  • 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.
  Encounter. 2x ghosts and 4x poltergeists are present. The poltergeists no longer remember who they were. They focus on flinging minecarts. Creatures in a minecart’s path must succeed on a DC 15 Dexterity saving throw or take 3d8 bludgeoning damage and be knocked prone. Minecarts may draw bulettes.   Campbell and Algar. Ghosts of past miners who are furious about their mine being occupied. They will only calm down if characters promise to remove the remaining living dwarves. The ghosts have no control over the poltergeists but can calm or enrage a bulette with enough energy and focus.


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.
  Encounter. The entrance is blocked. 1x bulette is in the room along with two dwarves hiding in the back storage area.  
    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.
Kurgan and Devaney. Exhausted and injured. AC 10, 10 hp each. The dwarves are cornered and hiding in a small room. Their thunder rods are no longer charged.   The Crane. An old crane in the chamber can be operated with a DC 10 Intelligence (Land Vehicles). It can lift a bulette’s worth of weight or drop debris dealing 3d6 bludgeoning damage.


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.
  Encounter: Escape. Characters must navigate the dangerous tunnels once again on the way out of the mine.  
    DC 13 Nature, Perception, or Survival. Each failure results in an ambush, environmental hazard, or additional time spent in dangerous areas.
The Injured. The dwarves can move at half speed without rest.  
    DC 10 Medicine. Occasionally a dwarf needs aid. Failure results in taking 1d6 damage from the danger.
Passing Again. If the characters previously promised Campbell and Algar, they may take issue with the dwarves leaving alive  
    DC 15 Deception or Intimidation. Prevent an attack.
Remaining Bulettes. Use clawed walls and disturbed rubble to hint at their locations. A bulette may burrow into the path, emerge when resting, or when dealing with another hazard.
 

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


Copper Mines - Beyond the Entrance Battle Map

Beyond the Entrance

Copper Mines - Foreman's Office Battle Map

Foreman's Office

Copper Mines - Crane Room Battle Map

Crane Room

Copper Mines - Tunnel Battle Map

Tunnel


Written by Chuck & Drew

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