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MINES OF MADNESS
By Scott Kurtz & Christopher Perkins
A REALLY FUN ADVENTURE (FOR THE DM, AT LEAST)
The wizard Abracadamus hid the
Forever Stone
in the darkest depths of a failing mine,
coerced monsters into serving as guardians, and rigged the dungeon with traps galore.
Then he died, as all good wizards do.
Many heroes have fallen prey to the
Forever Stone’s
lure of immortality. To date, only one
stalwart band has plunged into the Mines of Madness and lived to tell the tale. You think
you’re better than them? You think you got what it takes to grab life by the stones and
conquer the dungeon that won the 2012 Gygaxian Award* for Bonecrushing Awesomeness?
We seriously doubt it, but go ahead . . . prove us wrong!
Mines of Madness
is a Very Special D&D
®
Adventure written for PAX East 2013
and designed for four 3rd-level characters. All characters must be created using
the rules in the D&D Next playtest package, available for FREE at
dndnext.com.
*Not a real award, though seriously, it should be.
I
ntroductIon
Mines of Madness
is a rollicking D&D
®
adventure designed
for use with the D&D Next playtest packet, which you
can download for free at
dndnext.com.
The adventure is
intended for four 3rd-level characters, created using the
rules in the playtest packet.
The Mines of Madness is a fictional adventure loca-
tion (aren’t they all?) first introduced in the web comic
PvP,
as a loving tribute to the classic D&D “dungeon
crawls” of old. This adventure brings the adventure loca-
tion to life, allowing D&D fans at PAX East 2013 to
experience the Mines of Madness for themselves.
Let us begin by saying:
This is not a fair test of the play-
ers’ abilities.
The dungeon is tragically stacked in the DM’s
favor and built to frustrate, maim, humble, and ulti-
mately kill adventurers. But if the players band together
and use their brains, with a little luck their characters
might survive to tell the tale of how they descended into
the Mines of Madness in search of the
Forever Stone
and
prevailed.
What’s the
Forever Stone?
We’re glad you asked. . . .
W
hat the
P
layers
W
Ill
n
ever
K
noW
The masters of the dwarven Glitterdark Mining Consor-
tium thought they’d struck it rich with the Corkscrew
Mines, so named because of their distinctive, downward
spiraling tunnels. Deep within, the dwarves unearthed
veins of a never-before-seen red crystal they took to
calling krimsonite. Unfortunately, the substance was dif-
ficult to extract and turned brittle once separated from
the indigenous rock upon which it grew. The consortium
tried to market the crystal and failed horribly.
A mine foreman named Pax Jaggershield had
invested his life savings in the mines. Stubborn yet per-
suasive, he refused to sell his shares and (foolishly, some
say) convinced his fellow miners to help him buy the
rest. The consortium gladly took the dwarves’ money,
leaving Jaggershield’s crew with a worthless haul of
krimsonite and their misplaced pride.
By delving ever deeper, Jaggershield hoped to strike
electrum (a few flecks of the precious metal had been
found here and there), but instead broke into a tunnel
complex inhabited by a purple worm. The dwarves
retreated, and that’s when the downward excavation
stopped.
At some point (scholars aren’t sure when), Jagger-
shield and his retinue were approached by an elderly
wizard. He told them that krimsonite dust was valuable
as a spell component. The dwarves, encouraged by the
news, worked feverishly to provide the wizard with all
the krimsonite he could afford. In fact, the ore had no
magical value at all; the wizard had lied to the dwarves
and had no real interest in the red crystal. His interest
was in the mine itself.
The elderly wizard, Abracadamus, was the last sur-
viving member of a secret society of do-gooders sworn
to protect the
Forever Stone
and other good-aligned arti-
facts from the forces of evil. He had used the artifact to
prolong his own life (for that is its greatest power), but
he was tired of being hunted. He urged the dwarves to
make several expansions to the mines and helped them
rig a series of deadly traps to discourage intrusion. Abra-
cadamus then sealed himself and the
Forever Stone
in the
mines’ depths, never to be seen again.
Pax Jaggershield and his dwarves, rich on the money
given to them by the wizard, chose to stay and guard the
mines. They were convinced that Abracadamus and his
treasures were worth protecting. After a few months,
however, the dwarves succumbed to a strange madness.
A handful of them longed to retrieve and sell whatever
the wizard was hiding. Greed and paranoia led to vio-
lence and betrayal, until only Jaggershield himself was
left standing. Still, he refused to leave the mine, and
there he died.
The evil forces hounding Abracadamus eventually
tracked the wizard to the mines, but they didn’t get far
before the various traps and wards disposed of them.
Since then, bands of adventurers have entered the Mines
of Madness in search of the fabled
Forever Stone,
only to
meet similar fates. No one remembers that the stone is
an artifact of good, only that it grants eternal life—and for
many, that’s a treasure worth dying for.
W
hat the
P
layers
n
eed
t
o
K
noW
Read the following to begin the adventure:
You have come to the Mines of Madness in search of
the
Forever Stone,
a powerful artifact rumored to have
many great powers, first among them the power to
grant eternal life. According to half-forgotten lore,
the stone was hidden from the world long ago by evil
wizards and greedy dwarves who coveted its power.
They are said to have perished in an orgy of magic
and bloodshed after turning on one another. You don’t
expect all the rumors to be true, but one thing is cer-
tain: Over the years, many adventurers have tried to
claim the
Forever Stone,
but none have succeeded.
To survive the Mines of Madness would be a feather
in the cap of any adventurer, but to retrieve the
Forever
Stone
would catapult you into the annals of awesome-
ness. And so here you are, on the brink of greatness,
ready to descend into the depths in search of glory,
infamy, and immortality. . . .
2
The adventure assumes that the characters know one
another and have been together for some time. It also
assumes that the party has discovered the location of the
Mines of Madness and made its way there. The adven-
ture begins with the characters standing at the entrance,
preparing to make their descent into history.
Speaking of history, characters can attempt to recall
certain supposed facts about the Mines of Madness by
making a DC 20 Intelligence check. A successful check
yields one random bit of information; have the succeed-
ing player roll a d4, and then consult the table below.
d4
1
2
3
4
The dungeon is suffused with stray magical energies
that unsettle the unconscious mind, twisting dreams
into nightmares and leaving one weak and rattled upon
waking. In game terms, any adventurer who takes a
long rest in the Mines of Madness does not regain spent
Hit Dice.
An Adventurer’s
Worst nightmAre
Detail
The mines are rumored to contain veins of electrum.
The mines are known to contain veins of a worthless
crystalline substance called krimsonite (with a “k”).
The dwarves who owned the mines went mad,
hence the name: Mines of Madness.
A long-dead wizard named Abracadamus is thought
to haunt the mines as a vampire or lich.
Common Features
As the player characters explore the mines, they’ll dis-
cover several recurring features throughout.
Scale:
The maps use a scale of 10 feet per square.
When determining the party’s marching order, note
that tunnels are wide enough for characters to move two
abreast or single file.
Lighting:
All areas within the mines are unlit unless
noted otherwise. Characters must rely on darkvision or
their own light sources to see.
Ceilings and Walls:
Unless noted otherwise, rooms
have flat, 10-foot-high ceilings and are chiseled from
solid stone, and the walls have few handholds or foot-
holds; they can be climbed with a DC 20 Strength or
Dexterity check. Natural caverns vary in height and have
frequent hand- and footholds, but the walls are slick with
moisture; climbing the walls in these locations requires
a DC 15 Strength or Dexterity check, and failure by 5 or
more results in a fall (1d6 bludgeoning damage per 10
feet fallen).
Mine Shafts:
Dwarves like to name mine shafts after
dwarven kings. The named mine shafts in the Mines
of Madness vary in depth, but all are lined with rotting
support beams and crossbeams that offer plenty of hand-
holds. Climbing up or down a shaft requires a DC 12
Strength or Dexterity check, with a failure by 5 or more
indicating a fall (1d6 bludgeoning damage per 10 feet
fallen).
Tunnels:
All tunnels are 10 feet high and hewn from
dense earth and solid rock. At various weak points, rot-
ting wooden buttresses and crossbeams support the
tunnel walls and ceiling.
Corkscrew Tunnels:
Some tunnels coil upward or down-
ward, increasing or decreasing their depth by 30 feet.
The floors of these corkscrew tunnels are usually angled
no more than 20 degrees.
Tunnel Collapse:
A typical buttress has AC 0 and 10
hit points. Destroying a buttress has a 1-in-6 chance of
causing a ceiling collapse in the two 10-foot squares clos-
est to it. Any creature in a collapsing section of tunnel
must make a DC 10 Dexterity saving throw. On a suc-
cessful save, the target moves out of the collapsing area
to the nearest safe square. On a failed save, the target
takes 7 (2d6) bludgeoning damage, falls prone, and is
W
elcome to the
m
Ines
The Mines of Madness contain traps and dangers
aplenty. Please read the adventure thoroughly before
attempting to run it, and refer to the maps of the upper
and lower levels as needed.
Read-Aloud Text:
Boxed text gives players infor-
mation about what their characters can see, hear, and
perhaps smell when they enter a given area. This text can
be read aloud to players or paraphrased as you see fit.
Monster Statistics:
For your convenience, monster
statistics are collected at the end of the adventure on
pages keyed to the encounter areas described below.
Each combat encounter comes with an initiative tracker
and spaces to record monster hit points.
Where To Begin:
After reading the boxed text in the
“What the Players Need To Know” section to the players,
assume that the adventurers are standing outside the
entrance to the mine (area 2), near the outhouse (area 1).
Dwarvish Runes:
The mines are riddled with
Dwarvish script carved into walls, doors, and other sur-
faces. If the party tries to decipher the script, you can
give
HANDOUT 1
(a translation of the Dwarvish alpha-
bet) to any player whose character speaks Dwarvish or
casts a
comprehend languages
spell.
Troubleshooting:
Some encounters are especially
dangerous. If a characters dies as a consequence of bad
luck or folly, use the advice in the encounter’s “Trouble-
shooting” section to deal with the sudden loss.
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buried under 1d6 feet of rubble. While buried, the target
is restrained and cannot stand, and the only action it
can take on its turn is to make a DC 10 Strength check
to escape, taking a penalty to the check equal to the
number of feet of rubble covering it. An unburied crea-
ture adjacent to the target can attempt to pull it free as
an action by making a similar Strength check.
Inside the outhouse is a wooden bench with a hole cut
into it. Flickering orange light shows through the hole,
emanating from somewhere deep below.
Buried in the ground beneath the outhouse is an empty
wooden barrel to catch waste. Some anonymous miscre-
ant threw an
everburning torch
into the barrel. The torch
(which produces no heat) is the source of the light.
The outhouse is large enough to accommodate one
Medium character or two Small characters at a time.
Creature:
If one or more characters ignore the sign
and enter the outhouse, the ground begins to tremble
and bulge as the
purple worm
from area 32 erupts
from below and swallows the outhouse. The worm is 50
feet long, but its lower half remains underground.
Characters in the 10-foot squares adjacent to the out-
house must succeed on a DC 10 Dexterity saving throw
or fall prone. Anyone in the 10-foot square occupied by
the outhouse must succeed on a DC 15 Dexterity saving
throw or be targeted by the worm’s bite attack. (In this
singular instance, the worm can bite multiple creatures
with a single attack.) Characters inside the outhouse
t
he
u
PPer
l
evel
The following encounters are keyed to the map of the
upper level.
1. “Keep out!”
A ramshackle wooden outhouse stands about 30 feet
from the entrance to the mine. Carved into the door
are the words “KEEP OUT!” in Common.
Some characters might be tempted to explore the out-
house. If a character opens the door or peeks through a
knothole in the wooden walls, read:
4
take a –5 penalty to this saving throw, and the worm has
advantage on its attack roll to hit them.
Roll initiative as normal, and track any damage the
purple worm sustains; on its first turn after gaining
surprise, the purple worm retreats the way it came, pro-
voking opportunity attacks from characters adjacent to it
as it backs into the earth. In addition to the outhouse, the
worm also swallows the waste barrel and the
everburning
torch
inside it.
Worm Chute:
The purple worm leaves behind a
sinkhole of pulverized rock covering a lazily spiraling,
corkscrew-like chute 10 feet wide and 120 feet deep.
The chute is plugged with 5 feet of pulverized rock, but
the first character to enter or forcibly prod the sinkhole
causes the fine rubble to give way, exposing the chute for
all to see. Characters who dare to slide down the chute
arrive at the point marked
X
in area 32 on the lower
level, landing atop a heap of powdered stone and taking
no damage. It’s a DC 15 Strength or Dexterity check to
climb up or down the chute (DC 5 with ropes or climb-
ing gear), and failure by 5 or more results in a fall (but no
damage).
Troubleshooting:
This encounter sets the tone of
the adventure. If the purple worm swallows one or more
characters, resolve their fates quickly. In all likelihood,
they are dead meat. (That’s what they get for not heeding
the warning sign on the outhouse door!) Players who lose
characters to the purple worm can remain in the game
by choosing or rolling up new characters or renaming
the ones they already have. Let them contrive an unlikely
story to explain the sudden arrival of these new adven-
turers, then move on to the next encounter. (It’s not about
realism; it’s about having fun!)
It’s fine if the characters follow the purple worm
down to the lower level. Although they might seem to be
circumventing the dungeon, characters using this back-
door route are confined to areas 29, 31, 32, and 33, with
little hope of obtaining the
Forever Stone.
Rabble in the Rubble:
Four dead goblins are buried
in the rubble flanking the entrance (two per side). The
mine entrance collapsed as the goblins made their way
inside, and the survivors (see area 3) stashed the bodies
here after clearing the tunnel and looting the dead. (The
remaining goblins didn’t want others who wandered by
to see the corpses of their kin lying around.) Anyone who
takes the time to search the rubble finds the dead gob-
lins (no check required). The corpses wear crushed bits
of armor and have broken spears buried with them, but
they carry nothing of value. A successful DC 10 Wisdom
check reveals that they died from bludgeoning damage.
Trap:
Ten feet inside the tunnel, carved into the floor
between two ceiling supports and hidden under a thin
layer of dust, is a tiny rune composed of three Dwarvish
letters. If the characters take the time to sweep aside
the dust or cast a
detect magic
spell, they automatically
detect the rune (show the players
HANDOUT 2
at this
time). Otherwise, they have no chance of spotting it. The
rune consists of the letters P, A, and X. It radiates faint
abjuration magic when scrutinized with a
detect magic
spell, and a DC 15 Intelligence check confirms that
the rune can be disabled by uttering the word “Pax” or
its Common translation, “Great.” Speaking either word
aloud within 10 feet of the rune causes it to disappear for
24 hours, temporarily disabling the trap.
If a character moves from the first 10-foot square of
the tunnel to the second—or vice versa—without saying
“Pax” or “Great” aloud, the rune flashes brightly and
triggers a tunnel collapse that fills both 10-foot squares.
See “Common Features” (page 3) for rules on tunnel col-
lapses. Once the tunnel collapses, it’s completely blocked
off; the rune disappears and the trap is disabled for 24
hours. Clearing the tunnel after a collapse takes 5 hours
of work per 10-foot square; each additional character
reduces this time by 1 hour.
3. Pecking order
When the characters come within 30 feet of this room
(from any direction), they hear clucking and banging
sounds.
This 10-foot-high, rough-hewn chamber contains
shovels, picks, stacks of wooden planks, buckets of
nails, and piles of wooden beams amid three half-built
wooden mine carts and three eerily lifelike statues of
goblins brandishing spears.
An intact cart rests upside-down in the middle of
the cave, its wooden wheels sticking up in the air. Four
oversized chickens peck at the sides of the overturned
cart, determined to get at whatever’s underneath.
The four goblins that survived the tunnel collapse in
area 2 eventually ran afoul of some cockatrices (heh
heh)
2. entrance
Rubble and flinders of rotten wood are piled around
the mouth of a 10-foot-wide, 10-foot-high tunnel
carved into a rocky hillside. The floor of the tunnel is
covered in loose dust, and the wooden buttresses and
crossbeams that support the tunnel ceiling have seen
better days.
The entrance has collapsed several times, only to be
cleared now and then by intrepid explorers eager to
unearth the secrets and treasures beyond. The last group
to enter the Mines of Madness was a gang of eight gob-
lins. They fell prey to a trap (see below)—and so might the
adventurers if they’re not careful.
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