Lost Mines of Salt Pine
Lost Mines of Salt Pine
Lost Mines of Salt Pine
As seen in Beastiarium
Want only for there to be
Gil Soffard
Shrew (As seen in Player Species)
Miner's Mess Cook
Lost Mines of
quiet. If awoken, will target
all in sight with Sleep spell
first, resorting to violence
1HP 4STR 6DEX 11WIL
Passing by the mine the party may encounter Gil
hunting insects.
Salt Pine
only if the sound does not He was left behind by the other miners to keep
cease after casting. people from entering the mine while workers
returned to their colony to get help. The workers
Necrobat have not returned in a long time, he thinks they
Cave Necrobat, as seen in Tales from Moonshore have abandoned him.
Wants to be free, to be worshiped, and to gain power He is happy to give the party tools from the
Has Displacing tattooed breakroom, but he doesn't know much about
Shadow what is going on below. He has been told stories
A poorly powered version of the Displacing Spell, cast by the about dangerous ghosts, and fears the mine has
Necrobat to torment its captors. upset the nearby beetle graveyard.
A shadowy vision of a Necrobat, unable to attack or be attacked.
Creatures who have not Salt is a staple for communities, and pure salt is worth a lot.
seen a bat before must While Gil has no pips to reward you, he is happy to give you a
make a WIL save or be pouch of mined rock salt, valued at ~500p.
Frightened. Creatures Industrious PCs could also spend a watch mining in the Salt
Frightened by the Cavern with a pickaxe, to receive d3 Rock Salt.
Shadow are unable to This is enough salt to season 3 weeks of rations, or to preserve
make a DEX save for 3 meals worth of food.
initiative against the
Necrobat.
The Cage
A roughly hewn room created to trap the Necrobat.
The Necrobat will be here, waiting to attack anyone
who enters (unless the door in the Altar is broken).
If the door from the Altar was broken to enter
the Wandering Path, PCs will encounter the
Necrobat here.
Salt Cavern
A humid part of the cave, salt is crystalizing on every surface from
the water seeping out of the river. Light bounces and reflects
everywhere. A shape can be seen inside of one wall. Pickaxes can Wandering Path
chisel out the object, but cannot completely remove the salt An inclined area, very dark and quiet. Black Mushling caps can be seen
encrustation from the revealed dagger. The Bat Cultist Dagger everywhere except along the main walkway. PCs can traverse safely as long as
must be dipped in acid of some sort to fully clean it before it can be they are quiet and do not touch the Mushlings.
used. A dedicated search of the path (WIL save) will find 1 Bat Statuette hidden.
There is a hatch in the ceiling, about 24" up.
In a corner there is a mound of earth with 3
Bat Statuettes in plain sight atop it.
PC must succeed on DEX save to climb mound
without touching Mushlings.