The Bridgemoor Mines: Difference between revisions

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'''Florence Pebbles,''' ''the Gossippy Tavern Keeper.'' An emotional, pragmatic [[halfling]] whose drive is simply to make a comfortable living. Florence knows all the most recent gossip about any person or event.
'''Florence Pebbles,''' ''the Gossippy Tavern Keeper.'' An emotional, pragmatic [[halfling]] whose drive is simply to make a comfortable living. Florence knows all the most recent gossip about any person or event.


'''Crescentir Henley,''' ''the Smarmy Merchant.'' A risk-taking, disloyal elf who always wears colorful costumes to aid him in peddling his toys and gadgets. Subconsciously, he just wants to be validated. A hero who takes time to do this will get discounted wares.
'''Crescentir Henley,''' ''the Smarmy [[Merchant]].'' A risk-taking, disloyal elf who always wears colorful costumes to aid him in peddling his toys and gadgets. Subconsciously, he just wants to be validated. A hero who takes time to do this will get discounted wares.


'''Brent Brentson,''' ''the Disgruntled Coworker.'' A dwarven miner who is driven by greed. He’s willing to take risks for personal gain and is tired of watching snotty folk like Kathy Vanse make large salaries while he does the grunt work in the mines. For a couple months now, Brent has secretly been a member of the Ironheart Gang and is waiting for the right moment to steal a load of valuables from the mines.
'''Brent Brentson,''' ''the Disgruntled Coworker.'' A dwarven miner who is driven by greed. He’s willing to take risks for personal gain and is tired of watching snotty folk like Kathy Vanse make large salaries while he does the grunt work in the mines. For a couple months now, Brent has secretly been a member of the Ironheart Gang and is waiting for the right moment to steal a load of valuables from the mines.
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=== The Cave In ===
=== The Cave In ===
'''''Read Aloud:''''' ''The day starts like any other: miners line up, get their gear, and trudge into the dark maws where they will break rock into dust in hopes of finding some precious metals or gems. Every miner’s secret hope is that they will find one of the ancient artifacts that predate any written history: artifacts made out of strange Avadrium, a metallic substance with odd, seemingly random properties. Some speculate that these artifacts were created by the gods that made this chasm, while others think that it is simply a relic of a civilization lost to time. Whatever the case, these items are extremely valuable to Bridgemoor; if a miner discovers one, as Falgen Dennis did yesterday, they will receive a year’s wages from Bridgemoor’s Meritocrats.''
'''''Read Aloud:''''' ''The day starts like any other: miners line up, get their [[gear]], and trudge into the dark maws where they will break rock into dust in hopes of finding some precious metals or gems. Every miner’s secret hope is that they will find one of the ancient artifacts that predate any written history: artifacts made out of strange Avadrium, a metallic substance with odd, seemingly random properties. Some speculate that these artifacts were created by the gods that made this chasm, while others think that it is simply a relic of a civilization lost to time. Whatever the case, these items are extremely valuable to Bridgemoor; if a miner discovers one, as Falgen Dennis did yesterday, they will receive a year’s wages from Bridgemoor’s Meritocrats.''


''These hopes, unspoken but known by all, urge the miners forward into the dark shafts, but the day quickly turns from mundanity to tense drama when a rumbling roar emanates from one of the shafts, followed immediately by a puff of great brown dust.''
''These hopes, unspoken but known by all, urge the miners forward into the dark shafts, but the day quickly turns from mundanity to tense drama when a rumbling roar emanates from one of the shafts, followed immediately by a puff of great brown dust.''


Determine, based on the heroes’ BOP and how they narrated an average day in their lives, whether each of them are outside or inside the cave in. Regardless of where a hero is, they can help solve the crisis through clever use of their skills.
Determine, based on the heroes’ BOP and how they narrated an average day in their lives, whether each of them are outside or inside the cave in. Regardless of where a hero is, they can help solve the crisis through clever use of their [[skills]].


{| class="wikitable" style="background-color: #d0e0e3;"
{| class="wikitable" style="background-color: #d0e0e3;"
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==== '''Outside the Mines''' ====
==== Outside the Mines ====
'''''Read Aloud:''''' ''After the roar of the cave in fades, it is replaced by frantic shouting as off-duty miners, supervisors, and merchants all rush to the scene. Pandemonium ensues as supervisors try to take charge and miners begin pulling dirt and rubble away in a disorganized frenzy.''
'''''Read Aloud:''''' ''After the roar of the cave in fades, it is replaced by frantic shouting as off-duty miners, supervisors, and merchants all rush to the scene. Pandemonium ensues as supervisors try to take charge and miners begin pulling dirt and rubble away in a disorganized frenzy.''


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Finally, the heroes might pick up some spare shovels or pick axes and go to work directly removing debris from the outside of the cave in, which would best be represented by a STR or END check.
Finally, the heroes might pick up some spare shovels or pick axes and go to work directly removing debris from the outside of the cave in, which would best be represented by a STR or END check.


==== '''Inside the Mines''' ====
==== Inside the Mines ====
'''''Read Aloud:''''' ''Inside the mines, tensions run high as the miners struggle not to panic. A few of your fellow miners were injured, but it doesn’t seem that anyone was killed in the cave in. Your kerosene lanterns will slowly consume breathable air, so you need to take initiative. The rubble blocking you from the exit looks loose enough to excavate yourself.''
'''''Read Aloud:''''' ''Inside the mines, tensions run high as the miners struggle not to panic. A few of your fellow miners were injured, but it doesn’t seem that anyone was killed in the cave in. Your kerosene lanterns will slowly consume breathable air, so you need to take [[initiative]]. The rubble blocking you from the exit looks loose enough to excavate yourself.''


''Brent Brentson, the disgruntled dwarven miner, isn’t helping matters any. “There’s procedures here,” he grumbles. “We’ll get in trouble wit’ the likes o’ Kathy iffen we try to dig our way out and cause more structural problems, and you know I’m right.”''
''Brent Brentson, the disgruntled dwarven miner, isn’t helping matters any. “There’s procedures here,” he grumbles. “We’ll get in trouble wit’ the likes o’ Kathy iffen we try to dig our way out and cause more structural problems, and you know I’m right.”''
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==== '''Giving Chase''' ====
==== Giving Chase ====
Each hero giving chase must make an attribute check to represent their physical capacity to rush after the thieves. They can make a STR, DEX, or END check, adding a skill if relevant. If the heroes are riding horses or other mounts, they can also make an AWR/Animal Handling check with an additional +4 bonus.
Each hero giving chase must make an attribute check to represent their physical capacity to rush after the thieves. They can make a STR, DEX, or END check, adding a skill if relevant. If the heroes are riding horses or other mounts, they can also make an AWR/Animal Handling check with an additional +4 bonus.


The heroes must collectively roll an average score greater than 8. If they do not, then increase the Final Confrontation’s difficulty from “Normal” to “Difficult,” or from “Difficult” to “Deadly” if it took them more than 2 hours to clear the cave in.
The heroes must collectively roll an average score greater than 8. If they do not, then increase the Final Confrontation’s difficulty from “Normal” to “Difficult,” or from “Difficult” to “Deadly” if it took them more than 2 hours to clear the cave in.


==== '''Feral Nythix''' ====
==== Feral Nythix ====
As the heroes rush to catch up with the thieves, they encounter a feral nythix. Depending on the size of your party, the nythix might have already been injured.
As the heroes rush to catch up with the thieves, they encounter a feral nythix. Depending on the size of your party, the nythix might have already been injured.


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'''''Read Aloud (if fewer than 3 players):''''' ''Fortunately for you, this angry creature appears to have been injured: one of its wings is crimped.''
'''''Read Aloud (if fewer than 3 players):''''' ''Fortunately for you, this angry creature appears to have been injured: one of its wings is crimped.''


The creature has the stats of a '''Nythix Glider''' (CC p. 137). If you are playing with only 1-2 players, then on each of the Nythix’s turns, it can '''MOVE''' and take '''ONE''' of its actions, instead of taking '''TWO''' of its actions.
The creature has the stats of a '''[[Nythix Glider]]''' (CC p. 137). If you are playing with only 1-2 players, then on each of the Nythix’s turns, it can '''MOVE''' and take '''ONE''' of its [[actions]], instead of taking '''TWO''' of its actions.


If the party feed the nythix at least 1 ration and succeed on a DC 12 AWR check to calm it, they can avoid combat. Otherwise, they must fight it.
If the party feed the nythix at least 1 ration and succeed on a DC 12 AWR check to calm it, they can avoid [[combat]]. Otherwise, they must fight it.


==== '''Final Confrontation''' ====
==== Final Confrontation ====
As your party catches up with the thieves, use the following read aloud text. When narrating how many bandits there are, consult the following table.
As your party catches up with the thieves, use the following read aloud text. When narrating how many bandits there are, consult the following table.


Use the Normal difficulty unless the players took more than 2 hours to clear the debris (which increases it by 1 tier) and/or failed the Giving Chase attribute checks (which increases it by 1 additional tier).
Use the Normal difficulty unless the players took more than 2 hours to clear the debris (which increases it by 1 tier) and/or failed the Giving Chase attribute checks (which increases it by 1 additional tier).


Instead of their normal equipment, each of the enemies in this encounter are armed with 2 Throwing Axes. These are STR based [[weapons]] that can be thrown 30 ft and deal 2 (1d4) + STR damage on a hit.
Instead of their normal [[equipment]], each of the enemies in this encounter are armed with 2 Throwing Axes. These are STR based [[weapons]] that can be thrown 30 ft and deal 2 (1d4) + STR damage on a hit.


The possible enemies in this encounter include '''Thugs''' (CC p. 235) and '''Bandits''' (CC p. 218). The mules are noncombatants.
The possible enemies in this encounter include '''Thugs''' (CC p. 235) and '''Bandits''' (CC p. 218). The mules are noncombatants.
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|1 [[Thug]]
|1 [[Thug]]
|2 Thugs
|2 Thugs
|1 Bandit and 1 Thug
|1 [[Bandit]] and 1 Thug
|-
|-
|2
|2
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As combat begins, make it apparent that the thieves will stop fighting if they are left alone. If they can complete their heist with impunity, they will do so and leave the heroes on their own. Otherwise, the thieves will fight until ½ of them are dead or incapacitated, then the remaining thieves will flee.
As combat begins, make it apparent that the thieves will stop fighting if they are left alone. If they can complete their heist with impunity, they will do so and leave the heroes on their own. Otherwise, the thieves will fight until ½ of them are dead or incapacitated, then the remaining thieves will flee.


==== '''Conclusion''' ====
==== Conclusion ====
If the heroes are unable to apprehend the thieves, then the thieves escape with their treasure. The heroes receive no reward.
If the heroes are unable to apprehend the thieves, then the thieves escape with their treasure. The heroes receive no reward.


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Regardless of whether the heroes apprehended the thieves successfully or not, they level up to level 2. The heroes also receive 1 point of Goodwill in the Mercantile facet of Bridgemoor. At this point, their adventure proceeds to Chapter 3: The Underbridge Cult.
Regardless of whether the heroes apprehended the thieves successfully or not, they level up to level 2. The heroes also receive 1 point of [[Goodwill]] in the Mercantile facet of Bridgemoor. At this point, their adventure proceeds to Chapter 3: The Underbridge Cult.

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