The Mine at Mt. Morris

By Greg Ferris
Talaraska
Generic/Universal
Level ... 3?

The hills making up the Archian border with Caledos are pocked with dozens of abandoned mines. These leave a lasting reminder of the rush for silver in the years prior to the rise of the Graun Empire. Without drawing much attention from local officials, a nebulous consortium of investors has been purchasing old dig sites throughout the region. The mine at Mt. Morris was one such purchase. About 12 months ago, a group of ten men reopened the dig, which locals were sure was folly. After spending a couple of weeks repairing the base camp, the team resumed the dig. None but the foreman had any previous mining experience. Most of the “miners” were farmhands or former members of the stevedores’ guild. None were strangers to hard work, but they were a motley crew to be certain. However, the strangers who came and offered them the job assured them that they would be paid handsomely. The past year had been difficult. The team had failed to find any substantial amount of ore and they often assumed that their work would soon come to an end. Despite this, the paymaster and his retinue of guards would appear every month and the dig continued.

This nine page adventure presents eleven rooms in an old mining camp & camp that has been “overrun” with undead. It’s pretty basic, with not much going on. 

I’m not super sure how this made it on my list. It must have either been in the OSR section on DriveThru or a request? I don’t think I see a request, so it must have been in the OSR section at DriveThru at one time, even though it’s labeled Generic/Universal. The marketing blurb advertises it as a flesh out adventure hook, but the adventure, proper, lists itself as an adventure. I don’t know, some way of framing it not having stats? I don’t think that matters. In any event, it has more life to it than the vast majority of adventures and even manages to present more rooms than the number of pages in the adventure. How far have we fallen to have that be some standard of success? What’s a spud to do? Anyway, ignoring most of the intro there’s a small adventure hidden in here that is relatively inoffensive. There’s not much interesting about it either, but, hey, it’s 2026 and I’m in a morose mood because somehow an uninteresting adventure with eleven rooms in nine pages somehow is better than most if the garbage I review. So, no stats and no treasure, just some “place treasure appropriate to your system” notes here and there.

There are some pretext reasons here for exploring, nothing very interesting. Hired to do blah blah blah, or local priest has visions blah blah blah. Getting to the site you find four outbuildings and then seven rooms in the mine. There are bodies about, partially eaten. A stable has horse bodies, and one stall padlocked with a living horse in it and extra water that has run out. One of the buildings has a survivor barricaded inside of it with a confusing story that doesn’t make sense. The idea is that the party will use the stable clue, as well as another clue in the bunkhouse, to understand that the dude knows more than he is saying and that they’ll press him for details. The details are not altogether interesting given the small size and stand along nature of the adventure combined with the generic/unival vibe. He was hired to run a mining crew, looking for a diary in a buried complex. He did some research on his own and found out that the dude was a necromancer and used animated bodies as guards. When the miners found a wall he gave his horse some water and locked himself in, fearing the worst. The miners break in, undead get out, the worst happens, everyone dies but him and his horse. It’s an interesting way to present a clue, without having to resort to a diary or monologue. And by interesting” I mean “correct.” We get to see the results of actions taken in the past that help explain the now, rather than listen to a droning monologue. The players gets to use their brains to put things together. Or not. 

The rooms inside the mine are uneventful. Generic alter room. Generic crypt. “There are 8 sarcophagi in this room. Four of these are open and empty. The remaining four are closed and hold inanimate skeletons. There is a small stone altar along the western wall. Beside it rests an open chest filled with gold and any treasures that would be appropriate for your game. “  Nothing really evocative about them, inside the mine or out. Nothing really stands out. A few ghouls/ghasts. Entries are padded out with things like “As the party moves in this direction, they are assailed by [an odor.]” There’s like five pages of intro to go with the four pages of room keys. There’s just nothing to this. “First, do no harm”, the slogan goes. And, for the most part, that was accomplished here. Sure, some padding, a decent amount of it. But, also, the rooms are still relatively terse and easy to scan. There’s still no way I would run this, there’s just nothing to it, but it IS still better than most adventures because it IS doing no harm.

This is $2 at DriveThru. There is no preview.

https://www.drivethrurpg.com/en/product/571820/the-mine-at-mt-morris?1892600

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