2020-07-30 The Mines of Chillhame

I’ve dropped the ball on D&D for far too long. Let’s get back to it. We’re reading The Gathering Storm by Adrian Bott, for D&D 3.5, with an eye to running it using Halberds & Helmets. Chillhame is the first adventure, part two, where the player characters get to explore some stuff underground.

One hook for the part are missing children. Who doesn’t want to rescue missing children? As a player, I recognise a plot hook when I see one. There’s also John’s tomb, which might possible have his magic sword. The tomb has a missing words puzzle. I’m not so sure how I’d run it. In D&D 3.5 you would use the Decipher Script skill. But taking your time to carefully clean the tombstone also reveals everything. Not much of a puzzle, I guess? I like the thought, though.

There are two hobgoblin tribes in the area and there’s signs of combat near the tomb. This is good. One thing leads to another. With various skills checks players can discover the thing you want them to discover anyway: two trails, a woodland trail and a hill trail.

The woodland trail leads to a hobgoblin camp. The hobgoblins drawings are cool, they look like tattooed punk biker hobgoblins. There are traps guarding the camp, so it pays to approach it carefully. This is the camp of Split Ear and his eight hobgoblins, plus some non-combatant hobgoblins (children). I wonder whether I’d use them. Are hobgoblins mythical monsters, grown from rotten trunks and mud pits, or are they simply humans under another name? I don’t know. I think I’d run them as tattooed punk biker humans. And so I’ll have to make plans for players trying to resolve the situation: the hobgoblins are acting like bandits, do the get hanged? What about the hobgoblin children? Is there at least the option of settling them somewhere? Giving them control over the old mill after kicking out Jim Oakenbough? This is going to be a tough one.

Once the players go to the mine, I like how Jim Oakenbough shows up again and tries to intimidate them. And if you return from the mines, he’ll try to kill you.

And with that we get to the mines!

The mines are under the control of the second hobgoblin tribe, the Talks-with-Fists band. There are side entrances, a grate covering a ventilation shaft, a test shaft, there are tracks to find, and empty bottles in the buildings outside. I like how there’s a hobgoblin drunkard right at the beginning who can be questioned.

The mine has a mine cart that works! Yay!

I don’t like how some of the references here are wrong. The ventilation shaft ends in area 4 on the map but the text says area 6. The mine cart says that the path it takes depends on the setting in area 7, which say south, which the map says is area 9, but the text says area 5. What is going on, here? But worse: those extra entrances don’t help the party sidestep anything. That’s why I’d ignore them.

Similarly, I don’t think there’s much of a point to the spider encounter. Drop it.

So here’s I think what we need:

I’m not sure how to explain the shaft, though: the hobgoblins on the lower level seem to have no way back up unless somebody pulls them up in the lift? That’s not a smart position to be in. I’d probably add at least a ladder inside the shaft and maybe the lift is permanently broken, lying down there, smashed?

Anyway, at this point we have three things pointing to the next level: the remaining hobgoblins, the kids, and the ghost.

The second level of the dungeon is flooded mine tunnels, which is excellent visuals as anybody who has seen Aliens knows.

Down here are two hobgoblins standing guard in 13d which isn’t on the map. Oh well. And then there’s the boss, with two more hobgoblins, and some hobgoblin children.

Finally, two things to discover: diving under water to find the last child in a cul-de-sac, and the weakened wall that allows players to break through into the actual underworld. There’s Grobni the Surveyor, a duergar.

I wonder how to run a duergar in combat with their ability to enlarge themselves. Do I recompute the stats on the fly? How did the old editions handle that. In the AD&D monster manual it says they can also enlarge themselves. Weird.

Returning to the surface and warning the village of the invasion to come is cool but I think we’d also need to add a bit of dungeon material just in case the players go investigating. They need to see more than just a door that’s magically locked. How did Grobni expect to get back? Can’t he open the door? I’m sure he can! The players need to see those duergar barracks, I think.

Well, and there you have it. We’ve reached pages 45 and 46 with a discussion of the aftermath: how the villagers are going to react, how to push them to evacuate, how to proceed if the players are going to warn the rest of the kingdom, and so on.

I think at this point I should have a pretty good plan set up on how to drive the players before the army if they refuse to do what the text implies: take the evidence to Saragost and warn the villages along the way.

That’s the next chapter: Raising the Alarm.

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