TEXT: A 5E WARLOCK ADVENTURE 
  BY BENJAMIN L. EASTMAN
  The Wandering Whelp
  FOR 4 PCS OF 
  4TH LEVEL
  
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  Open Game Content: The Open Content in this adventure includes the derro 
  explorer stat block and cloak of the grizzlehide.
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  Adventure Summary
  The PCs are summoned to the Bjornrike embassy in 
  Bad Solitz by the Grand Baron Dymytros Howlik vann 
  Rottsten. He tasks them to search the countryside around 
  the Arbonesse Heights Vineyard for the ambassador’s 
  cub, Khemma. 
   While searching the countryside, the PCs come across 
  an injured foxin. Its injury was created by a poison found 
  primarily in the Underworld. 
   Reaching the vineyard, the PCs stumble across a volcanic 
  vent that discharges superheated air onto nearby vines, 
  risking the destruction of the whole property. After covering 
  the vent, the PCs proceed to the chateau where they discover 
  signs the workers mysteriously disappeared. 
   Descending into the wine cellar, the PCs encounter derro 
  explorers who broke into the surface. After dispatching one 
  such group of derro, the PCs discover the missing workers, 
  who confirm Khemma descended deeper into the wine 
  cellar. The PCs can squeeze their way through a narrow 
  ventilation shaft or fight their way through derro and single-
  minded barrels of wine. Either way, the PCs must reach the 
  wandering whelp before the ethereal lure of an angler worm 
  means that Khemma is its next meal!
  THE WANDERING WHELP
  Design: Benjamin L. Eastman
  Editing: Meagan Maricle 
  Graphic Design: Rick Kunz
  Art Director: Marc Radle
  Cover Art: Phil Stone
  Interior Art: Phil Stone
  Cartography: Dyson Logos
  Publisher: Wolfgang Baur
  TM
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  Adventure Background
  While traditionally an insular realm, the bearfolk Kingdom of 
  Bjornrike has found itself drawn into political machinations 
  well beyond its borders. Its king, Mesikämmen, has sent 
  bearfolk ambassadors to faraway lands such as Zobeck, Allain 
  and the Grand Duchy of Dornig. These ambassadors serve as 
  the eyes and ears of the kingdom, influencing foreign policy 
  and identifying threats before they find their way to port in 
  Bjeornheim. Mesikämmen recently sent Teppen Berlatillat 
  to serve as ambassador to the Dornitian city of Bad Solitz. 
  Teppen brought his partner and three cubs to this posting. 
   Like many bearfolk cubs, Teppen’s middle cub Khemma 
  has a powerful urge to explore her new surroundings, often 
  wandering for two or three days at a time. 
  Recent Events
  Last week, Khemma disappeared and has not been seen 
  since. In the nearby Tonder Alps, a vineyard was expanding 
  its wine cellar. The sound of digging attracted a nearby 
  group of derro, who dug in the opposite direction. Erupting 
  from a breach to the Underworld, the derro captured the 
  cellar master and his employees. The derro subsequently 
  captured Khemma after she wandered into the cellar. 
  
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  Adventure Hooks
  The Grand Baron Dymytros Howlik vann Rottsten has 
  offered to find Khemma. To this end, he has solicited the 
  assistance of locals to scour the countryside in search of the 
  cub. The PCs are hired by the grand baron or some other 
  power in the area who hopes to curry favor with the baron or 
  his bearfolk guest or who hopes to gain influence in Dornig.
  Hired by the Grand Baron. Despite his youth, Dymytros is 
  perhaps the best-connected member of House vann Rottsten. 
  He has offered to pay any adventurer a modest fee of 10 gp 
  for the search, but he promises a handsome reward for the 
  safe return of the cub. When the cub is returned, Dymytros 
  ensures each PC receives a 150 gp lump sum payment, or he 
  ensures lavish accommodations whenever the PCs visit Bad 
  Solitz. As Grand Baron, Dymytros can also arrange for the 
  PCs to meet other influential, powerful, or well-connected 
  people, should the need arise. 
  Hired by Other Powerful Figures. The PCs might instead 
  work for a benefactor to whom Dymtros has promised a 
  reward. Queen Urzula of Krakova may have tasked the 
  PCs to search for the cub to curry favor with House vann 
  Rottsten, or the Lord Guildmaster of Salzbach may have 
  arranged for the PCs to search for the cub as part of a trade 
  arrangement in Bad Solitz. The PCs may even be working 
  for another adventurer who wishes to acquire a Dornitian 
  barony but needs the favor of a major house. 
  Introduction
  The PCs are summoned to the Bjornrike embassy in 
  accordance with their adventure hooks. They wait in the 
  foyer with other groups of adventurers until they are 
  approached by an elfmarked sentry donned in red armor. 
  This guard, a member of House vann Rottsten’s Drake 
  Guard, brings the PCs into the embassy’s library.
   Half-filled bookshelves line the walls of the library, 
  betraying the recent establishment of the embassy. A large 
  table made of beech wood harvested from the lower slopes 
  of the Tonder Alps sits at the center of the room, displaying 
  a map of the Bad Solitz region. The map is broken up in 
  hexagonal sections, each representing several square miles of 
  the surrounding countryside. Copper pieces strategically sit 
  in the center of several sections. 
   A well-dressed elfmarked man rises to greet the PCs. He 
  wears fine noble vestments and his long, blond hair is tied in 
  a functional braid. An ornate rapier hangs on his side, and 
  he wears the black-shielded crest of House vann Rottsten 
  on his chest. He is the Grand Baron Dymytros Howlik vann 
  Rottsten (CG male elfmarked). 
   After thanking the PCs for coming, Dymytros introduces 
  the PCs to the two bearfolk in the room – Teppen Berlatillat 
  (NG male bearfolk mage) and his partner Kendhal (CG 
  female bearfolk veteran). 
   Teppen is Bjornrike’s ambassador to Bad Solitz. He has 
  thick, black fur with a copper muzzle, and he wears a forest 
  green cloak. His neck is adorned with a golden necklace 
  bearing an open radiant eye in the open claw of a bear. A 
  successful DC 12 Intelligence (Religion) check identifies 
  the necklace as bearing the holy symbol of the Bear Maiden 
  Bengta, often believed to be a mask of Lada. He towers 
  over most PCs at an imposing six feet eight inches, but 
  he treats every PC with respect, regardless of the PC’s 
  Status (see page 25 of the Midgard Worldbook for more 
  information on Status in Midgard). If you aren’t using the 
  Status optional rule, Dymytros directs his conversation to 
  the person with the highest Charisma score, while Teppen 
  addresses the PCs equally. 
    Teppen explains how he recently came to Bad Solitz 
  to serve as ambassador. He brought his partner Kendhal 
  and three cubs to this posting. The fate of his middle cub, 
  Khemma, has brought the PCs to the embassy today. 
   Like many bearfolk cubs her age, Khemma possesses a 
  strong urge to explore. In the past, she disappeared no more 
  than a day or two, returning in time for supper. However, 
  she was last seen a week ago, and Teppen fears that she has 
  injured herself in the countryside. He approached Dymytros, 
  seeking help in finding his only daughter. 
   Teppen’s partner Kendhal sits on a long couch. She 
  has strawberry blonde fur and wears a shaggy brown 
  cloak. She scoffs when Teppen suggests Khemma is lost 
  in the countryside, and she reminds him that his cousin is 
  Ernalda Berlasdottir, the hierophant of the Moonlit Glades. 
  Many shadow fey have sworn revenge against Ernalda, and 
  Kendhal believes they kidnapped Khemma. She is so certain 
  that she promises her magical cloak to any adventurer who 
  returns with proof that shadow fey weren’t involved.  
   Dymytros bids the PCs toward the map and points to a 
  section. He says they have several other groups searching 
  the areas around Bad Solitz, and he asks the PCs to search 
  to the northwest, around the Arbonesse Heights Vineyard. 
  His cub doesn’t have a taste for wine, but he believes she 
  might have sought shelter with the vintner if she was 
  injured while exploring. He also tells the PCs about the 
  mountain outpost near the vineyard (see Part 1), suggesting 
  Khemma might have been spotted and taken in by the 
  outpost’s ranger. He can provide little more than a general 
  description of Khemma, who is four feet tall and has blond 
  fur like her mother. 
  
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  Part 1: Searching for the Whelp 
  The road northwest of Bad Solitz twists and turns through 
  the jagged landscape. Debris from the occasional landslides 
  and mud slicks from the recent spring rains slow travel. The 
  scent of sulfur and ash hangs in the air courtesy of the many 
  foreboding peaks in the distance. 
  Tasked with searching for the wandering cub, the PCs 
  explore the countryside northwest of Bad Solitz for any sign 
  of Khemma. Once within a few miles of the vineyard, the 
  PCs can make DC 13 Wisdom (Survival) checks to find a 
  trail of bear-like footprints. 
   If they make three successful checks before three failures, 
  the PCs locate Khemma’s footprints. Go to “The Foxin” 
  encounter. If they make three failed checks before three 
  successes, they discover the footprints of a brown bear cub 
  instead. Go to “Mountain Outpost” encounter. 
   If the PCs immediately seek out the mountain outpost, go 
  directly to that encounter.
  The Foxin 
  Scurrying from behind a pine tree is a small fox with a 
  vibrant blue coat and a light pink beard. It pauses briefly, 
  holding its front right paw in the air awkwardly, before 
  continuing on its way. 
  The PCs see a foxin (Creature Codex, p. 163) walk into a 
  clearing. Not long before the PCs arrived, the foxin was 
  injured by a poisoned trap set by the derro. The poison 
  interacts with the foxin’s unique fey blood, nullifying its 
  Neutral Presence trait and preventing its Illusory Calm action. 
   A successful DC 10 Intelligence (Nature) check reveals 
  the foxin is a fey creature, while a successful DC 10 Wisdom 
  (Medicine or Perception) check reveals the creature is 
  injured and not feeling well. Closer inspection reveals the 
  creature is poisoned. As it’s more than an average beast, it 
  can understand any PC who speaks Common and is willing 
  to trust PCs who help it.  
   If they approach the foxin, the PCs must convince 
  the creature they mean it no harm. A successful DC 13 
  Charisma (Persuasion) check convinces the foxin to let the 
  PCs approach. If the PCs offer to heal the injured foxin, they 
  have advantage on the check. If the PCs fail the check by 5 or 
  more, the foxin runs away. 
   If successful, the PCs are allowed to approach and inspect 
  the foxin. A successful DC 13 Intelligence (Nature) or 
  Wisdom (Medicine) check recognizes the poison infecting 
  the foxin is from a mushroom that doesn’t grow locally. 
  A successful DC 18 Intelligence (Nature) or Wisdom 
  (Medicine) check reveals the mushroom is native to the 
  Underworld and is commonly used by the derro. If healed, 
  the foxin’s body is able to fight off the poison after 1 hour of 
  light activity. Alternatively, a successful DC 13 Intelligence 
  (Nature) or Wisdom (Survival) check is able to put together 
  a poultice from the nearby plants with 10 minutes of work 
  that gives the foxin’s body just enough of a boost to fight off 
  the poison. The foxin’s Neutral Presence and Illusory Calm 
  are restored after it recovers from the poison.
   If the PCs befriend the foxin, it shows them the poisoned 
  hunting trap that injured it. A successful DC 13 Intelligence 
  (History) or Wisdom (Survival) check identifies the trap as 
  one often used by derro. It looks big enough to hold the foot 
  of a small bear, and it is clear the foxin managed to escape 
  capture by the trap only with its supernatural fey reflexes. 
  A successful DC 13 Wisdom (Survival) check can follow 
  the tracks of the derro hunters to the Arbonesse Heights 
  Vineyards. Go to Part 2.
   If the PCs try to fight the foxin at any point, it flees into 
  the nearby countryside. Go to Part 2. 
  The Mountain Outpost 
  A small bear cub walks to its mother in a nearby clearing, and 
  the two disappear deeper into the forest. 
   The PCs follow bear cub footprints through the woods and 
  toward the clearing. They find a normal bear cub and not 
  Khemma. Shortly after the bears leave, a ranger who runs a 
  local mountain outpost steps from nearby foliage and indi-
  cates he wants the PCs to follow him down a deer path away 
  from the bears.
  Once the PCs are in the relative safety of the deer path, 
  the ranger introduces himself as Yanis the Watcher (CG 
  male human scout). He is assigned to the nearby mountain 
  outpost and watches the main approaches to Bad Solitz. 
  Having come across the PCs’ trail, he tracked them down 
  before something terrible happened. 
   Unfortunately, Yanis hasn’t seen any sign of Khemma. 
  From the way she’s described, he thinks she might have 
  gone up to explore the Arbonesse Heights Vineyard, a “far 
  more interesting site than an old ranger’s outpost.” Upon 
  closer reflection, he realizes he hasn’t noticed the weekly 
  wagon shipment trundle down to Bad Solitz. Yanis strongly 
  encourages the PCs to check out the vineyard. 
  Part 2: The Abandoned Vineyard 
  The Arbonesse Heights Vineyard is built into one of the 
  many lowland moors leading up the Tonder Alps. While the 
  majority of the estate is covered with rows of grapevines, 
  seemingly random acres are planted with subsistence grains 
  like oats, spelt, and rye. 
  
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   Not all is right at the vineyard, however. PCs who inspect 
  the crop notice many grapes have begun to rot on the vine. A 
  lone handcart is overturned in the rows, and its contents are 
  spilled across the ground. The rotting corpse of a horse lies 
  in the center of the path, its flesh covered in tiny bites. Small 
  footprints appear intermittently throughout the vineyard. 
  While the footprints of the bearfolk cub continue through 
  the rows, the majority of the footprints don’t look anything 
  like those of humanoids common to Dornig. 
  The Volcanic Vent  
  As they walk past a large igneous stone sitting in front of an 
  ancient oak tree, the PCs hear rumbling from deep in the 
  earth, and a gout of superheated air erupts from a hole in 
  the ground. Each PC must make a DC 14 Dexterity saving 
  throw, taking 11 (2d10) fire damage on a failed save, or half 
  as much damage on a successful one. 
   If more than half the PCs succeed, the superheated air 
  blasts over a row of trellises, causing them to smolder. If 
  nothing is done, the trellises catch fire and the fire spreads to 
  the whole vineyard after 2 hours. 
   If the PCs wish to stop the spread of the fire, each 
  PC can describe the actions they take to put out the 
  smoldering trellises. The PC must make a corresponding 
  DC 13 skill check that relates to the action attempted. For 
  example, a PC who wishes to stamp out a smoldering bush 
  might make a Strength (Athletics) check if stomping or a 
  Strength (Performance) check if dancing. Alternatively, 
  a PC who wishes to separate unharmed vines from the 
  smoldering vines can make an Intelligence (Nature) or a 
  Wisdom (Perception) check to determine which vines are 
  so far unaffected. 
   If more than half the PCs succeed on their checks to stop 
  the spread of the fire, they successfully quell the fire. A PC 
  who fails a check takes 3 (1d6) fire damage. The PCs can 
  repeat the checks until they get the required successes or are 
  rendered unconscious. The vineyard catches fire only if the 
  PCs fail or refuse to put out the smoldering trellises. 
   After the PCs bandage their burns and put out flames, 
  they can inspect the volcanic vent where the superheated air 
  erupted. While this vent was previously plugged up by the 
  large igneous stone nearby, someone or something rolled 
  the stone away from the cover of the vent. A successful 
  DC 15 Wisdom (Perception) check sees the charred and 
  unrecognizable remains of three Small creatures deeper in 
  the vent. The remains are of a group of derro who rolled 
  the stone away in a desperate search for an alternate route 
  back to the Underworld. They were burned alive when the 
  volcanic vent flared.  
   A successful DC 13 Intelligence (Nature) check realizes 
  the vent will flare again at some point, putting the vineyard 
  in danger of catching fire again. By rolling the igneous 
  rock back in place, the PCs can block up the volcanic vent 
  and prevent the vineyard from burning. If they don’t, the 
  vineyard is ablaze when the PCs return from the wine cellar 
  in Part 3. 
  The Chateau 
  After traversing the acreage of Arbonesse Heights, the PCs 
  finally reach the vineyard’s chateau as the sun begins to set 
  behind the Tonder Alps. 
   To the north, their view is dominated by a vibrantly 
  painted two-story chateau house. To the east, the front door 
  of a weathered barn is propped halfway open. To the south, 
  a haunting silence projects from a nearby stable. To the west, 
  deep wheel ruts lead to wide earthen steps which descend 
  to the mouth of a cave. In the center of it all, a wagon sits 
  ominously empty. 
  The Chateau House
  While PCs who explore the chateau house don’t find any of 
  its residents, they discover signs that people have recently 
  lived on the property. Recently laundered sheets hang 
  from clotheslines in the backyard, and stale bread sits in 
  tins on the kitchen table. A successful DC 10 Intelligence 
  (Investigation) check reveals the house was abandoned a few 
  days ago. 
   A successful DC 10 Wisdom (Survival) check while 
  inspecting the ground outside the chateau house locates 
  Small footprints moving between the chateau house, barn, 
  and cave. If the check succeeds by 5 or more, the PCs 
  determine the great majority of Medium footprints lead only 
  toward the entrance of the cave. 
  The Stables
  PCs who explore the stables find that the latch to its main 
  door has been broken. The troughs are filled with stale oats 
  and fermenting apples, and the manure is completely dried. 
  A successful DC 10 Intelligence (Nature) reveals the stable 
  was abandoned a few days ago. 
  The Barn 
  PCs who explore the barn enter through the cracked front 
  door which makes a loud creak. The barn is dark, and PCs 
  without darkvision can’t see without a light source. 
   Several swarms of vampire bats accompanied the derro 
  out of the Underworld and sleep during the day in the rafters 
  of the barn. Their guano coats the barn floor, recognizable 
  with a successful DC 13 Intelligence (Nature) check. 
  
  7
   Either a light source or the loud creaking of the front 
  door awakens several swarms. Six swarms of vampire bats 
  (use the statistics of a swarm of bats) swoop down from the 
  rafters and attack the intruding PCs. These swarms don’t 
  fight to the death. A swarm flies out of the barn if reduced to 
  half its hit points or fewer. 
   While searching the barn, the PCs can find a crowbar, 
  a dozen torches, and several tools used in the vineyard, 
  including picks, spades, and shovels. A large pile of broken 
  rocks sits along the north wall of the barn, placed here after 
  the vineyard’s workers excavated more of the wine cellar. 
  Part 3: The Wine Cellar 
  Earthen steps lead to the mouth of a small cave. A cool breeze 
  whistles out from unknown depths, and the day’s light is 
  swallowed by the cave’s dark maw. 
  The cave serves as the wine cellar for the Arbonesse Heights 
  Vineyard. The mouth of the cave is 10 feet wide and 8 feet 
  tall, allowing for even the largest barrels of wine to be rolled 
  in and out of the wine cellar. 
   Upon entering the cave, the PCs hear discordant 
  humming and singing in the distance that sends shivers 
  down their spines. Any PC who makes a successful DC 17 
  Intelligence (History) check recognizes the song is being sung 
  in Deep Speech. A PC that knows Deep Speech automatically 
  succeeds on this check. The song grows incrementally louder 
  as the PCs descend further into the cave. 
   The cave is filled with darkness, and twin sconces at the 
  entrance hold unlit torches. The floor of the cave descends 
  straight at a gentle slope for approximately 50 feet. From 
  there, the path softly curves, ending in Area 1. 
  1. THE FOYER
  This room is the main entrance to the wine cellar. Ordinarily, 
  the PCs would find barrels of wine stacked on the stone floor 
  of this room, waiting to be loaded in a wagon. Instead, the 
  floor is covered with wood from smashed wine barrels, and a 
  group of derro stand near the north wall. They are entranced 
  while singing a discordant hymn to Addrikah, the Mother of 
  Madness and the goddess of the derro. 
   A choir of five derro guards face south, solely focused on 
  their conductor, a derro cult fanatic of Addrikah. The priest 
  has his back to the foyer, gesticulating wildly to his choir 
  while using the skeletal backbone of a bat as a conductor’s 
  baton. The choir is approaching a cacophonous climax to 
  their song sung in hopes of finding any knowledge of how 
  to return to the Underworld. As derro, the guards and cult 
  fanatic know Undercommon, have darkvision with a radius 
  of 60 feet, and, while in sunlight, each has disadvantage on 
  attack rolls and on Wisdom (Perception) checks that rely on 
  sight. The cult fanatic also knows Deep Speech.
   Once the PCs enter this room, Addrikah alarms 
  her worshippers of the coming danger. The song stops 
  immediately as the derro raise their weapons while turning 
  in unison to stare at the intruders. 
   The derro guards move to engage the PCs in melee 
  combat, attacking with their spears. Meanwhile, the cult 
  fanatic casts spiritual weapon and targets spellcasters and 
  other ranged characters with his spectral battle axe. If 
  forced into melee, the cult fanatic uses inflict wounds to 
  devastating effect. 
   If four or more derro are slain, the remaining derro 
  disengage from combat and head toward Areas 2 or 3. Here, 
  they attempt to sacrifice one of the workers to the will of 
  Addrikah in hopes of gaining the power necessary to defeat 
  the PCs. 
   The derro don’t surrender and stop fighting only 
  if they’re knocked unconscious. Once an unconscious 
  derro regains consciousness, it babbles incoherently in 
  Undercommon and provides no valuable information. 
   Three doors lead from the foyer to Areas 2, 3, and 4. 
  Three closets sit along the eastern wall. One closet is filled 
  with torches, a second with flasks of oil, and a third with 
  a large metal bucket. Based on the scent, the third closet 
  appears to be used as a latrine. 
  Treasure. One of the derro guards has a small sack filled with 
  bronze bird statues (worth 25 gp total) taken from the chateau 
  house. PCs who search this room also find a tarnished holy 
  symbol of Baccho, the elven god of poetry and wine, discarded 
  here. If any PC wears this holy symbol in Area 6, the cask 
  golems don’t attack the PC unless the PC attacks them first. 
  2. RED WINE FINISHING ROOM 
  This room is normally used as storage for barrels of wine that 
  were prematurely removed from the cellar. Here, the barrels 
  could rest and finish before traveling to market. 
   Now, this room is packed with prisoners—the captured 
  workers from the vineyard. The derro placed their largest 
  prisoners in this room. A mixture of elfmarked and human 
  commoners shiver on the hard, stone floor, but they rise 
  when the door opens, flinching at any sources of light as 
  their eyes adapt. Due to the cold and the torment the derro 
  have inflicted upon them, each worker has 1 hit point and 
  one level of exhaustion. 
  The Wine Master. A ginger-haired elfmarked man rises 
  to greet the PCs. Despite his battered appearance, a noble 
  demeanor shines through in his speech and mannerisms. He 
  first addresses any PCs who are elves, elfmarked, or who are 
  obviously of noble birth. If you are using the Status optional 
  rule (Midgard Worldbook, p. 25), he instead addresses the PC 
  with the highest Status.  
  
  8
   Hulyos Auckeneur (CG male elfmarked priest) has long 
  been the cellar master at the Arbonesse Heights Vineyard 
  and has owned the land for nearly a decade now. While he 
  originally made wine for a small cadre of his fading faith, he 
  expanded operations after his reds were well-received during 
  Wine Week in Zigistad. Now, his wines are sold throughout 
  the Grand Duchy of Dornig. 
   Business has been so good that Hulyos decided to expand 
  his wine cellar by another room. As he and his employees were 
  digging, the wall opened up from the Underworld. A group of 
  derro erupted through the breach and captured all his workers. 
  Huylos cast all his spells during the fight and subsequently lost 
  his holy symbol, which can be found in Area 1. 
  The Refugee. Mastin (NG female human commoner) also 
  introduces herself to the PCs. She is dressed in common 
  clothes and keeps her curly auburn hair out of her eyes with 
  a mustard yellow handkerchief. 
   While she presents a brave face, she is secretly 
  terrified. She is a refugee from Krakova and was one of 
  the few survivors from the darakhul assault on the city of 
  Tannenbirg. She didn’t get a good look at the derro and 
  assumes that her kidnappers are ghouls. She confesses that 
  she doesn’t know why their kidnappers haven’t eaten them 
  yet. If any derro from Area 1 flee into this room, however, 
  the fear is readily apparent in her eyes. 
  Secret Door. A successful DC 15 Intelligence 
  (Investigation) check discovers a secret door to Area 3. If 
  they inspect what’s past the door, they discover the secret 
  tunnel to Room 7 (see Area 3). 
  DEVELOPMENT
  If asked, neither Hulyos nor Mastin admit to having seen 
  Khemma. If the PCs haven’t visited Area 3 yet, gnomish 
  voices shout through the small secret door between the two 
  finishing rooms, demanding the PCs come free them and 
  the cub. Once freed, the prisoners head back to the surface 
  to recuperate in the chateau house. Malnourished and 
  exhausted, the prisoners are unable to help the PCs further 
  explore the wine cellar, though Hulyos advises the PCs to 
  tread lightly as they explore the rest of the cellar. He has 
  heard all manner of horrific growls and chants coming from 
  the darkness. If the PCs demand a reward for saving Hulyos 
  and his workers, he promises he will send word of their 
  deeds to Bad Solitz and, if that isn’t enough, he promises 
  them a barrel of his prized red wine, should any yet survive. 
  3. WHITE WINE FINISHING ROOM 
  The white wine finishing room sits immediately adjacent to 
  its red wine counterpart. Here, the derro separated smaller 
  prisoners from the larger ones. When the PCs open the door, 
  they see a half-dozen gnome commoners playing Viper’s 
  Nest, a dice game from the Southlands. 
   Unlike the rest of Dornig, gnomes suffer no explicit 
  discrimination in Bad Solitz and its surrounding 
  countryside. Nevertheless, these gnomes are servants at the 
  vineyard and mostly have a reserved demeanor. 
  Seasoned Worker. Hezzerd Meipelkopf (LN male gnome 
  commoner) has no such reservations. He has long worked at 
  the vineyard and has strong opinions about how the vineyard 
  has been mismanaged. In his opinion, their present predicament 
  is a perfect example of this. Had Hulyos hired a dwarf to 
  oversee the expansion of the wine cellar, Hezzerd asserts, the 
  dwarf would have recognized the signs of the derro before they 
  attacked. Thus, he reasons, he wouldn’t have spent the past few 
  days trapped in a cave. If the PCs ask Hezzerd about Khemma, 
  he confirms she is in this room. Like the prisoners in Area 2, the 
  gnomes return to the chateau house once freed.
  The Wandering Whelp. After her capture, the derro 
  placed Khemma in this room. She slept for long hours of 
  the day, and the gnomes joked that she was still hibernating. 
  When Hezzerd brings the PCs to the tarp that Khemma 
  had been sleeping under, they find that Khemma is missing. 
  The gnomes are dumbfounded that the bearfolk cub has 
  disappeared into thin air. 
   A successful DC 12 Wisdom (Perception or Survival) 
  check notices dusty paw prints leading to the secret door that 
  connects to Area 2. If the PCs inspect the secret door, they 
  discover the secret tunnel to Area 7. 
  The Secret Tunnel. The secret tunnel can be found in the 
  nook between the secret doors between Areas 2 and 3. It cuts 
  and weaves its way through the rocky terrain before opening 
  up in the center of the ceiling of Area 7. 
   The long-dead founder of the vineyard discovered this 
  naturally occurring tunnel. It pumps colder air from deeper in 
  the cave that helps keep the finishing rooms cool. The tunnel 
  was hidden to ensure that no one accidentally falls into it.  
   While the mouth of the tunnel is initially wide, it narrows 
  as it travels further below ground. The tunnel is large enough 
  for Small PCs to navigate without any issues. It takes these 
  PCs 10 minutes to traverse and exit the tunnel. 
   However, Medium PCs must squeeze their way through 
  the tunnel. A Medium PC traversing the tunnel must make 
  a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check 
  every 2 minutes, taking 9 (2d8) slashing damage on a failed 
  save, or half as much damage on a successful one, as the PC’s 
  hands and knees are sliced by jagged rocks. A PC without 
  darkvision has disadvantage on the check. However, a PC 
  who uses a slippery substance, such as a flask of oil or the 
  grease spell, has advantage on the check. 
   Reaching the exit of the tunnel, the PCs can easily descend 
  down onto the stalagmite in the center of Area 7. Unless a PC 
  has a climbing speed or a climber’s kit with pitons anchored in 
  the tunnel, the PCs can’t climb back up into the tunnel—the 
  incline is too steep to climb without extra assistance. Instead, 
  they must return to the surface through Area 6. 
  
  9
  4. UPPER STORAGE ROOM  
  The pinewood door to this room is unlocked, and it opens 
  into a long, dark room with a smooth stone floor. A 
  successful DC 13 Intelligence (History) check indicates that 
  this room was crafted by dwarves within the last century.  
  Large casks line the east and west walls of this room, each of 
  which can hold a hogshead of wine. If the PCs inspect the 
  barrels, they find that all but one are completely full. If they 
  unseal the lid of the partially filled cask, they find three small 
  flasks of wine floating inside it. 
   A successful DC 10 Wisdom (Medicine) check or a DC 
  10 Intelligence check using alchemist’s supplies recognizes 
  the two flasks of pink wine as potions of healing. A successful 
  DC 15 Intelligence (Arcana) check or DC 15 Intelligence 
  check using alchemist’s supplies recognizes the bubbly white 
  wine as a potion of levitation. Hulyos made these wines 
  himself and takes pride in their flavor and potency. 
   The opening at the southeast end of this room marks 
  the end of the worked stone. From here, the wine cellar 
  has rough, uneven walls. The tunnel bends to the northeast 
  before reaching Area 5. 
  5. EMPTY CAVERN 
  Vineyard workers use this room to move casks of wine 
  between the upper and lower storage rooms. It is now 
  occupied by the remaining derro who have taken up a 
  defensive posture, facing Area 6. 
   After the derro erupted through the breach 
  and captured all the vineyard’s workers, they 
  found themselves trapped by the cask golems now 
  patrolling Area 6. Blocked off from the Underworld, 
  the derro splintered into three groups. The first 
  group explored the surface in search of another 
  entrance to the Underworld and were burned to 
  death while exploring the volcanic vent. The second 
  group protected the prisoners while in Area 1 and 
  sought the maddening guidance of Addrikah. The 
  third group remained in this room, searching 
  for a way to bypass the cask golem defenders. 
  Over the last week, this group has scrapped with 
  the cask golems, damaging one and destroying 
  another. With their food supply running 
  desperately low, the derro are planning a last-ditch 
  assault on Area 6 so at least some of their number 
  can return to the Underworld. 
   Ixdeerka (CE male derro explorer [see page 
  11]), the wild-eyed leader of the derro, is slightly 
  taller than the barrel of wine next to him. A small, 
  cloth doll with button eyes sits atop the cask. One 
  hand rests on the hilt of his axe while the other 
  strokes his beard as though the doll just said 
  something profound. He issues orders to seven 
  derro guards whose white beards are stained with 
  wine. A successful DC 15 Wisdom (Insight) checks discerns 
  that Ixdeerka is not as insane as most derro and might be 
  open to talking. 
   If the PCs enter from Area 4, they come upon Ixdeerka 
  and the other derro planning a final assault. If the PCs attack 
  the derro, the derro fight to the death. 
   If the PCs approach the derro without drawing weapons, 
  Ixdeerka asks in Common if the PCs are capable of fighting 
  the bad wine in the next room. If questioned, Ixdeerka says 
  he wants to go home and the bad wine is in the way. If the 
  PCs agree to fight the golems or propose a plan, they must 
  succeed on a DC 13 Charisma (Deception, Intimidation, or 
  Persuasion) check to convince the derro to let them help or 
  follow their directions. The PCs have advantage on the check 
  if they speak in Undercommon or appeal to the small cloth 
  doll. On a failure, Ixdeerka is unconvinced and orders the 
  other derro to kill the PCs.
   If the PCs enter from Area 6, the derro are afraid the cask 
  golems have sent an army to kill them. With nothing to live 
  for, the derro fight to the death.
  Treasure. The derro have 75 gp of assorted coins and gems 
  in their pouches and pockets. 
  
  10
  If the derro entered Area 8 before the PCs, also read or 
  paraphrase the following: 
  Two derro struggle to escape their own bonds. The worm 
  plunges from the ceiling twice, snapping off their heads with a 
  satisfying crack. 
  Khemma entered the cavern shortly before the PCs entered 
  Area 7. Falling prey to an angler worm’s (Tome of Beasts, p. 
  22) Ethereal Lure action, she followed the lure to the edge of 
  the crevasse. She is now trapped by the worm’s snare lines 
  which are strung up along the edge of the crevasse. 
   The angler worm lashes down from the ceiling and uses 
  its Bite attack against the PCs. Whenever available, it uses its 
  Ethereal Lure to bait the PCs toward the crevasse. Whenever 
  a PC becomes stuck in a snare line, the angler worm moves 
  to use its Coil attack. 
   The angler worm doesn’t fight to the death. When 
  reduced to 30 hit points or fewer, it flees down the crevasse 
  in search of easier meals. 
   If the PCs start losing the fight against the angler worm 
  and derro are waiting in Area 7, the derro might grow brave 
  after seeing the angler worm wounded and join the fight. 
  Alternatively, the angler worm flees when reduced to half its 
  hit point maximum or fewer.
  Conclusion
  If they save Khemma, the cub and the workers insist on 
  spending the night in the chateau house to recuperate. The 
  next morning, they return to Bad Solitz and return the 
  wandering whelp to her grateful parents. The Grand Baron 
  Dymytros provides them with their promised reward, and 
  Kendhal gives one of the PCs her cloak of the grizzlehide (see 
  page 12) in gratitude. 
   If the PCs failed to close up the volcanic vent, the estate 
  is in flames when they return to the surface. A cool, light 
  rain falls that night, extinguishing the fire, but the fire 
  destroys most of the vineyard. Hulyos then travels with 
  the PCs back to Bad Solitz to petition the Grand Baron 
  for assistance in rebuilding the historic vineyard. When 
  the PCs return to Bad Solitz, they receive their promised 
  reward and Kendhal’s cloak. 
   If the PCs helped the foxin, they each receive a small gift 
  from the foxin. This gift can be gems, a potion, an exotic 
  ingredient, or other items small enough to be wrapped in 
  a large leaf and totaling no more than 50 gp. A tuft of the 
  foxin’s blue fur accompanies the gift.
  6. LOWER STORAGE ROOM 
  The richest red wines are first placed in the largest wooden 
  casks (called butts) that line the walls of this room so they 
  may age before being bottled. 
  Cellar Guardians. Amidst the butts are two smaller, 
  specially crafted casks Hulyos ordered in Reywald. These 
  casks are keg golems (Creature Codex, p. 199) that defend 
  the finest of Arbonesse Heights’ wines from thieves. They 
  were awakened by the invading derro. One golem guards the 
  northern hallway and the other guards the southern hallway. 
  After spending several days skirmishing with the derro, one 
  cask is damaged. It has 21 hit points and can’t use its Rolling 
  Charge trait. A third golem was destroyed by the derro 
  yesterday and lies in pieces near the tunnel to Area 5.
   If the PCs enter from Area 5 with the derro, the cask 
  golems fight the PCs to the death. The derro fight the 
  damaged cask golem while the PCs fight the undamaged one. 
  The damaged cask kills three derro before it is destroyed. 
  Once the PCs destroy the other cask golem, the derro rush 
  into Areas 7 and 8. 
   If the PCs enter from Area 5 without the derro (or if the 
  PCs enter from Area 7), the cask golems attack them unless 
  the holy symbol of Baccho is prominently displayed. One 
  cask golem starts the battle in one hallway, and the other 
  cask golem joins the fight 1 round later. 
  7. EXPANDED STORAGE ROOM 
  Hulyos began digging this new storage room for his rapidly 
  expanding operations from the northwest entrance while 
  the derro dug from the other direction. They met and fought 
  in this room. During the fight, Hulyos and his workers 
  were pushed back to Area 1 and eventually captured. The 
  southeast exit to this room leads to the Underworld. A large 
  stalagmite in the middle of the room points toward a hole 
  in the ceiling (the secret tunnel), and the walls and floor are 
  scarred with marks from pick axes and spades. A thin film of 
  finely broken rock coats the ground. A small pair of bearfolk 
  footprints lead from the stalagmite to the entrance of Area 8. 
   If the PCs follow the derro into this room, five derro 
  rush headlong into Area 8, their minds filled with thoughts 
  of returning home. After a loud shriek, only three derro flee 
  back into this room. If asked what happened, Ixdeerka is 
  speechless for a moment before uttering, “big grub.” They are 
  unwilling to reenter Area 8. 
  8. THE CREVASSE 
   A young bearfolk walks toward a brilliant light at the edge of 
  a nearby crevasse, brimming with curiosity. She is suddenly 
  clotheslined by a taut cord and cries out in pain. Stuck in an 
  invisible snare, she calls for help. A huge worm descends from 
  the ceiling.
  
  11
  ANGLER WORM
  Huge monstrosity, unaligned
  Armor Class 14 (natural armor)
  Hit Points 133 (14d12 + 42)
  Speed 20 ft., climb 20 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  14 (+2) 
  5 (-3) 
  16 (+3) 
  3 (-4) 
  14 (+2) 
  1 (-5)
  Damage Immunities poison
  Condition Immunities blinded, charmed, deafened, 
  poisoned, prone
  Senses tremorsense 60 ft., passive Perception 12
  Languages –
  Challenge 4 (1,100 XP)
  Spider Climb. The worm can climb difficult surfaces, 
  including upside down on ceilings and along its snare 
  lines, without needing an ability check. The angler worm 
  is never restrained by its own or other angler worms’ 
  snare lines.
  Keen Touch. The angler worm has advantage on Wisdom 
  (Perception) checks that rely on vibrations.
  Transparent Trap. A successful DC 12 Wisdom 
  (Perception) check must be made to spot angler 
  worm snare lines, and the check is always made with 
  disadvantage unless the searcher has some means of 
  overcoming the snares’ invisibility. A creature that enters 
  a space containing angler worm snare lines must make a 
  successful DC 12 Dexterity saving throw or be restrained 
  by the sticky snares (escape DC 14). This saving throw is 
  made with disadvantage if the creature was unaware of 
  the snare lines’ presence.
  Actions
  Multiattack. An angler worm makes one bite attack. 
  It also makes one coils attack against every enemy 
  creature restrained by its threads and within reach of its 
  coils - once it has coiled around one creature it stops 
  coil attacks against others.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 9 (2d6 + 2) piercing damage plus 3 (1d6) 
  acid damage.
  Coils. Melee Weapon Attack: +4 to hit, reach 10 ft., one 
  creature. Hit: 13 (3d8) acid damage, and the target 
  creature must make a successful DC 12 Dexterity saving 
  throw or be pulled adjacent to the angler worm (if 
  it wasn’t already) and grappled in the angler worm’s 
  coils (escape DC 12). While grappled this way, the 
  creature is restrained by the angler worm (but not by its 
  snare lines), it can’t breathe, and it takes 22 (5d8) acid 
  damage at the start of each of the angler worm’s turns. 
  A creature that escapes from the angler worm’s coils 
  may need to make an immediate DC 12 Dexterity saving 
  throw to avoid being restrained again, if it escapes into a 
  space occupied by more snare lines.
  Ethereal Lure (Recharge 4-6). The angler worm selects 
  a spot within 20 feet of itself; that spot glows with a 
  faint, blue light until the start of the worm’s next turn. 
  All other creatures that can see the light at the start of 
  their turn must make a successful DC 12 Wisdom saving 
  throw or be charmed until the start of their next turn. 
  A creature charmed this way must Dash toward the 
  light by the most direct route, automatically fails saving 
  throws against being restrained by snare lines, and 
  treats the angler worm as invisible.
  DERRO EXPLORER 
  Small humanoid (derro), chaotic evil
  Armor Class 15 (studded leather)
  Hit Points 44 (8d6 + 16)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  13 (+1) 
  16 (+3) 
  14 (+2) 
  10 (+0) 
  12 (+1) 
  5 (-3)
  Skills Athletics +3, Perception +3, Stealth +5, Survival +5
  Senses darkvision 120 ft., passive Perception 13
  Languages Common, Dwarvish, Undercommon
  Challenge 2 (450 XP)
  Cavern Traveler. Difficult terrain composed of 
  stalagmites, tight spaces, and other rocky terrain 
  underground doesn’t cost it extra movement. In 
  addition, the derro explorer has advantage on ability 
  checks to climb underground rocky terrain. 
  Humanoid Hunter. When the derro explorer hits a 
  humanoid with a weapon attack, the weapon deals an 
  extra 1d6 damage of its type.
  Insanity. The derro has advantage on saving throws 
  against being charmed or frightened.
  Actions 
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) slashing damage, and the target 
  must make a DC 12 Constitution saving throw, taking 7 
  (2d6) poison damage on a failed save, or half as much 
  damage on a successful one.
  Shortbow. Ranged Weapon Attack: +5 to hit, range 
  80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage, 
  and the target must make a DC 12 Constitution saving 
  throw, taking 7 (2d6) poison damage on a failed save, or 
  half as much damage on a successful one.
  
  12
  KEG GOLEM 
  Medium construct, unaligned
  Armor Class 11 (natural armor)
  Hit Points 45 (6d8 + 18)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  16 (+3) 
  10 (+0) 
  16 (+3) 
  8 (–1) 
  7 (–2) 
  3 (–4)
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks not made with adamantine
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages understands the languages of its creator but 
  can’t speak
  Challenge 3 (700 XP)
  Empty Keg. A keg golem holds 20 gallons of ale. If it runs 
  out of ale or empties itself from ale blast, the golem’s 
  speed is reduced to 0 and it has disadvantage on all 
  attack rolls until it is refilled with at least 1 gallon of ale.
  Immutable Form. The keg golem is immune to any spell 
  or effect that would alter its form.
  Magic Resistance. The keg golem has advantage on 
  saving throws against spells and other magical effects.
  Rolling Charge. If the keg golem moves at least 15 feet 
  straight toward a creature and then hits it with a slam 
  attack on the same turn, that target must succeed on a 
  DC 13 Dexterity saving throw or be knocked prone. If 
  the target is prone, the keg golem can make one slam 
  attack against it as a bonus action.
  Construct Nature. A golem doesn’t require air, food, 
  drink, or sleep.
  Actions
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) bludgeoning damage.
  Ale Blast (Recharge 5–6). The keg golem shoots a 1 gallon 
  jet of ale in a 15-foot line that is 5 feet wide. Each creature 
  in that line must make a DC 13 Constitution saving throw. 
  On a failure, a target takes 9 (2d8) poison damage and is 
  poisoned for 1 minute. On a success, a target takes half 
  the damage and isn’t poisoned. A poisoned creature can 
  repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success.
  CLOAK OF THE GRIZZLEHIDE
  Wondrous item, uncommon (requires attunement) 
  While wearing this cloak, your Constitution score is 15, and you 
  have proficiency in the Athletics skill. The cloak has no effect if you 
  already have proficiency in this skill or if your Constitution score is 
  already 15 or higher. 
  
  13
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the 
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  System Reference Document 5.0 Copyright 2016, Wizards of the 
  Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, 
  Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, 
  Bruce R. Cordell, Chris Sims, and Steve Townshend, based on 
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  The Wandering Whelp Author: Benjamin L. Eastman. © 2019 
  Open Design LLC.
  
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