The Honest Measure
- Rooms
- 22
- Foes
- 38, CR 1/4 to 9
- Traps
- 4
- Treasure
- 8,476 gp
At a glance
The threat
A cave-bred abomination called the Red Maw has made the old arena its den.
Wandering monsters (1d4)
- 1
1d4× Cave lizard packCR 2
When: The party rests or spends more than ten minutes in an unguarded corridor.Pale cave lizards hunt by scent and pause when they hear voices. - 2
1d3× Hobgoblin patrolCR 3
When: A loud fight occurs near rooms 8, 16, or 17.A pair of hobgoblin patrols carries brass tokens and searches for intruders. - 3
2d4× Blood batsCR 1
When: A creature loses half its hit points in one encounter.A cloud of blood bats follows fresh wounds, shrieking whenever it finds a warm trail. - 4
Duergar scoutCR 4
When: The party forces a locked door or disarms a major trap noisily.A limping duergar scout drags a hooked chain and reports any disturbance toward the deeper guards.
Rooms
22The Mouth Hall
What they see
Read aloud
A wide limestone hall opens beneath a low arch. Old benches and a dry fountain stand amid newer boot tracks, and several passages lead toward the lit rooms beyond.
Features
- Dry fountain bearing a worn miners' mark
- Blue fungus growing along the north wall
- A heavy eastern door has a simple lock
What the GM knows
Monsters
2× Cave goblinsCR 1/2
Lean cave scavengers with pale eyes and scavenged bucklers.Tactics. One fires from behind the fountain while the other retreats toward room 1 to summon help.Treasure
Scavenger's purse18 gp
A small pouch of mixed coin left beneath a bench.Notes
The archways lead toward rooms 1 and 3; the southern door leads toward room 4. The western arch is a separate passage into room 11 despite the duplicated directional notation. Characters who make noise may alert room 1.
5 doors: N (normal), S (normal), E (secret), W (normal), W (locked)
The place
What it is
The cave was enlarged into a subterranean complex of stores, shrines, guard posts, and administrative rooms.
Atmosphere
Cold mineral water ticks from the ceiling.
The threat
A cave-bred abomination called the Red Maw has made the old arena its den.
History
The cave began as a refuge maintained by miners and shrine-keepers who worked the iron seams nearby.
Rumors
1d4- 1The old mine has an office where a creature takes appointments before sending visitors to their deaths.
- 2A red glow beneath the hills grows brighter whenever blood is spilled underground.
- 3A sealed shrine in the cave still holds water that can close a wound.
- 4The miners who vanished were seen entering the cave with iron chains and no picks.
Plot hooks
3Corridors
3Between rooms 4 and 10
Old brass direction plates point toward the offices, stores, and arena, as though this cave once hosted orderly business.
Passages around rooms 8, 17, and 20
Thin red veins in the stone brighten whenever a creature bleeds nearby.
The corridor linking rooms 5, 12, and 13
A narrow drainage groove carries warm, iron-tasting water toward the depths.
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