Claymoore Mine

        History

        The Claymoore mine was first excavated in 789 AB by Amananca
        Claymoore, a fairly well liked dwarf from Emond's Field.
        Amananca eventually stopped returning to town, and the towns
        folk sent out a brave adventurer to find him.  The young
        adventurers name was Arachnos Hawkethorne, and he never
        returned.  Since then, rumors have begun to circulate of
        a vast fortune hidden inside.  Many people have gone to get
        the "treasure" but none have ever returned.  The mine has
        now sat abandoned for 35 years.

        Enterance:  There is a slight, damp breeze emenating from the
        mine.  There is a dank, mouldy smell to the breeze, and you can
        hear running water off in the distance.  Dry leaves, twigs, and
        cobwebs are hanging around the enterance.

        As you enter the mine, you see rails running off into the
        darkness.  There is a rusted pick axe to your left, and a
        pile of rusty spikes.  The dust on the floor has been disturbed
        in such a way as to indicate something has been dragged
        through.  There are small blood smears on the wall and the
        ground.

         Level 1 Map

          1.    There is a spider feasting on the corpse of some animal
             (deer) that it pulled in from one of its traps.  As the
             PC's enter the room, the spider turns, gurgles a bit,
             and attacks.

             Huge Spider: Size: M THAC0: 16
             AC: 6 #AT: 1 HP: 11 DMG: 1d6
             Exp. Value: 178

             If the webs on the ceiling are burnt, a rotting Dwarves carcass
             will fall to the floor.

             The following items are found on the dwarfs body:

                  Healing Potion  (will break upon hitting groung, unless
                                       a 1 is roled on a 1d6)
                  Gem (25gp)
                  35 sp
                  Ring of Protection +1
         

          2.    If the PC's do not look up, they will not see the Crab
             Spider hanging on to the roof.  It will drop onto the character
             with the most HP, (just to be nice), attack, and jump away.
             It cannot be suprised.

             Crab Spider: Size: M THAC0: 19
             AC: 7 #AT: 1 HP: 10 DMG: 1d8,
             poisonExp. Value: 95

             Within the piles of bones and refuse there are 37pp, 15gp,
             and a dagger of throwing +3.  The dagger look tarnished, but
             good.

          3.    This room is full of spiderwebs, and the sound of running
             water is heard.  Nothing can be seen moving around, and
             unless the webs are burnt, a water spider will attack
             the person in front.  The other spider will join in on
             the attack one round later.

             Water Spider: Size: M THAC0: 16
             AC: 5 #AT: 1 HP: 15, 18 DMG: 1d4,
             poisonExp. Value: 512 total

             Upon search of this chamber the party finds an unlit torch,
             a 10' long section of chain, and a crowbar.  The elevator in
             the back of the room is in good condition, and is operated by
             a crank in the cab.

          4.    This is Amananca's secret treasure store.  The enterance
             is spotted on a 1 on a 1d10 when the characters walk by,
             and by 1-5 on a 1d10 when searched for.  The floor is dusty,
             and the dust is undisturbed.  Upon the wall there is a
             Shield + 1, Chain Mail + 1, Dagger + 1,and a Sword +1.
             There is also a locked treasure chest.  The chest is trapped
             with three bone darts (Bone Dart:
             THAC0: 12 DMG: 1d2,poison
             Inside the chest is 720sp, 19gp, 333cp, and 1 gem (250gp).
             There is also a Potion of extra healing, and a Robe
             of Useful Items, with the following items:

                  Bullseye Lantern
                  Rope: 50' coil: Silk
                  Mule with saddle bags
                  2 Pits (10 cubic feet), open
                  10 gems 100gp value each
                  2 Rowboats, (12' long)
                  2 Bags with 100gp in each
                  Ladder, Wooden (24' long)
                  Potion of Extra Healing
                  War Dogs, Pair

             Level Two

             Level 2 Map

          5.    This level (areas 5a-c) are quiet except for the phasing
             sound of the phase spiders off in the distance.  The
             Phase Spiders, when retreating, phase into one of the rooms,
             with the moose carcass the are eating, and resume their dinner.
             Random Room Generator 1d6:

                  1-2: 5a
                  3-4: 5c
                  5-6: 5b
         

          6.    In this room there are 2 massive Phase Spiders munching on
             a large mooses carcass.  The party gets first attack, as the
             spiders are too engrossed in eating.

             Phase Spiders: Size: L THAC0: 15
             AC: 7 #AT: 1 HP: 37, 21 DMG: 1d6,
             webs, poison, phasing Exp. Value: 1748 total

             The spiders will phase out when they are attacked, and will
             reappear behind him. Once every 10 times it will appear above
             the PC, and drop on his or hers head.

             Upon defeating the spiders, Amananca's ghost appears
             and thanks you for freeing him from his undeath.
             He explains that Arachnos' had performed a dark ritual to his
             god, Lolth, and summoned his spirit to watch over the spiders.
             Arachnos then killed himself, leaving Amanaca to toil away
             by himself.  As his spirit fades, he tells the group of his
             treasure room, and the trapped chest, if they missed it.
         

                                                                ---The End---