Entrance B: The Hérmes Mines
RoomOSE HMS · p.20
Open source p.20Modern mineworks (golem excavators, elemental borers). Megalithic ruins (repurposed as warehouses). Tailings (luminous, toxic). Stores (locked).
- Search stores: Mining gear, ropes, helmets, picks, 5 wall-breaker potions (page 7) in sturdy flasks. Encounter patrolling mining company mercenaries (as 2HD veterans).
Initial Exploration
Great Engines
Boilers (trapped elementals). Pipes (sturdy valves). Conveyor belt (new-fangled). Control tower (offices). Machine shop (locked).
- Release elementals: hostile 8HD fire elementals released. Bad idea. Sturdy road and rail (1 watch). Main shaft into tunnels guarded by company mercenaries (as 2HD veterans). Heavy elevator, cannot be used without authorization tower (1 watch).
- Visit control tower: harried managers (as bandits). Switchboard controls heavy elevator. Negotiate: televocalizer authorizes heavy elevator.
- Poke around: 3 hidden golem control cards (as scrolls of charm person, only affect golems). Patrols by overseer (challenge).
- Break into machine shop (locked door): Wood golem parts (for 2 golems). Caged wood golem (harmed by mundane attacks, but damage is halved) named Pinot Gris. Convinced it is a real boy (spell virus).
Further Exploration
Reopened Vault
Magical portal (broken down). Obelisks (mostly scorched). Ancient machinery (tinkered with).
- Examine portal: Side passages bypass main shaft, slow path (3 watches) to Deep Mines (page 22).
- Unburned obelisk: Conceals abandoned cage with undead giant shrews. Failed excavation experiment.
- Search the machinery: Hidden gate to union longrooms: study halls, revolutionary posters, subversive golem literature, distillery.
- Union treasury (locked, peep hole): upset miners (normal humans). An invisible intruder stole 4 golden keys. from the control
Regional Challenges
6. Dumpster fire: Tailings lit by arsonists (poisonous fumes). PCs must wait 1 watch or risk being poisoned (without masks: save vs poison or die). 7. Protesting miners: Score of miners (normal humans and three 3HD leaders) demand wages lost due to mine closure. Refuse scabs entry into mine. 8. Angry overseer and lackeys: Demands proper bureaucratic confirmation (in triplicate) from director to pass. As bandit leader and 6 bandits. 9. Company mercenaries: 8 lazy company mercenaries (2HD veterans).
Collapse
1. Guards flee. terrified wood golems (can be harmed by mundane attacks, but damage is halved) break for freedom. Poisonous mercury fumes belch from the mine (PCs with a movement rate of 60’ (20’) or less must save vs poison or take damage from choking). + to collapse checks. 2. Heavy elevator collapses. Great engines threaten to explode (INT check to find controls to douse elemental flames). Doused: mining company awards 1,000gp. Explosion: Main mine collapses, a hundred miners unemployed. + to collapse checks. 3. Lurid waters vomit from the mine. The deepest passages are sealed. A box floats in the middle of the toxic waters. Inside is the fabled work, Remembrance of Things Past, printed on plastic sheets, bound in ceramic tiles (500gp).