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Burnock Mill

Other WhereEvilLives Livello Five 5th-level characters Where Evil Lives 2023-09-21

Burnock Mill

Optimized for Five 5th-Level Characters

Even as a young adventurer, Wigar Uthrak was known for his derring-do, formidable swordplay, and cutthroat leadership. He soon gathered a team of like-minded scoundrels, rising from bandit chief to mercenary captain. After winning the favor of a monarch, he was titled baron.

However, Baron Uthrak gambled poorly when he backed the monarch's younger brother in a failed rebellion. Stripped of his lands, the exiled baron now abides in the wild with his crew of miscreants, knavish ex-knights, and wielders of forbidden magic.

Uthrak and his crew lurk along a caravan road, robbing travelers under the pretense of a "bridge toll." His current base of operations is an abandoned water mill, but he doesn't intend to abide in this backwater forever. Once he gathers enough treasure and mercenaries, he'll reclaim his lands.

Burnock Mill Story Hooks

You can use one of the following story hooks to integrate this lair into an adventure:

  • Duelist's Honor

    The characters meet Lady Vigue, a human noble who was defeated and humiliated by Baron Uthrak in a rigged duel before the baron's exile. Vigue offers the characters a +1 shield as a reward for infiltrating Burnock Mill and recovering her stolen sword from Uthrak's hoard (area U7).

  • Rising Rebellion

    Duke Rodrik, the human ruler of lands where Baron Uthrak once led a rebellion, offers the characters 2,000 gp to infiltrate Burnock Mill and capture or kill Uthrak before the baron can incite another uprising.

  • Toll Concerns

    Merchants and caravans have complained to local authorities about the exorbitant bridge toll demanded by Baron Uthrak and his crew. Countess Irna, a human, offers a 2,000 gp reward to the characters if they can stop these unauthorized "tolls."

Mill Features

Areas U5, U6, and U7 comprise the interior of Burnock Mill. These areas have the following features:

  • Ceilings

    The mill's ceilings are 10 feet high.

  • Illumination

    During the day, bright sunlight fills the mill's second floor (area U6) and third floor (area U7). The mill's first floor (area U5) has no windows and is dimly lit by lanterns.

  • Machinery

    Toothed shafts and large wooden gears cluster at the center of the mill's first floor (area U5) and second floor (area U6). If the water wheel is turning, the shafts and gears spin. A creature pushed into the spinning machinery must succeed on a DC 13 Strength saving throw or be restrained by the machinery. A creature restrained in this way takes 10 (3d6) bludgeoning damage at the start of each of their turns as long as the machinery is spinning. As an action, a creature can make a DC 13 Strength check, freeing themself or another creature within their reach on a success. The machinery on each floor has AC 15, 40 hit points, and immunity to poison and psychic damage. Destroying the machinery on one floor stops it on all floors.

  • Trapdoors

    Heavy trapdoors connect each floor of the mill. Opening a trapdoor requires an action. The trapdoors muffle sound, and creatures on an enclosed floor can't hear noise made on others.

Uthrak's Henchmen

Unless otherwise noted, named NPCs are Baron Uthrak's officers. They are loyal to him and fight to the death. Interrogating them yields no information. If no officers are nearby to command the baron's other forces, they surrender or flee when they are clearly losing. Fleeing henchmen try to reach the mill or open the sluice gate (see area U2) to alert Baron Uthrak (see "Alerting the Mill").

Captured Henchmen

A captured or cornered henchman who isn't an officer offers any knowledge or items they can to save their own life. When questioned, they can provide any of the following pieces of information:

  • A wicked creature lives in the mill pond (area U2) and tried to drown a bandit who got too close.

  • Baron Uthrak bullies a bandit named Dogface (see area U6) for being soft and showing mercy to the travelers they rob.

  • Gray Walter (see area U1) says the millstone at the top of the mill (area U7) is magic, but he hasn't told Baron Uthrak yet.

  • Brother John (see area U5) keeps winning money in sparring matches against other bandits. Some say he cheats!

Defeated Characters

If Baron Uthrak's forces defeat the characters, the henchmen disarm them and take them to meet the baron in area U7. The baron searches the captive characters, politely confiscates their weapons and half their coin, then frees them.

New Recruits

A character who approaches one of Uthrak's officers while the mill isn't on alert (see "Alerting the Mill") and asks to join the bandits can convince the officer with a successful DC 17 Charisma (Deception or Persuasion) check. If convinced, the officer escorts the party to Baron Uthrak on the mill's third floor (area U7). Before allowing the characters to join his forces, the baron tests their loyalty with two requests: that they give him a tribute worth at least 500 gp, and that they seize and bring back the carts of a merchant caravan.

Resting in the Mill

Provided the characters first deal with any enemies in that area, they can safely take short rests in areas U1 and U2. Otherwise, if the characters attempt to rest, there is an 80 percent chance two human knaves and one human trickshot interrupt them halfway through their rest.

Entering the Mill

Truss Bridge (area U1) can be approached from either the north or south on the main road. If the characters search for another crossing, they find the mill pond (area U2). Burnock Mill is visible from both areas, but the building's limited windows prevent the inhabitants from seeing either area.

The characters can enter the mill through the door or window near the water wheel (area U3). A character who can climb or fly can enter through the crane bay or the roof near the mill's top floor (area U7). A creature without a climbing speed or climbing equipment can climb the mill's outside wall with a successful DC 15 Strength (Athletics) check.

Alerting the Mill

Under normal circumstances, the inhabitants of the mill aren't particularly attentive. However, if an enemy escapes to warn Baron Uthrak of intruders or if someone activates the machinery inside the mill, the inhabitants go on high alert.

While the mill is on alert, Barrelhouse Jill (a human scoundrel) and six human guards exit the mill's first floor (area U5) and patrol clockwise around the outside of the mill. Baron Uthrak sends the two human trickshots on the third floor (area U7) to the roof to fire crossbows at strangers within 100 feet of the mill. While on the steeply slanted roof, the trickshots have half cover from attacks on the ground. A human raider readies the loading crane to attack creatures in the crane loading zone (area U4).

Burnock Mill Areas

The following areas are keyed to the Burnock Mill Map.

U1. Truss Bridge

This bridge over the Burnock River has the following features:

  • "A sturdy plank bridge is roofed by a framework of wooden beams."

  • "Five humans share a meal on the roof, legs dangling."

Toll Bandits

Flash Maggie (a human brawler with 77 hit points) guards this bridge alongside Gray Walter (a human storm wizard) and Walter's sons (three human apprentice mages). When the characters approach, Flash Maggie drops down to the bridge and demands a toll of half their coin. She sarcastically refers to herself as "your humble servant" and asks "your eminences" to "make a donation." If the characters refuse to pay or decide to turn back, the bandits attack.

In combat, Maggie grabs lightly armored enemies, uses them to block incoming attacks, then throws them off the bridge. Gray Walter and his sons remain on the scaffolding 10 feet above the bridge, raining down magical attacks while Walter uses the gust of wind spell to push enemies off the bridge.

If defeat seems inevitable, one of the bandits gestures toward the mill and declares, "You may have beaten us, but Baron Uthrak will have his revenge! No one crosses the baron and lives."

Bridge Beams

Sturdy hooks stick out of the beams on the bridge, allowing a creature to climb the beams without making an ability check.

River

A fast-flowing, 10-foot-deep river runs under the bridge. A creature without a swimming speed who starts their turn in the river must succeed on a DC 13 Strength saving throw or be moved 5 feet west.

Treasure

Flash Maggie carries 120 gp and receipts, signed by Baron Uthrak, detailing 600 gp of "tolls" paid over the past month.

U2. Mill Pond

This pond has the following features:

  • "The still, circular pond is blocked on its south side by a wooden sluice gate. On the other side of the gate lies a dry channel."

  • (Secret) Salty Anne, a sea hag apprentice, lurks at the bottom of the pond.

Pond and Sluice Gate

The pond is 20 feet deep, and the currently dry channel is 5 feet deep. The sluice gate is a square slab of wood that blocks water from flowing down the channel toward the mill and powering its water wheel. The sluice gate can be operated by pulling on a rope that lifts the wooden slab, sending water racing down the channel. The rope can be tied off to keep the sluice open. Two rounds after the gate is opened, the water wheel begins to turn and the mill's machinery springs to life (see "Alerting the Mill").

Salty Anne

Salty Anne, a sea hag apprentice, has lived in the river for decades. Apprenticed to a sea hag in her youth after her parents made a deal for wealth, Salty Anne was never truly evil, so her disgusted mistress exiled her.

The sea hag apprentice hates Baron Uthrak and his crew for their crimes against travelers, but Salty Anne fears facing the bandits alone. When the characters approach, she hides behind a boulder at the bottom of the pond, thinking them members of Baron Uthrak's crew.

A character observing the pond notices Salty Anne with a successful DC 15 Wisdom (Perception) check. A character who succeeds on a DC 15 Charisma (Persuasion) check can coax Salty Anne to the surface and convince her to share her feelings about Baron Uthrak. If the characters tell her they want to fight the baron, Salty Anne agrees to aid them and tells them the mill's grindstone is a powerful magic item (see "Baron Uthrak's Hoard"). She also mentions that opening the gate puts the mill on alert and draws some of the bandits out of the complex to search for intruders. At the GM's discretion, Salty Anne can join the party for further adventures.

U3. Mill Wheel

The wooden wheel attached to the water mill has the following features:

  • "The mill's water wheel is attached to the south wall, and a window lies 6 feet above it. Nearby, a bridge crosses over a wide channel, leading to the mill's entrance."

  • (If the sluice gate in area U2 hasn't been opened) "The channel, which looks as though it's meant to contain flowing water, is empty. The wheel sits stationary."

  • (If the sluice gate in area U2 has been opened) "Water flows easily beneath the bridge, catching the water wheel. It slowly turns, causing something inside the mill to clank and grind."

Water Wheel

The wheel, which is 10 feet in diameter and 3 feet wide, is attached to an axle protruding horizontally from the mill's outer wall.

Window

The window above the wheel leads to the mill's second floor (area U6). A character can climb the wheel to reach the window by succeeding on a DC 15 Dexterity (Acrobatics) check, made with disadvantage if the water wheel is in motion. On a failed check, a creature tumbles 10 feet down into the channel, taking 3 (1d6) bludgeoning damage from the fall if the channel is dry.

U4. Crane Loading Zone

This cobbled area to the east of the mill has the following features:

  • "A cobbled yard lies east of the mill."

  • "Nearly 30 feet above the cobbles, a wooden crane juts from a wide window on the third story of the mill. A metal claw dangles from the end of the crane's arm."

  • "An armored human is visible in the crane window."

Crane

The crane can be operated from the crane bay on the mill's third floor (area U7) to attack anyone in the loading zone. As an action, the operator can use the crane in one of the following ways:

  • The crane picks up a Large or smaller object in the loading zone not worn or carried by a creature.

  • The crane makes a melee weapon attack with a +6 bonus to its attack roll against a creature in the loading zone. On a hit, the target is grappled (escape DC 13).

  • The crane's claw rises up to 30 feet (to a maximum of 30 feet above the ground).

  • The crane releases a creature or object it is holding. If the crane has been raised 30 feet, the crane operator can release the target safely into the crane bay on the mill's third floor (area U7) or drop the target into the loading zone.

Sentry

A human raider sentry sits in the third-floor crane bay (area U7). If the alarm hasn't been raised (see "Alerting the Mill"), the sentry reads a book of children's poems entitled Rhymes for Little Ones and pays no attention to anything happening in the crane loading zone. If the alarm has been raised, the sentry watches the crane loading zone for intruders.

U5. First Floor

The water mill's first floor has the following features:

  • "Gears surround wooden beams and pillars throughout the room."

  • "A ladder leads up to a closed trapdoor on the north side of the ceiling."

  • (If the mill isn't on alert) "Atop a pair of crates, a leatherclad duelist battles a robed human wielding a scythe. Along the walls, a dozen humans shout encouragement to the combatants."

Training Exercise

If the mill hasn't been alerted (see "Alerting the Mill"), Barrelhouse Jill, a human scoundrel spars with Brother John a death cultist in the middle of the room. The combatants stand a top a 5-by-10 foot arena formed by two crates pushed together. Around the crates six human guards cheer for Jill and six death acolytes pray for John. The characters can sneak into the room and observe the bandits or catch them by surprise with a successful DC 13 group Dexterity (Stealth) Check.

Although the duel is friendly, both combatants wagered heavily on the outcome. If the characters observe the duel, they notice both fighters suffer minor injuries, but John's wounds magically heal thanks to his Scythe attack. When Jill is reduced to 30 hit points, she admits defeat and pays 100 gp to John.

If combat breaks out with the characters, a single human guard opens the trapdoor to the second floor (area U6) and carries a message to Baron Uthrak. If a character points out to Jill that John was healing during the fight, and if that character succeeds on a DC 15 Charisma (Persuasion) check made as an action, she turns on John and attacks him for his unfair tactics. When John is defeated, she resumes battling the characters.

If the mill is on alert, Brother John and the death cultists attack the characters when they enter.

Treasure

Jill and John each carry a pouch with 100 gp. The death cultists and guards have 120 gp between them. The crates contain clothing, food, and three potions of healing.

U6. Second Floor

This floor has the following features:

  • "Crates and sacks line the walls. A sleeping guard with a black eye lies on a stack of musty sacks, clutching a mop."

  • "Gears surround a wooden pillar in the middle of the room."

  • "There are three visible trapdoors: one on the floor on the north side of the room, and two on the ceiling on the south side of the room. Ladders lead up to the two on the ceiling."

  • "A small window in the south wall overlooks the mill's water wheel."

Sleeping Guardian

The sleeping guard is named Dogface. He was supposed to be cleaning the room, but Baron Uthrak has bullied him so mercilessly that Dogface has no loyalty to him. The baron's most recent assault was punching Dogface for oversleeping. If the players attack Dogface, he uses the human raider stat block. However, if they wake him without attacking him, he asks if they've come to defeat Baron Uthrak. A character who claims they'll defeat Uthrak and succeeds on a DC 14 Charisma (Intimidation or Performance) check earns Dogface's loyalty. He describes the mill's defenses and offers to join the party. As an ally, Dogface uses the human mercenary stat block.

Treasure

Most of the sacks contain rotten grain, but Dogface has stashed his treasure in a clean sack: 50 gp, 10 rations, and a packet of dust of disappearance. He happily gives his treasure to the party if they let him aid in Baron Uthrak's defeat.

U7. Third Floor

This floor has the following features:

  • "Two humans stand at a round millstone, talking in hushed voices. One is armored and carries a whip and a jeweled longsword, and the other wields a morningstar."

  • "A small contingent of soldiers equipped with axes and other weapons sits by bedrolls in the southeast corner of the room."

  • "On the east side of the room, a sliding door stands open. A long wooden crane juts through the door."

  • "On the west side of the room, an iron chest sits atop a crate."

Uthrak and Company

If the mill hasn't been alerted to the characters (see "Alerting the Mill"), Baron Uthrak and his lieutenant, Beatrice the Cruel (a human knave), eat meat and drink wine at the stone table. Three human raiders are nearby, two polishing their blades while a third stands on sentry duty near the crane bay and reads a book of poetry. Another two human raiders and two human trickshots are asleep in their bedrolls. If combat breaks out, sleeping combatants spend their first turn waking up and collecting their weapons.

If the mill is on alert, Baron Uthrak, Beatrice, and four human raiders (along with survivors from previous battles) are ready for combat while the fifth raider stands at the crane controls. The two human trickshots have been sent to the roof.

In combat, Baron Uthrak and Beatrice kick enemies prone and attack them while they're down. If the mill's machinery has been activated, Baron Uthrak pulls opponents into the millstone with his whip, and, when reduced to 25 hit points or fewer, uses his whip to swing from the crane into the flowing channel 30 feet below. Human raiders try to push intruders out the crane bay door or into the spinning millstone.

Stone Table

Baron Uthrak's table is a 10-foot-diameter millstone of grinding (see "Baron Uthrak's Hoard") once used to grind grain. It has a 1-foot-wide square hole.

If the mill is put into operation by opening the sluice gate (see "Pond and Sluice Gate" in area U2), the millstone begins spinning, sending Uthrak and Beatrice's feast flying. A creature pushed or pulled into the spinning millstone takes 10 (3d6) bludgeoning damage, is pushed 10 feet away from the millstone in a random direction, and is knocked prone.

Crane Bay

The door on the room's east side is open, revealing a 20-foot wide, 10-foot-high opening. Anyone pushed out the door falls 30 feet down into the crane loading zone (area U4). Next to this opening is a 30-foot-long wooden crane, which can be swiveled and retracted using levers at its base. A heavy claw dangles on a rope from the end of the crane.

Roof

A trapdoor leads up to the mill's peaked roof. The roof's slant makes it difficult terrain for creatures without a climbing speed.

Treasure

The iron chest contains Baron Uthrak's treasure hoard, while the crate contains items pulverized by the millstone of grinding. See "Baron Uthrak's Hoard" for more information.

Baron Uthrak's Hoard

Baron Uthrak carries his magic sword, Nine Lives. The rest of his treasure hoard is contained in an iron chest atop a crate in area U7 of his lair.

The hoard contains the following items:

Unbeknownst to the baron, the mill's grindstone bears an enchantment that allows it to grind ordinary items into flour (see millstone of grinding). The crate under Baron Uthrak's chest contains ten tiny, labeled packets of flour, each of which turns into an item when added to water. The crate contains the following flour packets:

  • 3 50-foot coils of hempen rope

  • 3 sets of carpenter's tools

  • Rope ladder

  • 3 10-pound sacks of wheat (worth 1 sp each)

  • Keg of wine (worth 50 gp)

  • Gold bracelet (worth 250 gp)