Hey folks,
Someone asked for a copy of my notes, so I wrote this up with more detail than I would normally include for myself (but less detail and polish than something you would expect to be published). The extra work turned out to be helpful for my thought processes, which will be of great benefit at the table. It's one more way you guys provided assistance.
This was also the first time I've done a digital dungeon map (Dungeonographer) which went well with my overland map (Hexographer). This made it especially easy to drop the maps into a Word doc and create a PDF.
Finally, there is likely some proprietary stats in this document, such as the Salt Mummy from WOTC and various stolen graphics. The Salt Golem is from Kobold Quarterly. Everything else is cut and paste OGL or mentions of new stuff from Ultimate Equipment (which will likely become OGL). So, you know, for personal use only.
Please let me know if you have any questions.
The adventure has half a dozen encounters, a few traps and hazards, and potentially huge campaign implications if they can liberate a salt mine. Feel free to post corrections or questions. I won't be running it for at least a month.
POWER LEVEL: My sandbox group is large (6-players), of mixed level from 4-6, with way more magic and gear than normal. So BIG WARNING, my encounters don't follow what might be safe or survivable in standard adventure design. There are EL 11's and such (that Salt Golem). My guess is this might work best for a standard 7th level party of four characters. You might want to tone down the Salt Golem or beef up the Salt Drake if you're going for that true, balanced feel. If you do, please post your stats, as I might want to do the same.
Anyway, it is here:
http://blackdiamondgames.com/downloads/SaltMine.pdf