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TitleMines of Madness
TagsDungeons & Dragons Elevator Dwarf (Middle Earth) Dwarf (Dungeons & Dragons) Stairs
File Size8.8 MB
Total Pages47
Document Text Contents
Page 1

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.

MINES OF MADNESS
By Scott Kurtz & Christopher Perkins

A REALLY FUN ADVENTURE (FOR THE DM, AT LEAST)

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IntroductIon
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. . . .

What the Players
WIll never KnoW
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.

What the Players
need to KnoW
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. . . .

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handout 1: dWarvIsh alPhabet

A B C D E F

A B C D E F

G H I J K L
G H I J K L

M N O P Q R
M N O P Q R

S T U V W X
S T U V W X

Y Z

Y Z

handout 2: area 2

PAX

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HANDOUT 3: AREA 4

BRAUMORDO

HANDOUT 4: AREA 7

SLIDE

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