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The Sun Goes Down With a Ruby Smile

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    THE SUN GOES DOWN WITH A RUBY SMILE

    1

    THE SUN GOES DOWN

    WITH A RUBY SMILEWRITTEN BY REMLEY FARR ART BY SHAWN DALEY MAPS BY REMLEY FARR

    A small port seems the perfect place to dock when a freak storm forces the

    small trade cog, Seas Rock, to find solid ground. But the newly discovered

    port town raises questions: where are all the residents, and which ones of

    them are still alive?

    The Sun Goes Down with a Ruby Smile is a Dungeons and Dragons 5th

    Editionmodule designed for 3-5 players at level 1. This module favors

    investigative and inquisitive playstyles over kicking in the door with swords

    drawn. Without at least one medium-sized, female humanoid PC or a PC

    who can speak and read orc, this may be a difficult module for the players

    to complete in a cohesive manner

    This is not an official Wizards of the Coast product.

    This module is free to download and share.

    For questions or concerns, email [email protected]

    Visit the publisher at insomniacsink.comfor more information.

    Read this to the Players

    Three weeks after signing onto Captain

    Tommiks leaky trade cog, the Seas Rock, a

    raging storm refuses to let up, keeping the

    captain, his navigator, and the partyrunning all over the deck, fastening ropes

    and tacking sails. Its not until the halfling

    navigator, Bosin, spots a port through the

    rainy onslaught that anyone feels the

    slightest bit of hope.

    Captain Tommik aims the Seas Rock

    towards the port, tacking hard to avoid

    being swallowed by the sea. If it werent for

    the half-ton of iron ore in the cogs decks,

    the lightweight ship would be decorating

    the sea floor by now.

    The gangplank slams into the empty

    marina, and you don your cloaks and hustleacross the leaky, wooden boards, aiming for

    a small customs building nestled where the

    marina meets the shore. A crackle of

    lightning deafens your ears, drowning out

    the howling wind and splattery rain for a

    split second.

    Just as you shove the door to the

    customs building open, you are greeted by

    a dark, cold, but dry room. Hanging your

    dripping cloaks on the wall hooks, you

    collapse onto the floor, exhausted after

    hours of running around on deck.Another flash of lightning illuminates

    the stumpy, dwarfish form of Captain

    Tommick as he strides into the customs

    office, rivulets of rain dripping from his

    blonde beard. Ah, thats what I call a wee

    inconvenience! he says, wringing his

    beard. This eres good place as any. Ahll

    grab food and belongings from the Rock, an

    we can hole up in ere fer the night. Keep

    yer eyes out fer townsfolk. Dont wanna

    ferget yer manners. And with that, he

    vanishes into the raging winds.

    You look around the customs office,trying to take in the frantic situation. No

    less than ten minutes ago you were fighting

    to keep a ship above water. Now, youre

    safe on solid ground. Every inch of your

    body aches, and you cant shake the image

    of flailing ropes and water-soaked sails out

    of your headsafter all, youve been staring

    at them for hours upon end.

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    The storm rumbles outside, the rain

    showing no sign of letting up. Small

    bootprints of mud and water dot the

    floor from where youve tracked them,

    but for now, at least youre able to

    breathe easy. All you need is a days

    worth of rest in here and youll be back intip-top shape. That is, if this freezing cold

    rain doesnt let up.

    What do you do?

    For the Dungeon Master

    The players have been battling a

    relentless storm for almost the entire

    day, and theyre at the 1st level of

    exhaustion (PH pg. 291). Chances are that

    the players will decide to poke around

    the dingy customs office or wait forTommik to return with Bottsin and some

    gear, which will take roughly thirty

    minutes.

    Captain Tommik himself isnt an awe-

    inspiring character, stat wise, nothing

    more complex than a level one dwarf

    merchant armed with nothing more than

    a basic dagger, though he has a gruff

    command about him that only a dwarf

    could muster. He scrapes by transporting

    goods with his navigator. As of now, hes

    working for the Skymarch Company, oneof many trading groups that deals with

    resources mined from dwarf ruins, and

    he hired the players as deckhands in

    between ports.

    Unknown to the players, Tommik has

    an addiction to sama, a plant that, when

    a leaf is chewed and swallowed, calms

    peoples nerves. Dwarfs naturally are

    afraid of water, and ingesting sama helps

    take the edge off. Seeing as how sama

    plants are contraband in many societies,

    Tommik keeps the sama addiction a

    secret, even from Bottsin. Eating a samaleaf gives an advantage on fear saving

    throws for eight hours, and Tommik

    ingests a leaf every eight hours (using a

    slight of hand check vs. any nearby PCs

    perception check). If caught and called

    out on it, hell claim he was eating from

    his bag of nuts (using a deception check

    vs. PCs insight check). Hell plead that he

    needs the sama to stay calm on the

    water, and any dwarf in the party would

    sympathize with him.

    Captain Tommik will stay near the

    Seas Rockwhile the party ventures out

    so that he can keep an eye on the ship

    while the adventurers do what yer paidto do!

    The navigator, Bottsin, is an equally

    unremarkable halfling and merely a

    lackey for Tommik. Hes spry, capable of

    shimmying up the sails and swinging on

    ropes. He tags along with Tommik and

    doesnt talk much, though a quip or two

    is sure to pop out of his mouth when hes

    feeling particularly full of himself. Fights

    with a dagger or crossbow when

    prompted, though he should rarely see a

    reason to do so.When Tommik returns with Bottsin,

    theyre carrying plenty of gear to hole up

    in the customs office for the night: four

    lanterns with oil, bedrolls for themselves

    and each party member, and enough

    rations to stave off hunger for the night.

    Unlike the PCs, Tommik and Bottsin

    are at exhaustion level 2, and will want to

    go to sleep immediately. Tommik will use

    this time to sneak a sama leaf, and

    Bottsin will collapse into a snoring heap

    immediately after unloading the gear.

    Five Contracts

    Of course, the party hasnt stumbled

    upon a simple, abandoned marina and

    customs office. The adventure would be

    too stale if that were the case. What

    theyve really come across is a covert, off

    the grid mining colony set up by one of

    Skymarch Companys rival coorporations,

    the Stoutman Caravan. And unfortunately

    for the party, nearly everyone in the

    mining colony met their demise at theedge of a mining pick five years ago.

    A few years before the murders,

    representatives from the Stoutman

    Caravan wanted to set up a mining colony

    after buying a lead on a patch of land rich

    with raw ruby ore. After contacting Agran

    Dodd, a dwarf mining veteran in his late

    300s, the Stoutman Caravan signed him

    up with a contract to establish what

    would, on paper, be called the Pinewood

    Lumber Export, or the PLE.

    Dodds job was simple: set up a

    small, convincing lumber operation while

    simultaneously running an under-the-

    table ruby mine. Keeping the StoutmanCaravans access to rubies a secret was

    vital to the operation: if any other

    companies found out, theyd try to

    financially strongarm the small, budding

    business out of their property.

    With that, Dodd set to work hiring

    the right people. Wanting to keep the

    port to the PLE as inconspicuous as

    possible, he set up only a small marina

    and customs office (the very same

    customs office the players start off in)

    with a small cabin set aside for himself.As old as he was, retiring to a quiet life

    full of financial cushion sounded perfect,

    and the well-rounded dwarf immediately

    began scouring for his right people.

    First and foremost, he hired his

    grandson, Hedgar Dodd, a rambunctious

    dwarf lad worthy of receiving Dodds

    inheritance. To satiate Hedgars

    explorative nature, Dodd build a three-

    story watchtower next to the customs

    office (the players missed it while running

    in due to the rain.) Hedgar proceeded to

    decorate the watchtower as any dwarfchild wouldtiny stone statues, flecks of

    sparkly rocks, runic poems, and so forth.

    Hedgars job was to look out for ships and

    tend to Dodds needs in his growing age.

    With the first contract signed, Dodd

    set his beady eyes on acquiring lumber

    workers. Three human brothers, the

    Lents, fit the bill perfectly. They needed a

    destination in life, and they could keep

    mum, especially for the money that Dodd

    could offer them. Also, they neednt

    know about the mining operation, and

    they would be too foolish to suspect it,

    anyways.

    If any Lent brother was the

    prettiest one, it would be Vinnie Lent.

    Dashing in his own way, he spoke with

    scowls and the occasional whistle

    through missing front teeth. As the

    oldest, Vinnie called the shots.

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    RUBY AC 12

    Small humanoid (half-orc) CN HP 4 (1d6)

    Speed30ft.

    STR DEX CON INT WIS CHA

    8 (-1) 14 (+2) 10 (+0) 4 (-3) 12 (+1) 8 (-1)SkillsIntimidate +5 Sensespassive Perception 11

    LanguagesOrc (written only) Challenge 0 (0 XP)

    ACTIONS

    Crude SpearMelee or Ranged Weapon Attack+5 to hit, reach 5ft. or

    range 20/40 ft., one target. Hit 2(1d4-1) piercing damage.

    GEAR

    Fur clothes, 3 crude spears, letters from parents

    The middle brother, Paddy Lent, was

    a tall, skulking fellow, eyes always

    wandering towards the women. He was

    usually in his cups, even when working.

    Rumors pervaded that Paddy Lent

    needed hard drink like dragons needed

    gold.Perhaps the only Lent brother with

    any redeeming quality was the youngest,

    Monroe Lent. Monroe never wanted to

    join the PLE, but went anyways when his

    brothers forced him into the

    arrangement. A workaholic by nature, he

    always had his eyes set on the seas, ready

    for the day when he could amass his

    savings and set sail.

    With the mill workers taken care of,

    Dodd needed people to tend to the

    grounds: cooks, servants, farmersanyone to keep the Lent brothers

    satisfied. Thats when he came across

    documents for the Rumricks, a destitute

    human family led by Kincade Rumrick,

    the father.

    Kincaid was put in charge of the

    brothersbest to not let the Lents

    fraternal rivalry get out of handand his

    wife, Mrs. Rumrick, as well as his young

    daughters, Mona and Sunny, managed

    the various households.

    With the facade in place, Dodd

    needed to find the true mortar for hisoperation: the miners. Seeing his true

    genius at work, Dodd did the

    unthinkable. He hired two half-orcs,

    Rogath and Maovor, to be guards in the

    eyes of the workers. They were hardy,

    strong, capable of seeing in the dark,

    drawn by greed, and just deplorable

    enough so that nobody would snoop

    around their business. Maovor especially

    fit the requirements, being fat, bulbous,

    and crude. Rogath helped balance

    Maovor out, being better-spoken and

    even slightly handsome, possibly being

    more human than orc.

    Unknown to Dodd, the Stoutman

    Caravan hired on a fifth party to station

    at the PLE: an elf priest named Regeant

    the Brightloam. As a priest, Regeant

    exchanged his work as a mediator and

    medicine worker in exchange for small

    pay and a house to stay inhe was also,

    to Dodds disdain, given privy information

    regarding the ruby operation.

    Dodds plans seemed simple enough:

    just dont let the humans know that their

    lumber mill is a front, and if they find out,

    bribe them a bit. Business would befine...

    Until the day Maovor set his pick on

    fleshier quarry.

    The Survivor

    The kindling for Maovors massacre

    began with Sunny Rumrick. Being a

    creative artist and wordsmith, she drew

    the attention of Rogath, and after eloping

    with him in secret, became pregnant with

    his child. To save herself from the hateher traditional family would wrack on her

    for loving a half-orc, she took a less harsh

    bereavement by saying the babys father

    was one of the shiphands who docked

    while picking up lumber.

    With Regeants help, Sunny gave

    birth to a baby boy: Ruby. And with

    Regeants salves and ointments, she was

    able to hide Rubys half-orc traits until

    Maovor noticed the toddlers orcish

    mannerisms. Enraged that Rogath took

    one of the human women, Maovar toldKincaid Rumrick the truth about the child,

    and after Kincaid, in a heated rage, slew

    Rogath and Sunny, Maovor lost his self-

    control, took up his pickaxe, and released

    years of pent up aggression in a revenge

    killing.

    Everyone except Ruby and Maovor

    perished.

    Regarding Ruby

    The half-orc/human lovechild, Ruby, stillroams the area. He isnt afraid of bad

    weather, which he exemplifies by

    climbing the watchtower during the

    storm so he could see the clouds and

    lightning better.

    For the duration of the storm, Ruby

    sits in the watchtower, watching the PCs

    as they dash inside. He hasnt seen

    anyone other than Maovor since the

    massacre, and he doesnt quite know

    what to do with these strange new

    people except watch them.

    If the party ventures out during therain and enters the watchtower, Ruby

    can easily hop from the watchtower to

    the customs office roof and disappear.

    After the storm clears out the following

    day, hes gone.

    Rubys psyche is stressed by two

    factors: the unconditional love from his

    mom, Sunny, and aunt, Mona, as well as

    the unbridled fear from the night that

    Maovor attacked everyone. He sees

    humanoid men as threats, especially orcs

    and other half-orcs, and will intimidate orlob spears at them from a distance if

    provoked, but women are different.

    If theres a female humanoid within

    the party, Ruby will try and rescue her

    from the party when their guard is down,

    such as hiding in a room or sneaking up

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    on them when theyre sleeping. If there is

    more than one female, he will try and

    rescue the one that looks the most

    attractive (DMs discretion, charisma

    might be the deciding factor).

    Ruby never quite learned how to talk

    or recognize speech, but he can read

    simple orc messages thanks to his

    mothers and fathers letters and pictures

    that he keeps collected in his grotto (Area

    25).

    Ruby will communicate by scribbling

    orc words in the dirt, most of themnothing more complex than noun and

    adjective compounds. He will assign his

    own names to the PCs, such as calling a

    fat dwarf Pig, a lithe elf Tree, or a

    musical bard Bird. He will always refer

    to the female he clings to as Sun.

    Occasionally, Ruby will produce

    letters from his pouch. Theyre mostly old

    writings from Rogath teaching Sunny how

    to write in orc and his mother practicing

    the script. Sunnys handwriting is curly

    and neat. Rogaths is crude and clumsy.

    He has a paper with a picture of a ruby

    scribbled on it that he will try to use to

    convince the party what his name is.

    If Ruby is with the party in certain

    areas, hell react in certain ways. Showing

    a general distrust or eagerness in certain

    areas that may prove useful for the PCs.

    Theres always the chance that the

    party might kill Ruby, especially if theysee him as a wild threat. A failed

    perception check or a twitchy ranger with

    a crossbow might shoot him instinctively.

    Ruby isnt extremely crucial to the

    adventure, but the party will most likely

    enjoy the journey if he partners up with

    them and follows them around.

    First Explorings

    After the party enters the customs office,

    they will realize one major detail after

    Tommik leaves to gather supplies: it is

    freezing cold inside the office. Feel freeto tell the party what the office looks like

    once Tommik leaves.

    The Port (1-9)

    This is the area that handled the shipping

    of lumber (and rubies!) out of the camp.

    When the party first arrives in the rain,

    theyll barely be able to see ten feet in

    front of them. The next day, the skies are

    clear and the party can get a good view of

    the area.

    1. Customs Office: LobbyThe dank and dark room bristles with a

    chill that could make a lich shiver. On one

    side of the room lies a scribes desk

    cluttered with mildewed parchment and

    old quills, inkwells, ledger books, and a

    dirty brass nameplate reading AGRAN

    DODD. On the other side is a cast iron,

    potbelly stove with a rusty smokestack

    trailing across the ceiling. A rigid safe is

    nestled in the corner, and there are two

    doors on either side of the stove, one

    with a puddle of water pooling out from

    beneath it. There wont be any rest

    tonight if the room doesnt warm up.

    The lobby is Dodds workplace, where he

    spent most of his time at the desk,

    pouring over ledger work and invoices.

    Investigating the scattered stationery

    reveals that most of them are molded,

    with runny ink, but a DC 15 investigate

    check reveals that many of them have

    Stoutman Caravan, Pinewood LoggingExports in the heading. If Tommik is

    informed about the papers, hell tell the

    party that the Stoutman Caravan went

    bankrupt almost five years ago.

    The safe in the corner is locked, and

    Tommik will tell the party, Yer more

    likely to break a hundred axe heads

    before you break a safe like that. The

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    only way to open the safe (aside from

    magic or other extreme means) is to find

    Dodds key at his house (Area 8). Inside

    the safe is a small, cut ruby worth 200gp

    and the original contracts detailing the

    work detail for the five different groups

    on the island.Without finding a suitable source of

    warmth (the boat is too cold, and the

    lanterns dont give off heat), the party

    wont shake their exhaustion status

    effect. There are several ways the party

    might try and stay warm. Using a winter

    blanket or other cold weather gear;

    chopping up the desk and lighting it in

    the fireplace; or obtaining firewood from

    a stack in Dodds house. They can burn

    the papers, but the papers burn fast.

    Someone will have to stay up all nightfeeding handfuls of paper into the fire.

    Let the party be creative, but remember

    that wet wood is hard to light.

    2. Customs Office: Dry RoomEntering the room, you see two beds with

    moldy straw mattresses. This is an

    overnight room for docking ships. It looks

    like nobody has been in here in a while.

    Any party member investigating the room

    further finds that its really nothing more

    than just a normal room. Its still freezing

    cold in there, and lying on the mattresses

    will cause them to tear and crumble,

    causing the player who tried doing so to

    land on the floor in a nasty, dirty splat.

    3. Customs Office: Wet RoomUpon opening the door, strong mist

    blasts you in the face as you see a ragged

    hole in the roof. Rain spills down through

    the hole and runs between the

    floorboards. There are two beds on either

    side of the room. Lightning flashes once,revealing a dead body, all bone and

    tattered clothes, lying in the middle of

    the floor.

    This is the corpse of Agran Dodd, who

    died after falling from the watchtower

    next to the customs office and crashing

    through the roof of this room. Heal or

    Investigate DC 14 reveals that the corpse

    is a dwarfs that died from falling through

    the ceiling. Approaching the body,

    however, causes a Giant Rat (MM, p 327)

    to dash out from beneath the bed and

    attack the party member who

    approached the corpse.There isnt anything on Dodd except

    for a rusty battleaxe with DODD

    scribbled on it in dwarf runes.

    Tommik will react to the dwarf

    corpse with stoic observance, urging the

    party to leave the corpse be. Hell bury it

    in the morning and ask any dwarf in the

    party to help.

    Looking through the hole in the

    ceiling when its not raining will reveal

    the watchtower and the busted railing to

    whoever looks.

    4. The Watchtower: BottomA three storied, creaky tower juts out of

    the ground. It shadows the customs

    office. This tower is was apparently used

    to spot incoming ships and to keep an

    eye on the surrounding area. A staircase

    goes from the ground all the way up to

    the upper balcony in a side winding

    fashion.

    This is Hedgars watchtower. The PCs

    take notice of a creaking sound when

    they walk up it. Examining the handrails

    and posts show several crudely-carved

    pictures of dwarf heroes and legends, as

    well as HEDGAR and GRANDFATHER

    AGRAN carved all over it. These are from

    Hedgar chiseling away in childish wanton

    fancy.

    5. The Watchtower: TopTheres a section in the open platform

    top side where the railing has been

    broken away. A short, stout skeleton witha large hole plunged through its skull lies

    on the creaky, wooden floor. Remnants

    of a treehouse style living area are

    scattered about: a bulging blanket, a

    strawless mattress, and a busted

    telescope.

    The skeleton is Hedgar, and any PC who

    makes a successful Wisdom (heal) check

    DC 10 or who is familiar with dwarfs

    recognizes it as a dwarf juvenile. A

    Wisdom (heal) check DC 14 notices that

    the hole in its head was caused by a

    heavy, piercing weapon.

    Checking under the bulging blanketreveals a severed arm, identified as

    belonging to a half-orc on a successful

    Wisdom (heal) check DC 10.

    This is where Maovor committed his

    final murders, impaling Hedgar in the

    head with his pickaxe. Hearing his

    grandsons screams, Agran Dodd grabbed

    his greataxe and stormed up the

    watchtower, where he dueled with

    Maovar. In a stroke of luck and skill, the

    dwarf veteran severed Maovors arm, but

    the vicious half-orc gritted through thesearing pain and slammed Agran into the

    railing, breaking it and toppling the dwarf

    over the edge where he shattered

    through customs office roof, dying

    instantly.

    Anyone standing near the shattered

    railing causes a section of the

    watchtower balcony to collapse. Making

    a successful Strength (athletics) DC 16 or

    Dexterity (acrobatics) DC 12 check causes

    the PC to dodge back to the safe side of

    the watchtower or cling to the edge. A

    failure causes the PC to fall and land onpart of the roof, taking 1d6 falling

    damage. A very bad failure causes the PC

    to fall through the hole in the roof and

    take 2d6 falling damage.

    Looking around, a party member can

    see what looks like two clearings, one

    with houses and one thats much bigger,

    with a herd of animals in it. A successful

    Wisdom (perception) check DC 20 notices

    the animals as oxen. There are also two

    paths leading from the docks to these

    clearings.

    6. Dodds House: Living RoomThe cabin is empty of life except for a few

    roaches skittering between the

    floorboards. A mildewed painting of an

    older dwarf and a younger dwarf bedecks

    a wall. The fireplace against the wall

    sports a well-stocked woodpile next to it,

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    and above the mantle is an empty

    weapons display hook. There are two

    doors, one on each side of the mantle. By

    the looks of the chairs and tables, this

    was definitely someones home.

    The painting is of Dodd and Hedgar, andit was painted by Sunny, whose signature

    can be found in the bottom corner if the

    players look hard enough. Ruby will

    recognize his mothers name instantly

    and react to it.

    Searching the room reveals a tin of

    tobacco and an ivory pipe (20 gp). Any

    food or drink that would be stored in the

    cupboards has long since been eaten by

    roaches.

    Ruby will recognize his mothers

    painting style and point out hersignature.

    7. Dodds House: LibraryYou see a small library with a bookshelf

    on opposite walls. A reading chair sits

    against a desk. Most of the books look

    like theyve been eaten by rats and

    worms. On one wall, where a window

    should be, is a large map in a glass display

    case.

    Examining the bookshelf reveals nothing

    but books that have been chewed away,

    the binding coming unglued and falling

    apart.

    Examining the map shows a detailed

    scribbling of the logging camp as well as

    the names of the people who worked

    there, including their positions. Extracting

    the map from its display case is easy if

    the party wishes to take it with them.

    Examining the map gives the players

    the following details.

    A flourish of calligraphy reads

    Pinewood Lumber Export, and aforested area is drawn out. Near the

    coast is the customs office, a

    watchtower, and a cabin, as well as the

    marina. Two trails lead off, one to a small

    clearing with two houses and a shack, the

    other to an enormous clearing with a

    fenced area and a great tent, suggesting a

    logging clearing. These places are

    connected by a trail as well.

    You can then tell them about four

    lists, each with names under them. The

    players can write these names down if

    they want to represent them taking the

    map with them, or you can write them

    down for them beforehand and handthem the list. The categories and names

    are as follows, in this order,

    LOGGING: Kincade Rumrick, Vinnie

    Lent, Paddy Lent, Monroe Lent.

    STEWARDS: Mrs. Rumrick, Sunny

    Rumrick, Mona Rumrick, Regeant

    Brightloam, Ruby Rumrick. SECURITY:

    Maovor, Rogath. ADMIN: Agran Dodd,

    Hedgar Dodd.

    Looking at the map for an extended

    period of time or examining it closely

    reveals that the name, Ruby Rumrick, iswritten in handwriting not as crisp and

    artistic as the rest of the names, possibly

    added in later. Also, Sunny Rumricks

    signature is on the map since she painted

    it as well. Ruby will see this and recognize

    it as well.

    8. Dodds House: BedroomA clothes rack of tunics, breeches, and

    bandanas give the idea that this room

    belonged to a male dwarf. The bed is low

    to the ground, and the room is mostly

    intact. There is a wooden dresser

    opposite the bed and a nightstand near

    the bed.

    Pilfering through the clothes rack and

    dresser will yield 2 sets of work clothes, 2

    sets of artisans clothes, and a big, wooly

    cape. Inside the nightstand is 27gp and

    4sp, as well as an intact, hardbound

    book: Morbins Almanac of Precious

    Stones, which includes prints and

    descriptions of several gems, including

    rubies. Tommik will price the book at40gp and will offer to buy it.

    Inside the almanac is the key to the

    safe in area 1. Also, anyone using the

    almanac to appraise a ruby or ruby ore

    will know its full value.

    9. Dodds WellThis stone well is hidden behind a bunch

    of overgrown bushes. Its been covered

    by a metal-wrought grate.

    Players actively searching the area can

    stumble across this well. Dropping rocks

    or anything small through the cracks

    shows that theres still water beneath it.If the party is able to remove the

    grate and climb down, theyll come

    across a small, 10 x 10 underground

    water area with 8d6 cp scattered around

    the bottom.

    The Residencies (10-18)

    The Lents, Rumricks, and Regeant lived

    here before they died. There are two

    cabin style houses in a clearing, a small

    patch of overgrown grass where

    Regeants house burned down, and an

    old well. Two paths lead off to the Port

    and the Clearing.

    10. Rumricks House: Living RoomThe front door to this house is wide open

    and theres a wooden dining table with

    five chairs around it, one with a pillow in

    the seat. A fireplace thick with ash and

    with a hanging kettle sits against the wall

    and there are several torn paintings on

    the wall. There are two doors leading toother rooms, both bashed in.

    The dining table is where the Rumrick

    family sat for dinner. The chair with the

    pillow was for Ruby. The torn paintings

    are all of animals, trees, and flowers.

    They were destroyed in Kincaid Rumricks

    rage after finding out Sunnys bastard

    lovechild was from Rogarth and not one

    of the port sailors.

    Approaching the fireplace shows that

    there is a message carved into the

    wooden mantle, Let not the diseased

    hog sire And a dagger is shoved into the

    wood at the last letter, as if punctuating

    the point.

    The kettle is empty, and searching

    the room finds nothing but silverware,

    plates, and other household basics worth

    5gp at most. Digging through the ash

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    finds the burned remnants of Sunnys

    love letters to Rogath, which are written

    in orcish. Kincaid threw them into the fire

    after finding them.

    Ruby recognizes the paintings and

    letters, reacting to them with longing.

    Hes been in this house before, but hehasnt taken anything because hes

    skittish and superstitious.

    11. Rumricks House: Bedroom AThe door to this room is kicked in, and

    the place is entirely disheveled: broken

    paintings, scattered dresses, splintered

    bedposts, even a broken window. Last

    nights rain has soaked the outer half of

    the room.

    Sunny and Mona shared the same room,

    and the room is in shambles from a

    combination of Kincaid turning it inside

    out while searching for evidence of

    Sunnys affair, as well as from Maovors

    rampage.

    Searching the room finds bustedpaint bottles, dried paint, dirty work

    clothes, and a broken wooden chest

    thats the perfect size for storing letters.

    Looking around the window shows

    that this room is within perfect eyesight

    of the bedroom windows from the Lent

    brothers house.

    12. Rumricks House: Bedroom BThis is the master bedroom. A large bed

    sits in the center with a dead woman

    dressed in nightclothes on one side of it.The window behind the bed is shattered.

    A writing desk and wardrobe sit around

    the room.

    The parents bedroom is largely

    untouched, except for the soaked

    mattress. The corpse is Mrs. Rumrick,

    who died when Maovor broke the

    window behind her and strangled her in

    her sleep.

    On the desk is a forgotten inkwell

    and quill, as well as two crossbow bolts. A

    damp, moldy book, Divine Bosnir, lies

    open, slivers of paper marking several

    passages. The ink is too runny to read,but any successful religion check

    recognizes it as a collection of religious

    texts for the Church of Bosnir, a lawful

    neutral deity with a small following

    among rural people.

    Bosnirs followers are very utilitarian:

    hard work and perseverance above all

    else, which when followed justly, can

    create paragons of determined people.

    When followed unjustly, it can create

    superiority complexes that border the

    line between zealot and psychopath. One

    telltale sign of a Bosnir worshipper is that

    his followers carve or write appropriate

    scripture from Divine Bosniron their

    tools, carts, boats, and sometimes tattoo

    them onto their bodies.

    The crossbow bolts are regularcrossbow bolts. Kincaid had been scribing

    scripture from Divine Bosnironto his

    crossbow bolts, preparing to kill Sunny

    and Rogath. The two bolts on the desk

    dont have any scripture on them. Ruby

    doesnt recognize the bolts as anything

    special since theyre not inscribed.

    Searching the wardrobe produces

    three sets of work clothes for a man and

    woman each. Under the bed is a trunk

    with 240sp in it, as well as 11gp.

    13. Lent House: Living Room

    This room is full of hunting trophies,

    antlers, and skins. Several steins and

    drinking paraphernalia are scattered

    about. On the wall is a painting of a coat

    of arms: two axes crossed behind a stout

    oak trunk. Two lifeless bodies lie in the

    left corner. There are three doors along

    the back wall, the right one is smashed

    down. The middle and left ones are

    intact.

    The coat of arms has Sunnys signature

    on it. A search of this room finds several

    rotted away hunting trophies andsilverware thats grown tarnished. The

    two bodies are Monroe and Paddy Lent,

    who were gouged by Maovors pickaxe

    after they ran out of their rooms, hearing

    Vinnies laments.

    Searching the bodies finds a short

    sword on each one, as well as dingy

    nightclothes. It looks like they were killed

    after just waking up.

    14. Lent House: Bedroom AThe room is damp from rain, as seen by

    the broken window on the side. A dead

    body under blood-matted sheets lies on

    the bed, and the furniture has

    succumbed to rot years ago.

    The body is Vinnie Lents. After Maovorentered the Lent house, he busted down

    Vinnies bedroom door and killed him in

    his bed. Examining him shows multiple

    gouges. Also, pulling the sheets off of him

    excites a swarm of wasps that have built

    a next in his ribs (MM pg.338). Players

    that makes a successful perception check

    can hear small buzzing sounds from

    under the sheets.

    15. Lent House: Bedroom B

    The room is filthy, but by the looks of it,this place was a wreck before the

    murders. Theres a bed lying in the

    center, and a tripod-mounted spyglass

    sitting against the window. A spittoon sits

    in the corner near a dresser overflowing

    with clothes.

    This is Paddy Lents bedroom. He was a

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    slob and a pervert, and anyone who

    examines the busted spyglass can see

    that the spyglass is aimed at the window

    to the girls bedroom at the Rumricks

    house. The spyglass itself is tarnished and

    old, the lenses foggy, but can be sold for

    50gp for scrap.Looking under the bed finds

    womens undergarments, stolen by

    Paddy. The clothes in the dresser are all

    gigantic since Paddy was a large man.

    The whole room smells of mildew

    and rot. Ruby doesnt like this room, and

    will write EVIL EYES repeatedly in orcish

    on the walls with a charcoal piece.

    16. Lent House: Bedroom C

    This is a mans bedroom containing a

    bed, dresser, and several scattered mapsand charts. Its tidier in appearance than

    the other two bedrooms. Theres a rotten

    violin lying on the bed.

    This is Monroe Lents bedroom.

    Examining the maps shows that theyre

    from several shipping companies,

    possibly special ordered. Comparing the

    maps to some of the charts shows that

    this individual had plans to travel.

    Sorting around the furniture yields a

    few books not worth any more than 5gp,

    but digging under the pillow finds an

    opened envelope containing a letter of

    acceptance from Tristan Musician

    Academy, as well as a list of costs and

    supplies needed. Along with the envelope

    is a hidden stash of 68gp.

    Monroe Lent was planning on leaving

    the lumber mill and sneaking away to

    school, but Maovor ended his life before

    he could do so.

    17. Regeants House

    An array of blackened posts and ash giveaway that there used to be a house here

    until it burned down.

    Regeants house burned down when he

    attacked the rampaging Maovor with a

    burning hands spell, torching half of

    Maovors body before being cut down by

    the pickaxe.

    Digging around the overgrowth and

    remaining ash disturbs a smoke mephit

    (MM, pg.217) that attacks the party.

    Ruby knows that the smoke mephit is

    there and will avoid the area, scribbling

    random combinations of EVIL SMOKE

    DEATH in the ground.A successful Arcana (Int) check DC 13

    reveals that some smoke mephits haunt

    places where people burned to death,

    feeding on the anguished memories of

    the burnt victims demise.

    Slaying the smoke mephit makes a

    memory appear in its remains,

    emanating like a floating picture:

    The smoke incarnation dissipates

    into a billowing residue, the ashes of its

    body reforming into three ghostly shades.

    One of the shades is hunched over andtall, elfish in appearance. The second

    shade runs to it, shaped like a human

    female, arms flailing in a panic.

    They run around, making as if to hide

    in the ash, when the third shade rumbles

    in. The third shade is tall and broad,

    monstrous in form, and pantomimes

    breaking through a door. The elfish shade

    raises its arms as though casting a spell,

    and ash spews forth from its hands,

    covering the third shade.

    As if shaking off a headache, the

    monstrous shade plows through thesilent spell cast by the first shade and

    raises its hand. A pickaxe-shaped tool

    forms out of the ash in the monster

    shades fist and crashes into the elf

    shade, bursting it into smoldering flecks.

    The second, female shade makes to

    run, but the monster shade raises the

    pickaxe and charges her. As it approaches

    the shivering, female shade, the ashes

    formed by the dead mephit coalesce

    inward as though pulled by an unseen

    force, then explode outward.

    A smoky haze fills the area where

    this house used to stand, slowly drifting

    to the ground. The reenactment is

    complete, and the wretched elemental

    mephit wont haunt these grounds

    anymore.

    There is no other loot in the area.

    The players have just witnessed Mona

    running to Regeant for help and Maovor

    bursting through the door, slaying both of

    them.

    18. Residents Well

    This stone well still has a chain attached

    to it. The other end of the chain

    disappears down into the well.

    This is the well that Sunny Rumrick would

    use to drop letters down to Rogath.

    Anyone venturing down into the well

    ends up in Area 25.

    The Clearing (19-20)

    The large array of rotted stumps near the

    tree line gives away that this was a

    logging camp. Theres an old livestock

    pen with oxen meandering around it, as

    well as old carts, some with rotten tree

    trunks in them. A dilapidated tent sits to

    one side. There are two paths leading

    away.

    This is the logging area where the

    Lents and Kincaid Rumrick would cut

    down trees and tote them to the port

    using the oxen and the carts. The

    dilapidated tent is where Maovor and

    Rogath lived. The two paths lead to the

    Port and the Residencies.

    19. Livestock Pen

    A rundown livestock pen encircles almost

    half of the clearing. Most of the fencing

    has fallen over, but the oxen seem to be

    staying in the area. Even though the

    fence isnt holding the oxen at bay, they

    still consider the pen a home.

    There are roughly twenty oxen grazing in

    the area. About half of them are young,

    the others old. The oxen are familiar withpeople since they were used to haul carts

    of lumber, but disturbing them will cause

    the bull oxen to attack (use the Giant

    Goat stats from MM p. 326).

    20. Half-Orc TentsThis old, worn out tent is orcish in

    appearance. It looks as if it collapsed

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    many years ago.

    Rogath and Maovor lived here. Looking

    through the tent fabric reveals a ladder

    leading down into a hole. Going down

    this ladder leads to area 21.

    The half-orcs built their tent over the

    entrance to the mine so that they could

    dig for rubies without anyone catching

    onto what they were doing.

    The Mine (21-28)

    There are two ways of entering the mine.

    The primary entrance is through the half-

    orc tents (area 20), and the second

    entrance through the residents well

    (area 18).The mine is long and twisted, having

    been carved out for several years by

    Rogath and Maovor. There are certain

    areas where larger dig sites are carved

    out, but there is an underground river

    that is revealed in the lower levels.

    There are no sconces for torches or

    light since the half-orcs could see in the

    dark

    At the very end of the mine is

    Maovor, who cant escape the area hes

    trapped in. He might roar occasionally,

    especially if the party makes a lot of noiseor gets closer to him. Feel free to have

    perception checks made to hear an

    echoing bellow from deep down the

    cave. The closer the party gets to him,

    the worse the place smells. Ruby will help

    lead them if they feel lost.

    21. Primary EntranceA ladder leads twenty feet down from the

    half-orc tents. This entrance to the cave

    has two pickaxes nestled near the front,

    and jagged walls and floors from years ofcarving. The tunnel leads forward.

    If the half-orc tents have been moved

    from the entrance above, dim sunlight

    can spill in through this room.

    22. First Dig SiteThe tunnel opens into a circular room

    with a pit dug out in the center. At the

    bottom of the pit is a patch of water from

    where the diggers dug too deep. The

    tunnel continues on the other side of the

    pit.

    This area is picked clean of any rubies ortreasure. There are footprints all over the

    place from where the orcs walked back

    and forth.

    Examining the water reveals that the

    rocks at the bottom are full of cracks that

    the water is seeping up from. Trying to

    break the cracks doesnt reveal any

    secret passages, just more cracked rock.

    23. First Bend

    Around the first bend is a dead body

    pinned to the wall by a pickaxe. Thetunnel continues on into another dig site.

    After killing Rogath and Sunny, Kincaid

    Rumrick was slain by Maovorhe was the

    first victim in Maovors revenge. Maovor

    slammed a pick into him, pinning him to

    the wall and leaving him in the cave

    walls.

    Examining the body shows that

    theres a note pinned to his shirt with a

    crossbow bolt. The note is bloody with

    fingerprints, and theres dried blood on

    Kincaids hands. The charcoal-written

    note reads MY LITTLE SUNSHINE CRIED

    OVER THE MONSTER AND I SHOT HER

    TOO. IM SORRY. MAOVOR DESERVES HIS

    VENGEANCE FOR- and ends in ragged

    writing. Kincaid wrote the note and

    pinned it to himself before dying.

    His crossbow is lying next to him, and

    the bolt pinned to his shirt has a piece of

    scripture written on it, Good men rot;

    dead men rot. The crossbow itself has

    writing on it, Food for the hunter, life for

    the family. Ruby reacts to the bolts withunease because he associates them with

    his parents death.

    24. Second Dig SiteThis site is very similar to the previous dig

    site, obviously a spot where the miners

    found some ore deposits and decided to

    clear out the area. Theres a patch of

    running water in the center of the dig

    area.

    Not much in this room is different than

    the previous dig site, though if anyone

    looks into the water, they find that is part

    of an underground estuary that travels

    under the dig site and exits into area 25.A successful investigation check

    reveals a trail of blood starting halfway

    through the blood and leading into the

    water. This is where Kincaid Rumrick saw

    Rogath and shot him with a bolt, then

    chased him into the water.

    Ruby will show the party that its

    possible to swim through the water,

    demonstrating it by hopping in and out

    and ushering them to follow him.

    If the party starts to leave the second

    site and continue on, Ruby showsconcern. He knows that Maovor lives

    back there and doesnt want to disturb

    him, but Ruby also is keen on the idea

    that the adventurers might be able to kill

    the bestial half-orc.

    25. Rogaths GrottoA giant, underground grotto encircles the

    room. A large pool of water sits in the

    center, and a chain with a bucket dangles

    from a hole in the ceiling. Up against the

    wall, out of the water, are two corpses

    embracing each other, a crossbow bolt

    sticking out of each one. A stack of folded

    parchment papers sits next to them. A

    makeshift bed made of grass and scrap

    fabric is there as well. Bits of ruby ores

    are wedged in the wall behind the

    corpses, as well as some ore set over

    their bodies for decoration.

    Sunny and Rogath would meet in this

    grotto when they were eloping in secret.

    They would also communicate with each

    other with letters by lowering them andraising them to the well above using the

    chain and bucket.

    Rogath died in Sunnys arms after

    Kincaid chased him through the

    underground estuary and into the grotto.

    He then shot his daughter with his

    crossbow. The Bosnir scripture written on

    Rogaths bolt is And thus Bosnir smote

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    his Bile and Bilge, casting them from their

    thrones with his stout bolts, and the

    scripture on Sunnys bolt is She goes

    down with a ruby smile, the blood of

    innocence quaffed upon her lips.

    The stack of parchment papers are

    Sunnys writings, most of them love notesto Rogath. All of these include pictures as

    well, the words describing the pictures

    written in orcish with Sunnys delicate

    handwriting.

    The makeshift sleeping area is

    Rubys: this is where he lives. He

    scavenged what little bits of shiny ore he

    could find and placed it on his parents

    like gravestone flowers (worth 50gp).

    Ruby will act or write out whatever

    he can to let the party know that these

    are his parents and that this is his safe

    haven. Any party member trying to

    remove the ruby ores from the wall or

    bodies will be met with snarling and

    aggressive behavior from Ruby, who

    equates the act with defamation.The water is very crisp and

    quenching, and the area will make a good

    resting place if the party chooses to camp

    for a little bit.

    26. Second Bend

    The tunnel from the second dig site

    continues around a curve.

    Theres not much to see here other than

    the carved out areas of places where the

    miners sought out more ore.

    27. Third Dig Site

    The tunnel leads to a huge drop off, at

    least twenty feet down. The room is

    enormous with a large pool of rushing

    water in the center. Piles of fish bones

    litter the floor near the water, and the

    stench of rot fills the air.

    Maovor has been trapped down in the

    area past the third dig site for years.

    Having only one arm, he cant climb the

    drop off point, and investigating the

    steep drop off area shows several pickaxe

    holes from where he tried to pull himself

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    up. If the party hasnt been sneaking

    silently, Maovor knows of their intrusion

    and is hiding, waiting for them to climb

    past the drop off point before attacking.

    The bone-scattered area around the

    water is sloped and slick with rotten fish

    and dung. Anyone other than Rogath whosteps near it must make an Acrobatic

    (Dex) save DC 10 or slip into the rushing

    water and be swept down to area 24..

    28. Maovors LairThe stench of rot and feces rakes the air

    in this final, hollowed out area. It looks as

    if a rabid monster lived here.

    Maovor will attack the first PC to enter

    this room, charging at them to shove

    them towards the water in area 27.This area is where Maovor sleeps.

    There are bits of ruby ore scattered

    around it (50gp) and one large chunk that

    is lodged where his missing eye would be.

    Maovors Fight

    Maovor is a one-armed, half-burned,

    one-eyed half-orc whose past five years

    have been spent trapped beneath the

    ground, surviving off of fish. His stomach

    and jowls bulge and sag, and a chunk ofruby ore in his burned out eye socket

    glistens. His mind has deteriorated into

    madness, and hes now more monster

    than sentient.

    After charging the first player to

    enter his lair, Maovor will try and bash a

    hero with his rock, stunning the hero so

    that he can steal one of their one-handed

    melee weapons. If any of the party

    members is carrying a mining pick or war

    pick, he will choose one of them.

    Maovor will prefer to fight aroundthe water, bellowing and puking until he

    can obtain a melee weapon from the

    party.

    Even though Maovor isnt afraid of

    the water, if he falls in, hes too fat to fit

    through the narrow waterways beneath

    the cave and will get stuck in the tight

    space, drowning. Any party member who

    has been down into the water can make a

    DC 18 Wisdom (perception) check to

    realize that Maovors girth is substantially

    large compared to the waterway.

    Feel free to be as nasty with Maovor

    as possible. After all, hes been stuck in

    this area for over five years covered in

    nothing but rotten food and filth. He

    hasnt taken any baths because he is

    afraid of the rushing water. Maovor

    doesnt make an attack, he swings a

    greasy fist, shouting in malignant fury as

    slaver drips down his meaty jowls.

    Unless heavily influenced by the

    party, Ruby wont fight Maovor. Hes

    brave enough sitting at the top of the

    drop off point.

    Maovor will never beg for mercy,

    choosing to fight until his death. His

    existence is miserable, and only by

    bringing misery onto others will his

    cankered soul find some kind of rest.

    Aftermath

    Chances are that the party has obtained a

    MAOVOR AC 9

    Medium humanoid (half-orc) CE HP 35 (4d6 +16)

    Speed30ft.

    STR DEX CON INT WIS CHA

    16 (+3) 8 (-1) 18 (+4) 7 (-2) 12 (+1) 8 (-1)SkillsAthletics +6 (-2 on checks

    involving swimming), survival +5

    Sensespassive Perception 11,

    darkvision 60ft.

    LanguagesCommon, orc Challenge 1 (200 XP)

    Born to Filth.Maovir automatically passes Dexterity (acrobatics) checks

    when moving across terrain covered in his bile or rotten fish heads.

    Murderers Choice.When attacking with a mining pick or war pick,

    Maovor deals an additional 1d6 piercing damage.

    Relentless Endurance.When reduced to 0 hit points but not killed

    outright, Maovor drops to 1 hit point instead.

    Savage Attacks. When Maovor scores a critical hit with a melee

    weapon attack, he can roll one of the weapons damage dice one

    additional time and add it to the extra damage of the critical hit.

    ACTIONS

    Rock.Melee Weapon Attack+5 to hit, reach 5ft., one target. Hit 5

    (1d4+3) piercing damage. The target must succeed on a DC 13

    Constitution save or else be stunned for one round.

    LEGENDARY ACTIONS

    Maovor can take 2 legendary actions, choosing from the options below.

    Only one legendary action option can be used at a time and only at the

    end of another creatures turn. Maovor regains spent legenary actions

    at the start of his turn.

    Bellow.Maovir screams at a creature. The creature must succeed on a

    DC 13 Charisma save or be frightened for one round.

    Bile Puddle.Maovor regurgitates all over an adjacent 5-foot square.

    Creatures who are in it or who enter it must make a DC 13 Dexterity

    (acrobatics) check or fall prone.

    GEAR

    1 large chunk of ruby ore in his eye socket (worth 250gp).

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    solid haul of loot and gear, as well as

    determine the mystery behind the

    Pinewood Lumber Exports massacre and

    the Stoutman Caravans fall to ruin. Let

    the party divvy up their loot as they see

    fit amongst themselves.

    With the mystery solved and thearea cleared out, the party can choose to

    do what they want in regards to Captain

    Tommik. Chances are that Tommik wont

    know what happened, and they can be

    honest with him by telling him what

    happened, or lie and say that theres

    nothing of interest on the island.

    By letting Tommik know what

    happened, he will know that theres a

    ruby mine on the island. For adventures

    after this one, they could broker this

    information with Tommiks company andmake some money off of it, or by keeping

    the information privy to themselves, sell

    it to the highest bidder and ignore

    Captain Tommiks input. Either way, the

    captain and Bottsin will be ready to sail

    out since the storms cleared.

    If Ruby has made it all the way to the

    end with the PCs, they might try to get

    Ruby to travel with them. Ruby will be

    hesitant since hes wild and used to his

    home on the port. Though there are

    other ways that Ruby might decide to go

    with the party: he can become an NPCcompanion, clinging to the female who

    he deems his new mother, or another

    person can roll up a character sheet for

    him and use him as a PC (build him like a

    half-orc barbarian, chaotic neutral, with

    an outlander background.)

    Though unlikely, its possible that the

    party can subdue Maovor instead of

    killing him. After all, Maovor knows

    common, and even though his mind is

    mostly gone, can still communicate to a

    degree. The party can use the evidence

    theyve found to take Maovor to a nearby

    city and have him arrested and tried for

    his crimes, possibly obtaining a reward if

    they can find the former members of the

    Stoutman Caravan or people who were

    acquainted with the slain victims.

    Theres also the chance that the

    party decides to tell nobody about the

    port, using it as their own personal base.

    After all, there are plenty of houses that

    only need minor repairs, as well as a

    watchtower and some oxen that can be

    tamed for food and labor. Captain

    Tommik could even offer to be their

    personal courier, ferrying food andsupplies to them from other locales for a

    small share of their loot.

    If the party chooses to work the

    mines, one individual mining at least 8

    hours a day can find 3d6+6 gp worth of

    ruby ore in areas 27 and 28, though

    theres a chance theyll mine the areas

    clean and have to dig tunnels for more.

    The opportunities are endless, and Ruby

    can help them out as well. He might even

    like the added company, especially if it

    means having another mother figure inhis life or some friends to play with.

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    APPENDIX A1 SQUARE= 5 ft.

    Customs Office (1-3)

    The Watchtower: Top (4)

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    APPENDIX A (cont)1 SQUARE = 5 ft.

    Dodds House (6-8)

    Rumricks House (10-12)

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    APPENDIX A (cont)1 SQUARE = 5 ft.

    Lent House (13-16)

    APPENDIX BWorld Map (Width ~ 3 miles)

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    APPENDIX C1 SQUARE = 5 ft.

    The Mine (21-28)


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