Lumber Warehouse and Tradepost
Read the following passage to the players as they enter the Lumber Warehouse:
This structure appears to be a busy lumber mill and warehouse. Racks filled with logs, boards and blocks of every shape and size imaginable stretch across the walls and floor from end to end. In the northwest corner, a gigantic steam saw uses the power of the underground hot spring to noisily cut wood into the desired form. Wide corridors allow enough room for donkey-drawn carts to wheel the stock in and out. A makeshift office near the entrance seems to be where employee and production records are handled. |
1 Sq = 5'
During the day, the Lumber Warehouse is the central hub of activity in Kheldell. Workers move about stacking lumber, loading and unloading carts, cutting stock to fill orders, and updating the detailed inventory lists in the office.
The foreman of this place is Rollo, a veteran lumberjack of over 30 years. He can be found in the office fretting over the books. Since the installation of the steam saw this past fall production speed has more than doubled. Unfortunately, at about the same time, a rash of mysterious fires began plaguing the warehouse at night. Fourteen times in the past three months these small fires have destroyed a substantial amount of lumber before being doused. There are no witnesses to the outbreak of the fires, and the engineers assure Rollo that they have nothing to do with the operation of the saw.
If the party speaks to Rollo, he will very briefly describe the business operation and ask what size load they wish to purchase. If the players decline to place an order, he will close with, "Then a good day to you. These strange fires have put us far behind and we're currently at a loss to prevent them from re-occurring. Unless you're here to help, please stay out of the way."
If the party asks about the fires, Rollo will show them the lumber racks where the "flames seemed to erupt from within" (marked with red dots on map). He tells the group that he can't stop production for them, but if they want to meet him here after sunset he will let them investigate the scene further.
Rollo, male human Com4: CR 3; Size M (6 ft., 6 in. tall); HD 4d4-4; hp 9; Init +3 (+3 Dex); Spd 30 ft.; AC 13 (+3 Dex); Attack +6 melee, or +5 ranged; SV Fort +0, Ref +6, Will +1; AL N; Str 18, Dex 16, Con 9, Int 16, Wis 10, Cha 12.
Languages Spoken: Celestial, Common, Gnoll, Goblin.
Skills and feats: Alchemy +5, Climb +10, Escape artist +5, Gather information +3, Handle animal +9, Hide +3, Jump +5, Listen +2, Move silently +3, Sense motive +2, Spot +4, Tumble +5, Use rope +10; Alertness, Lightning reflexes, Skill focus (handle animal).
The Quest: Stop the fires
A nest of steam mephits has been disrupted by the installation of the steam pipes for the new saw. Not only do the pipes invade their space, but they also draw away the moist heat required for comfort, healing and breeding. The angry steam mephits have tunneled underneath the warehouse floor where they've made tiny holes underneath several of the lumber racks, just large enough for a summoned fire mephit to light a fire above. The soot, ashes and wood chips obscure the minute holes and they have thus far gone undetected.
The party has several ways to discover the underground menace should they decide to take this quest. During a thorough investigation of one of the lumber racks, a Listen check (DC20) will betray a thin stream of air whistling through one of the holes. If the group is bold enough to actually clear a rack and examine the area underneath, a successful Spot check (DC15) will reveal the hole. Also, with the lumber out of the way, a thief making a successful Search check (DC20) will notice the fact that the floorboards are covering a hollow area.
If all else fails, the PC's may want to try a stakeout. If they decide to camp out for the night in the warehouse, their efforts will not go unrewarded. As morning approaches, a fire will break out underneath a lumber rack in the southeast corner of the building. If the characters were paying attention, a Listen check (DC13) will allow the heroes to hear a fluttering and shuffling noise beneath the logs just before the fire ignites.
The floorboards are a uniform 1-inch thick with a hardness of 5. They require a STR check with a DC18 to break apart. If the party breaches the tunnel immediately following the onset of the fire, a fire mephit and 2 steam mephits will emerge from the hole and attack immediately. If the party enters the tunnel at any other time this attack will not occur.
Depending on where the DM has the party enter the tunnels, the slope is anywhere from a mild grade to a vertical drop. All tunnels lead to a large corridor approximately 10' high and 90' long. When the entire group has entered this corridor, 2 steam mephits will break through the dirt covering the lower tunnels and attack. The corridor is 15' wide.
The lower tunnels slope sharply downward until they reach the steamy nest. It is uncomfortably hot and the steam provides one half concealment (20% miss). The nest contains 4 steam mephits.
The chamber to the west of the nest hidden by a secret door (loose dirt) contains several items of value collected by the mephits over the years. If the party finds this room before entering the nest, the mephits from the nest will attack.
Fire Mephit
Small Outsider (Fire)
Hit Dice: 3d8 (13 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft., fly 50 ft. (average)
AC: 16 (+1 size, +1 Dex, +4 natural)
Attacks: 2 claws +4 melee
Damage: Claw 1d3 and 2 fire
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Breath weapon, spell-like abilities, summon mephit
Special Qualities: Fire subtype, fast healing 2, damage reduction 5/+1
Saves: Fort +3, Ref +4, Will +3
Abilities: Str 10, Dex 13, Con 10, Int 12, Wis 11, Cha 15
Skills: Bluff +5, Hide +11, Listen +6, Move Silently +7, Spot +6
Feats: Improved Initiative
Breath Weapon (Su): Cone of fire, 15 feet; damage 1d8, Reflex half DC 12.
Spell-Like Abilities: 1/hour-magic missile as the spell cast by a 3rd-level sorcerer; 1/day-heat metal as the spell cast by a 6th-level sorcerer.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Fast Healing (Ex): A fire mephit heals only if it is touching a flame at least as large as a torch.
Steam Mephit
Small Outsider (Fire)
Hit Dice: 3d8 (13 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft., fly 50 ft. (average)
AC: 16 (+1 size, +1 Dex, +4 natural)
Attacks: 2 claws +4 melee
Damage: Claw 1d3 and 2 fire
Face/Reach: 5 ft. by 5 ft./5 ft
Special Attacks: Breath weapon, spell-like abilities, summon mephit
Special Qualities: Fire subtype, fast healing 2, damage reduction 5/+1
Saves: Fort +3, Ref +4, Will +3
Abilities: Str 10, Dex 13, Con 10, Int 12, Wis 11, Cha 15
Skills: Bluff +6, Hide +11, Listen +6, Move Silently +6, Spot +6
Feats: Improved Initiative
Breath Weapon (Su): Cone of steam, 10 feet; damage 1d4, Reflex half DC 12. Burned skin and seared eyes torment living creatures that fail their saves unless they are immune to or protected from fire. This imposes a -4 morale penalty to AC and a -2 morale penalty to attack rolls for 3 rounds.
Spell-Like Abilities: Once per hour a steam mephit can surround itself with a plume of vapor, duplicating the effects of a blur spell cast by a 3rd-level sorcerer. Once per day it can create a rainstorm of boiling water that affects an area 20 feet square. Living creatures caught in the storm take 2d6 points of damage (Reflex half DC 15).
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Fast Healing (Ex): A steam mephit heals only if it is touching boiling water or is in a hot, humid area.
Treasure:
Experience Points:
The work contained on this page is the property and copyright of Cthulu Ftaghn and is used by Candlekeep with permission.