The Bridgemoor Mines: Difference between revisions

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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;"
|'''Skill Challenge'''
To resolve the cave in, each hero will be able to make two attribute checks, adding relevant skill bonuses they might have.
Note their rolls, and once all rolls are resolved, add together the sum of their rolls. Then subtract this total from a number equal to 30 x the number of players (if you would get a negative number, then count the difference as 0). The difference + 30 is the amount of time, in minutes, that it takes to clear out the cave in.
Note how long it takes them to clear the cave in, as this will directly impact the difficulty of the second half of this adventure.
For example, if there are three players in this prologue, each player will get to make two attribute checks. Add up these six checks, and subtract that sum from 90 (30 x 3 players). If the players’ skill checks were 22, 16, 4, 19, 9, and 20, then their sum total is 70, so the difference is 20. 20 + 30 = 50, meaning it takes them 50 minutes to clear the debris.
|}
==== '''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.''
The heroes outside the mine might try to insert chisels into strategic points to assist in loosening the debris. This could be a DEX, AWR, or INT check.
They might try to assume command of the situation, either arguing with or supporting the foremen in overseeing removal of the debris. This would be a CHA 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''' ====
'''''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.”''
If the heroes inside the mine disagree with Brent, they can make a CHA skill check to convince the miners to start clearing out the rubble. Heroes who think to extinguish all but one kerosene lantern get a +4 bonus to their roll.
Clearing out the rubble itself can be represented by a STR or END check.
=== The Chase ===
'''''Read Aloud:''''' ''Luckily, the cave in was not tremendously devastating, just quite loud and dusty. The few injured workers are given the day off to tend to their wounds, and local medics quickly assess the [[damage]] they sustained.''
''After a moment, you hear a cry of despair from nearby. The supervisor named Kathy Vanse is clutching her face in dismay! She takes a few seconds to compose herself, then informs you that in the chaos, someone stole a team of mules and a minecart laden with gold and gems.''
If the heroes take time to inventory the remaining goods, they will find that a crate of gems was broken into. While most of the gems are still there, it appears that a gem resembling a ruby encrusted with Avadrium was stolen, as well.
If the heroes ask after Chazz Durant, he is nowhere to be seen. If they do not directly ask after him, then they likely do not miss his absence as he was relatively unobtrusive and there are more obvious matters to deal with.
The heroes might act of their own accord, but if they do not, Kathy or another administrator will ask them to chase down the [[thief]] and recover the cart of goods. By moving to the edge of the mining outpost, where the road transitions from cobbles to hard packed dirt, the heroes can find tracks that are obviously a cart being pulled by a team of mules.
Assuming that the heroes give chase, you can determine how difficult their pursuit will be based on how long it took them to clear out the cave-in.
{| class="wikitable"
|+
!Time to Clear
!Effect
|-
|30 mins
|Skip the Giving Chase and Feral Nythix events.
|-
|31-60 mins
|Skip the Giving Chase event.
|-
|61-120 mins
|Play through all events.
|-
|121+ mins
|Play through all events, and run the Final Confrontation with its “Difficult” setup (or deadly, depending on the outcome of 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.
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''' ====
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.
'''''Read Aloud:''''' ''A nythix glider skitters along the cliff trail. Seeing you, it shuffles its insectoid wings and emits a clattering growl: it appears that this creature has gone feral. It has the size and temperament of an angry bobcat, though its muddy red carapaced body looks more like a beetle or a moth. Time is of the essence if you wish to catch the bandits, so dispatching the beast may be best.''
'''''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.
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''' ====
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).
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.
{| class="wikitable"
|+
!Number of Players
!Normal
!Difficult
!Deadly
|-
|1
|1 [[Thug]]
|2 Thugs
|1 Bandit and 1 Thug
|-
|2
|1 Bandit
|1 Bandit and 1 Thug
|1 Bandit and 2 Thugs
|-
|3
|1 Bandit and 1 Thug
|2 Bandits and 1 Thug
|2 Bandits and 3 Thugs
|-
|4
|1 Bandit and 2 Thugs
|2 Bandits and 3 Thugs
|3 Bandits and 3 Thugs
|-
|5
|2 Bandits and 1 Thug
|3 Bandits and 2 Thugs
|3 Bandits and 4 Thugs
|-
|6
|2 bandits and 2 Thugs
|3 Bandits and 3 Thugs
|4 Bandits and 4 Thugs
|}
'''''Read Aloud:''''' ''Near the top of the Great Chasm, finally catch up with the bandits, who frantically lead the mules and the minecart along the canyon trails.  There are [NUMBER] of them, all gruff and grimy and sweaty from their attempted heist. When they see you, they heft small axes and look ready to fight for their prize.''
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''' ====
If the heroes are unable to apprehend the thieves, then the thieves escape with their treasure. The heroes receive no reward.
If the heroes do apprehend the thieves and return the gems to their supervisors, then each hero receives 20 sc in compensation and are allowed one jewel of their choice. Such jewels can be kept or sold for 100 sc.
If they interrogate the thieves, they learn that the thieves were working for a dwarven crime lord named Mort Ironheart, the leader of the Ironheart Gang. He has a large encampment in the Nalatheshi badlands a half-day’s travel north of the mines. Make it obvious that this is too large a problem for the heroes to deal with on their own, and the best thing they can do is report it to the authorities and have the Bridge Knights handle it.

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