The Lampwarden Descent
- Rooms
- 7
- Foes
- 17, CR 1/4 to 4
- Traps
- 5
- Treasure
- 858 gp
At a glance
The threat
A disciplined underdark holdfast has seized the old intake tunnels and is using them to hide supply theft, moving the missing lantern goods deeper while their overseer, a chitin-armored tunnel commander, prepares to choke the surface town's light by cutting off the enchanted oil.
Wandering monsters (1d4)
- 1
1d6× Tunnel ratsCR 1/2
When: Noise near open crates or lingering in the shafts too longHungry vermin drawn to spilled oil and food scraps. - 2
1d4× Underdark sentriesCR 1
When: Failure to stay quiet in the checkpoint and loading hallsPatrolling sentries checking the old routes and listening for intruders. - 3
1d2× Cave stalkersCR 2
When: After a loud fight or if the party lights multiple firesPack-hunters from below that follow the smell of blood, smoke, and lamp fuel. - 4
2d4× Rust gnawersCR 1/4
When: Leaving gear in corridor alcoves or resting in the storeroomsA skittering scavenger that steals tools, keys, and small metal objects from unattended packs.
Rooms
7Ruined Intake Shaft
What they see
Read aloud
The entrance shaft is cracked open from above, with rubble piled around a bent winch and a dead hoist line hanging into darkness. Fresh tracks, dragged crates, and a smear of lantern oil show that the caravan entered recently, and a faint draft carries a muffled clank from deeper within.
Features
- Broken winch platform
- Dragged crate marks
- Loose ceiling rubble
- Old dwarf survey sigils
What the GM knows
Monsters
2× Tunnel ratsCR 1/4
Lean tunnel rats feeding on spilled grain and oil-soaked cordage.Tactics. They dart from rubble pockets, trying to distract and harry anyone examining the tracks.Treasure
Lantern hook5 gp
A dented lantern hook stamped with a dwarf workshop mark and still usable.Rope seals10 gp
A wax packet of intact rope seals from the caravan ledger crate.Notes
This is the obvious entry and should feel exposed but not lethal. Let the party immediately see the caravan trail and the first hint that the goods were moved inward on purpose.
3 doors: N (normal), E (secret), W (normal)
The place
What it is
This ruined intake complex once moved lamp oil, wicks, and ritual freight from the surface to deeper workings below.
Atmosphere
Cold air breathes up from the shaft like a cellar grave.
The threat
A disciplined underdark holdfast has seized the old intake tunnels and is using them to hide supply theft, moving the missing lantern goods deeper while their overseer, a chitin-armored tunnel commander, prepares to choke the surface town's light by cutting off the enchanted oil.
History
Long ago, sturdy miners and dwarf haulers carved this intake line to move lantern oil, lamp wicks, and shrine goods from a surface depot down to deeper vaults.
Rumors
1d5- 1Old tunnel workers say the intake shafts were swallowed by something that learned to speak in dwarf codes.
- 2A lantern-smith swears the missing supplier was seen alive, riding a cart deeper underground with his hands bound.
- 3People near the mine claim the dark beasts avoid lit streets only when the enchanted oil is fresh, and that someone's stealing the supply on purpose.
- 4A retired foreman says the old loading rails have a hidden branch that was never on the public maps.
- 5There is a whisper that the underdark buyers pay extra for wicks treated with shrine ash.
Plot hooks
4Corridors
4Between and
Old loading rails run along the floor, broken in places where carts were dragged instead of rolled.
Between and
Watch niches with cracked arrow slits overlook the main passage, each one stained by soot from failed lanterns.
Secret side passage near
A narrow maintenance crawl slants under a collapsed wall and bypasses the checkpoint toward the storerooms.
Deeper corridors near and
Pale fungus grows in strips along the lower stones, giving off a dim blue-green glow and a bitter smell.
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