The Message - Caves, Level 1

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The Message
Hill's Edge
Skull Gorge
The Bone Miners
Enter the Shadow
  1. Entrance
    Rafters creak with age and torches flicker against hewn rock. The mine shows signs of recent activity, with footsteps and heavy objects leaving trails in the dirt.
    A WIS/Tracking check will display:
    Though old, this cavern has been used frequently. Both dog and human tracks run throughout this cave system. Only the tracks of a single person are visible, probably a large human male.
    Nearby the entrance are several torches. Once the players get a few steps into the mine, they'll hear:
    Wayfin: "Claim jumpers! It's my dig, stay away!"
    He'll then run to a point to the left of 6.
    Nooble: Hmm. I guess he's not the tour guide, then.

  2. Tools
    Rusted heaps of tools lay in the corners of this chamber. Some appear to have been scavanged for parts, as boards, ropes and nails seem to have been pulled from the best of what remains.
    A Spot check (DC 10) will reveal 5 helmets buried in the debris.

  3. Tiny Passage
    sl1_pass_trig1 The passageway narrows to a tiny opening, which only a gnome or halfling might pass. It appears as if the miners began to dig this passway, but something stopped their forward progress.
    A gnome or halfling character will be teleported to 4 if the progress to the end. sl1_pass_trig2 sl1_pass_trig3

  4. Hidden Room
    A large spider makes its lair here. In its nest is 50 gp, a small set of chain armor, and a masterwork short sword named Fafway's Shard:
    At the Battle of the Bones, the great warrior Fafway carried a vicious bastard sword forged by the northen dwarves. Locked in combat with the goblin lord Gnokwan, his blade shattered and he quickly fell. Years later, the shard was found and reforged, though the new blade carries only a whisper of its greater glory.

  5. Current Mine
    Raw ore litters the floor of this cavern. Recent scars indicate that someone or something has been chipping away at the walls.
    A Spot check (DC15) will find silver nuggets in the ore (3 X 10 gp each).

  6. Ruined Passageway
    When the party begins to approach, Wayfin will say:
    "Foolish one! Wayfin's home is these caves. The walls will crush you at my command!" He'll then run near 7. sl1_wayfin_trig1
    An old sigh reads "Unstable mines. Wear your hard hat."
    On the north side of the cavern is a natural trap where rocks may fall for 1d6 damage.

  7. Wolf's Den
    When the player comes near, Wayfin will call "Gnarish! Taron! Come here, you mutts!".
    The wolves at 7 will come out and attack the party while Wayfin moves to 9. If the party level is high enough, there will be wolf pups. sl1_wayfin_trig2

  8. Abandoned Room
    A gust of musty air greets you as you enter the room. Thick dust has settled on tables and barrels undisturbed for many years.
    A strength check of DC18 is required to open the door.
    In a barrel are two healing potions and 25 gp.

  9. Wide Hallway
    An empty barrel is here. When the party approaches, Wayfin will call:
    "Ach, you still pursue. Escape while you can!" and run to 11

  10. Pool Room
    A large pool fills most of the room. Beneath the waves, something glitters next to a crushed skeleton. You may be able to retrieve it should you dare to go in.

    Nooble: Hmm. How are going to cross this pool?
    1. We could see if you float, make a boat out of you.
    Really, such humor is hardly necessary.
    2. We'll find a way.
    Such optimism! I'm sure you're right.

    Getting close to the pool will result in a swimming check. Success will result in a healing potion and 10 +1 arrows. script

  11. Wayfin's Stand
    Wayfin will attack here. If the party is high enough, he will have 1-6 trained wolves with him. Wayfin uses a masterwork light hammer and wears chain armor. He also carries 100 gp. sl1_wayfin_trig3

    A hole in the corner allows travel down to 12.

  12. Silverfinger's Boat
    Silverfinger: Hello there! Don't get too many travellers these days. My name's Silverfinger. In the old days, I'd ferry miners up and down the waterways. These days, I mostly fish and enjoy the scenery. If you would like me to ferry you down, just let me know and I'll help you on your way.
    1. What are you doing in these caves?
    Oh, I fish a bit and whittle a bit. Yep, there's nothin' like a good whittlin' to pass the time.
    2. Where does the river lead? We're seeking a way through the mountains.
    Well, there used to be a way through some years ago. Haven't gone that way for quite some time so I can't say if it's still passable.
    3. That would be most kind Silverfinger. We're ready to go. sl1_silver_con1 sl1_silver_act1
    Okay. Keep your arms and legs in the boat at all times. We'll be there in a jiffy. (port to Caves2)
    4. Let me get everyone together, then we can depart. sl1_silver_con1
    5. Perhaps later. I have business to attend to.

  13. Silverfinger's Home
    A cozy halfling home, the furniture is sturdy and the walls well supported."
    The door to the surface is locked (DC15). A locked chest in the bedroom contains a hand axe and 25 gp.

DM Notes
The Message
- The Walk
- Eureka
- Caves, level 1
- Caves, level 2
- Forest of Wyrms


Hill's Edge
- Hill's Edge
- Mayor's House
- Cyric Temple


Skull Gorge
- Side View
- Level 1 (Upper Temple)
- Level 2 (Entrance)
- Level 3 (Minor Oddities)
- Level 4 (Blasphemes)
- Level 5 (Tal'Nash)


Stonemeet
- Stonemeet
- West Caves
- South Caves
- East Caves
- Phthta's Realm


Enter the Shadow
- Blood Choice
- Forever Lords
- Undying


Extras