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DOURSTONE MINES

The adventure starts off with an invitation from Balabar Smenk to meet with him and discuss the Dourstone Mines.

Kelton and Ren are both familiar with the Dourstone Mine complex. While several of the cairns and tombs around Diamond Lake are said to contain some ghost or spectre (including the Whispering Cairn) and the old Vonderbrink manse might be haunted, no place conjures more dread around Diamond Lake than the Dourstone Mine. The mine itself was believed to be of Dwarven origin, but it had been abandoned even before the founding of Diamond Lake over 300 years ago. Soon after the founding of Diamond Lake it was discovered that the mine was far from tapped out. However, several attempts to re-open the mine all ended in failure. Cave-ins were common while miners reported all manner of strange phenomena. A few miners disappeared without a trace. Even after it was closed up shepherds tending their flocks in the vicinity of the mines knew to leave the area well before nightfall.

Two years ago Smenk acquired the mine for next to nothing and was able to staff it with convicts and indentured miners, even slaves. To everyone’s surprise, the mine had few problems and is yielding quite a bit of silver. Still there are dark rumors concerning the mines and only the most desperate miners from Diamond Lake will work there.

Meeting with Smenk (Planting 01, 591CY)

Characters met with Balabar Smenk, mine manager and scoundrel, to discuss a 'mutually beneficial business venture'. It turns out Smenk is in trouble. Over a rather sumptuous feast, he tells the characters that two years ago he was approached by seemingly respectable merchants about a business venture concerning the Dourstone Mines. These "merchants" needed Smenk to get the mine operational as a cover for certain excavations in the southern portion of the mine. Turns out the ridge where the mine is located contains some interesting ruins from a bygone age. Smenk would take the profits from the mine while also supplying the excavation project. For two years, this arrangement has worked well; however, two months ago Smenk was invited to the excavation. He was met by a cloaked individual whose face was covered by a mask of leather. He was given a tour, a matter a fact account of what had been found, and a routine explanation of what Smenk's business partners were actually doing. They called the place the Dark Cathedral and were engaged in all sorts of research for the greater glory of their Queen, whoever that was. What Smenk saw down there terrified him: necromancy and sorcery, strange creatures moving in the shadows, cadavers walking about. Smenk had been brought there to renegotiate their deal, though he thought they were also trying to convert him to their cause. At the very least, they wanted to pay less for their supplies.
 

A day later Smenk sent them a message saying that he wanted more! Since the cult was a captive market, Smenk reasoned he should receive certain remunerations for keeping the Cathedral supplied and the site secret. HE was the one taking all the risks, especially now that he had seen what really went on in the ruined catacomsbs under the Dourstone Mines.

 

That was a mistake. The next morning, Smenk awoke in his bed to find the head of Merd Tilgast, his right hand man and best mate from the City of Greyhawk, lying next to him. In his mouth was a note, detailing supplies needed and how much the cult would pay - which was almost nothing.

 

Smenk offered to pay the party 500gp apiece to stop what is going on in the so-called Dark Cathedral under the mines. The party excepted his offer.

Travel to the Mines (Planting 02, 591CY)

Characters traveled to the Dourstone Mines the afternoon of Planting the 2nd. Smenk directed the characters to enter the South Mine where the characters would find a lift. The lift would take them to the Dark Cathedral.

The Ominous Door

On their way to the lift, the characters come upon a large wood door. There was a latch, but it was sealed with a bronze padlock, green with age. Etched on the door was a large dwarf rune burned into the wood meaning “Beware!” On and around the door are painted glyphs and runes painted with red, green, and white pigments. Ren identified these as wards, barrier spells used to keep something behind the door from passing through. Smenk had never mentioned this door...

The Lift

Characters find the lift easily enough. Manually operated, the characters take it down. The lift passed through a carved shaft and descended into a large room with a domed ceiling arching to roughly 60ft in height. In stark contrast to the rough mine passages above, this ancient place bore the mark of expert artisans. The black, marble tile floor glistened in the dull light of 4 ornate glowing lanterns, while elaborate, carefully worked marble pillars and arches swept over the chamber. Toward the back of the chamber, opposite the elevator’s door, was what appeared to be large well (inside of which were seen stars far below).

Standing in the center of the room were 2 halberd wielding guards. Seemingly used to people going up and down the lift, the guards didn't immediately react until the characters came into view, one attacked while another headed for a large bell in a corner to raise the alarm. Both guards were dispatched with spells and missile fire; however, an errant arrow did manage to strike the bell...

Characters then headed west into an abandoned room. A secret door was on the west wall, it led to old caverns which were worked in some places but were mostly left in their natural state. Within the caverns were strange crystalline growths that gave off a wan purple light, as well as stalactites and stalagmites.

Also within these caverns were two humanoid creatures, grey skinned with broad noses, fanged maws, long black snarled hair and, most horribly, skin where their eyes should be. Haldain knew what these creatures were. Grimlocks. Savage cannibals that roamed the deep tunnels and caverns of the world. Interrupted while mining the crystal, the creatures immediately attacked and were quickly dispatched.

The party then traveled through more caverns until they came upon another doorway which, in turn, led to dusty tunnels, possibly an ancient defensive maze of some sort. It was in these tunnels that the party clashed with a tribe of grimlocks. Using the ancient halls to their advantage, the screeching grimlocks attempted to flank the party and overwhelm them. Two desperate battles occurred with half the party fighting in a tunnel, the other fighting in a tight doorway.  Bruised, cut and winded, the party managed to defeat the grimlocks.

Now, standing amidst their fallen foes, the tunnels ominously silent, Ren, Haldain, Kelton and Morwenna prepare to push on...

© 2016 by the IDD Company

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