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One Page Romp - Mines of Saint Giles

Finally had some time on the side to make a new One Page Romp. This Romp can be found as a png with page elements to all Patreons and will be included in the end of month Patreon Anthology.

All monsters in this adventure are OGL and first appeared in +Matt Finch's S&W Monster Book: 0e Copyright 2008.

The Mines of Saint Giles
Story - The dwarven miner Feld has come to the closet human settlement bloody and barely alive. He babbles of undead horrors that have killed his mining crew and taken control of the mines. Before passing out from his injuries and fatigue he offers anyone willing to rid his mines of the undead threat 1,000 gp. Unknown to Feld his mine is the resting site of St. Giles the paladin and a young Necromancer has gotten it in his head to attempt to raise the paladin as his undead servant.
Area 1 - Miner’s House
The door hangs loosely open showing a ruin. Fresh blood covers the floor and the remains of an old dwarf hang from the back wall. Investigation finds strange scratch marks on the wall and ceilings. Exiting the miner’s house the players are set upon by 1d20 Zombie Ravens
Zombie Raven: HD 1d6hp; AC 8[11]; Atk 1 bite (1d3); Move 1 (Fly 6); Save 18; CL/XP B/10; Special: Immune to sleep and cold.

Area 2 - Vampire Tree
An old dead tree stands half fallen by the main entrance to the mines. As the players pass the tree it will spring to life and attempt to grab and drain the blood from the player it grabbed.
As the tree attacks 1d20 Zombie Ravens will descend and attack the players while ignoring the tree.
Vampire Tree/Jubokko: HD 4; AC 6[13]; Atk 4 branches (1d6);Move 0; Save 13; CL/XP 6/400; Special: Immobilization.
Zombie Raven: HD 1d6hp; AC 8[11]; Atk 1 bite (1d3); Move 1 (Fly6); Save 18; CL/XP B/10; Special: Immune to sleep and cold.
Area 3 - Crossroads
Mining tools line the walls as it appears this was once were Feld kept his equipment. Seletons of various races mill about this area but do not look native to the mines. In the center is a hulking skeleton that must have once been an Ogre.
Skeleton( 15): HD 1; AC 8[11]; Atk 1 weapon or strike(1d6) or (1d6+1 two-handed); Move 12; Save 17; CL/XP 1/15; Special: None.
Skeleton Ogre: HD 3; AC 6[13]; Atl Weapon (1d10); Move 12; Save 15; CL/XP 3/45; Special None.
Area 4 - Rat-Ghoul Ambush
As the players pass this area they are swarmed by Rat-Ghouls who gibber madly about the will of the Master.
Sumatran rat-ghoul (20): HD 1d6hp; AC 6[13]; Atk 1 bite (1d4); Move 9;

Area 5 -
This large room is broken by a dwarven made wall and a large natural pillar. A trip-line sits ready near the door to Area 6 that will, if triggered, dropped 400 lbs of rock from the ceiling in a 30’ circle of the Area 6 door.
Area 6 - Store Room
This room holds a number (6) potions of cure wounds & potions (6) of cause wounds. Both sets are mixed together and look identical. The room is protected by Feld’s pet Trapper Beast.
Trapper Beast (10HD): HD 10; AC 3[16]; Atk 1 enfold; Move 1; Save 5; CL/XP 11/1700; Special: Enfold and suffocate prey.

Area 7 - Another Crossroads
Area 8 - The Last Mine
Appears to be the last mine being dug by Feld before the trouble began. Nothing of importance here.
Area 9 - Tomb of Saint Giles
The necromancer is here attempting to raise the fallen paladin Giles the Holy. If successful the paladin will be raised and under the control of the Necromancer.
The Necromancer is accompanied by 20 Fossil Skeletons and 5 Skeletal Horrors.
Fossil Skeleton: HD 2; AC 6[13]; Atk 1 weapon or strike (1d8); Move 9; Save 16; CL/XP 2/30; Special: None.
Skeletal Fury: HD 3; AC 7[12]; Atk 2 claws (1d6) and 1 gore (1d6); Move 12 (Fly 12); Save 14; CL/XP 3/60; Special: immune to sleep,

Area 10 - Pillar Room
A small water source is in the rear of this area but the water has been poisoned. Any who have drank from the source must succeed a saving throw or die.
Area 11 - Water Works
Water flows out of a gleaming metal pipe. The Water is thigh high around the wall but falls to 60 feet deep 10 feet from the walls. A small handwritten sign in dwarfish near the water says to “mind the drop”. If anyone gets within 3 feet of the edge they will be attacked by an undead octopus.
Giant Undead Octopus: HD 9; AC 5[14]; Atk 8 tentacles (1d3); Move 2 (Swim 10); Save 9; CL/XP 10/1400; Special: constriction and pinioning, Immune to sleep and cold.
Area 12 - Empty Hall
This area is empty and holds nothing of importance save a secret door that leads to Area 13
Area 13 - Portal Room
Behind a locked double door inscribed with Elder Runes of long dead, maddening tongues is a permanent portal to whereabouts decided by the Referee.
Area 14 - Secret Tunnel
A secret tunnel that leads to Area 10. A Trapper Beast waits here for prey.
Trapper Beast (10HD): HD 10; AC 3[16]; Atk 1 enfold; Move 1; Save 5; CL/XP 11/1700; Special: Enfold and suffocate prey.

Map of Saint Gile's Mine


  1. Replies
    1. Thanks, Tim! I'm glad you liked it and sorry for the late reply!

  2. I've just rediscovered your blog after many years (I think, seems that long), thanks a lot for all the time I now don't have because I have to read all this stuff! ;-)

    1. Enjoy yourself and bring some coffee. Some these started to get long!


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Arcane Gauntlets are small devices of leather and copper fitted to the wearer's primary hand and feature a small, thin gem imbued with pure arcane energies affixed to the palm. As a standard action the wearer of an Arcane Gauntlet may release its energies up to four times in a single encounter safely, and up to eight times if the wearer is willing to endure the burning residual heat from sustained use of the device.  If an Arcane Gauntlet is used to its maximum effect (eight times) it is inoperable until such a time as its wearer takes a long rest.
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