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Bulette in the Mines [Dollar Dangers]

Bulette in the Mines [Dollar Dangers]

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Urgent Notice:

Miners have been attacked by a monstrous bulette, causing deadly cave-ins. Skilled adventurers needed to eliminate this threat and ensure our safety.

Visit the mining company headquarters to accept this challenge and save our mines.

~ Foreman Garret Stone

A Four-Hour Adventure for 5th - 10th Level Characters

Read Thrain's Creature Codex to learn about bulettes, how to run them in your game, or how to fight them!


Dollar Dangers are Pay What You Want quests & encounters you find yourself doing in between adventures. They can be obtained from bounty boards, tavern patrons, local law, etc. Each Dollar Danger is broken down into digestible information:

  • The Overview - What is this task or encounter about? Mostly information the Game Master needs to run it.
  • Setting - Where does it take place?
  • Objectives - These are the requirements to complete the encounter.
  • Enemies - How many enemies are there and what are they?
  • Encounter Start - Sometimes this is a hook, other times just a drop into the action.
  • Traps/Puzzles - Are there any traps or puzzles? If so, here they are.
  • Tactics - Suggestions for how the adversaries should behave.
  • Aftermath - Tells you how things may go based on the party actions.
  • Treasure - What do they get?
  • Conclusion - Now that it's over, what's next?

You can read it here for free, or pay for the print-friendly PDF download.

Sometimes the rules change or our understanding of them does. If that happens, we may update the file. When that happens, you will receive an email letting you know and you can download the updated copy for free.


Bulette in the Mines

Miners have reported deadly attacks within the tunnels, claiming the lives of several workers. A bulette has occupied the mine, causing cave-ins and terrorizing the laborers. The mining company desperately seeks skilled adventurers to eliminate this monstrous threat and restore safety to the depths. Will you brave the darkness and confront the landshark lurking beneath the earth?

A Four-Hour Adventure for 5th - 10th Level Characters

Summary: A bulette has taken up residence in a mining tunnel, causing deadly cave-ins and terrorizing workers. The mining company seeks brave adventurers to eliminate this threat and restore safety to the depths. Can you face the monstrous landshark and uncover the secrets it guards?

Introduction

The adventurers receive word from a mining company about a series of deadly attacks within their tunnels. A bulette has taken up residence in the mine, causing cave-ins and killing workers. The company is desperate to eliminate the threat to ensure the safety and productivity of the mine. Equipped with a map detailing the creature's last known location, the adventurers set out to confront the landshark in its underground lair.

Initial Challenge

As the adventurers enter the mining tunnels, they are immediately confronted with the aftermath of the bulette’s rampage. The once bustling mine now lies in disarray, with debris scattered and supports creaking under the strain of recent cave-ins. The miners have abandoned their posts, leaving tools and equipment strewn about in their haste to escape. The adventurers must navigate this hazardous environment to reach the deeper sections of the mine where the bulette and cultist are believed to be hiding.

  • Navigating the Tunnels: The adventurers must traverse partially collapsed tunnels, requiring careful navigation to avoid further cave-ins. Loose rocks and debris make footing treacherous, and the adventurers must make Dexterity checks (DC 12) to move safely through these areas.
  • Assessing the Map: The miners’ map, though detailed, is outdated due to the recent destruction caused by the bulette. The adventurers must use their skills in Investigation or Survival (DC 13) to identify safe routes and avoid dead ends or unstable tunnel sections.
  • Environmental Hazards: The threat of further cave-ins, flooded passages, and pockets of poisonous gas looms over the party. At certain points, they may encounter tunnel sections that present environmental hazards. See the Mining Tunnels Environmental Hazards Table in Appendex A: Random Tables.
  • Trapped Miners: Deeper into the tunnels, the adventurers hear faint cries for help. Investigating these sounds leads them to a group of trapped miners pinned beneath fallen rocks. Freeing the miners requires a successful Strength check (DC 14) to move the heavy debris. Rescuing the miners saves lives and provides the adventurers with valuable information about the layout of the tunnels and recent cultist activities.
  • Wandering Monsters: As they delve deeper, the adventurers encounter minor threats such as giant spiders or kobold miners scavenging the abandoned equipment. These encounters deplete their resources and test their readiness for the greater challenges ahead. Each encounter can provide minor clues about the bulette’s behavior and the cultist’s presence. See the Mining Tunnels Random Encounter Table in Appendex A: Random Tables.
  • Rest Points: The adventurers encounter occasional rest points where the miners once worked. These areas provide a brief respite and an opportunity to regroup and heal. However, they must remain vigilant, as the threat of a bulette ambush is ever-present. Utilizing these rest points effectively can be crucial to their success.

Deeper within the tunnels, the adventurers face the main challenge: tracking and confronting the bulette. This requires keen senses and sharp reflexes, as the bulette uses its burrowing abilities to launch surprise attacks. The adventurers must stay alert for vibrations in the ground and signs of recent burrowing to anticipate its movements. Engaging the bulette in combat is perilous, demanding strategic thinking and cooperation to exploit its weaknesses and overcome its formidable defenses.

  • Tracking the Bulette: The adventurers must use their Survival skills (DC 14) to follow the trail left by the bulette. This includes identifying claw marks, disturbed earth, and broken supports. A successful check provides clues about the bulette’s recent movements and direction.

  • Ambush Tactics: The bulette is a master of ambush tactics, using its burrowing ability to strike from below. Perception checks (DC 15) are needed to detect the subtle vibrations that precede its attacks. Failing to notice these signs allows the bulette to surprise the party, gaining advantage on its first attack.

  • Environmental Hazards: The tunnels are filled with environmental hazards that can complicate the encounter. Collapsed sections, poisonous gas pockets, and flooded passages can all impact the adventurers' strategy. They must navigate these hazards carefully, making Dexterity or Constitution saving throws (DC 14) to avoid damage and debuffs.

  • Using the Terrain: Clever adventurers can use the terrain to their advantage. Luring the bulette into narrow passages can limit its movement while positioning themselves on higher ground can make it harder for the bulette to reach them. Strategic placement and use of spells like Entangle or Web can restrict the bulette’s burrowing ability.

  • Exploiting Weaknesses: The bulette’s underbelly is less armored than the rest of its body. Targeting this weak spot requires coordinated attacks and possibly grappling or restraining maneuvers to expose the vulnerable area. Fighters and rogues can use maneuvers or sneak attacks to exploit this weakness effectively.

  • Dealing with the Cultist: While battling the bulette, the adventurers may encounter the cultist who summoned the beast. The cultist uses dark magic to aid the bulette, casting spells that buff the creature or debilitate the party. Prioritizing the cultist can disrupt these spells and weaken the bulette’s resolve. Intelligence checks (DC 13) on the cultist’s actions can reveal patterns or weaknesses in their magic.

  • Psychological Warfare: The bulette is not just a physical threat but also a psychological one. Its sudden appearances and devastating attacks can cause fear and panic among the adventurers. Wisdom saving throws (DC 13) are needed to resist becoming frightened, which could otherwise impair their combat effectiveness.

  • Defeating the Bulette: Once its health is reduced below 20%, it may attempt to retreat and burrow deeper into the earth. Preventing its escape requires quick thinking and decisive action, such as using spells or abilities that restrict movement. A final coordinated assault can ensure the bulette is defeated before it escapes.

Successfully overcoming these challenges eliminates the immediate threat and uncovers more about the bulette’s behavior and the cultist’s presence, setting the stage for future adventures.

New Information

During their confrontation with the bulette, the adventurers stumble upon strange symbols and markings on the tunnel walls. As they investigate these markings, they can use their skills to piece together crucial information about the bulette’s presence.

  • Arcana Check (DC 15): A successful Arcana check reveals that the symbols are part of an ancient ritual used to summon or control creatures. The adventurers realize that the bulette might have been drawn to this location by magical means rather than natural migration.
  • History Check (DC 15): A successful History check provides context about the symbols, suggesting they are linked to a forgotten cult known for manipulating subterranean creatures. This gives the adventurers insight into potential threats beyond the bulette.
  • Investigation Check (DC 13): By examining the layout and condition of the symbols, the adventurers can deduce that the ritual was performed recently. This indicates an active presence of the cult or individual responsible for summoning the bulette, possibly still lurking within the mine.
  • Perception Check (DC 12): Keen observation of the surroundings reveals subtle disturbances in the area, such as recent footprints or discarded items, suggesting someone has been there recently and may have a hand in the bulette’s aggression.

The adventurers must piece together these clues to understand the true nature of the threat and decide their next course of action. This new information suggests that the bulette might have been drawn here intentionally or controlled by someone with a hidden agenda.

Final Challenge

Armed with the new information about the ritual and the potential involvement of a malevolent force, the adventurers must now locate and confront the mastermind behind the bulette’s presence. As they delve deeper into the tunnels, they find a hidden chamber where the cultist responsible for the ritual operates. This final challenge involves battling the bulette and facing the cultist and possibly their summoned minions.

  • Confronting the Cultist: The adventurers discover the cultist performing another ritual to summon additional creatures or strengthen the bulette. They must interrupt this ritual to prevent further dangers. Realizing their plan is foiled, the cultist attacks with spells and dark magic while commanding the bulette to protect them.

  • Dual Threat: The adventurers now face a two-pronged threat. They must deal with the bulette’s brute strength and burrowing tactics while contending with the cultist’s magical assaults. This requires coordination, with some party members focusing on the cultist while others handle the bulette.

  • Environmental Hazards: The hidden chamber might contain unstable elements, such as crumbling walls or pools of toxic substances. The adventurers must navigate these hazards carefully, using them to their advantage or avoiding them to prevent additional damage.

  • Victory Conditions: Defeating the cultist disrupts the ritual and weakens the bulette’s resolve, making it easier to defeat. Conversely, if the adventurers eliminate the bulette first, the cultist loses their primary defense but may become more desperate and dangerous.

Upon defeating the cultist and the bulette, the adventurers can secure the mine and ensure the workers' safety. They can also gather any remaining clues about the cultist’s motives and possible allies, setting the stage for future adventures.

Conclusion and Future Hooks

Upon defeating both the cultist and the bulette, the adventurers can secure the mine and ensure the safety of the workers. As the dust settles and the miners cautiously return to their duties, the adventurers can investigate the hidden chamber further, uncovering valuable clues that hint at a larger, more sinister plot.

The hidden chamber is a secretive, dimly lit room carved from deep rock within the mining tunnels. Accessible through a concealed passage that adventurers discover during their exploration, the chamber exudes an eerie atmosphere filled with the lingering scent of incense and dark magic.

  • Cultist’s Journal: In the hidden chamber, the adventurers find a weathered journal filled with cryptic notes and dark rituals. The entries reveal the cultist’s obsession with summoning and controlling monstrous creatures, suggesting that the bulette was only the beginning. The journal also hints at a larger cult operating in the region, with plans to unleash even more powerful entities.

  • Arcane Artifacts: The adventurers discover several arcane artifacts used in the summoning rituals among the cultist's belongings. Though partially damaged, these items could be valuable to arcane scholars or useful in future endeavors. They may also provide clues about the cult’s origins and the nature of their dark magic.

  • Miners’ Testimonies: As the miners return to work, they share stories of strange occurrences and sightings leading up to the bulette’s attacks. These testimonies provide additional leads for the adventurers to follow, such as mysterious figures seen near the mine at night or peculiar shipments delivered to the cultist.

  • Reward and Recognition: The mining company, grateful for the adventurers’ bravery, rewards them handsomely with gold and offers continued support for future endeavors. The adventurers’ heroic deeds also earn them recognition in the nearby town, opening doors to new alliances and quests.

  • Future Threats: Despite their victory, the adventurers are left with a lingering sense of unease. The cultist’s final words before defeat hinted at a greater power behind their actions, suggesting that more formidable foes lie ahead. This foreshadowing creates anticipation for future confrontations with the cult and their monstrous creations.

 

Appendix A: Random Tables

The frequency and timing of rolling on the tables can significantly impact the pacing and difficulty of the quest. Here's a guideline for when and how often the GM should roll on the provided tables:

Guidelines for Use:

  • Balancing Encounters: Use these tables to balance the number of encounters and hazards. If the party has just faced a problematic encounter, consider skipping the next roll or reducing the encounter's difficulty or hazard.

  • Narrative Flow: Ensure that the frequency of rolls does not disrupt the quest's narrative flow. Adjust the frequency accordingly if the story reaches a critical point or too many encounters would slow down the plot.

  • Player Engagement: Monitor the players' engagement levels. If they are enjoying the challenges, maintain a steady frequency. If they become frustrated or fatigued, ease up on the encounters and hazards.

Mining Tunnels Environmental Hazards Table

Roll once when the adventurers enter a particularly unstable or treacherous section of the tunnels. If the party actively searches for hazards (using Perception or Survival), reduce the frequency to once every two sections.

d6

Hazard

Description

Detect DC

Hazard DC

Damage

1

Unstable Ground

Sections of the tunnel floor are unstable, risking falls into hidden pits.

Perception 12

DC 12 Dexterity saving throw.

2d6 bludgeoning

2

Poisonous Gas

Pockets of toxic gas require Constitution saves to avoid poison damage and becoming sickened.

Perception 14

DC 14 Constitution saving throw.

2d6 poison

3

Cave-In

A recent cave-in blocks the path, requiring Strength checks to clear or find an alternate route.

Perception 15

DC 15 Dexterity saving throw.

3d6 bludgeoning

4

Flooded Passages

Sections of the tunnel are partially flooded, requiring Athletics checks to navigate safely.

Perception 13

DC 13 Strenght (Athletics) check.

n/a

5

Loose Debris

Piles of loose rocks and debris can collapse. Dexterity saves are needed to avoid being buried.

Perception 13

DC 13 Dexterity saving throw.

2d6 bludgeoning

6

Echoing Cries

The tunnels carry eerie cries that disorient and frighten, requiring Wisdom saves to avoid effects.

Perception 12

DC 12 Wisdom saving throw.

Frightened (1d4 rounds)


Mining Tunnels Random Encounter Table

Roll once at the beginning of each new section of the mining tunnels or when the adventurers make significant noise or disturbances. If the party actively uses skills like Stealth or Perception to avoid danger, reduce the frequency to once every two sections.

d6

Monster

Description

Clues

1

Giant Spiders

A pair of giant spiders lurk in the shadows, preying on anything that enters their territory.

Webs strung across passages with bones of small animals and an unusual symbol drawn in ichor.

2

Kobolds

A small group of kobolds scavenging for resources, armed with makeshift tools and traps.

The kobolds carry scraps of parchment with sketches of the bulette and notes in a strange language.

3

Earth Elemental

A rogue elemental creature, disturbed by the bulette’s activity, wanders the tunnels.

Earth Elemental markings include signs of forced movement and disturbed earth, leading to cultist symbols.

4

Undead Miners

The restless spirits of miners who perished in previous cave-ins seek revenge.

The undead miners mutter about a "great beast" and a "dark master" as they wander.

5

Cave Troll

A hungry cave troll prowls the deeper tunnels, drawn by the scent of intruders.

The troll has scratches and wounds, possibly from the bulette, and carries a torn cultist’s robe.

6

Swarm of Bats

A large swarm of bats erupts from a hidden crevice, creating chaos and confusion.

Adventurers find fragments of maps and symbols the cultist uses in the bats' roost.


Appendix B: Creatures

Cultist

Medium Humanoid (any race), Any Non-Good Alignment

Armor Class 12 (leather armor)
Hit Points 9 (24d8)
Speed 30 ft.

STR      11 (+0)
DEX       12 (+1)
CON    10 (+0)
INT        10 (-0)
WIS     11 (+0)
CHA      10 (+0)

Skills Deception +2, Religion +2

Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/8 (25 XP)

Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.

Actions

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.

Description

Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices.

 

Rock Troll

Large Giant, Chaotic Evil

Armor Class 15 (natural armor)
Hit Points 138 (12d10 + 72)
Speed 30 ft., climb 30 ft.

STR      20 (+5)
DEX       13 (+1)
CON    22 (+6)
INT        7 (-2)
WIS     9 (-1)
CHA      7 (-2)

Saving Throws Str +8, Con +9
Skills Athletics +8, Perception +2
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., passive Perception 12
Languages Giant
Challenge 8 (3,900 XP)
Proficiency Bonus +3

Regeneration. The troll regains 10 hit points at the start of its turn if it has at least 1 hit point remaining. If the troll takes acid or fire damage, this trait doesn’t function at the start of the rock troll’s next turn.

Rock Camouflage. The rock troll has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Stone Grip. As an action, the rock troll can manipulate the earth within a 30-foot radius. It can create difficult terrain or cause a creature standing on the ground within the area to make a DC 16 Strength saving throw or be restrained by rocks and earth. A restrained creature can use its action to make a DC 16 Strength check, freeing itself on a success.

Actions

Multiattack. The rock troll makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Rock Throw. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.

Rockfall (Recharge 5–6). The rock troll causes a localized rockslide in a 20-foot radius centered on itself. Each creature in that area must make a DC 16 Dexterity saving throw, taking 27 (6d8) bludgeoning damage on a failed save, or half as much damage on a successful one. The area becomes difficult terrain until cleared, which takes 1 minute.

Description

Rock trolls are formidable creatures that dwell in mountainous regions and rocky caverns. With their tough, stone-like hide and powerful limbs, they are well adapted to their harsh environment. These trolls are known for their regenerative abilities and skill in manipulating the earth around them to their advantage. They are highly territorial and will fiercely defend their domains from intruders.


Undead Miner

Medium Undead, Neutral Evil

Armor Class 12 (natural armor)
Hit Points 26 (4d8 + 8)
Speed 20 ft.

STR      14 (+2)
DEX       8 (-1)
CON    14 (+2)
INT        6 (-2)
WIS     10 (+0)
CHA      5 (-3)

Saving Throws Wisdom +2
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities poisoned, exhaustion
Senses darkvision 60 ft., passive Perception 10
Languages Understands the languages it knew in life but can only speak in limited babbles.
Challenge 1 (200 XP)
Proficiency Bonus +2

Undead Fortitude. If damage reduces the undead miner to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken unless it is radiant or from a critical hit. On a success, the undead miner drops to 1 hit point instead.

Mining Tools. The undead miner wields a pickaxe or shovel as a weapon. These are considered simple melee weapons.

Actions

Multiattack. The undead miner makes two attacks with its pickaxe or shovel.

Pickaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Shovel. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage

Description

Undead miners are the restless spirits of miners who met tragic ends deep within the earth. Reanimated by dark necromantic rituals, these twisted beings haunt the tunnels where they once toiled. Clad in tattered work clothes and wielding pickaxes and shovels, they possess an unnatural strength and relentless drive to continue their labor in death. Highly territorial, they fiercely defend their tunnels from intruders, their presence marked by a chilling sense of dread and decay.

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