Deadmines

Defeat the Defias Brotherhood


Created by Mr. International



Special Thanks to


Blizzard Entertainment

Original dungeon design and characters, quest and adventure journal text, art assets, maps

wowhead.com

Dungeon, NPC, and item information, screenshots

Natural Crit

Developed using Homebrewery

wyken

Inspiration, design and advice.

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The Deadmines

The Deadmines are expansive, winding tunnels dug out under Westfall and part of northwestern Stranglethorn Vale. It is populated by members of the Defias Brotherhood. Its entrance can be accessed in the abandoned town of Moonbrook in southwestern Westfall, while its exit is located in the western part of the Dagger Hills near the ocean. The Deadmines is the center of the Defias operation, led by the ambitious Edwin VanCleef, who is constructing a juggernaut at the bottom of the mines with the aid of the goblins.

Prior to the First War, the Deadmines were the greatest gold-production center in human lands. It is said the Deadmines' gold deposits once accounted for a third of Stormwind's treasure reserves. Amid the chaos of the First War, the mines were abandoned, during that time, Lord Lothar ventured into the perilous Deadmines on a quest to obtain the Tome of Divinity, but was captured by a band of ogres and held captive for 20 months. He was ultimately rescued and successful in his mission. It was also to the dungeons below the Deadmines to which Blackhand's daughter Griselda fled with the ogre Turok. Both were slain by an Orcish raid. At that time, many slimes inhabited the dungeons, but have not been encountered lately.

Later they were thought to be haunted, leaving them relatively untouched until the Defias Brotherhood--a group of former laborers turned brigands--claimed the labyrinth as a base of operations for its subversive activities against Stormwind. It was VanCleef's search for a secure location where he could build a tinker's works that led him across Westfall to the Deadmines. Once his laboratory was constructed, he entered the mines. The brotherhood hired bandits and captured the goblins of Westfall at Edwin's command. Mercenaries, brigands, criminals, soldiers, outlaws and rebels also joined the brotherhood, and buoyed by his success, VanCleef christened his gang Defias Brotherhood. And so, the Defias Brotherhood was created, founded as an instrument of revenge.

Overview

The Deadmines is a dungeon designed for characters from levels 3 to 5. It is meant to be standalone and can be inserted into any campaign.

Prologue

King Varian Wrynn has requested that any able-bodied adventurer head to the Deadmines, in southern Westfall, immediately!

Assistance is required in stopping the reborn Defias Brotherhood from terrorizing the area! If you so choose, head to the Deadmines and speak with Lieutenant Horatio Laine, lead investigator on the case, to aid in stopping the Defias once and for all.

Enemies Below

Description

The Deadmines have been taken over by Edwin Van Cleef as his gang of outlaws he calls The Defias Brotherhood. Go there, and slay him, and all his followers. Clear the mines so that it can be used productively by Stormwind once more.

Mechanics and Reward

Once the mines have been cleared, report back to Lieutenant Horartio Laine. He will reward the party with 3,000 gp for their service to the city.

CLASSIC | DUNGEONS | DEADMINES

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Moonbrook

Prior to the coming of the orcs to Azeroth, Moonbrook served as the focal point of the farmlands of Westfall. During the First War, Moonbrook and its sister town Goldshire were the final two towns to fall to the Horde prior to the razing of Stormwind Keep. It was rebuilt following the Alliance victory in the Second War.

Following successful efforts by the Defias to seize control of Westfall, Moonbrook was abandoned. It is currently controlled by the Defias, and is used by them to access their main base of operations, the Deadmines.

Before you lies a series of thee small dilapidated houses, no larger than a single room. The walls of each have collapsed in all directions leaving piles of stone and wood topped with the rotting remains of their former thatched roofs. Beyond this you see a large two story building in rather good shape, harboring an attached stables. Across the street to the south, you can see a low slung building with a large chimney. Towering above the rest of the rubble and ruined houses you can see the steeple of a large church. The massive bronze bell looks to have fallen out of it's mounting, crashed through the south side of building and rolled to stop in the adjacent cemetary. Behind the cemetary is a large building built into the hill.

MoonBrook Town Features

Small Houses

The small family houses are at this point nothing but piles of rubble. If the players search them they find nothing.

The Inn

The two story building seems to be an inn. Inside the players find a ransacked building with chairs and tables strewn about. This building has been picked clean and there is nothing of use here.


The Church

The church pews are all still present and ordered properly. The roof above the congregation area has not suffered any damage and has kept the area dry and in good condition. The alter, pulpit, and the south wall behind them has been cleaved through by the bell.

If the players investigate the church, they will find 20gp, a bottle of wine, and 2 copper chalices (2gp each) in a leather sack hidden under the remains of the pulpit.

The Forge

The building with the large chimney is the remains of a forge, but there are no traces of swords or armor or even hammers. Nearly everything is gone, except for a single anvil in the center of the building laying on the floor. It was knocked off it's stand and from the deep gouge marks in the floor looks to have been dragged a couple feet.

Mine Entrance

A large two story building, built of monstrously large wooden planks melts into the hill in front of you. As you approach, you can hear a clanging sound echoing off the walls within the building.

The building interior looks like a high ceilinged warehouse. At the back of the single large room is a double door made of iron, the clanging sound coming from inside. Beyond is the Deadmines.

CLASSIC | DUNGEONS | DEADMINES

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1. Deadmines Entrance

Ceilings Most of the passages have thick wooden pylons creating ceiling supports every 10 or so feet. The cut rock along the cielings, walls, and floors is rough with gashes and holes where boulders have fallen and crashed into the ground. Rubble piles are everywhere, creating patches of rough terrain. At it's tallest, the ceiling is barely 6 feet high in the entry passages.

Explosions or similar forces can cause cave-ins at DM's discretion. Make a DC 12 Dexterity check to avoid collapses or suffer 1d6 bludgioning damage and be knocked prone.

Light There is very little usable light, with small lanterns placed haphazardly along the floor. What light these give off is quickly dimmed by the copious dust hanging in the air.

Sound The constant clanging muffles noises to any creatures that aren't listening carefully. Creatures can make a DC 15 Wisdom (Perception) check to attempt to hear activity in nearby chambers.

Air The smoke, dust, temperature and humidity combine to make breathing oppresively difficult. Atheletic checks are made with disadvantage.

As you open the doors, the smell of smoke and sulfur overwhelms you. Beyond the iron doors, a path of rough hewn stone descends into darkness. You can hear the sounds of pickaxes impacting the rock walls just out of view. The smoke, dust, temperature and humidity combine to make breathing oppresively difficult.

1a. Mining Group

Just past the entrance to the mine to the left is a small room filled with wooden crates. Along the walls are 3 Defias Miners hammering the rock walls with pickaxes. They are not actively searching for players and are completely engrossed in their work.

The party has the option of taking one or all of these players hostage and interrogating them. If the players engage with the miners, and the sound of pickaxes on rock stop, Marisa du'Paige will arrive from room 1B after 15 rounds to check if the miners are slacking off.

If the players check the small alcove on the west side of the room, a DC 10 investigation check will locate two barrels of gunpowder among the crates full of metal and ore scraps. Igniting a barrel of gunnpowder will cause an explosion 30 feet wide for 5d6 damage, or DC 14 Dexterity check for half. Explosions may cause cave ins at DM's discretion.

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What the Defias Know
  • Van Cleef is building a gigantic warship with dozen of cannons to attack Stormwind with.
  • The door to the central room where construction of the warship is taking place is locked.
  • There are two barrels of gunpowder in the alcove on the western side of the room. And more down past the foundry.
  • Gilnid isn't terribly concerned with safety, and keeps a huge pot of molten metal suspended in the middle of his workspace. Does he even think about what would happen if that fell?

1b. Marisa Du'Paige

If Marisa Du'Paige has not come to check on the miners in 1A, then the players will encounter her in room 1B. Lazing on crates along the far wall are 2 Defias Overseers and 1 Defias Wizard. 3 Defias Miners work along the walls on the room. Marisa Du'Paige stands in the middle of the room berating the miners.


Marisa du'Paige

Medium humanoid, lawful evil


  • Armor Class 12
  • Hit Points 22 (5d8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)

  • Saving Throws Int +5, Wis +3
  • Skils Arcana +5, History +5
  • Condition Immunities None
  • Senses passive Perception 11
  • Languages Common, Goblin, Dwarven, Elvish
  • Challenge 1 (200 XP)

Spellcasting The mage is a 4th·level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 13; +5 to hit with spell attacks). The mage knows the following spells from the wizard's spell list:

  • Cantrips (at will): light, mage hand, shocking grasp
  • l st Level (4 slots): charm person, magic missile
  • 2nd Level (3 slots): hold person, misty step

Actions

Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 3 (ld8 - 1) bludgeoning damage.

CLASSIC | DUNGEONS | DEADMINES

2. Guards and Mast Room

The ceilings have extended and the air has cleared up. The surroundings no longer have a claustrophobic feel to them.

Sound It remains very loud, and all perception checks relying on sound must pass a DC 15.

Light The light remains dim, and dust obscures long range vision.

2a. Rhahk'Zor

In front of the large iron door you see Rhahk'Zor the ogre. Along the walls are two Defias Overseers.

Two very large torches shoved deep into the ground cast a bright light on the walls of this high ceilinged cavern. It looks as if this room is partially of natural origin, but was expanded with pick-axes at some point. In front of a large iron door sits a large ogre playing with the leather wrappings on the handle of an enormous club. In the corners of the room two humans stand guard, whether over the door or over the ogre you're not sure.

Rhahk'zor is the foreman in charge of Edwin VanCleef's construction projects.

As in Warcraft I, the Deadmines were invaded by Ogres and were slaughtered by Blackhand's army, Rhahk'Zor could be a survivor of the massacre perpetrated by the Orcs in order to punish them for plotting with Griselda. However, this event happened during the First War, and Rhahk'zor belonging to this band of Ogres is pure speculation.

At the begginning of combat, Rhahk'Zor bellows "Van Cleef pay big for your heads!"



Rhahk'Zor

Large giant, chaotic evil


  • Armor Class 11 (hide armor)
  • Hit Points 59 (7d10 + 21)
  • Speed 40ft.

STR DEX CON INT WIS CHA
19 (+4) 8 (-1) 16 (+3) 4 (-3) 7 (-2) 7 (-2)

  • Condition Immunities None
  • Senses darkvision 60 ft., passive Perception 8
  • Languages Common, Giant
  • Challenge 2 (450 XP)

Actions

Rhahk'Zor Slam Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage. On a hit, target must make a DC 14 Constituion save or be stunned for 1 round.

Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Javelin. Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30 ft./120 ft., one target.Hit 11 (2d6 + 4) piercing damage.

Treasure

Rhahk'Zor carries a massive club.

CLASSIC | DUNGEONS | DEADMINES

2b. The Fork in the Road

Beyond the door, the mine path forks to the north and south. To the north, the path is rougher, with rubble covering the floor. The walls close in tightly with barely enough space for one person to shuffle sideways. To the south a large, wide and obviously frequently used path continues to slope downward. There is space enough for 3 men to walk side by side.

If the player's choose to look into the northern path in the mine, they will find Miner Johnson toiling away in an unused part of the mine.

Moving to the north, you climb over rubble into the darkness. You can hear the clanging of a single pickaxe against the rock. Next to a lone lantern in the darkness, you can see an older human attacking the rock face of the mine with a pickaxe.

He is working alone. Being outnumbered, Miner Johnson does not act aggresively and will even answer questions for the players. Refer to "What The Defias Know".


Miner Johnson

Medium Humanoid, chaotic nuetral


  • Armor Class 13
  • Hit Points 24 (3d8 + 6)
  • Speed 0ft.

STR DEX CON INT WIS CHA
13 (+1) 10 (0) 10 (0) 11 (0) 9 (-1) 11 (0)

  • Condition Immunities None
  • Senses passive Perception 5
  • Languages Common
  • Challenge 1/2 (6237 XP)

Actions

Mining Pick. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)


Treasure

If the players kill and loot Miner Johnson, they will find a Miner's Cape on his body. The players may also intimidate, or bargain with Miner Johnson for the cape.

3. The Mast Room

The air smells of sawdust and oil. Cut lumber is stacked along the walls and monstrous timbers a strewn across the floor. A large mechanical suit lumbers slowly among the timbers. Other goblins with axes work the stacks of lumber along the walls.

The mast room is where Sneed and his mechanical suit are producing the mast for Van Cleef's warship deeper in the mine.


Sneed's Shredder

Large Mechasuit, unaligned


  • Armor Class 16
  • Hit Points 68 (8d12 + 16)
  • Speed 15ft.

STR DEX CON INT WIS CHA
19 (+5) 6 (-2) 15 (+2) 2 (-4) 2 (-4) 2 (-4)

  • Condition Immunities Poisoned, Unconcious
  • Damamage Resistances Piercing, slashing
  • Senses passive Perception 3
  • Languages None
  • Challenge 3 (800 XP)

Eject Sneed. When the mechanical suit's hit points are reduced to 0, the ejector seat throws Sneed from the suit to an unoccupied space 10 feet away. Sneed assumes the shredder's spot in the initiative order.

Actions

Buzzsaw Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit 12 (3d6 + 2)

Distracting Pain. Melee Weapon Attack: +4 to hit, reach 10ft., one target. Hit 9 (2d6 + 2) On a hit, the target must make a DC 14 Constitution save or suffer disadvantage on it's next spell attack

Terrify Sneed's Shredder chooses one target which must make a DC 14 Wisdom save or be frightened for one minute. Only one target may be frightened at a time.


Sneed

Medium humanoid, lawful evil


  • Armor Class 14
  • Hit Points 65 (10d8 + 20)
  • Speed 45ft.

STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 13 (+1) 11 (0) 10 (0) 12 (+1)

  • Condition Immunities none
  • Senses passive Perception 12
  • Languages Common, Goblin
  • Challenge 3 (700 XP)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Multiattack. The goblin makes two attacks with its rapier. The second attack has disadvantage.

Actions

Scimitar. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 5 (1d6 + 4)

Disarm Has advantage on disarm manuevers. (attack roll contested by target's atheletics)

Treasure

4. The Foundry

The floor beyond the large doors leading out of The Mast Room is unnaturally smooth. The floor has been ground down and smoothed out from the heavy lumbers dragged across it. It slopes quickly down and swoops around out of view. Following the path you come to the entrance to a gigantic hollowed out cavern. The ceiling comes to a dome just above your heads, and you can barely make out the floor a hundred feet below you. There, you can see 3 goblins forming metal on anvils. The walls have been covered in a mishmosh of plates of steel and bronze. Suspended just above you in the center of the room, a cauldron overflowing with molten metal at least 10 feet across boils violently. The heat is incredible. Smoke and sparks dance around you. A pathway spirals along the walls toward the floor far below you.

4A. Suspended Foundry Pot

The players have the option to try and drop the foundry pot full of molten metal on top of the golbins. The players are far above Gilnid and the other gobins, their passive perception at this distance and position is essentially nil. The foundry pot is suspended on extremely heavy chains.


Foundry Pot Actions

The chains can be removed or destroyed.

  • Players can make a DC 25 Strength check to pull the chains from the wall.
  • If players attack the chains with a weapon or spell the produces significant force eg. Eldritch Blast or Rahk'Zors Hammer, make the appropriate DC 20 check (strength for weapons, standard roll for force spell)
  • If players have kept the gunpowder from the mine entrance, they can use this to blow the chains from the walls with no DC check.

Disruptions to the pot can cause the molten metal to spill or even cause the pot to break entirely. If hit by a significant force, roll a d6 to determine the outcome.

  • 1-3 causes the pot to sway,
  • 4-5 causes molten metal to spill violently from the sides. All creatures below must make a DC 15 Dexterity check with disadvantage or suffer 10d6 damage fire damage, be lit on fire, and have movement slowed by half. Save for half damage, and avoid being lit on fire.
  • 6 causes the pot to break and the pieces to fall to the ground, crushing all creatures for 8d6 bludgeoning damage in add in addition to previous 10d6 fire damage. Save for half damage and avoid being lit on fire.

4B. Foundry Room Floor

On the foundry room floor, you can see 3 goblins working at tables and anvils with hammers forming metal. One goblin is much larger than the others and is wearing a thick leather apron. There are 3 cauldrons sitting on the table nearest the largest goblin filled with molten metal. Near the anvil to the side of the room, a remote controlled golem sits motionless.

The encounter consists of 2 Goblins, Gilnid and a Remote Controlled Golem.


Gilnid

Small humanoid (Goblin), chaotic neutral


  • Armor Class 17 (half plate)
  • Hit Points 39 (6d8 + 12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 12 (+1) 10 (+0) 13 (+1)

  • Senses darkvision 60ft., passive Perception 10
  • Languages Common, Goblin
  • Challenge 3 (700 XP)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Martial Advantage. Once per turn Gilnid, the can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of Gilnid that isn't incapacitated.

Remote Controlled Golem Gilnid controls a small metal golem, just under 3ft. tall. It understands and responds to verbal commands.

Multiattack. The goblin makes two attacks with its rapier. The second attack has disadvantage.


Actions

Molten Metal As an action, Gilnid can throw one pot of molten metal at a target, range 30/60ft. Gilnid can only throw as many pots as remain on the foundry table, and must pick up each pot individually. When the pot hits the target, any creatures standing within 5 feet from point of impact are doused in motlen metal. Creatures may make a DC 12 Dexterity save to avoid being lit on fire, and take half damage. On failure, all creatures in affected area take 3d6 fire damage, and are lit on fire. While on fire, creatures take 1d6 fire damage at the beginning of their turn and movement is slowed by half. Creature may take an action to put out the fire.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Shortbow Ranged Weapon Attack +4 to hit, range 80/320ft., one target. Hit: 5 (1d6 + 2) piercing damage.


Treasure

Sitting next to one of the tables in the center of the room, you find a cast iron cauldron full of solidified gold. It weighs over 100 pounds. Total value of 1371 gp.

On Gilnid's middle finger, you find a lavishly jeweled ring.

5. door to docks

THe tunnel continues to slope down and winds around a bend ending in a large wood and iron reinforced door. To the side on the left is a small alcove with boxes and barrels stacked to the cieling. The door at the end is large enough for 4 horses to walk comfortably abreast. The door is chained shut, and a padlock the size of a watermelon sits in the center connecting the chains.

5a. Gundpowder Storage

In a small alcove off to the side of the main tunnel is a storage room. In the room crates and barrels are stacked up to the low cieling. The crates are full of mining equipment. The barrels are filled with gunpowder. In total there are 4 barrels of gundpowder.

The barrels can be used as an improvised weapon. The barrel explodes for 5d6 damage with a 30 ft. radius. A DC 13 Dexterity save can be made for half damage.

5b. Locked Door

The players can attempt to pick the lock on the door with a DC 12 check with theives tools. A DC 20 check can be made to try and pick or force the locking mechanism without theives tools. A DC 23 Strength check can be made to try and break the chains or force the door.

Alternatively the players can use the defias gundpowder to blow the door off it's hinges.

5c. Docks

The underground cavern before you is enourmous, the cieling high above and shrouded in darkness, and stretching before you is a large underground lake. A wooden gangway built above the water about 15 feet wide, snakes its way toward an island to your left. Dominating the interior of the cavern, a warship of incredible size looms above you. Each deck is festooned with cannons. To your right the gangway slopes into the water.

Depending on how the players open the door the docks encounter plays out in two different ways.

If players pick the lock, or force the door without using gunpowder.

Sitting at the far edge of the dock are 4 Defias Pirates and 1 Defias Wizard. Their backs are turned to you with their feet dangling off the pier, all drinking and fishing in the underground lake.

The players get a surprise attack, whether stealthed or not. 2 of the Defias Pirates are blind stinking drunk, and have disadvantage on all ability checks, saves, and attack rolls and their speed is halved.

The players can continue normally after dispatching the pirates.

If players blow the door

The smoke begins to clear as arrows whiz past you. 4 Defias Pirates and 1 Defias Wizard block the way across the wooden gangway. 2 of the Defias Pirates are having obvious difficulty standing and look incredibly drunk. On the warship, you can see a bustle of activity.

The 2 drunk pirates have disadvantage on all ability checks, saves and attack rolls and their speed is halved. After the pirates have been dispatched the initiative order remains and the ship releases a volly of cannon fire. All players must roll a DC 10 Dexterity save or be hit with a cannonball for 2d12 force damage. The players must reach the island or the ship to avoid continued cannon fire. The ship is placed at the top of the initiative order and fires at the top of each round.

The Ship is dropping bombs!

After each volley of cannon fire, the DM rolls a d20.

  • If below 10, nothing happens.
  • If 10-16, create a 5 foot hole in the wooden gangway.
  • If 17-20, a 5 foot section of the gangway is destroyed in front of the players, and they must make a DC 8 athletics or acrobatics check to jump the destroyed section or fall in the water.

Players are safe from cannon fire when they either reach Smite's island or reach the ship.

6. The Ship

Smite waits at the top of the sloped gangway connected to the ship. If players reach the island, Smite will confront them on the island. If the players reach the ship, Smite will patrol the main deck of the ship below the captain's quarters. The players can approach the encounters on the ship in any order they choose. Cookie waits on the opposite end of the ship from Smnite, near the exit. Greenskin waits at the top of the ship outside the captains quarters. Van Cleef waits inside the captains quarters.

6a. Smite

Smite is an large, muscular black minotaur, and Van Cleefs most trusted henchman.

Treasure

In the treasure chest near the waterline on the island, you find many bottles of whiskey, a pouch of gold containing 160gp, 3 Greater Healing Potions, and a bueatiful hand axe.


Smite

Medium humanoid (Minotaur), lawful evil


  • Armor Class 16 (Chain mail)
  • Hit Points 93(11d8 + 44)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 18 (+4) 11 (+0) 11 (+0) 16 (+3)

  • Saving Throws Str +6, Con +6, Wis +2
  • Senses darkvision 60ft., passive Perception 10
  • Languages Common
  • Challenge 4 (1,100XP)

Horns Advantage on all checks made to shove a creature.

Goring Rush. When Smite uses the Dash action during his turn, he can make a melee attack with his horns as a bonus action.

Hammering Horns. When Smite uses the Attack action during his turn to make a melee attack, he can attempt to shove a creature with his horns as a bonus action. He cannot use this shove attempt to knock a creature prone.

Aggressive. As a bonus action, the Smite can move up to his speed toward a hostile creature that he can see.


Actions

Multiattack. Smite makes two attacks with his greataxe or spear

Horns. Melee Weapon Attack +6 to hit, reach 5 ft., one creature. Hit: (1d10 + 4) piercing damage.

Smite's Maul. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 14 (1d1 2 + 4 plus 1d8) bludgeoning damage.

Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20{60 ft., one target. Hit: 12 (1d6 + 4 plus 1d8) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.

Smite Slam Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 14 (1d12 + 4 plus 1d8) bludgeoning damage. On hit, target must make a DC 14 Constitution savings throw or be stunned for 2 rounds.

Smite Stomp When Smite dips below 50% health, he may use this action. Smite jumps into the air and slams his hooves into the ground. All creatures within 120ft. are stunned for 2 rounds. Smite must use his movement and action to move to and open the chest along the waterline and use a greater healing potion (4d4 + 4 healing).


6b. main deck

The main deck rings the ship. On the side facing the entrance the players entered the cavern from, a sloped switchback wooden gangway leads up the to top deck. Hatches and doors to the lower levels of the ship are barred, and movement can be heard below decks. If players dally too long on the ship, roll for a patrol encounter from to come up from the lower decks.

A roll of 11 or 12 on a d12 signals a possible encounter with 3-5 Defias Pirates from the lower decks.

7. Captain Greenskin

Captain Greenskin waits for the players outside the captains quarters on the top level of the ship. At his side are 2 Defias Pirates.


Captain Greenskin

Medium humanoid, lawful evil


  • Armor Class 14
  • Hit Points 65 (10d8 + 20)
  • Speed 45ft.

STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 13 (+1) 11 (0) 10 (0) 12 (+1)

  • Condition Immunities none
  • Senses passive Perception 12
  • Languages Common, Goblin
  • Challenge 3 (700 XP)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Multiattack. Captain Greenskin makes two attacks. The second attack has disadvantage.

Actions

Rapier. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 9 (1d8 + 4)

Cleave Melee Weapon Attack +7 to hit, reach 5ft., two targets. Hit 7 (1d6+3)

Poisoned Harpoon Ranged Weapon Attack +7 to hit, range 30/60ft., one target. Hit: 5 (1d6 + 2) piercing damage. On hit, the target must make a DC 15 Constitution savings throw or be poisoned and suffer 3d6 poison damage.

Treasure

Captain Greenskin carries a poisoned harpoon, which the players can loot.

Van Cleef

He waits for the players in the captains quarters, stealthed and off to the side of the door. With him are 2 Defias Stalkers also stealthed. In in the center of the room is a desk piled high with papers. He is wearing a set of pitch black leather armor.


Edwin VanCleef

Medium Humanoid, Neutral Evil


  • Armor Class 18 (Chain Shirt)
  • Hit Points 72 (11d8 + 22)
  • Speed 30ft.

STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 14 (+2) 11 (+0) 13 (+1) 12 (+1)

  • Saving Throws Dex +7 Con +5 Wis +4
  • Skills Stealth +10 Perception +4
  • Condition Immunities None
  • Senses passive Perception 14
  • Languages Common, Goblin, Dwarvish
  • Challenge 5 (1800 XP)

Evasion. If the Van Cleef is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Sneak Attack. Once per turn, the Van Cleef deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Van Cleef's that isn't incapacitated and the he doesn't have disadvantage on the attack roll.

Legendary Resistance (3/Day). If the Van Cleef fails a saving throw, he can choose to succeed instead.

Darkness (2/Day) Van Cleef can cast darkness centered on his own armor extending 50 ft. in all directions. Van Cleef has the ability to see through his own magical darkness. This ability lasts 3 rounds.

Actions

Multiattack. Van Cleef makes two shortsword attacks.

Short Sword. Melee Attack Attack: +7 to hit, reach 10ft, one target Hit: 7 (1d6+4) Piercing Damage + DC 16 Con save or 10(3d6) Poison Damage (save for half).

Hand Crossbow. Ranged Attack Attack: +7 to hit, range 30/120ft, one target Hit: 7 (1d6+4) Piercing Damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success . If he/she fails by 5 or more, they are unconsious while poisoned and wakes up upon damage or shaken awake.

Reactions

Parry. Van Cleef adds 3 to his AC against one melee attack that would hit. To do so, the he must see the attacker and be weilding a melee weopon.

Treasure

Hanging on the wall in a place of prominence is this set of leather armor.

Cookie is a murloc in the Deadmines in the service of Captain Greenskin and Edwin VanCleef. Beware, if Cookie is left with little health he will run away. How he became a cook in VanCleef and Greenskin's service is unknown.

Treasure


Medium amphibian, nuetral evil


  • Armor Class 17 (natural armor)
  • Hit Points 82 (11d8 + 33)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 13 (+1) 14 (+2) 14 (+2)

  • Skills Arcana +3, Deception +4, Perception +4, Stealth +3
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Common
  • Challenge 3 (700 XP)

Amphibious. Cookie can breathe air and water.

Innate Spellcasting. Cookie's innate spellcasting ability is Charisma (spell save DC 12). He can innately cast the following spells, requiring no material components:

At will : dancing lights, minor illusion, vicious mockery

Actions

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

10. Exit

At the far end of the cavern, a natural tunnel with wooden reinforcement beams slopes up and winds it's way out towards daylight. It exits at the top of a hill overlooking the deserted town of Moonbrook.

Monsters

This section includes stat blocks for all non-boss monsters found in Deamines. These monsters can be used either by using the Random Encounter Tables found in each section or building your own encounters.


Defias Miner

Medium humanoid (Human), chaotic neutral


  • Armor Class 10
  • Hit Points 19 (3d8 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 14 (+2) 8 (-1) 10 (+0) 11 (+0)

  • Senses passive Perception 7
  • Languages common
  • Challenge 1/4 (50 XP)

Actions

Mining Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. >Hit: 4 (1d4 + 2) piercing damage.


Defias Overseer

Medium humanoid (Human), nuetral evil


  • Armor Class 14
  • Hit Points 16 (3d8+3)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 9 (-1) 9 (-1) 11 (+0)

  • Skills Intimidation +2
  • Senses passive Perception 11
  • Languages common
  • Challenge 1/2 (100 XP)

Actions

Multiattack. The Defias Overseer makes two attacks

Shortsword. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6+2) piercing damage.



Goblin

Small humanoid (Goblin), chaotic neutral


  • Armor Class 15
  • Hit Points 7 (2d6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (0) 10 (0) 8 (-1) 8 (-1)

  • Skills Stealth +6
  • Senses darkvision 60ft., passive Perception 9
  • Languages Common, Goblin
  • Challenge 1/4 (50 XP)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns


Actions

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Shortbow Ranged Weapon Attack +4 to hit, range 80/320ft., one target. Hit: 5 (1d6 + 2) piercing damage.

CLASSIC | DUNGEONS | DEADMINES


Remote Controlled Golem

Medium mechanical, no alignment


  • Armor Class 14
  • Hit Points 10 (2d6 + 3)
  • Speed 40ft.

STR DEX CON INT WIS CHA
14 (+2) 6 (-2) 16 (+3) 1 (-5) 1 (-5) 1 (-5)

  • Condition Immunities Poisoned, Unconcious, Charmed, Fatigued, Frightened, Stunned, Unconcious
  • Damamage Resistances Piercing, slashing
  • Senses passive Perception 3
  • Languages None
  • Challenge 1/2 (100 XP)

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1 d6 + 2) bludgeoning damage.


Defias Pirate

Medium humanoid (Human), nuetral evil


  • Armor Class 11 (leather armor)
  • Hit Points 32 (5d8 + 10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0)

  • Skills Intimidation +2
  • Senses passive Perception 10
  • Languages common
  • Challenge 1/2 (100 XP)

Pack Tactics. The pirate has advantage on an attack roll against a creature if at least one of the pirates's allies is within 5 feet of the creature and the ally isn't incapacitated.


Actions

Multiattack. The Defias Overseer makes two attacks

Shortsword. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6+2) piercing damage. Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.



Defias Stalker

Medium Human, lawful evil


  • Armor Class 13
  • Hit Points 27 (1d4 + 5)
  • Speed 30ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 10 (+0) 14 (+2) 10 (+0)

  • Senses passive Perception 14
  • Languages Common
  • Challenge 1 (200 XP)

Surprise Attack. If the Defias Stalker surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Actions

Multiattack. The Defias Stalker makes two shortsword attacks.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage'

Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.



Defias Wizard

Medium humanoid, lawful evil


  • Armor Class 12
  • Hit Points 18 (5d6+2)
  • Speed 30ft.

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)

  • Saving Throws Int +5, Wis +3
  • Skils Arcana +5, History +5
  • Condition Immunities None
  • Senses passive Perception 11
  • Languages Common, Goblin,
  • Challenge 1 (200 XP)

Spellcasting The mage is a 4th·level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 13; +5 to hit with spell attacks). The mage knows the following spells from the wizard's spell list:

  • Cantrips (at will): minor illusion, mage hand, ray of frost
  • l st Level (4 slots): Tasha's hideous laughter, ray of sickness, mage armor
  • 2nd Level (3 slots): mirror image, flaming sphere

Actions

Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 3 (ld8 - 1) bludgeoning damage.