Adventure L1-1 Arnheim: Trouble at the Mogn Mine
First of a series of three level 1 adventures set in Arnheim on the continent of Aorlan.
Setting: Mogn (pronounced MOW-gen), a village on the north bank of the Arn River, is best known for a productive tin mine, simply called The Mogn Mine. The town also has a new sawmill, The Mogn Mill. Mogn is led by a mayor, Raedmund, who also owns the mine.
Hook: Mine workers reported mysterious cave-ins and ghostly noises at the mine. Their refusal to enter the mine has led to the closing of the mine, disrupting the town’s economy. Some of the miners are drinking at The Folly and rabble-rousing, with nothing else to do. The mayor posts a reward.
Scenes
Gathering at the village inn, The Tin Man: Mayor Raedmund describes the reports from the mine, the trade and financial impact on the village for it to be closed and offers a reward of 50 gold coins for the re-opening of the mine. A crude map of the Mogen Mine is available. Townsfolk share conflicting rumors: some blame spirits, others suspect sabotage by the rival tin mine in the next village over, Ygg. The village baker complains that some miners are getting drunk at The Folly and causing trouble.
Investigation at The Folly, the drinking pub: Several miners without work are there all day. They speak of mysterious occurrences, collapses, noises. One makes a gesture to ward off evil. Lumberjacks also at The Folly are obviously not getting along with the miners. One of the lumberjacks makes chicken noises and flaps his arms while grinning at the gesturing miner. The miner scowls and hurls his mug and a brawl ensues. There are 4 miners and 3 lumberjacks. They are all muggle humans but tough laborers, with +1 hp, +1 attack and +1 damage with their fists.
Investigation at the timber camp: The lumberjacks will have their reactions informed by how the adventurers acted during the brawl at The Folly, if the visit is after the brawl. They WILL complain that some of their supplies were stolen, and they blame the miners. If the lumberjacks look positively at the adventures they will provide reports of small figures in the woods and perhaps even walk the party over to where the figures were seen. A good or determined tracker or a lucky roll spots small, indistinct footprints there in the woods.
Approaching the mine: A good or determined tracker or a lucky roll spots a small footprint with three toes just outside the mine, entering it. Are those claws on the toes? Looks like it. And that looks like another claw at the heel.
Entering the mine: 40 feet in, a recent collapse blocks one of the main mine tunnels. Just before the collapse a clear mine tunnel branches to the left. Clearing the collapse would take significant effort and have soime risk of further collapse. If they successfully do clear the collapse, they will find drag marks and clawed tracks leading deeper into the mine.
A trap is sprung: 20 feet down the clear side tunnel the kobolds have cut most of the way through both upright posts. They did this on the back side of the posts, to make the tampering harder to spot. The kobolds have tied a sturdy rope to the left post, and it is lying loose in the tunnel, trailing forward into the dark. They also left a pile of feces and urine just past the upright in the tunnel. They stink, and are likely to distract party attention away from the trap. When the party is under the trapped supports, a kobold curses the party in Draconic and hurls a small spear from the dark at the closest adventurer. Three others yank hard on the rope, pulling it taut and then breaking the support. The collapse is not complete, but anyone within 5' of the supports is struck by falling stone for 1 or 2 dice of damage. The kobolds flee deeper into the mine.
End of Adventure L1-1 Arnheim: Trouble at the Mogn Mine
Hook: Mine workers reported mysterious cave-ins and ghostly noises at the mine. Their refusal to enter the mine has led to the closing of the mine, disrupting the town’s economy. Some of the miners are drinking at The Folly and rabble-rousing, with nothing else to do. The mayor posts a reward.
Scenes
Gathering at the village inn, The Tin Man: Mayor Raedmund describes the reports from the mine, the trade and financial impact on the village for it to be closed and offers a reward of 50 gold coins for the re-opening of the mine. A crude map of the Mogen Mine is available. Townsfolk share conflicting rumors: some blame spirits, others suspect sabotage by the rival tin mine in the next village over, Ygg. The village baker complains that some miners are getting drunk at The Folly and causing trouble.
Investigation at The Folly, the drinking pub: Several miners without work are there all day. They speak of mysterious occurrences, collapses, noises. One makes a gesture to ward off evil. Lumberjacks also at The Folly are obviously not getting along with the miners. One of the lumberjacks makes chicken noises and flaps his arms while grinning at the gesturing miner. The miner scowls and hurls his mug and a brawl ensues. There are 4 miners and 3 lumberjacks. They are all muggle humans but tough laborers, with +1 hp, +1 attack and +1 damage with their fists.
Investigation at the timber camp: The lumberjacks will have their reactions informed by how the adventurers acted during the brawl at The Folly, if the visit is after the brawl. They WILL complain that some of their supplies were stolen, and they blame the miners. If the lumberjacks look positively at the adventures they will provide reports of small figures in the woods and perhaps even walk the party over to where the figures were seen. A good or determined tracker or a lucky roll spots small, indistinct footprints there in the woods.
Approaching the mine: A good or determined tracker or a lucky roll spots a small footprint with three toes just outside the mine, entering it. Are those claws on the toes? Looks like it. And that looks like another claw at the heel.
Entering the mine: 40 feet in, a recent collapse blocks one of the main mine tunnels. Just before the collapse a clear mine tunnel branches to the left. Clearing the collapse would take significant effort and have soime risk of further collapse. If they successfully do clear the collapse, they will find drag marks and clawed tracks leading deeper into the mine.
A trap is sprung: 20 feet down the clear side tunnel the kobolds have cut most of the way through both upright posts. They did this on the back side of the posts, to make the tampering harder to spot. The kobolds have tied a sturdy rope to the left post, and it is lying loose in the tunnel, trailing forward into the dark. They also left a pile of feces and urine just past the upright in the tunnel. They stink, and are likely to distract party attention away from the trap. When the party is under the trapped supports, a kobold curses the party in Draconic and hurls a small spear from the dark at the closest adventurer. Three others yank hard on the rope, pulling it taut and then breaking the support. The collapse is not complete, but anyone within 5' of the supports is struck by falling stone for 1 or 2 dice of damage. The kobolds flee deeper into the mine.
End of Adventure L1-1 Arnheim: Trouble at the Mogn Mine