|Status||Explored October 889 TA|
|Campaign||Return to Tegel Manor|
The dark, twisted passages of the Tegel Mines honeycomb the earth underneath the entire landscape. There are three distinct construction phases to the mines. The upper levels were built by dwarves and laborers under the direct supervision of the dwarves. During this period, the greatest amounts of mithral were mined and sent across the Inner Sea to the dwarven forges for processing. These upper levels are well-constructed and the three largest shafts are still visible today. Once the mines began to play out, the fine dwarven construction gave way to shoddy, more dangerous human and orc construction. Many of these passageways were built under the most dire of circumstances, and it is said that the blood of the whip has brought an evil taint to these mines. It was during this period that the great collapse happened (see the History of Tegel above), cursing the mine and creating the legend of the tommyknockers. During this time, the mines were extended miles in all directions (including down). One branch was even rumored to have come out under the sea. It is also said that the miners were driven too deep, awakening a long-dormant evil.
Finally, the mines were officially closed. Illegal mining has gone on since that time, although no mithral has been hauled to Tegel Village in recent years. A frightened village boy returned most recently from the mine, where he was hoping to find some tools to help his family farm. He told the story of a ghost-like creature, translucent with glowing fangs, that asked him a question in a strange tongue. When the boy couldn’t answer, he was chased from the area, barely escaping with his life. This story was never investigated by the militia.
The Army of the Mines
The orcs have been drawn to this place by the evil radiating from the lake, although the main host of the army will not arrive until mid-Summer. Currently, there are four groups of orcs numbering 200 in the Mines and surrounding environs to Tegel village. These are organized as shown below.
Entrances to the Tegel Mines
There are six primary entrances to the Tegel Mines, although there are also several holes in the ground that lead into the shafts. The primary entrances are:
- The Cliff House Entrance
- Tegel Mine Entrance (common)
- The Eventide Entrance
- The Bluestone Dwarf Entrance
- The Dim Lighthouse Entrance
- The Tegel Manor Entrance
The Tegel Mines proper are a series of tunnels that interconnect with a number of natural caverns. These are centered around the Lake of Darkness in the center of which the final battle will take place. On the island is the source of the evil that has awoken both the serpent and the snake and is fed by the haunting of Tegel Manor. This cavern has been discovered by the orcs, although none of the scouts that have set out for the island at its center have returned.
There are five blue dragons are “guarding” for the giants (see map), although they are really not interested in fighting and will talk to the party at length. They will not let the party pass, but they will tell them of the goings on (for the right amount of gold). They are a family of five blue dragons who have taken service to the Giant King in return for all the gold in Tegel Village and Manor. They guard key entrances to the cave. They don’t know the big plan, they don’t care. They are really just in it for the gold. The dragons are:
Azall the Elder - She is an elder dragon. She has blue scales and two large horns jutting from her head. She is lazy. Her knowledge of draconic history and culture is superb. Her hoard consists almost entirely of valuable tomes.
Nightwings the Undecievable - He is an elder dragon. He has blue scales and exceptionally large wings. He is surprisingly helpful towards non-draconic races. His senses are extremely powerful. His hoard consists almost entirely of magical weapons and armor.
Stormtearer - She is a mature dragon. She has blue scales and noteably large and vicious claws. She is extremely sadistic. She collects bones of her enemies and gold.
Shieldstrike - He is a young dragon. He has blue scales which are unusually thick. He is very brave. He loves mostly silver coins.
Windwing - She is a young dragon. She has blue scales and exceptionally large wings. She is very mistrustful. She loves copper coins most of all.
The Cliff House Entrance
Area 1: Guard Room
Two giants move to attack. Each one has a copper whistle that they blow to alert others.
These guards are to let only Ruang Rump pass. They are not clever but could be tricked. The pool is salt water, seeped in from the sea. Two other giants are patrolling the area. They will return every half hour, play cards for a few minutes and then start the patrol again. There is a 1 in 6 chance they will go down each passage.
Area 2: Beholder
From here, the giants run up to the northwest and then up to the northeast as far as the spiders. They know that the beholder is here, and they don’t want to mess with it.
Clever adventurers will notice that the footprints are further apart here.
Area 3: Spider Webs
Area 4: Spider Chasm
This room is the lair of a monstrous spider. Her eight children are in the webs in this room and in the chasm. They are relatively well fed. They will attack if provoked. The spider has a key to Tegel Manor door, taken many years ago off of a poor unfortunate that was heading between the Cliff House and the Manor House.
Area 5: The Merfolk Cave
In the center of the room a large fossilized clam shell sits closed on a floor of white sand.
Touching the shell causes the following words to echo throughout the chamber:
A schooner is sailing in the Great Sea when some crewmen spot a sailor on a tiny island waving frantically. They send a lifeboat and bring him back to the ship. He says his small sailboat had capsized in a storm, his father drowned, and he washed up on that island. The Captain rushes down from the bridge, sees the sailor, and shouts, "My son, you have rescued my son!" Those who are wise will say how this is so.
In one of the pictures, the golden merfolk are attacking a giant sea serpent carrying a number of the black merfolk on its back. A lone merfolk hero stands poised with a giant harpoon, ready to strike at the serpent.
Solving the riddle causes the shell to open, revealing a glowing harpoon within. It can be taken by the party to defeat Rump’s Hump.
Area 6: The Giant’s Quarters
Area 7: Small Cavern
Area 8: Blue Dragon Guard
Tegel Mines Main Entrance
When approached, a ghost will come from the North Entrance. If it is daytime, the ghost will appear in the first dark passageway encountered.
The ghost is that of a dwarven miner, with two picks – one on each arm. These appear as fangs. He asks the party, “Will you help my brethren. There are sixteen of them trapped in the north shaft. Hurry.” If the party agrees, then the ghost will leave – to sit by the rubble and wait. If they refuse or don’t answer, he will attempt to chase them away – evil interlopers that they are.
The orcs have learned the dwarven word for “yes” to get by the ghost.
This is the site of one of the collapses and the source of the tommyknockers. To help them, the rubble must be cleared and all sixteen bodies recovered and buried.
Again, the boards here are weathered.
Careful examination will show that the boards are actually just leaning up against the cliff. The smell of rotting food can be detected.
Behind these are three hill giants guards. One of them has a bronze whistle about its neck. The entrance room is small, just wide enough to store an ore cart – now filled with refuse.
The tunnel behind the entrance goes about 200 feet down and ends at a fissure which connects it to the center shaft. There are footprints here as this is the means by which the guards get to their post.
Other Tegel Mines Entrances
Bluestone Dwarf Entrance
Dim Lighthouse Entrance
Tegel Manor Entrance
Room 1: Center of Evil
Four pennants are: Red Hand, Blue Eye, Green Ear, and Brown Foot.
The water from Tegel Village and the swamp are normal. The “dreck” is being created at the center of the cavern.
The crack is what started this whole mess in the first place. It allowed the mind of the Crawling Evil to come out, touching the Immortal One, the Snake Demon, the ghosts of Tegel, before finally taking over some local orcs. The blue dragons have also been affected. The Crawling Evil requires mass death to make its escape back into the Realm. The orcs have been summoned to destroy Tegel Village to create wholesale death.
If it looks like the orcs are going to fail, then it will start working on the party to do its bidding. If it is let out, then good luck.
The boxes are filled with mithril which is used to absorb evil eminations from the altar. Over time, they have become tainted – which is why they are there. Some have fallen into the lake, causing the dreck. New COPPER boxes can be made and filled with mithril and be good for another thousand years.
The Crawling Evil appears as a great amphorous shape – hovering like a cloud of living smoke.
When at rest, this creature seems a mere pool of utterly opaque black liquid that gives off a fetid odor reminiscent of some primal swamp. When roused, it extrudes a menacing head with gaping maw and great luminous eyes. It can extend or retract its pseudopods at will, grow dozens of legs, or indeed assume any form it pleases. Whatever its form, it retains its shiny blackness, like liquid obsidian. It can attack opponents up to 20 feet away, and its yielding surface makes is immune to all weapon damage – mundane and magical – but spells, fire, chemicals and acide affect it normally.
Room 2: The Mine Office
In the corner leans the dwarven magical saw.
Room 3: Hall of the Six Kings
Room 4: Rain Forests
- A pool of seething fluid piles up on itself, forming an undulant mass of four large tentacles joined to a central mound of thick, syrupy liquid. This creature is 10 feet wide with 10 foot long tentacles. It weighs 12,000 pounds. This is the Shaboath.
- The doombat yips can be heard long before it arrives. It is a large black bat with a 10-foot wingspan.
- Crystalline Horror. This creature appears to be made of crystal or glass. Its body is jagged and sharp. It has no mouth, eyes, ears, etc.