The Quality of Gold
Part 12: Stonehaven – The Underground Escape
Comments in Blue have been added after publishing.
Details
Scenario 3: The Underground Escape
About a month ago, a resourceful dwarf prisoner of the Necromancer named Brunin Greyforge finally breached his dark prison cell under the Citadel of Stonehaven. His knowledge of underground geology allowed him to dig a nearly 20’ long tunnel to connect the cell to an old, long-forgotten crypt below the Citadel. And from those crumbling tunnels, he found a caved-in area that led to natural caves and tunnels leading down from the hill upon which the Citadel perched. He explored the tunnels himself, eventually finding a wall that led to a cellar in the town below the Citadel. Sneaking carefully up through the cellar’s house at night, he discovered he was in the Upper Village of Stonehaven. By chance or luck, he happened upon a boisterous, flamboyant dwarf bard named Feister. For some reason, Brunin knew this dwarf could be trusted. Brunin informed his fellow dwarf of the prison and the fates of the poor souls it held. Soon the pair of them devised a way to get some of the prisoners out of their captivity. He would need to extend the tunnel toward the Opera House, while Feister worked out the logistics of smuggling people out of the theater during performances.
Once Brunin was done and the escape route was completed, he then worked on a tool that would bypass the door locks and allow some prisoners to escape. He knows that he cannot free all of them at once, so he has been selecting 5 or 6 at a time. The specialized tool pops the hinge and the dwarf uses old clothing from Feister, stuffed with straw and peat to simulate the sleeping body of the prisoner he is replacing. He then leads the former prisoners through the tunnels (or directs them if he thinks he needs to be present when the guards come by to exchange a bowl of gruel with fresh gruel. He smoothed out a cavern that can be used as a camping site while the escapees wait for their eventual release.
He and Feister know that this ruse will not last forever, so they are ready to flee and Brunin has set some very well hidden triggers that will collapse parts of the tunnels when needed. Some are linked together and others can be triggered in case of a chase. See red X for trigger points. 1 action to activate, then next round caves in 10×10 foot area.
US1 – A narrow ladder leads from a trapdoor under the stage to a large cavern, recently dug from the earth below Stonehaven. Crates of clothing lie on one side and two small cots are pushed up against the cave walls. A few digging tools are stuck into a large mound of dirt. A sputtering torch provides some light.
US2 – The tunnel has a short branch here that leads to a worked stone wall. A wooden handle is affixed to the left side of the wall. If someone pulls (Athl DC 15) the handle, the stone wall slightly pivots on the left side creating an opening on the right side that can be pushed into the room beyond.
US3 – When the party enters this area, they can hear the sounds of screams and cries of battle. A group of zombies has worked their way past the Fey Grotto and stumbled upon the resting escapees who are not well equipped to defend themselves, but are doing their best.
US4 – Refugees from the prisons are escorted to these camps by Brunin to await their turn to escape during the next night’s performance. There are currently 6 refugees here, but a few zombies have pushed past the brownies and are attacking the refugees when the party arrives.
US5 – The tunnel continues on from here for 300-400 yards then turns to the right (east) and continues another 400 yards until an opening to the south draws their attention.
US6 – Signs of battle come from ahead and a lone zombie is battling a pair of small humanoids (brownies). Numerous dead brownies lie here and there in the tunnel and more combat can be heard coming from the 20’ wide southern opening in the tunnel.
US7 – A group of zombies, led by a recently created zombie lord wandered near the brownie glade between Upper and Lower Stonehaven. The brownies were disgusted by the undead presence and attacked, but bit off more than they could handle and the zombies followed them underground into a hidden grotto – one of their favorite places that was recently discovered by the enterprising dwarf, Brunin Greyforge. The dwarf and the brownies struck a deal that they would not bother each other but instead try to mutually protect each other. The brownies are hard pressed to defeat the zombies, but maybe the party can change the tide.
The Zombie Lord stands above the floor of the grotto and directs the lesser zombies. The raised areas are about 20’ above the floor and require a DC15 Athletics (Climb) to scale up or down.
<It would be beneficial for the party to take a break here if they discover that the zombies did not come from farther down the tunnel system>

