|
|
- Mining (Mental 1, Physical 1, Wisdom/Intuition -3, Strength/Muscle -3)
A character with the Mining skill is needed to site and supervise
the operations of any mine.
- Not all regions will yield something of value, regardless of the
success of the skill check. Examples of places where mining is
a waste of time include regions of deep sand or dirt and areas
of hardened lava. Streams flowing through these regions may have
carried traces of ores or a gemstone, but a character with the
Mining skill knows that mining these areas is guaranteed to yield
nothing.
- If a miner seeks to excavate an area that might yield valuable
material, he can make a Mining skill check after surveying the
area. He may determine that increasing the area of his survey
sweep could yield something of value.
- The length of time required for a survey will depend upon the
conditions of the search. Under ideal conditions, it would take
a week to survey an three-mile hex. Ideal conditions mean that
the character is not constantly fending off goblins and marauding
bandits, nor is he hunting for food. If the search is begin conducted
above ground, deep snow could make prospecting nearly impossible.
Even a thin layer would triple the time needed. Steady rainstorms,
rough terrain, and short daylight hours all interfere with a survey
of the surface.
- Underground searches are limited by the natural formations of
caverns and passages. The area which can be examined in one week
is reduced underground to two-square-miles, conditions permitting.
The natural shape of the passages may be such that the character
is restricted to a narrow 100-yard stretch or that the search
must be carried deeper into the earth.
- After the search is completed, a skill check must be made by the
miner. If unsuccessful, the search has either failed to discover
anything of value or the character thinks he has found the best
site for the mine. The miner may search the area again, seeking
to verify his original findings, but it becomes increasingly more
difficult; the amount of time required is multiplied by the number
of surveys (the second survey takes twice as long, the third takes
three times as long, etc.,) and a cumulative -5% penalty is imposed
on each subsequent skill check (-5% on the second check, -10%
on the third check, etc.).
- If the check is successful, the surveyor has determined the extent
of mineral wealth in the area, within a reasonable margin of error.
This does not guarantee a successful mine, but it does locate
the best site for one. If the area contains nothing of value or
is unsuitable for mining, a successful Mining skill check reveals
the fact.
- The check does not guarantee a successful mine, only that a particular
site is the best choice in a given area. The DM must determine
what minerals, if any, are to be found in the region of the mine
by consulting Tables 5.3.12 to 5.3.15 below. On a failed check,
the character only thinks he has found a good site. Much effort
is spent before the character is proved wrong, of course.
- Once the mine is in operation, a character with the Mining skill
must remain on site to supervise all work. Although this is a
steady job, most player characters will find it better to hire
an NPC for this purpose.
Mine frequency: The following table indicates the chance for a mine to exist
in a three-mile hex. It takes approximately one week under ideal
conditions to survey a three-mile hex.
Table 5.3.12: Mine Frequency
Terrain
|
Chance for mine
|
Mountains
|
10%
|
Hills
|
7%
|
Rivers
|
2%
|
Other areas
|
1%
|
- Mine Products: The following tables should be used to determine the products
of a mine located in a specific terrain type.
Table 5.3.13: Mountains & Hills
d00 roll
|
Mine Product
|
01-20
|
Coal
|
21-25
|
Salt
|
26-40
|
Iron
|
41-45
|
Hardstones*
|
46-66
|
Lead
|
67-76
|
Tin, Zinc, Bismuth
|
77-81
|
Sulfur
|
82-95
|
Precious Metals (roll d00 again)
|
|
01-65
|
Copper
|
|
66-83
|
Silver
|
|
84-95
|
Gold
|
|
96-97
|
Platinum
|
|
98
|
Aluminum
|
|
99-00
|
Special: Mithril, etc., consult Table 5.3.16
|
96-00
|
Gemstones
|
*See Forgotten Realms Adventures, pg. 141, to determine hardstone type. Reroll all results that
indicate materials not found in the earth.
|
Table 5.3.14: Rivers & Streams
d00 roll
|
Mine Product
|
01-50
|
Coal
|
51-65
|
Gemstones
|
66-75
|
Gold
|
76-00
|
Roll again at -10% on mountain table
|
Not located in mountain or hill region
|
Table 5.3.15: Other Regions
d00 roll
|
Mine Product
|
01-35
|
Coal
|
36-40
|
Salt
|
41-60
|
Iron
|
61-66
|
Sulfur
|
67-00
|
Roll again: If result is 57-00, then consult Table 5.3.13
|
- Special metals: Mithril, adamantite and other special metals exist deep under
the earth in dense metamorphic formations. The actual presence
of a special metal must be confirmed by checking the Special Metal
Formation table.
Table: 5.3.16: Special Metal Formation
d00
|
Product Quality
|
01-45
|
Silver (highest quality)
|
46-80
|
Gold (highest quality)
|
81-90
|
Platinum (highest quality)
|
91-95
|
Mithril
|
96-99
|
Adamantite
|
00
|
Special metal (Vultite, Rolaren, etc., DM's discretion)
|
- Gemstone: If gemstones are found roll on the table below to determine
the average value of the stones, then consult the tables found
on pg 130-39 of Forgotten Realms Adventures to determine the specific gem type.
d00
|
Gem Classification
|
01-24
|
Ornamental stones
|
25-48
|
Semi-precious stones
|
48-68
|
Fancy stones
|
69-88
|
Precious stones
|
89-96
|
Gems
|
97
|
Jewels
|
98-99
|
Roll twice
|
00
|
Roll three times
|
- Quality of mine: Because a mine has been established does not mean that it automatically
yields valuable metal or gems. The quality of the ore must be
determined. Even the highest quality metal requires some processing
before it can be sold.
- Metals: If the yield of the mine is a metal, it will probably
be in the form of ore (metal-bearing rock). While pure nuggets
may be discovered occasionally, usually a character with the Smelter
skill must separate the metal from the ore.
- The quality of the ore is equal to the number of coins which can
be produced from it by a single miner in one week. A copper mine
with a rating of 200 cp, would mean that a single miner, working
for one week, produces a pile of ore which can yield 200 cp of
copper when smelted. The amount of coinage indicates how much
is produced, not that coins must be produced. For example, 1,000
coins of iron equals one suit of plate armor, 100 spear heads
or 500 arrowheads.
- To determine the quality of the mined ore, roll 1d12 and compare
it to the result for that metal on the Ore Quality table below.
The result is the coin equivalent produced per week by each miner.
- If a 12 is rolled, roll 1d12 again. If another 12 results, the
mine is a pure vein of the highest quality and requires no smelting.
If an 11 or lower results, the metal must be smelted.
- Ideally, the smelted metal has the same value as its coin equivalent,
ie., 20 ten-coin ingots of silver are worth 200 sp. In a true
medieval economy, however, everything is negotiable. Miners may
not be able to get this much for their bullion or may get more,
depending on local conditions, who the buyer is and regional supply.
- If the character sells the ore without smelting, the selling price
can be no more than 25 percent of the value of the pure metal
and it may be as low as five percent. The asking price will depend
on the difficulty of transportation and the cost of smelting the
ore.
Table 5.3.18: Ore Quality
Ore Type
|
d 12 roll number of coins per miner per week
|
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
11
|
12
|
Adamantite
|
1
|
2
|
4
|
8
|
16
|
30
|
45
|
75
|
120
|
200
|
325
|
500
|
Aluminum
|
2
|
4
|
8
|
16
|
35
|
70
|
105
|
200
|
300
|
400
|
600
|
900
|
Copper
|
100
|
200
|
250
|
300
|
350
|
400
|
500
|
750
|
1,000
|
2,000
|
3,000
|
5,000
|
Gold
|
10
|
25
|
50
|
100
|
200
|
300
|
400
|
500
|
750
|
1,000
|
1,500
|
2,500
|
Iron, Lead
|
200
|
300
|
500
|
800
|
1,200
|
1,700
|
2,300
|
3,000
|
3,800
|
4,700
|
5,700
|
8,000
|
Mithril
|
2
|
4
|
8
|
12
|
20
|
32
|
50
|
80
|
130
|
210
|
350
|
600
|
Platinum
|
5
|
10
|
20
|
40
|
75
|
100
|
250
|
400
|
800
|
1,200
|
1,600
|
2,000
|
Silver
|
25
|
50
|
100
|
200
|
300
|
400
|
500
|
750
|
1,000
|
2,000
|
3,500
|
5,000
|
Bismuth, Tin, Zinc
|
150
|
250
|
400
|
700
|
1,000
|
1,600
|
2,200
|
2,800
|
3,600
|
4,400
|
5,400
|
7,500
|
- Gemstones: Newly mined gemstone are not nearly as valuable as
they are after finishing. Gemstone are rough and even unrecognizable
when first discovered. Characters with the Mining or Gem Cutting
skills can correctly identify a stone after 1d6 rounds of study.
- The quality of a gemstone mine depends on the number of stone
in each find and the value of the stones is that which one miner
can excavate in a week.
- The value of the stones is the average value for an uncut stone,
which is 10 percent of its cut value. To realize the full amount
from the gemstones, a miner needs to employ a character with the
Gem Cutting skill. Some stone are more or less valuable than this
amount, but the average is as accurate as needed to calculate
the income from the mine.
- The output of a gemstone mine does not remain constant, it is
rolled each week to determine the worth of the week's output.
The number of miners at work each week is determined before the
dice are rolled.
- In addition to the base value of the stone mined in a given week,
there is a 1% chance per week of operation that a miner will discover
an exceptional stone. If an exceptional stone is found, its value
is equal to the base value of the mine's stones multiplied by
1d00. For example, an exceptional stone found in a semi-precious
stone mine worth up 40 sp normally (according to the roll for
the week) would be worth 40 sp multiplied time a d00 roll or up
to 4,000 sp.
- This table on the opposite page should be used to determine the
quantity of stones that can be produced per man week and the average
value of an uncut stone.
Table 5.3.19: Gem Quality & Average Uncut Value
Gem Type
|
d10 roll number and average value of gems mined per week
|
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
0
|
Ornamental
|
|
|
|
|
|
|
|
|
|
|
|
#/week
|
1d10
|
1d10
|
2d10
|
2d10
|
4d10
|
4d10
|
4d10
|
5d10
|
5d10
|
7d10
|
|
Avg. Value (sp)
|
3d6
|
5d6
|
3d6
|
5d6
|
3d6
|
5d6
|
7d6
|
4d6
|
5d6
|
5d6
|
Semi-precious
|
|
|
|
|
|
|
|
|
|
|
|
#/week
|
1d6
|
1d6
|
1d10
|
1d10
|
2d10
|
2d10
|
2d10
|
4d10
|
4d10
|
6d10
|
|
Avg. Value (20 sp+)
|
5d6
|
10d6
|
5d6
|
10d6
|
5d6
|
10d6
|
12d6
|
7d6
|
10d6
|
10d6
|
Fancy
|
|
|
|
|
|
|
|
|
|
|
|
#/week
|
1d6
|
1d6
|
1d10
|
1d10
|
2d10
|
2d10
|
2d10
|
4d10
|
4d10
|
6d10
|
|
Avg. Value (gp)
|
1d10
|
1d20
|
1d10
|
1d20
|
1d10
|
1d20
|
2d12
|
2d8
|
1d20
|
1d20
|
Precious
|
|
|
|
|
|
|
|
|
|
|
|
#/week
|
1d4
|
1d4
|
1d6
|
1d6
|
1d10
|
1d10
|
1d10
|
2d6
|
2d6
|
2d8
|
|
Value (x15 gp)
|
1d2
|
1d4
|
1d2
|
1d4
|
1d2
|
1d4
|
1d6
|
1d3
|
1d4
|
1d4
|
Gems
|
|
|
|
|
|
|
|
|
|
|
|
#/week
|
1d2
|
1d2
|
1d3
|
1d3
|
1d4
|
1d4
|
1d4
|
1d6
|
1d6
|
1d8
|
|
Value (x25 gp)
|
1d3
|
1d6
|
1d3
|
1d6
|
1d3
|
1d6
|
1d8-1
|
1d4
|
1d6
|
1d6
|
Jewels
|
|
|
|
|
|
|
|
|
|
|
|
#/week
|
1
|
1
|
1d2
|
1d2
|
1d2
|
1d3
|
1d3
|
1d3
|
1d10/3
|
1d4
|
|
Value (x125 gp)
|
1d3
|
1d6
|
1d3
|
1d6
|
1d3
|
1d6
|
1d8-1
|
1d4
|
1d6
|
1d6
|
- Coal, hardstones, salt: The following table should be used to
determine the amount of coal, hardstones or salt yielded in a
mine or quarry per man week.
Table 5.3.20: Coal/Hardstones/Salt
d10 roll
|
Quantity
|
1
|
1/2 ton
|
2
|
1 ton
|
3
|
1.5 tons
|
4
|
2 tons
|
5
|
3 tons
|
6
|
5 tons
|
7
|
7.5 tons
|
8
|
10 tons
|
9
|
12 tons
|
10
|
15 tons
|
- Types of mines: The two types of mines commonly in use are placer mines and underground
tunnel mines.
- Placer mines: Placer mining involves a pan or sluice to sift gravel,
dirt, sand and water from a flowing stream or river. This technique
is most commonly employed above ground, but can be conducted below.
Placer mining is a relatively simple operation requiring little
equipment. At this basic level, the only requirements are a character
with a shallow pan and a great deal of patience.
- Placer mines collect mineral deposits from underground veins which
have been eroded by water, tumbled downstream and been deposited
in a streambed where the miner harvests them. Only mineral wealth,
eroded from deposits, collects along the streambed. Since erosion
is slow, placer mining is much less profitable than deep mining.
- Placer mines do not yield profitable amounts of copper, iron,
mithril or gemstones. Characters who have discovered gold, silver
or platinum may try to mine the deposits. Underground mines are
required for all other metals and gems. To calculate the value
of a placer mine, determine the quality and then roll 1d4 and
multiply by 10. This is the percentage of its top value the mine
will yield. For example, if a gold mine could yield 100 gp per
week, a placer mine will yield only 10 to 40 gp per week.
- Tunnel mines: Operating an underground or tunnel mine requires
much more work than a placer mine, but the potential for wealth
is also greater. An underground mine tunnels into the earth in
search of veins of ore and gem-encrusted rock.
- Excavating a tunnel mine: Excavating a tunnel is hard work and
time consuming. The rates for excavating by the various races
follow. Rates are in cubic feet per miner per eight-hour shift.
If a character with the Mining skill does not supervise workers
for underground construction they work at half the normal rate
if the character supervising makes a successful Mining skill check,
otherwise the miner's work at only a quarter the normal rate.
The following tables give guidelines for how well these workers
preform when supervised by a skilled miner.
Table 5.3.21: Mining Rates
(Cubic Volume of Rock per Eight Hours Labor per Miner)
|
Miners Race
|
very soft rock
(limestone)
|
soft rock
(sedimentary rocks)
|
hard rock
(lava, igneous rocks)
|
gnoll, halfling, human
|
75
|
50
|
25
|
gnome, kobold, half-orc, Stout halfling, Sul human
|
80
|
60
|
30
|
goblin, orc, uldra
|
85
|
65
|
30
|
dwarf, hobgoblin
|
90
|
70
|
35
|
half-ogre, mul
|
120
|
85
|
45
|
ogre
|
150
|
100
|
50
|
hill giant
|
250
|
150
|
75
|
fire giant, frost giant
|
300
|
200
|
100
|
stone giant
|
500
|
350
|
175
|
- Overseeing mining operations: In order for a mine to produce at maximum efficiency, the character
in charge must make a successful Mining skill check each week
of the mine's operation. If the roll succeeds, the mine produces
normally. If it fails, production is reduced by half for that
week. This could be the result of pilfering among laborers, a
cave-in which causes the loss of valuable production time, the
intrusion of some monster an umber hulk or ankheg perhaps
or plain old bad decisions on the part of management. The exact
details should be worked into an adventure if possible; hunting
the umber hulk through the tunnels or rescuing trapped miners
before they suffocate.
- Although overseeing a mine provides steady work, player characters
will probably find it best to hire an NPC with the Mining skill
to act as overseer, freeing themselves up for more exciting pursuits.
- Multiple workers: For game purposes, assume that each extra miner
will cause an appropriate additional volume of rock to be mined,
providing that there is room in the shaft. Assuming that a typical
shaft will be 10-feet wide and arched to 16 feet (or so) at its
peak, including shoring, where appropriate, the maximum number
of miners, by race, per 10-foot wide shaft is shown on Table 5.3.22
below. Increase the number for wider or narrower shafts accordingly,
although any miner larger than man-sized needs a 10-foot minimum
width in which to work.
Table 5.3.22: Workers per 10-foot section of shaft
Miner Race
|
Maximum workers
|
dwarf, gnome, goblin, halfling, kobold, uldra
|
16
|
hobgobling, human, half-orc, orc
|
12
|
gnoll, half-ogre
|
8
|
ogre
|
6
|
giant (any type)
|
4
|
- Multiple Shifts: There is no reason to limit work to one-third
of the day. If there is need, construction can be carried on 24
hours per day, as long as there are enough fresh workers every
eight hours to do so. No worker may toil more than eight hours
per day (at full efficiency).
- Humanoid and unwilling labor: As a rule, player characters will
not be able to get a race of evil creatures such as kobolds, hobgoblins,
orcs, gnolls, ogres or giants to perform mining labor. These creatures
would rather steal, rob and kill for their income. Fear or enslavement
will sometimes prove successful for a time, but guarding the unwilling
miners and the hard task of getting them to work at their optimum
rate will be difficult problems for the taskmaster.
- Miners have tools, which make quite efficient weapons, so one
comparable guard per four workers is about the minimum. Slave
or unwilling labor is from 50 to 80 percent as efficient, depending
on how many foremen are on hand to watch and drive the laborers.
If the ratio is 1:16, efficiency is 50 percent; if 1:12, it is
60 percent; 1:8 means 70 percent; and 1:4 brings efficiency to
80 percent of normal. Thus, for every four unwilling miners there
must be a guard. Of course, if ogres were doing the work, the
guard or taskmaster would have to be equal to an ogre in Hit Dice/power
4th-level fighters for ogres, for example.
- Mineral Vein Direction: A tunnel mine must follow the shifting vein of mineral through
the earth. Such a path typically requires a tunnel 10 feet wide
and 10 feet high.
- When a miner discovers a vein, roll 1d10 and multiply by 10; this
is the depth in feet needed to intersect the vein. Mining may
now begin in earnest. To determine the path of the vein, roll
1d4 and consult the Mineral Vein Direction table below.
Table 5.3.23: Mineral Vein Direction
d4 roll
|
Vein runs
|
1
|
North-South
|
2
|
East-West
|
3
|
Northeast-Southwest
|
4
|
Northwest-Southeast
|
- The vein always runs at least 20 feet in the direction indicated.
After each 20-foot section is excavated roll 1d10 and check the
Vein Path Alteration table to determine the new path of the vein.
Table 5.3.24: Vein Path Alteration
d12 roll
|
Change
|
1-2
|
Steep descent
|
3-4
|
Shallow descent
|
5
|
Curves right (10-60 degrees)
|
6
|
Curves left (10-60 degrees)
|
7
|
Continues straight
|
8
|
Shallow ascent*
|
9
|
Steep ascent*
|
10
|
Vein ends
|
11
|
Vein splits
|
12
|
Special (DM's choice)
|
*If the mine starts on the surface, the first time this is rolled
it is treated as descent rather than ascent.
|
- Miners who wish to continue working the mine must follow the vein,
even if it goes in a direction they do not wish to follow. If
the path of the vein takes a course that makes it impossible to
follow, such as emerging into thin air through a cliff face, that
particular course of the mine is played out. If all branches of
the vein end, the mine is played out. This rule takes priority
over the duration of mining site rules.
- In unusual circumstances, say a tunnel which ends at a cliff which
overlooks a gorge, miners may try to pick up the vein again on
the other side. The DM must decide how likely that vein is to
continue, depending on the situation.
- Natural areas: Where natural passages and cave/cavern space exist, there can
be no work or minor work only to straighten, enlarge or whatever.
Computing the amount of rock necessary to be mined for such passages
or spaces in no great matter. The existence of such natural areas
is another matter altogether. You can always assume that the basically
subterranean races of creatures discover such natural cave areas
and select them purposely. For player characters, you might wish
to allow the following chances for finding a natural cave area:
Table 5.3.25: Chance to discover natural cave area
Type of Rock Being Mined
|
Chance for Natural Space
(per man month)
|
limestone (very soft)
|
1 in 10
|
other sedimentary rocks (soft)
|
1 in 50
|
lava (hard)
|
1 in 20
|
other igneous rocks (hard)
|
1 in 100
|
- The size of such natural areas will be small to very large and
with many passages in the case of limestone only. Igneous rock
areas will be short passages or small caves only. Lava area spaces
will tend to be tubes often fairly large and long. Other sedimentary
areas will be smallish and not extensive.
- Shoring a tunnel: A tunnel mine must be supported or shore with wood or stone pillars.
Otherwise, sections of the tunnel will almost certainly cave in.
Shoring can be done by characters with the Mining, Carpentry or Stonemasonry skills.
- Each 10' section of tunnel requires two side braces and one ceiling
brace, each at least 1' thick. If the tunnel is 10' wide and 10'
high, each brace uses 30' of bracing material. Each shoring brace
requires four hours to build.
- Playing out a mine: Mines contain finite amounts of mineral wealth. Sometimes, this
amount is enough to keep miners busy for generations. More frequently
the mine plays out after a period of intensive mining.
- To determine the length of time a mine will produce before depletion,
roll d00 at the start of the mining operation. The result is the
number of weeks the mine can be worked. If the result was doubles
(11, 22, 33, etc.), the mine has a much longer duration. Roll
d00 again, the result is the additional number of months the mine
will produce. Add this figure to the number of weeks set by the
first roll. If the second roll is also doubles, roll 1d00 a third
time, the result is the number of additional years the mine will
operate. Further doubles are treated as tens of years, hundreds
of years, and so on.
- In Fälgorna, each month is four weeks and each year is 62 weeks
or 16 months. Note, a week is the amount of work that one miner
can perform in a week. If 12 miners are engaged in excavating
a mine, 12 weeks of the mine's lifetime are used up for each week
of operation.
- If the mine is a placer mine, disregard any doubles rolls for
the duration of the find. A placer mine is always depleted after
1d00 weeks of work.
- Racial modifiers: Dwarves, gnomes, hobgoblins and muls receive a +15% bonus to
their Mining skill score, goblins, orcs, and uldras receive a
+10% bonus, and half-orcs, Stout halflings, Sul humans and kobolds
receive a +5% bonus.
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