"Seeking a group of heroic adventurers to help clear an Elfthereum Mine of monsters in Chelmshead Pass. Contact Alagossa Thexisys for more information. Reward negotiable but includes 100 Elfthereum." ~Posting left on the notice board in the Highmoor Adventurers Guild.

The Nimue Mint is former Dwarven mine built into the Chelmshead Pass. This underground system of chambers and tunnels carved into the stone has since been converted into a facility that mines Elfthereum, a Proof-of-Work Cryptocurrency developed by Elven Technomancers. But it has been inactive for the past 8 years due to a massive goblin infestation.

The elf who manages the facility, Alagossa Thexisys, has left notices at the local adventurers guilds but so far everyone who has tried to take back the place have never returned. So the reward remains unclaimed to this day. But things have gotten a lot more complicated since the original infestation.

What is unknown to even Ms. Alagossa is that in the past two 4 years, this facility has been home to a massive bandit gang called the Grimtooth Raiders. This group of bandits was able to kill all of the goblins in the mines and use it as their main stronghold since. Because of this, there is a posting at the adventurers guild near the facility for any group willing to eliminate the bandit gang too which has also not been successfully claimed yet.

What people don't realize is that both notices are pointing to the same location because one calls it a Dwarven Mine while the other calls it an Elfthereum Mine.

The mine is called "Throrvon" in the original Dwarven tongue.

A few things to keep in mind when crawling this dungeon: Although this is a technomancer facility, all of the electronically controlled systems such as security doors, surveillance cameras, and other electronic security systems/traps are inactive. All computers and cryptomining arrays are inactive. All electric lighting is inactive. Basically everything that requires power to work is inactive. As this place has not had any power for the past 8 years. Some of the technomantic devices also sustained various levels of damage overtime as well.

Main Entrance >> This is a doorway carved into the mountain wall and secured with a large granite door which is kept closed by an elaborate locking mechanism. The door however, is open and has been open for quite awhile. The only thing blocking the way is a locked iron and wood gate which looks weak enough that a few dozen hits at specific points with a strong mace should easily breach it. Doing this will alert the enemies guarding the entryway however. So picking the lock might be a better option if you can.

Entryway >> This room is what used to be the facility's reception area. You can find a few enemies guarding this room assuming you didn't alert them by using force to breach the gate. Up ahead is the Dining Hall which is secured by a locked gate. One of the enemies has the key to open it. You can try to pickpocket the key, kill for it, pick the lock, or breach the gate. Keep in mind that breaching the gates in this dungeon will make tons of noise and alert the enemies in adjacent rooms.

Gathering Hall >> This used to the Main Atrium and has been converted into the main living area for the bandit gang. You will find tables and chairs to sit at and small stacks of coins. Food can also be found here too. There are 10 or more enemies in this room. There are gates that lead to the Storage, Kitchen, and North Hallway. These are locked but you can find the key that unlocks most of the gates in this place on one of the enemies.

Storage >> This used to be the storage area for spare parts and maintenance equipment. It now serves as the storage room for the misc stuff used to keep the bandit stronghold tidy and neat. You can also find other items in here too. There are no enemies in this room.

Kitchen >> This used to be the Heat Sink room where all of the heat from the mining hardware is funneled for ventilation out of the facility. It is now used as the kitchen for the entire bandit stronghold. Cooking utensils and makeshift fire pits can be found along the walls. Meat and other foods can be seen in various stages of preparation. The Cook/butcher can be found in this room. There is also a door that leads to the Pantry.

Pantry >> This used to be where the Cooling Room used to be. When the facility was still active, a magitech HVAC system would funnel cold air throughout the hashing chambers to keep the mining hardware cool. The room remains cold due to the frost runes from the HVAC being still active. Thus is now serves as the bandit stronghold pantry for storing the food such as meats and other products that need to be kept fresh. There are no enemies in this room but lots of fresh food and drinks. Help yourselves to whatever food and drinks you find. It's basically free.

North Hallway >> This hallway connects the Gathering Hall to the Sleeping Chambers, Holding Cells, Armory, and Vault. All of them are secured by locked gates. The gates in the Holding Cells, Armory, and Vault are reinforced and cannot be breached like the others in this dungeon. The number of enemies depends based on the time. There are also a few crudely made traps and alarms in this hallway so avoid those.

Sleeping Chambers >> This used to be Hashing Chambers 1-A to 1-C. The mining hardware has moderate damage. Now there are beds and chests for bandits to store their personal belongings. Hashing Chamber 1-C is locked with a reinforced door that requires the bandit leader's key to open due to being its personal quarters. Pick it open or kill the bandit leader for the key assuming it is outside the chamber at the time you reach it. You will need to kill the bandit leader for the key to the Vault anyway so you might as well do it. The bandit leader wears a full suit of plate mail armor and thus cannot be missed.

Holding Cells >> Also known as Hashing Chambers 2-A to 2-C. Here the mining hardware is mostly destroyed. These rooms contain crudely made cages to hold hostages and other captives. Some of these cells are occupied by prisoners both alive and dead. Hashing Chamber 2-C serves as a torture chamber with bloodied torture tools everywhere. You might find a live victim being tortured here by the bandits. It is up to you if you wish to rescue the people inside. Access to holding cell doors requires a separate set of keys kept by select bandit guards authorized to enter. Kill the guards to get the Holding Cells key and the key to the cells themselves.

Armory >> Also known as Hashing Chambers 3-A to 3-C. The mining hardware in this room has been left with minimal damage except in Chamber 3-C where it is severe. This room now has shelves and racks to store the armor and weapons that the bandits use in the stronghold and on raids. There is a mixture of armor and weapon types here. Take whatever you want. Hashing Chamber 3-C is a training room where the bandits practice with the weapons. You will find enemies training in this room.

Vault >> Also known as Hashing Chambers 4-A to 4-C. The mining hardware has remained completely intact. This is where all of the loot collected from raids is stored before it is sold off to merchants who do business with this gang. The items are various from valuable treasure to powerful weapons and armor and even precious artifacts. Help yourself to anything inside. Returning some of the items inside to their rightful places and owners might complete some side quests. You need the vault key from the bandit leader to access this room.

Once you clear out the entire mine of all enemies, you can collect the rewards from both postings. Check back later once you collect the reward from Alagossa Thexisys and you will find the facility back up and running or being repaired depending on when you drop by.

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