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The Bandits of Burnlake

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Mini-Dungeon: Mirespawn Bandits · p.1 · dark-forest

Open source p.1 ↗
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The Bandits of Burnlake

Burnlake Ruins was once a thriving river fort, sitting at the intersection of two woodland river-ways. It fell into disuse after it was sacked by a vermin horde two centuries hence, and water flooded the lower floors. But now a mirespawn chief with a magic ring has begun harassing river traffic demanding tribute, or just outright attacking boats. Chief Ruddup has brought twenty of his mirespawn warriors to reside here in the flooded level below ground. Though with the bubbling river breaching the walls, other dangerous denizens also dwell therein.

The PCs arrive by boat or on foot, to find three crumbling limestone buildings and hidden mirespawn sentries awaiting any intruders.

Chief Ruddup AC 15 (studded

fiber, helm), HP 24, ATK tongue (near) ( + poison), or battle axe ( + poison), MV near (hop/swim), S , D , C , I , W , Ch , AL C, LV 5 Poison: DC 12 or damage for 4 rounds. Standing Leap: Before or after a move, can hop 1/2 near or 10ft vertically. Great Croak: Can command up to 3 mirespawn to attack on his turn. Ring of Shimmerpelt: Cast Shimmerpelt as spell DC 11 w/ advantage.

Random Encounters

Encounter

1 mirespawn

2 1 marsh ambusher (in water)

3 1 milgareth (chief’s pet)

4 2 giant leeches

5 2 mirespawn mounted on pack lizards

6 1 snake swarm

stairs up

5.

6.

7.

9. 13.

11.

A Dark Forest one-shot

3rdth level dungeon by John Clark

Dungeon Info

  • Halls - 5-10 ft wide x 8-10 ft in height. Flooded with waist-deep murky water. Dark gray areas are 8-10 ft deep.
  • Chambers - are 8-10 ft in height unless noted otherwise.
  • Walls - slick granite blocks, crumbling but difficult to climb.
  • Doors - stone with rusted hinges. Lower doors are rusted shut.
  • Knee to waist-high water fills the lower halls, unless noted.

Stairs down

2. 4.

8.

10.

12.

map by Dyson Logos www.dysonlogos.com

3.

1b.

1a.

No extracted maps for this adventure — the map is in the source book: Open source p.1 ↗

Rooms (13)

1a.&1b Sentries p.1 ↗

1a. & 1b. Sentries.

1a is the base of a ruined watchtower. Stairs lead up to a flat foundation 20 feet above the river. In the rubble two sentries are watching. 1b. is the destroyed remains of a small fort. Only a few crumbled walls remain, open to the sky. A mirespawn is here. Encounter: 4 mirespawn will attack intruders that approach their positions or try to explore Area 2, but will send one of their number to Area 5 to attempt to bring reinforcements if they are losing a fight. They can attack with shortbows from far ( damage). And have cover.

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2 Entry Hall p.1 ↗

2. Entry Hall.

Steps lead up to a deformed statue flanked by two crude wooden doors. The mirespawn used clay to alter an existing statue, forming the grotesque image of their frog god. Trap: A tripwire across the passage triggers a net to fall on the whole passage, and bells to ring down below (DC 15 DEX or trapped for rounds). 3 mirespawn burst from the east door in 3 rounds plus surviving sentries from 1a and 1b. Treasure: Cleaning the old statue reveals the original statue of Trillion with obsidian eyes (25 gp each).

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3 Pack Lizard Stables p.1 ↗

3. Pack Lizard Stables.

The mirespawn keep 2 lizard mounts in here, with saddles, tack and feed. Encounter: The pack lizards will be hostile to strangers and attack unless calmed. Treasure: The lizards and tack are worth 250 gp.

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10 Shaman’s Quarters p.2 ↗

10. Shaman’s Quarters.

A nest of branches stacked with fabric to make a bed in the NE corner. Feathers, fetishes, herbs, bones, clay pots, spears and bags of ingredients are hung from the walls and ceiling. Encounter: Mirespawn Shaman. Use mirespawn stats. Plus has 4

concoctions ready: Smoke Shroom Flask, Dreamcap Tonic, Caustic Flask. Treasure: Ingredients to make 5 brewmaster concoctions (15 gp).

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11 Chief’s Chamber p.2 ↗

11. Chief’s Chamber.

Wood has been stacked high in this mossy, water-filled chamber, to give the chief a place to stash his treasures. Encounter: Chief Ruddup will be here with his mate if he did not join the battle in #9. His pet milgareth is curled in the corner as well. Trap: A trip wire triggers a net trap in the hallway and ring alarm bells. Same as Area 2. Treasure: Ruddup wears a Ring of Shimmerpelt, and wields a battleaxe. 180 gp, gems worth 200 gp.

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12 Prisoners p.2 ↗

12. Prisoners.

A wooden cage has been built in this besotted chamber. Cage door is bound with an iron chain with a padlock. Encounter: 2 living captives rot in the water here. Hayward, a hare scout, and Nandia, a mouse monk. Trap: The lock has a poison needle (DC 15 to spot and disable, or drop to 0hp and start death timer).

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13 Sacrifice Chamber p.2 ↗

13. Sacrifice Chamber.

A crude frog-god statue stands between two altars, where the shaman has been sacrificing captives for luck. Encounter: A snake swarm awaits in the dark water. Curse: The statue is cursed. Touching it gives disadvantage to all rolls for 24 hours. Treasure: Gold-handled sacrificial knife (85 gp), jeweled bowl and goblet (75 gp each), and an Arrow of Blackfang.

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4 Stairs Down p.2 ↗

4. Stairs Down.

This dilapidated room has a set of mossy stair heading down into darkness. Sounds of dripping water echos from below. Hazard: The stairs are slick and broken in places (DC 12 DEX or slip and fall while descending).

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5 Flooded Guard Chamber p.2 ↗

5. Flooded Guard Chamber.

The stairs descend into a stone room filled with waist deep (to an otter) water. A flooded passageway leads away to the south. Encounter: 2 mirespawn stand guard here. Torchlight will alert them, and one will leap away to gather reinforcements from area 9, that will arrive in 5 rounds.

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6 Storage Chamber p.2 ↗

6. Storage Chamber.

This watery room has a stone dais just above the waterline. Barrels and crates are stacked on the dais. Within are dried insects, roots and other food stuff, as well as fiber for repairing armor. Floating in the water are 4 casks of mirespawn grog, guaranteed to light a fire in your mouth. Encounter: 4 giant leeches wait on the far side of the dais. Treasure: A sack containing 64 GP is stuffed into one of the crates.

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7 Marsh Ambusher p.2 ↗

7. Marsh Ambusher.

This small chamber was once a game room, the walls still etched with scores. Encounter: When not roving the dungeon in search of fresh meat, a marsh ambusher resides in the 7ft deep center of this chamber. Treasure: 35 gp plus arapia scale armor down in the ambusher’s nest.

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8 Chamber of Meat p.2 ↗

8. Chamber of Meat.

The walls of this sunken chamber are filled with hooks where smoked fish flanks hang. A table in the NE corner has a barrel filled with salt, and some skinning knives. The table is just above the water line Encounter: 1 mirespawn with a rusted cleaver is removing fish heads here. Same stats a mirespawn but 20 HP, LV 4 and 2 cleaver instead of bite. ( + disease) Disease. After 24 hours DC 15 CON or lose CON. Repeat each day for 5 days. CON is regained after 5 full rests after disease ends.

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9 Great Hall p.2 ↗

9. Great Hall.

The vaulted ceilings of the large stone chamber are supported by large pillars running the length of the walls. A hallway exists from the east, while in the center a large sandy mound is raised above the waterline. The air is hazy with cooking smoke and firelight illuminates the glistening walls. This is where the mirespawn gather to hear their chief, eat their meals, and count their loot. Encounter: 6 mirespawn around a firepit. Chief Ruddup will join them after 3 rounds of combat. Treasure: Booty from raids: 298 sp, 1800 cp, 2 casks of Autumn Ale (10 gp), 2 shortswords, longbow with 25 arrows, lantern oil, 3 torches.

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