TEXT: Ruins of the 
  Grendleroot
  Ten underground adventures for your  
  fifth edition fantasy roleplaying game
  Sly Flourish’s Fantastic Adventures
  by Michael E. Shea
  
  by Michael e. Shea
  Editing by Scott Fitzgerald Gray
  Cover Art by Jack Kaiser
  Interior Art by Jack Kaiser and Bryan Syme
  Cartography by Elven Tower
  Art Direction, Cover, and Page Design by Marc Radle
  Layout by Scott Fitzgerald Gray
  Player Guide Design and Development by James Introcaso 
  Sly Flourish’s Fantastic Adventures
  Ruins of the 
  Grendleroot
  Product Advisors: Enrique Bertran, Merric Blackman, Sharon Cheng,  
  Sam Dillon, Jen Gagne, and Ethan Schoonover
  Thanks to the following playtesters, GMs, and their players: Bryan Alexander, Justice Arman, M.T. Black,  
  João Borges, Kelly Bryan, Tom Burdak, Christine Cabalo, Lee-Anne Cecchini, Sharon Cheng, Sam Dillon, 
  Brian Donnelly, Matthias Esch, Matthias Esch, Jonas Halverscheid, Patrick Hansert, Janine Hempy,  
  Gregg Hudson, Matthew Johnson, Kevin Klaes, Evan Kunze, Joe Kupsky, Phillip Lemons, Emma Linton, Jerry 
  Lorengo, Jay Marland, Emma Marlow, Randy May, Avraham Nemoy, Jorge Ortiz, Patrick Paulson,  
  Tyler Petresky, Cameron Rose, Joel Russ, Juliet Sabol, Mike Schiller, Frank Serio, Michelle Shea, Michael 
  Sonter, Sabrina Tanzi, Matt Waldron, Jeremy Wallace-Segall, Krystin Watts, Bryan Wire, James Woodward
  Visit slyflourish.com for DM guides and articles
  Visit twitter.com/slyflourish for daily DM tips
  Copyright © 2019 by Michael E. Shea
  
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  TABLE OF CONTENTS
  About this Book ....................................................................3
  Chapter 1: Deepdelver’s Enclave ..............................................11
  Chapter 2: The History of Blackclaw Mountain  ........................23
  Chapter 3: The Call of Starsong Tower....................................35
  Chapter 4: Temple of the Forgotten God .................................46
  Chapter 5: The Spire of Violet Falls ........................................57
  Chapter 6: A Fistful of Copper ..............................................68
  Chapter 7: Shatter ...............................................................80
  Chapter 8: Chuul ................................................................90
  Chapter 9: The Cell .............................................................101
  Chapter 10: Vault of the White Queen ...................................112
  Chapter 11: Children of the Red Rose .....................................123
  Chapter 12: Seed of the Black Cathedral .................................134
  Appendix A: Blackclaw Mountain Player’s Guide ....................145
  Appendix B: Blackclaw Mountain Gamemaster’s Toolkit ...........150
  Appendix C: The Rise of the Black Star ..................................165
  
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  spark your own imagination, flexible read-aloud text, 
  and piles of ideas to fuel your own stories.
   This book is designed to be useful to you in many 
  different ways. All of these adventures are set up so 
  you can play them as written, add elements of your 
  own to them, or pull them apart and use those parts 
  to build your own adventures in your own campaign 
  world. You can use the material contained here to 
  create an underground explorer’s outpost, using the 
  book’s random encounter tables to help the characters 
  explore the limitless mysteries of the mountain. You 
  can take the fantastic locations in these adventures and 
  fill them with your own stories, or create interesting 
  side treks in your ongoing campaign, memorable sites 
  the characters might encounter in their travels, and 
  more. 
   You can use the material in Ruins of the Grendleroot 
  in any way you find useful. This book is yours now.
  Philosophies of this Book
  This book is built around a number of core 
  philosophies, all intended to help you, the 
  Gamemaster, get the most out of it—and to help you 
  run great games with your players.
  R
  uins of the Grendleroot is a series of ten 
  short adventures for the fifth edition of the 
  world’s most popular fantasy roleplaying 
  game. Designed for characters of 1st to 5th 
  level, these adventures take place in the caverns, 
  chambers, tunnels, and ruins of the mountain known 
  as Blackclaw, within which lurks the Grendleroot—a 
  strange power of otherworldly sentience.
   Any of these adventures can be run independently as 
  single-session games of roughly two to four hours, or 
  they can be tied together as part of a larger campaign. 
  Five of the adventures can be combined together into a 
  five-session minicampaign that focuses on the strange 
  consciousness lying at the center of the mysterious 
  mountain. However you play them, each adventure is 
  meant to be used with story-based level advancement.
   This book is designed to make your life easier as a 
  Gamemaster. Each of its ten adventures is designed 
  to get you up and running quickly. If you’re familiar 
  with the format of the book Sly Flourish’s Fantastic 
  Adventures and the concepts in the book Return of the 
  Lazy Dungeon Master, the setup of these adventures 
  will be familiar to you. Even if you aren’t, though, 
  you’ll find this approach intuitive and straightforward. 
  In this book, you’ll find inspirational artwork, 
  beautiful maps, fantastic locations, short readable 
  summaries of places and events, evocative keywords to 
  ABOUT THIS BOOK
  Endless discoveries within the forgotten caverns, mysterious vaults, and ancient ruins of Blackclaw Mountain 
  await those heroes willing to brave the adventures found in these pages.
  
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  SituationS, not StorieS
  Great roleplaying stories unfold at your table, not in 
  any book. The adventures in Ruins of the Grendleroot 
  give you interesting situations in fantastic locations, 
  plus the hooks to draw the characters into the action. 
  How the players choose to have their characters 
  navigate these situations is up to them, though. Your 
  job is to facilitate the story that takes place during 
  the game, shaping the situations in each adventure 
  in response to the actions of the characters. These 
  adventures don’t presume how the characters will 
  succeed in any specific situation or encounter. Instead, 
  you lay out the situation and the players choose how to 
  approach it.
  a FocuS on underground 
  exploration
  These adventures focus on the exploration of ancient 
  ruins and lost settlements in the caverns and chambers 
  within and beneath a mysterious mountain. The 
  characters’ initial home base in the mountain is 
  Deepdelver’s Enclave, a settlement built by and for 
  adventurers and explorers. A sense that adventuring is 
  about exploration is reinforced heavily in the enclave, 
  and this idea should be passed along to the players 
  before they build their characters. Players will have 
  the most fun in the mountain if their characters have 
  the skills and the desire to explore it. Opportunities 
  abound for combat and roleplaying, but exploration is 
  the major theme of these adventures.
  optiMiStic exciteMent
  Other adventures might bring dark and deadly dangers 
  into the spotlight. These adventures do not. Although 
  dangers abound in the mountain, these adventures 
  focus on optimistic exploration as their central theme. 
  The characters should be eager to uncover the secrets 
  contained in the ruins, and even when disasters 
  happen, the people of Deepdelver’s Enclave always 
  manage to return to their central desire of uncovering 
  mysteries through exploration. You can help reinforce 
  this atmosphere of optimistic excitement to the players 
  by going big with descriptions, and by being a fan of 
  their characters as they uncover the mysteries of the 
  ancient mountain and the ruins within.
  a place you Want to go
  Though exploring the caverns of Blackclaw and the 
  ruins of the Grendleroot is not for the faint of heart, 
  these locations should be places that the players and 
  the characters want to go to. Deepdelver’s Enclave 
  is a community filled with good cheer and tales of 
  fantastic adventures. Celebrations are common, and 
  the people of the enclave take care of one another. 
  The ruins of the mountain hold great danger, but also 
  fantastic mysteries worthy of exploration. Make this 
  mysterious mountain a place you daydream about 
  when you’re not running games at the table, so that 
  your enthusiasm can be passed on to the players and 
  the characters alike.
  Ruins of the Grendleroot
  The mountain known as Blackclaw, home to the ruins 
  of the Grendleroot, rises at the center of a remote 
  valley. The land around the mountain is actually an 
  impact crater formed millions of years ago when a 
  mysterious celestial body crashed to the world—killing 
  nearly every living thing on the planet, and leaving the 
  mountain behind. 
   For millennia, humanoid explorers and settlers have 
  sought out the mysteries of the mountain, and have 
  attempted to tame a strange magical energy found 
  within it. The races that once dwelled in Blackclaw are 
  left to your determination, depending on the needs of 
  your campaign, but might include dwarves, duergar, 
  gnomes, goblinoids, orcs, dark elves, and other 
  traditional dungeon races.
   For some of those who explored or settled in 
  Blackclaw, the strange energy of the mountain led to 
  remarkable levels of creativity. For others, it added fuel 
  to the arcane magic they practiced. Monsters have also 
  ceaselessly sought out the mountain, though no one 
  knows what calls to them from deep inside Blackclaw. 
  But for eons, intelligent and monstrous creatures alike 
  carved out lairs, tombs, sanctums, cities, temples, and 
  vaults throughout the mountain. 
   And then disaster came to Blackclaw.
   Two centuries ago, tens of thousands of unbreakable 
  black metal spires erupted within the rock of the 
  mountain, spreading through it like the roots of weeds. 
  Most often taking a form resembling enormous claws 
  or teeth, these spires destroyed subterranean cities, 
  collapsed caverns, buried vaults—and uncovered 
  previously lost ruins that had gone unseen for 
  thousands of years.
   In the aftermath of the destruction, survivors came 
  to call these spires “the Grendleroot”—a name passed 
  down by the residents of a subterranean gnome 
  settlement known as Violet Falls. For centuries, the 
  gnomes had suspected that the mysterious power 
  
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  lurking deep in the heart of the mountain was a god 
  that they called “the Grendle.” When the spires tore 
  through the mountain, the gnomes named them the 
  Grendleroot. Refugees from Violet Falls passed that 
  name and lore along, and it stuck with the explorers 
  who would become the founders of Deepdelver’s 
  Enclave.
   With the coming of the Grendleroot, the permanent 
  settlements of Blackclaw were abandoned. Now only 
  the adventuring explorers of Deepdelver’s Enclave dare 
  to construct new settlements in the mountain, and 
  only they dare to explore the mysteries of its hidden 
  depths.
   The ruins of the Grendleroot serve as the backdrop 
  to the adventures in this book. Much of the detail of 
  this mysterious intelligent entity is left purposefully 
  vague so that you can change it, twist it, or replace 
  it with your own ideas for your own campaign. 
  Likewise, many of the adventures in this book feature 
  the strange black spires of the Grendleroot, but you 
  are free to alter the mysterious details of those spires 
  yourself.
  Five SecretS oF the grendleroot
  The truth of the Grendleroot is the greatest mystery 
  in the mountain, and the ultimate challenge to 
  those who explore its depths. The five initial secrets 
  presented here are known to most of the residents of 
  Deepdelver’s Enclave, and are things the characters 
  can discover as they begin to delve within Blackclaw:
  •  The stone and iron of the mountain holds great 
  power. Humanoids and monsters alike have 
  explored the caverns and chambers of Blackclaw for 
  millennia, drawn to this mysterious energy.
  •  Artists, poets, writers, and sages are said to receive 
  great inspiration while inside the mountain. Their 
  dreams are often filled with wonderful otherworldly 
  visions. Sometimes, however, people dwelling in the 
  mountain can experience nightmares whose visions 
  border on insanity.
  •  The spires of the Grendleroot erupted without 
  warning and grew at great speed, then stopped. 
  They haven’t moved in the two centuries since they 
  appeared. All the spires are slightly warm to the 
  touch, and cannot be broken or damaged by any 
  physical or magical means.
  •  During the appearance of the Grendleroot spires, 
  many caverns and chambers in the mountain were 
  destroyed or lost, while other areas that had been 
  hidden for thousands of years became uncovered.
  •  Many folk worry that the spires will move again, 
  destroying existing caverns or collapsing the 
  entire mountain. This has prevented the dominant 
  humanoid races of the region from reestablishing 
  permanent settlements in the mountain.
  The deeper secrets of the Grendleroot—including 
  the nature and origins of this mysterious entity—
  can be learned as the characters participate in these 
  adventures. See the “What is the Grendleroot?” section 
  for more information.
  What iS the grendleroot?
  The origin and details of the Grendleroot are 
  ultimately left up to you. For the players and 
  characters, though, the sages of Deepdelver’s Enclave 
  have many theories that they are willing to share over 
  a cup of steaming coffee. 
   Some believe the Grendleroot is a seed of evil that 
  pierced through the boundaries of the planes to root 
  itself deep within the mountain. Others believe it’s an 
  alien entity that crashed to the planet millions of years 
  a Spire oF the grendleroot
  
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  ago, along with the rocky celestial body in which it was 
  held. Some think it was a powerful magic ritual that 
  went awry, and which continues to grow in power in 
  the depths of the mountain. And some believe that the 
  depths of the mountain mark a border between the 
  material world and an indescribable void, in which 
  cyclopean entities float through eternity.
   The only things commonly agreed on regarding the 
  Grendleroot is that it is old, powerful, and sentient. 
  It has spread its tendril-like spires all throughout the 
  mountain, and is unlike any other creature or entity 
  known to the intelligent races of the world.
   The Grendleroot has a strong presence in a handful 
  of the adventures in this book, particularly in the 
  book’s final adventure, “Seed of the Black Cathedral.” 
  Even in those adventures, though, you can reflavor 
  the Grendleroot to suit your own campaign however 
  you wish. It might be a cyclopean horror from the 
  maddening void, a powerful demon trapped in the 
  mountain, or an angel fallen from the celestial realm. 
  It might be a godlike child-creature whose awakening 
  could destroy the multiverse, a portal to another plane, 
  a sentience from another world that will continue to 
  grow until it consumes the planet, or anything else that 
  fits into your own story or comes blossoming from 
  your own imagination.
   As written, this book assumes that the Grendleroot 
  is an otherworldly seed, conscious of its own existence 
  and calling out to other entities like it across the 
  void. It was captured by beings of great intelligence 
  who placed it for study within a mote of rock and 
  iron floating in the Astral Plane. When an unknown 
  disaster tore through the barrier between that plane 
  and this one, it sent the rock crashing down to the 
  world and left the mountain of Blackclaw in its wake.
   The Grendleroot has spent the last million 
  years trying to escape its prison at the heart of the 
  mountain. The coming of the spires was its most 
  recent great attempt—but not its final one.
   You can use this origin story or whichever other 
  story best fits your own campaign. Just remember 
  that the origin of the Grendleroot should remain an 
  ongoing mystery throughout these adventures.
  Coming to Blackclaw
  The mountain known as Blackclaw is the central 
  location of these adventures, and the characters can 
  come to know the mountain in any way that fits your 
  campaign.
   If you’re running these adventures as part of a short 
  campaign or as single-session scenarios, the characters 
  can begin in Deepdelver’s Enclave. Give the players 
  information on how the enclave operates and on the 
  commonly known features of the mountain. This gets 
  characters into the action quickly without having to 
  explain their motivations for coming to Blackclaw. 
   Read or summarize the following text to familiarize 
  the players with the mountain and the enclave:
  Deepdelver’s Enclave is situated in a vast cavern, 
  spread along a hundred-foot-high cliff overlooking 
  the ruins of a subterranean city below, once known as 
  Shadowreach. Monsters and intelligent beings alike 
  have long come to Blackclaw, drawn by a mysterious 
  magical power within the mountain. 
   For millennia, those creatures built lairs, keeps, 
  fortresses, villages, and cities in the countless caverns 
  and chambers of the mountain. But then the strange 
  black spires of the Grendleroot erupted from out of 
  the rock. Tearing through stone like the claws of some 
  great beast or the roots of an unnatural weed forged of 
  metal, the Grendleroot collapsed caverns and buried 
  settlements, and the mountain was abandoned. 
   Today, Deepdelver’s Enclave is the lone permanent 
  settlement inside Blackclaw. Like all the explorers 
  and adventurers who come to the enclave, you seek to 
  investigate the lost wonders of the mountain, and to 
  uncover the mysteries that still lay buried in its depths.
  In your own campaign or as part of a larger story, 
  the characters might travel to Blackclaw for a variety 
  of reasons. Perhaps they have business with or seek 
  advice from an NPC in Deepdelver’s Enclave. They 
  might need to acquire something in the mountain. 
  Or Blackclaw might just be one fantastic location in a 
  much longer campaign of your own design. 
   However they come to the mountain, the characters 
  are likely to make Deepdelver’s Enclave their first 
  stop. If your own plans for the campaign involve the 
  characters exploring on their own first or needing 
  to seek out Deepdelver’s Enclave, you can read or 
  summarize the following when they reach it:
  
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  You stand upon a cliff overlooking a vast underground 
  cavern. Multiple tunnels lead into and out of the cavern 
  in addition to the route you’ve taken from the surface. 
  Massive stalactites hang from the ceiling, above the 
  ruins of a subterranean city. No signs of life in the ruins 
  can be seen. But the red glow of firelight and the faint 
  sound of music come from the far side of the cavern. 
  Some sort of settlement stands there, spread out along 
  the top of a cliff that rises one hundred feet above 
  the ruins below. Two long, winding switchback trails 
  lead up to clifftop gatehouses offering entrance to this 
  enclave.
  Placing Blackclaw Mountain 
  into Your Campaign
  Blackclaw Mountain is designed to fit into just about 
  any fantasy world, whether of your own design or part 
  of a published campaign setting. The mountain can be 
  a single peak in a large range, a lonely highland in a 
  great plain, a pocket dimension, or a splinter between 
  worlds. Drop Blackclaw Mountain into your world 
  wherever it makes sense and won’t disturb other parts 
  of that world.
   Blackclaw Mountain is also potentially infinite in its 
  depth. All the locations and adventures in this book 
  are set up within the mountain, and as a self-contained 
  fantasy environment, the mountain can be expanded 
  however you wish. You can add in borders marking 
  the entrances to other worlds, tunnels to vast cities, 
  and the lairs of monsters of any type and size. If it can 
  be found underground, you can add it to Blackclaw.
   The mountain is thus both a self-contained 
  adventure location, easy to drop into any fantasy 
  world, and an infinite portal opening up to a lifetime 
  of stories. Use it as best fits the stories you and your 
  players want to share.
  The Adventures of the 
  Grendleroot
  This section summarizes the ten adventures contained 
  in this book, which are presented in order by starting 
  character level.
  the call oF StarSong toWer (level 1)
  Long ago, Starsong Tower served as a beacon of 
  light in the massive cavern that is now home to 
  deepdelver’S enclave
  
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  Deepdelver’s Enclave. The tower went dark with 
  the coming of the Grendleroot, but was somehow 
  reactivated three days ago—and now its corrupted 
  violet light fills the folk of the enclave with nightmares. 
  One of the elders of the enclave asks the characters to 
  enter Starsong Tower and end the corruption, letting 
  them earn the gratitude of the enclave and establish 
  themselves as seasoned adventurers. 
   This is a two-hour introductory adventure for 1st-
  level characters, intended to introduce the characters 
  and players to Deepdelver’s Enclave, the caverns of 
  Blackclaw, and the ruins of the Grendleroot.
  teMple oF the Forgotten god  
  (level 2)
  A young child named Sophie goes missing during Wee 
  Delver’s Week, having traveled down recently exposed 
  tunnels leading to the temple of an ancient and long-
  forgotten elven god. A voice that Sophie claims to 
  hear—once thought to be the girl’s imaginary friend—
  is that of the forgotten god, on the verge of death and 
  desperate for the attention of its one last follower. The 
  characters must travel to the temple and bring young 
  Sophie home, while determining the fate of a god on 
  the brink of destruction.
   This is a three- to four-hour adventure for 2nd-level 
  characters.
  the Spire oF violet FallS (level 2)
  A section of clifftop near Deepdelver’s Enclave 
  collapses, exposing unknown tunnels—and unleashing 
  a host of gnome zombies that attack the enclave. 
  The tunnels appear to lead to the lost gnome mining 
  village of Violet Falls. That settlement’s reclusive 
  folk were known to few even before the spires of 
  the Grendleroot shattered Blackclaw Mountain, and 
  have not been heard from since. The characters travel 
  to Violet Falls, intent on discovering the fate of the 
  gnome village and ending the danger of further attacks 
  against the enclave.
   This is a two- to four-hour adventure for 2nd-level 
  characters.
  a FiStFul oF copper (level 3)
  Competing gangs of orcs and hobgoblins have come 
  to Blackclaw seeking plunder and glory, and now 
  threaten Deepdelver’s Enclave. The characters must 
  find a way to contend with both groups, perhaps 
  infiltrating their lairs, setting one faction against the 
  other, or defending against both groups of foes if they 
  hope to protect the enclave from being overrun. 
   This is a four-hour adventure for 3rd-level 
  characters.
  Shatter (level 3)
  A blind priest arrives at Deepdelver’s Enclave and 
  manages to shatter one of the unbreakable spires of the 
  Grendleroot. He then teleports away from the enclave, 
  leaving undead shadows in his wake. His apprentice, 
  fearful for the danger her master brings to Blackclaw, 
  explains the priest’s intent to collapse the mountain by 
  destroying the Worldpillar—a column of Grendleroot 
  spires that holds up the roof of a huge cavern. The 
  characters must travel to the Forest of Iron, a region 
  in which the spires of the Grendleroot grow like trees. 
  There, they can confront the priest and stop his mad 
  plan. 
   This is a two- to four-hour adventure for 3rd-level 
  characters.
  chuul (level 3)
  During Deepdelver’s Enclave’s Festival of Fancy Hats, 
  a halfling explorer returns from an expedition to a 
  series of uncharted caves, and reports having found a 
  temple filled with joy. But his demand that everyone 
  in the enclave follow him to behold his discovery 
  turns to violence when people refuse. The characters 
  travel to the uncharted caves to determine what drove 
  the halfling mad, and what other dangers might lurk 
  within. Upon reaching a once-submerged cavern 
  complex, they find a strange, ancient temple and hear 
  a voice demanding their subservience. In the temple, 
  the characters must face off against an ageless horror 
  and hope to end its eternal villainy. 
   This is a two- to four-hour adventure for 3rd-level 
  characters.
  the cell (level 4)
  In Deepdelver’s Enclave, an explorer dies in the course 
  of releasing a creature out of nightmare, and an elderly 
  monk of a lost monastic order recognizes it as a sign 
  of impending doom. The magical bonds that hold 
  a powerful creature imprisoned in a long-forgotten 
  monastery deep in the mountain are weakening. The 
  monk begs the characters to travel to the monastery 
  and bind the creature in its cell once again. The 
  characters are not the only ones aware of the creature, 
  however. A pack of mad cultists and a band of knights 
  are already on their way to the monastery—with both 
  factions intent on freeing the creature for their own 
  ends.
  
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   This is a two- to four-hour adventure for 4th-level 
  characters
  vault oF the White Queen (level 4)
  In a vault buried deep within the mountain dwells a 
  being of great age and wisdom—and with a thirst for 
  blood. When a new awakening of the Grendleroot 
  threatens all of Blackclaw Mountain, the characters are 
  sent to seek out this White Queen, named by a sage as 
  the only creature that can calm the Grendleroot. The 
  characters must travel to the strange underground 
  village whose folk protect the White Queen, hoping to 
  earn her favor and convince her to use her power to 
  quiet the quakes that could collapse the mountain.
   This is a two- to four-hour adventure for 4th-level 
  characters.
  children oF the red roSe (level 5)
  Two members of an ancient elven assassins’ guild 
  have come to Blackclaw Mountain seeking revenge. 
  Their target, a war hero and retired sheriff named 
  Ruth Willowmane, leaves Deepdelver’s Enclave to lead 
  the assassins to the Den of Bones, a vast graveyard 
  that calls to monsters and humanoids alike as life 
  fades from them. Ruth’s longtime companion asks the 
  characters to go to the Den of Bones and save her from 
  the two assassins, before her bones are added to those 
  of the dead. 
   This is a four-hour adventure for 5th-level 
  characters.
  Seed oF the black cathedral (level 5)
  Betrayal shatters the peace of Deepdelver’s Enclave 
  when Alvana, the leader of a band of explorers, 
  murders most of her party after discovering a 
  legendary site holding a powerful relic deep in the 
  heart of the mountain. The survivor who returns to 
  the enclave to tell the tale warns that Alvana intends to 
  enter the legendary Black Cathedral and take control 
  of the Grendleroot. The characters must travel to the 
  site and stop Alvana before her hunger for power 
  threatens the mountain—and the world. 
   This is a four-hour adventure for 5th-level 
  characters.
  The Grendleroot Campaign 
  Arc
  The adventures in this book can all be run separately 
  or as part of an ongoing campaign. Additionally, five 
  of the adventures are specifically written so that they 
  can be connected together into a five-level campaign 
  arc focusing on the mystery of the Grendleroot:
  •  “The Call of Starsong Tower” (level 1) 
  •  “The Spire of Violet Falls” (level 2)
  •  “Shatter” (level 3)
  •  “Vault of the White Queen” (level 4)
  •  “Seed of the Black Cathedral” (level 5)
  If you want to run only these adventures, you’ll have 
  the characters gain a new level after each adventure.
  running the adventureS
  Each adventure in this book follows a common 
  format, meant to provide all the information you need 
  to run the adventure as easily as possible.
  ADVENTURE SUMMARY
  Each adventure begins with an adventure summary 
  that helps you get a clear idea of what the adventure is 
  about. The summary notes which monsters and NPCs 
  might be involved in combat in the adventure, and the 
  maximum number of them that might appear at one 
  time. If you use miniatures or tokens in your game, 
  this can help you prepare what you need to run the 
  adventure.
  NOTABLE NPCS
  Each adventure includes information on the most 
  notable NPCs in the adventure, providing a quick 
  reference for alignment, gender, race, stat block, and 
  description. Adventures might also contain other 
  NPCs, which are noted in the locations in which they 
  are encountered.
  SECRETS AND CLUES
  Each adventure also includes a list of secrets and clues. 
  If you’re familiar with Return of the Lazy Dungeon 
  Master, you’ll recognize the idea of secrets and clues, 
  which summarize some of the significant background 
  details of the adventure. You can keep these details 
  in mind and drop them in during the game when it’s 
  time for the characters to learn or discover something. 
  This might be when they’re talking to an NPC or when 
  they’re examining a fresco on an ancient crumbling 
  wall. 
   There are no specific points in the adventure when 
  you’re told to drop in a secret or clue, and you need 
  not reveal all of the secrets and clues noted for any 
  adventure. You decide which secrets and clues are 
  revealed, how they are revealed, and when they are 
  revealed while running the game. 
  
  10
  STRONG START AND HOOKS
  Each adventure includes a number of adventure hooks 
  to draw the characters into the story. This section 
  also describes ways in which the adventure might be 
  customized to fit the backgrounds of the characters or 
  the current campaign story.
   In addition to these hooks, each adventure also 
  has a strong start that draws the characters in. Many 
  of the book’s adventures begin with combat, but you 
  can always skip this combat if you want to run a 
  faster game. Each strong start also describes how the 
  characters become involved in the adventure’s setup, 
  and guides them on their next steps.
  PACING THE ADVENTURES
  This section offers advice for tuning the adventures in 
  this book to fit the time you have to run them and the 
  pace you want to set. Each adventure presents options 
  to change the pace, either speeding it up or slowing it 
  down. In addition, most of these adventures identify 
  optional creature encounters. If a particular encounter 
  with one or more creatures doesn’t fit the time and 
  pace of the game, remove the creatures from the scene 
  and let the characters move on to the next scene.
   Appendix B (“Blackclaw Mountain Gamemaster’s 
  Toolkit”) includes random locations, environments, 
  features, and encounters the characters might come 
  across during their journeys through Blackclaw 
  Mountain. In shorter games, you might skip these 
  traveling encounters completely. In longer games, you 
  might include a location and a notable feature so that 
  you can decide whether the characters run into an 
  encounter there or not.
   Before running any of these adventures, decide 
  how long you want it to last and plan up front what to 
  include or exclude to fit that time. Figure out what you 
  might add or take away later on in the session if things 
  move too quickly or too slowly. Keep your hands on 
  the dials and use these pacing options to run the best 
  game you can run.
  LOCATIONS, AREA ASPECTS, AND READ-
  ALOUD TEXT
  Location descriptions in each adventure include 
  overall details of an adventure’s main locations, in 
  addition to specific details of each smaller area within 
  a larger area. 
   Individual encounter locations also include area 
  aspects. You can think of these as inspirational tags 
  to help you quickly focus on the important parts of 
  a location. Use them as a reminder when running 
  the adventure, or to help you narrate your own 
  descriptions when running it. 
   Adventures also feature italicized read-aloud text for 
  each location. You can read this text out loud to your 
  players, or you can paraphrase and summarize the 
  descriptions. Read-aloud text does not describe the 
  inhabitants of an encounter location, so you’ll always 
  be free to change those inhabitants up when running 
  an adventure.
  CREATURES AND TREASURE
  Specific location descriptions often include creatures 
  and treasure. Though creatures typically appear as 
  combat encounters, many of those encounters are 
  optional, and they can be removed if time is short or 
  if they don’t fit the pace of your game. You’re also free 
  to replace these optional encounters with your own 
  encounters.
   Where they appear in an adventure, monster names 
  and NPC types are in bold to identify that they use 
  standard stat blocks. You can find these stat blocks in 
  the official fifth edition book of monsters, or in the 
  fifth edition System Reference Document. The names 
  of magic items (as well as spells) that appear in the 
  adventure are in italics. This tells you that you can find 
  information on those items and spells in your fifth 
  edition rulebooks or the System Reference Document.
  CONCLUSION
  Each adventure ends with a “Concluding the 
  Adventure” section, telling you what happens after the 
  characters’ work is done. This conclusion also offers 
  suggestions for how the ending of one scenario might 
  connect to the characters’ next fantastic adventures.
  
  11
  T
  his chapter describes Deepdelver’s Enclave, a 
  small settlement of adventurers and explorers 
  sitting atop a plateau within a vast cavern. 
  The Enclave, as its residents call it, was once 
  part of the underground city of Shadowreach, and 
  sits some one hundred feet above the wider ruins 
  of the city. Deepdelver’s Enclave was founded less 
  than a century ago, and has a permanent population 
  of fewer than two hundred people. The dangers of 
  Blackclaw Mountain and the mysterious threat of the 
  Grendleroot keep the settlement’s growth in check. Yet 
  all the people of the enclave have stout hearts, strong 
  backs, and a shared gleam in their eyes that speaks to a 
  hunger for seeking out the unknown.
   Deepdelver’s Enclave serves as the home settlement 
  for characters undertaking each of the ten adventures 
  in this book. In the enclave, the adventurers will meet 
  nonplayer characters (NPCs) who serve as quest-
  givers, traders, and allies. Deepdelver’s Enclave is a 
  place of good cheer, continual celebration, reasonable 
  comfort, and strong companionship.
   Trade in the enclave is robust, and traveling 
  caravans run regularly between the settlement and 
  the outside world. The journey to or from the enclave 
  takes roughly three days, and runs through a set of 
  well-traveled tunnels that lead to the outside of the 
  mountain. The route is dangerous, however, requiring 
  armed escorts.
   The climate in the enclave changes depending on the 
  climate of the cavern that surrounds it. Sometimes it’s 
  comfortably warm. Other times, a chill rolls through. 
  None can say exactly why the temperature changes in 
  the caverns of the mountain so far below the surface—
  sometimes even seeming to mimic the seasons of the 
  world above. But change it does.
  History of Shadowreach
  As with all the other aspects of this book, you are free 
  to reskin the details of Deepdelver’s Enclave and the 
  ruined city of Shadowreach to fit your own campaign 
  world. Your own details, hooks, and character 
  connections might be stronger than any you’ll find 
  in this chapter. However, if you prefer to have some 
  details filled out for you, you can use the following 
  section to fill in the history of Blackclaw Mountain. 
  See chapter 2 for a deeper history of the city of 
  Shadowreach.
  the Mountain coMeS to the World
  One Million Years Ago
  Over a thousand millennia ago, an asteroid of rock 
  and iron tore through the fabric of the Astral Plane 
  and crashed down upon the world. The cataclysmic 
  DEEPDELVER’S ENCLAVE
  Nestled in a ruin-filled underground cavern, Deepdelver’s Enclave is a beacon of light within a mountain 
  filled with darkness and ancient mysteries.
  CHAPTER 1
  
  12
  impact killed nearly every living thing on the planet. 
  Some believe that the asteroid was a vessel—a floating 
  laboratory home to hyperintelligent humanoids 
  known as the Caretakers. In this vessel, the Caretakers 
  studied a creature they had discovered in the deepest 
  reaches of the multiverse, and which was so powerful 
  and dangerous that they could safely contain it only 
  within an isolated rock floating in the planar void. 
   At the point where the asteroid struck, a great black 
  mountain was thrown up. The world took hundreds of 
  thousands of years to recover after the crash, during 
  which time monsters and intelligent races alike sought 
  out the strange power they could feel deep in the 
  mountain’s heart.
  the Magocracy oF the black Star
  600 Years Ago
  Roughly six centuries ago, a cabal of nine powerful 
  wizards known as the archmages of the Black Star 
  came to the mountain. They found a large cavern 
  within it, deeming it perfect for the isolation they 
  sought for their magical research. The nine archmages 
  were served by a host of enthralled servants, devoted 
  half-dragons, undead minions, and goblinoid slaves. 
  Declaring themselves the Magocracy of the Black Star, 
  they used the labor of their slaves and undead to raise 
  the city of Shadowreach and the nine towers around 
  the city that were their private sanctums. Great statues 
  of the nine mages still stand on the outer walls of the 
  vast cavern surrounding the ruins. 
   For three centuries, the Black Star mages explored 
  the mountain and conducted tremendous and 
  terrible experiments within their nine towers. Like 
  many before them, the mages sought the source of 
  the mountain’s power, sending hundreds of slaves to 
  explore the endless tunnels of the mountain. Most 
  never returned. However, through their explorations, 
  the members of the magocracy discovered hundreds of 
  ancient lairs within Blackclaw, including some dating 
  back to the formation of the mountain. 
   The archmages of the Black Star discovered beings 
  hundreds of thousands of years old in intricate 
  networks of subterranean pools. They found the lairs 
  of beasts and monstrosities never seen or heard of in 
  the world above. They found rifts to the Lower Planes 
  and drew forth demons from inky black pools. For 
  these emotionless wizards, every expedition became 
  a new avenue of discovery and a potential source of 
  power. But though the magocracy was one of the most 
  powerful forces to ever rule within Blackclaw, the 
  research of the archmages touched only the surface of 
  the mountain’s limitless depths. 
  the cruSade oF the White Sun 
  300 Years Ago
  Three centuries after the rise of the Magocracy of the 
  Black Star, an order of priests, paladins, and knights 
  known as the Order of the White Sun marched on 
  Blackclaw Mountain to end the experiments of the 
  archmages. The mage-slayer warriors of the order cut 
  deep into the defenses of the magocracy, battering its 
  towers and disrupting its magic. The Magocracy of 
  the Black Star was soon broken. The nine mages were 
  killed, imprisoned, or routed, and the Order of the 
  White Sun took over the city of Shadowreach. 
   The members of the order replaced the monuments 
  of the Magocracy of the Black Star with testaments to 
  their own gods of light, and to the heroes who brought 
  that light to Blackclaw Mountain. For eighty years, 
  the Order of the White Sun used Shadowreach as a 
  staging ground for missions meant to purge spiritual 
  darkness from every part of the mountain. They were 
  not successful.
  the aWakening oF the grendleroot
  220 Years Ago
  Some eight decades after the Order of the White 
  Sun shattered the Magocracy of the Black Star, the 
  Grendleroot awoke. Some believe that agents of the 
  Black Star used the last of their power to accomplish 
  this fell deed. Others whisper that the Grendleroot 
  fed off the energy of both warring groups, until it 
  had gained enough power to shatter the mountain. 
  Whatever its cause, though, the results were 
  devastating. 
   All at once, the spires of the Grendleroot burst forth 
  throughout the mountain. These great masses of black 
  metal shattered buildings, collapsed tunnels, tore open 
  rifts, and killed thousands of the mountain’s denizens. 
  Declaring Blackclaw a site of irredeemable darkness, 
  the survivors of the Order of the White Sun left the 
  mountain and sealed its entrance with magic and iron.
  the huMble riSe oF deepdelver’S 
  enclave
  90 Years Ago
  For more than a century, the ruins of Blackclaw 
  Mountain sat untouched and shut off from the outside 
  world. Then roughly ninety years ago, a team of 
  
  13
  explorers and adventurers broke through the sealed 
  doors of the mountain and began to explore the ruins, 
  chasms, lairs, tunnels, crypts, caverns, and chambers 
  that lay beyond. A relatively secure resting place was 
  found on a plateau marking one edge of the ruins of 
  Shadowreach—the site of one of the nine towers of the 
  magocracy. There, the explorers founded Deepdelver’s 
  Enclave, showing no fear of the alien black metal 
  spires of the Grendleroot rising up within the midst of 
  their settlement. 
   Since then, successive generations of adventurers 
  have set out to explore the limitless depths of the 
  mountain from this subterranean outpost. For 
  nine decades, Deepdelver’s Enclave has provided 
  a gateway between the lands above and the dark 
  reaches within the mountain. The denizens of the 
  enclave remain cautious of further expansion into the 
  city of Shadowreach, choosing to keep their outpost 
  small and easily defended. But few adventurers dwell 
  there for long, always setting their sights and their 
  imaginations on the darkness beyond the enclave, 
  where lost caverns and the ruins of the Grendleroot 
  remain to be explored. 
  Five Truths of Deepdelver’s 
  Enclave
  This section describes five important facts underlying 
  Deepdelver’s Enclave and what its residents stand 
  for. You can use these truths as is or modify them 
  to suit your own campaign. Before the players build 
  characters for a Grendleroot adventure, consider 
  describing these truths to them. Doing so allows 
  the players to build characters that fit within the 
  framework of these adventures.
  a Shining beacon in the dark
  Though they are surrounded by the darkness of 
  the mountain and the threats that lurk within 
  it, the people of Deepdelver’s Enclave engage in 
  continual celebration. They celebrate their lives, their 
  friendships, and their love for the mysteries of the 
  mountain. The great cavern surrounding the enclave 
  often echoes with music and cheer, with the lights of 
  the small outpost shining like a beacon in the dark. 
  Though monsters are sometimes attracted to this light 
  and noise, they soon learn the lessons taught by the 
  crossbow bolts, powerful magic, and sturdy shields 
  wielded by the residents of the enclave.
  a love oF exploration
  Residents of Deepdelver’s Enclave live to explore the 
  depths of the mountain and its endless caverns. They 
  are aware of the dangers of Blackclaw, but refuse to 
  let their fears get in the way of their desire to uncover 
  the mysteries of lost chambers, ancient civilizations, 
  and even more ancient creatures. This philosophy 
  fills all the residents of the enclave—including the 
  many children born and raised here. Youngsters in 
  Deepdelver’s Enclave are given much free reign in 
  response to their own wanderlust, and learn at a young 
  age how to face the dangers that lurk in the dark. 
  adventure around every corner
  Every part of Deepdelver’s Enclave and the 
  surrounding mountain present opportunities for 
  adventure. Mysterious relics, ancient frescoes, and 
  howling rifts descending into the unknown are 
  scattered throughout the caverns of Blackclaw, and 
  the explorers of Deepdelver’s Enclave spend their 
  whole lives uncovering those endless mysteries. Every 
  ruin has a story to tell. Every locked chest contains a 
  mystery to uncover. Adventure lies everywhere.
  a Melting pot oF peaceFul 
  cooperation
  Deepdelver’s Enclave has no set laws or organizational 
  hierarchy. Instead, the enclave’s tight-knit population 
  of adventurers, explorers, and merchants of all cultures 
  and races take care of each other, working together 
  to keep threats to their peaceful existence at bay. 
  Merchants hire mercenaries to protect their interests, 
  but those mercenaries are equally quick to protect 
  their patrons’ neighbors, knowing that those neighbors 
  would do the same for them. 
  The Many Races of The enclave
  The people of Deepdelver’s Enclave represent ex-
  plorers of all different origins and backgrounds, and 
  all who travel to the enclave are welcomed equally. 
  This makes the settlement a fine location for char-
  acters of nontraditional races, including races from 
  other worlds. While other cities might treat kobolds, 
  goblins, drow, lizardfolk, or duergar with hostility or 
  disdain, the people of the enclave judge everyone 
  on their own merits, treating even the most unusual 
  folk as any other adventurer seeking to explore the 
  mysteries of Blackclaw Mountain.
  
  14
  Surrounded by MyStery
  The black spires of the Grendleroot are a constant 
  reminder of the mysterious power in the mountain’s 
  depths. The coming of the Grendleroot sundered 
  lairs, dens, crypts, temples, and entire cities within 
  the mountain. The spires shattered rock and steel like 
  eggshell, exposing cracks throughout Blackclaw that 
  have since led to even more mysteries. The residents 
  of Deepdelver’s Enclave live with the strange spires all 
  around them, never certain whether the Grendleroot 
  is truly sleeping or if it will awaken once again.
  NPCs of Deepdelver’s 
  Enclave
  The folk of Deepdelver’s Enclave are a hearty and 
  cheerful lot. They enjoy their celebrations and the 
  freedom their work allows them. They detest official 
  hierarchy, and are quick to defend any and all of their 
  fellow explorers from the threats of the mountain. 
   This section describes some of the more notable folk 
  of Deepdelver’s Enclave.
  bailon the beardleSS
  Bailon the Beardless (a chaotic good male hill dwarf 
  veteran) is the unofficial elder of Deepdelver’s Enclave. 
  Bailon lost his hair and beard when he accidentally set 
  off an explosive runes spell many years ago. Though 
  long since healed, he liked the look and kept it.
   Bailon is highly respected in Deepdelver’s Enclave. 
  His skills at delving into the ancient ruins within 
  Blackclaw Mountain are legendary, as is the gleam in 
  his eye when he sets his sights on new discoveries. 
  Bailon is often found sitting in a rocking chair in the 
  courtyard of the Dragon’s Fangs common house, a 
  pipe in his mouth, a cup of coffee in one hand, and his 
  staff in the other. That weapon is a staff of striking he 
  calls “the old man,” carved with the visage of a bearded 
  dwarf at its head. It’s said that Bailon often speaks to 
  the staff, though whether it responds remains to be 
  known.
  Jayce goldSMile
  Jayce (a chaotic good female lightfoot halfling 
  scout) runs Goldsmile’s Artifacts, a small shop in 
  the Evershady Bazaar that specializes in buying and 
  selling the relics found deep in the ruins of Blackclaw 
  Mountain. Jayce is a joyful halfling who wears her hair 
  in two large ponytails nearly as tall as she is, and who 
  has a powerful jeweler’s loupe permanently fixed in 
  one eye. She often commissions relic hunters, and is 
  known to go on the occasional adventure herself. Jayce 
  loves a good find more than anything.
  ardulvin the apothecary
  Ardulvin (a neutral male drow priest) dresses in 
  unadorned but fine robes. He was once a member of 
  royalty in a fallen drow house, but has since broken 
  off on his own. Ardulvin lives with three nieces he 
  adores (Shavrin, Delonna, and Arys, all female drow 
  commoners). It is said that he saved the three from 
  the clutches of the drow’s evil goddess and their 
  malevolent priestesses. Ardulvin’s cold demeanor 
  is sometimes frowned upon by the enclave’s more 
  raucous residents, though all folk of the settlement 
  eventually seek his skills with salves and ointments.
  odrah Windvane
  A scholar who has long made her home in the enclave, 
  Odrah (a lawful good female human mage) is well 
  loved for the stories she shares at the settlement’s 
  numerous celebrations. White haired and white robed, 
  Jayce goldSMile
  
  15
  Odrah seeks out all the lore she can find within the 
  ruins, though she does not venture into them herself. 
  Most of the enclave’s folk believe that the scholar 
  simply wants to avoid the many dangers found in 
  Blackclaw. However, some have hinted that she avoids 
  those dangers because they might return her to old 
  habits best left in the past.
  ruth WilloWMane
  Ruth Willowmane (a lawful good female 
  human veteran) was once the sheriff 
  of a village called Whitesparrow, 
  several days’ ride from the 
  mountain. She has since 
  retired and now serves 
  as armorer and smith for 
  Deepdelver’s Enclave, along 
  with her longtime friend and 
  fellow soldier, Adren Goldbrook 
  (a neutral good male human 
  veteran). Ruth is well scarred from 
  her service in the Thousand Spear 
  War a decade ago, but that 
  conflict between dwarves, 
  humans, elves, and goblinoids 
  is an experience she prefers 
  not to talk about. She enjoys 
  the optimism and wanderlust 
  demonstrated by the enclave’s 
  people, but chooses to live a 
  quiet life in the outpost.
  argora the chipped 
  axe
  Argora (a neutral female 
  hill dwarf veteran) has 
  turned her decades of experience 
  as a warrior and rebel into a paid protection 
  operation for numerous residents of the enclave. Her 
  mercenary company, the Chipped Axes, consists 
  of about twenty guards who are fiercely loyal to 
  Argora—as long as the coin keeps coming in.
  cloude WilloWSpur
  Cloude Willowspur (a neutral good nonbinary half-elf 
  commoner) is the owner of the Lucky Lute tavern. 
  Stout and always cheerful, Cloude is usually the best 
  source for current rumors in the enclave. Cloude’s 
  husband, a quiet human commoner named Berte, 
  works for them, and can usually be found doing odd 
  jobs in the tavern.
  Mila WilloWSpur
  Mila (a lawful good female human thug) is Cloude’s 
  half-sister. She runs the Raven’s Claw Inn along with 
  her two sons, Sygmund and Logan (both human 
  commoners). Broad and well muscled, Mila is used 
  to handling rough customers, and she keeps her 
  favorite cudgel close at hand. Unlike her sibling, 
  Mila likes things quiet and orderly. She deeply loves 
  the people of the enclave, and her fine establishment 
  welcomes any adventurers who choose to delve into 
  the mountain. 
  odrah Windvane
  
  16
  ayaan oF veyr
  Ayaan (a lawful evil male-presenting rakshasa) serves 
  as the well-known shady vendor of Deepdelver’s 
  Enclave. Ayaan deals in items and magic that Jayce 
  Goldsmile will not touch, though the two are close 
  friends and often recommend customers to one 
  another. Some suspect that Ayaan has ties to devils, 
  and whispered rumors speak of a portal to the Nine 
  Hells hidden in a series of tunnels beneath his vendor’s 
  stall. Though he shows his fiendish nature openly, 
  the people of the enclave are friendly to Ayaan, and 
  respect him as an honest, if dangerous, trader. 
   Ayaan’s shop is known as Ayaan’s Curios—an onion-
  shaped stall that is nominally part of the Evershady 
  Bazaar of Deepdelver’s Enclave. However, the stall 
  is impossible to find unless Ayaan wants it found, 
  whether it is hidden by magic the rest of the time, or 
  actually in some pocket dimension of the rakshasa’s 
  own creation.
  Locations in the Enclave
  Deepdelver’s Enclave sits along the edge of a vast 
  cavern, built atop a cliff wall once part of the ruined 
  city of Shadowreach. The ceiling above the cavern rises 
  roughly one hundred feet above the plateau, and is 
  dotted with stalagmites. Huge statues representing the 
  archmages of the Magocracy of the Black Star stand 
  silently in the shadows on the outskirts of the larger 
  cavern, staring out over the ruins below.
   The Enclave is lit with everburning lanterns imbued 
  with the power of continual flame spells, giving it a 
  cheerful red glow. A number of natural stone columns 
  split the settlement into separate areas, with most 
  of the main buildings and shops lined up along the 
  enclave’s main thoroughfare. A number of single- or 
  two-story buildings of rough stone sit beyond that 
  main thoroughfare, serving as residences for explorers 
  and their families.
   Two switchback paths lead into the enclave—one 
  to the north and one to the southwest—both of 
  which snake their way up from the cavern floor. Both 
  entrances are easily defended and offer a clear view 
  of the paths below—and any vulnerable travelers 
  on them. Guard towers rise alongside each of the 
  entrances where the paths meet the enclave. Though 
  no official guard force is found in the settlement, 
  merchants pay mercenaries to watch over these 
  approaches, with two guards in each tower at any 
  given time.
   Residents of the enclave maintain stocks of 
  underground-dwelling goats called grayhorns, and 
  maintain large fungus plots in a nearby side cavern. 
  Traders bring in food and supplies from the surface 
  world as well. A subterranean river flows through 
  Deepdelver’s Enclave from the mushroom farm, 
  providing residents with continual access to fresh 
  water.
   Numerous chasms, tunnels, and chambers are 
  carved into the rock underneath the enclave. Some of 
  the settlement’s buildings have access to these tunnels, 
  but many others remain hidden. The residents of the 
  enclave enjoy describing how potential adventure lies 
  just beneath their feet.
   The following sections detail some of the more 
  notable locations in Deepdelver’s Enclave. Feel free to 
  change these locations to suit your own campaign, and 
  to expand the enclave with your own shops, temples, 
  and other locations, along with the NPCs to preside 
  over them.
  1. the dragon’S FangS
  Area Aspects. Squat compound of three round 
  buildings, two black spires flanking the entrance, 
  huge bulette exoskeleton hanging from a scaffold
  Three interlocked, round-walled, three-story buildings 
  form the Dragon’s Fangs, the common house of 
  Deepdelver’s Enclave and the residence of Bailon the 
  Beardless. A pair of black spires juts up and out of the 
  ground beside the buildings, connected to a worked 
  stone wall. A huge armored carapace hangs from the 
  spires above an open gate leading into a courtyard 
  beyond—some great monstrosity that resembles a shark 
  with legs.
  The Dragon’s Fangs is the oldest structure in 
  Deepdelver’s Enclave. Built by Bailon the Beardless, 
  these buildings serve as the dwarf’s residence as well 
  as a common house for the adventurers of the enclave. 
  The exoskeleton is a bulette—a trophy claimed by 
  Bailon back when he was a younger explorer. 
   The three buildings feature apartments for Bailon 
  and other residents of the enclave, along with a 
  meeting hall and trophy room, and balconies that 
  overlook the plateau. It is said that Bailon’s apartment 
  has a secret stairwell that leads down to vaults beneath 
  the enclave, where both treasures and dangers from 
  decades past are hidden.
  
  17
  
  18
  2. the lucky lute tavern
  Area Aspects. Central stage surrounded by two bars 
  and numerous tables, statue of a dancing halfling 
  with a lute, outdoor balcony lit by monstrous skull 
  lanterns
  Cheerful music flows out from the open door of the 
  Lucky Lute tavern. Lanterns formed from monstrous 
  skulls illuminate the open-air second-story balcony. 
  Within the tavern, two bars and numerous tables 
  surround a central stage adorned with the statue of 
  a dancing halfling joyously playing a lute. Though 
  the statue doesn’t move, the strings of the lute play a 
  cheerful tune all on their own.
  Always a cheerful place, the Lucky Lute is a three-
  story tavern whose outdoor balconies overlook the 
  hundred-foot drop down the cliff side to the ruins of 
  Shadowreach below. The dancing halfling statue plays 
  music continually, the sound echoing throughout the 
  enclave and the surrounding caverns. Some say that 
  the statue’s music helps to keep the attitude of the 
  enclave’s residents continually positive. Others say 
  the statue is no statue at all, but a halfling adventurer 
  cursed by an ancient wyrm. When the halfling stole 
  the dragon’s favorite instrument, magic forced it into 
  its present form—whose expression is not one of joy, 
  but of pain.
   Cloude Willowspur and their husband run the 
  tavern, and offer a free drink to anyone they don’t 
  recognize.
  3. the raven’S claW inn
  Area Aspects. Three narrow spires jutting out of the 
  roof of the inn, balcony overlooking the cliffs, rooms 
  carved into a natural pillar offering the best view in 
  the enclave
  The Raven’s Claw Inn is a three-story building built 
  up against a natural stone column that rises one 
  hundred feet to the cavern ceiling above. Three of the 
  Grendleroot’s black spires have pierced up through the 
  building’s roof, and are known as “the raven’s claws.” 
  The beautiful inn includes an outdoor breakfast patio 
  and rooms on all three floors. Balconies jut out from the 
  huge stone pillar, revealing more rooms carved into the 
  rock.
  Mila Willowspur bought the Raven Claw inn from its 
  previous owner, a powerful mage, for an unusually low 
  price. It’s generally thought that the mage was happy to 
  be rid of it, though they wouldn’t say why. The inn sits 
  against a natural column partially hollowed out by the 
  archmages of the Black Star. A twisting staircase leads 
  up to rooms set fifty feet above the floor of the enclave, 
  and overlooking the ruins of Shadowreach below. 
  A lower cellar in the pillar has a large circular brass 
  door set into the floor, covered with arcane glyphs and 
  locks. If Mila knows what resides below that door, she’s 
  not saying.
  4. odrah’S library
  Area Aspects. Three-story cluttered library, maze of 
  leaning stacks of books, centuries-old dusty tomes
  Dust swirls along the twisted paths that wind between 
  great stacks of books in this three-story library. Many of 
  those book piles stand over a dozen feet high, and lean 
  at dangerous angles. Even the winding staircase to the 
  upper levels is lined with books, some of which appear 
  to be hundreds of years old.
  Three huge hollow blocks of stone house the library 
  owned and overseen by Odrah Windvane. Most folk in 
  the enclave assume that she chose this site because it 
  looked like three books stacked on top of one another. 
  Great piles of disorganized tomes and scroll tubes fill 
  the library, seemingly with no clear order. Still, Odrah 
  never has trouble finding the right book at the right 
  time or steering visitors to the appropriate stacks for a 
  bit of research.
   Those who spend long hours in the library 
  sometimes note that its rooms seem somehow out 
  of sync with the size and geometry of the building. 
  Rumors are sometimes heard of a mysterious fourth 
  floor, filled with dark tomes too terrible to be seen by 
  the casual reader.
  5. the everShady bazaar
  The renovated buildings and shops that make up 
  the enclave’s bazaar and general marketplace appear 
  normal at a distance. But the farther one wanders into 
  the bazaar’s alleyways and stalls, the stranger this area 
  becomes.
  Area Aspects. Makeshift shops in ruined stone 
  buildings, central Grendleroot spire, twisted 
  alleyways with odd shadows 
  
  19
  A tightly packed cluster of ruined one- and two-story 
  buildings has been renovated into a number of market 
  stalls, each adorned with painted signs depicting the 
  services offered therein. A black spire is thrust up out 
  of the ground in the center of the street. The alleyways 
  that twist between the renovated buildings and shops 
  appear normal at first. But as you step closer, you note 
  strange shadows on the walls, somehow twisting against 
  the light.
  These ruined stone buildings have been restored and 
  taken over by numerous vendors offering wares and 
  services to the people of Deepdelver’s Enclave. Some 
  are permanent residents of the enclave, but many 
  traveling merchants set up shop in the bazaar to sell 
  to the locals before making their way back outside the 
  mountain. 
   The small stone buildings are tightly packed, 
  leaving only narrow walkways between them. But 
  these walkways somehow defy the space they take up, 
  creating many more alleys than there should be. Any 
  shadows cast on the walls of these alleys twist and turn 
  in odd directions, giving the bazaar its name. It is said 
  that any visitor who wanders through the alleys of the 
  Evershady Bazaar eventually finds stalls and vendors 
  they’ve never seen before—including the onion-
  shaped stall of Ayaan’s Curios.
  6. the drop
  Area Aspects. Waterfall cascading down a deep shaft, 
  large natural cavern below with underground pool, 
  howling wind blowing through primitively carved 
  stalagmites, deadly black iron door
  The river that flows through the enclave cascades 
  one hundred feet down a natural stone shaft. The 
  pool it crashes into opens up at the center of a large 
  natural cavern deep below the settlement. A howling 
  wind blows through this cavern, resonating through 
  primitively carved and painted stalagmites to create 
  harmonics that sound like mournful singing.
  The pool cavern opens up to numerous tunnels 
  below Deepdelver’s Enclave. Descending the Drop is 
  a difficult but not impossible climb. Residents of the 
  enclave are forbidden from leaving ropes and other 
  equipment hanging down the shaft, so as to prevent 
  other creatures from ascending. 
   Countless images and carvings line the walls of 
  the tunnels beneath the Drop, all thousands of years 
  old. One of those tunnels leads west to the ruins of 
  Shadowreach, while another extends north to end at a 
  large black iron door, decorated with macabre images 
  of undead knights and hooded wizards. The door 
  is rumored to mark an entrance to one of the many 
  deadly vaults of the lich Yolon of the Void—one of the 
  four remaining archmages of the Magocracy of the 
  Black Star. (See chapter 2, “The History of Blackclaw 
  Mountain,” for more details on Yolon and the 
  magocracy.) No one has dared to disturb the door after 
  the last attempt to open it ended with an explorer’s 
  disintegration.
  7. the all-FaithS Shrine
  Area Aspects. Ruined shrine, faceless statues, large 
  stone archway and altar
  A ruined circular wall surrounds the enclave’s only 
  standing shrine. Three faceless humanoid statues 
  stand on three sides of the shrine, while a fourth statue 
  spreads before it in pieces. A large stone archway 
  stands at the edge of the cliff, overlooking the ruins of 
  Shadowreach in the cavern below. A stone altar sits just 
  beyond the archway, set on a promontory that juts out 
  over the darkness.
  Though this shrine serves no specific deity, any priest 
  or cleric who visits the enclave notes a feeling of 
  divine power flowing through the area. The shrine 
  has become an open place of worship for many in the 
  enclave, with services to different gods taking place on 
  different days. An old story tells of a fiendish cultist 
  who committed a sacrifice on the altar decades ago, 
  and who opened up a gateway to another world in 
  the process. It’s said that Bailon the Beardless and the 
  apothecary Ardulvin know the truth of the story, but 
  neither of them speak of it.
  8. StarSong toWer
  This long-ruined tower once gave off a pleasant light 
  that filled the enclave’s cavern, but it has been dark 
  since the coming of the Grendleroot. At least until 
  recently. This location is fully detailed in the adventure 
  “The Call of Starsong Tower.”
  
  20
  9. MuShrooM lake
  Area Aspects. Large natural cavern filled with 
  multicolored mushrooms, dark freshwater lake, high 
  waterfall, cultivated mushroom plots
  A tall waterfall joins with other smaller streams to 
  fill the large lake in the center of this natural cavern. 
  Multicolored mushrooms both large and small fill the 
  area, including phosphorescent varieties that light 
  the cavern with a green glow. A series of cultivated 
  mushroom plots cover the south side of the cavern.
  These cultivated mushroom gardens feed the people 
  of Deepdelver’s Enclave with their fast-growing savory 
  bounty. The wild mushrooms that grow here include 
  rare varieties sought by the folk of the surface world, 
  but those who attempt to pick more than their share 
  are warned by the permanent residents of the enclave 
  to keep their greed in check.
   Many of the enclave’s residents seek out the 
  mushroom lake as a place for relaxation and solitude, 
  enjoying the warmth of the cavern and the soothing 
  sound of the waterfall cascading into the lake.
   A handful of natural tunnels lead deeper into the 
  mountain from this cavern, including one unusual 
  tunnel running to the southeast. Those who have 
  explored it report that later portions of this tunnel are 
  not natural at all, but show signs of being carved by 
  hand over centuries. Images on the walls deep down 
  this tunnel depict details and twisted geometry said to 
  be too much for mortal minds to bear.
  10. the deepFingerS
  Area Aspects. Iron cage lift descending hundreds 
  of feet, narrow and treacherous bridges and steps, 
  dozens of caves and tunnels leading deeper into the 
  mountain
  South of Deepdelver’s Enclave, a huge rift in the cavern 
  floor descends thousands of feet into darkness. A 
  scaffold supports an iron cage hanging above the rift, 
  which is controlled by a large, complicated winch. The 
  cage can be lowered some five hundred feet below the 
  edge of the rift, passing narrow rope bridges, roughly 
  carved steps, and iron-rung ladders that provide access 
  to dozens of crevices and tunnels that line the rift’s 
  walls.
  overlooking MuShrooM lake
  
  21
  The south edge of the enclave abuts a five-thousand-
  foot-deep rift known as the Deepfingers, said to 
  have formed when the Grendleroot’s spires broke 
  the spine of the mountain. The first explorers to 
  return to Blackclaw built a lift that descends past 
  numerous tunnels and passages leading deeper into 
  the mountain, all accessed by a network of bridges and 
  ladders. 
   Those who have explored these passages have 
  noted that many are of worked stone and marked 
  with old glyphs—and have speculated that some 
  might eventually lead to Deepreach, the vast 
  multilevel dungeon of the Magocracy of the Black 
  Star. Deepreach is said to be filled with traps and 
  monsters still active even centuries after the fall of the 
  magocracy. The farther one delves into Deepreach, the 
  worse the challenges to be faced there.
  Events in the Enclave
  The people of Deepdelver’s Enclave love life, and 
  they celebrate that love often. This section presents a 
  number of the more popular events and celebrations 
  taking place in the enclave, in addition to the festivals 
  and celebrations mentioned in specific adventures. 
  Staging such an event at the beginning of an adventure 
  can help give the players a sense of the community and 
  camaraderie to be found within the enclave.
  the three SiSterS and the chair
  This comedy play, presented in the Dragon’s Fangs, 
  tells the story of three sisters trying to outdo each 
  other by finding the perfect chair. Performed by a 
  visiting acting troupe, the Company of Dreams.
  the three SonS
  A tragedy performed in the Dragon’s Fangs tells the 
  tale of three sons who die trying to get their mother to 
  love them. Performed by a visiting acting troupe, the 
  Company of Dreams.
  aMateur night
  An event hosted by the visiting Purple Plumes 
  Theatrical Band in the Dragon’s Fangs. Events include 
  grayhorn lifting, hammer juggling, and “the howler 
  screech.”
  FeStival oF neW pathS
  This event sees the folk of the enclave celebrate new 
  successes in their exploration of the ruins and caverns 
  of the mountain.
  cereMony oF the Seven
  Seven priests of seven gods parade through the 
  enclave, extolling their individual faiths and 
  conducting ceremonies.
  neW year’S celebration
  This annual event sees the spellcasters of the enclave 
  put on fantastic displays of magic. Everyone awaits the 
  birth of the New Year grayhorn, which is treated as 
  royalty for the year.
  reMeMbrance oF the SpireS
  Through storytelling and ceremonies, the folk of 
  the enclave memorialize the day the spires of the 
  Grendleroot appeared and tore through the mountain.
  day oF bounty
  During this great all-day feast, nearly everyone in 
  Deepdelver’s Enclave brings out their own favorite 
  food or special dish.
  night oF the SkullS
  In this celebration of the dead, folk dress as absent 
  friends and tell ghost stories.
  FeaSt For the returned
  Whenever a large exploration party returns home 
  victorious to the enclave, a great feast is usually held in 
  celebration.
  FeStival oF Secret heartS
  On this day, potential lovers share their feelings for 
  each other through mediators.
  day oF the black Star
  This mocking celebration is dedicated to the fall of the 
  nine archmages of the Magocracy of the Black Star.
  MonSterS’ ball
  This celebration of the various monsters found in the 
  depths of the mountain sees most folk in the enclave 
  doing their best to dress up as their own favorite 
  monster.
  FeStival oF MuSic
  During this days-long festival, professional and 
  amateur musical performances are presented 
  throughout Deepdelver’s Enclave.
  
  22
  running oF the grayhornS
  This light-hearted festival sees the fat grayhorn goats 
  of the enclave set free to lazily walk through the 
  settlement while crowds cheer them on. At the end of 
  the day, the grayhorns are found and led back to their 
  pens.
  Wee delver’S Week
  This celebration sees the children of the enclave either 
  join their families on low-risk expeditions, or gear 
  up and explore some of the mountain’s safer tunnels 
  themselves.
  WhiSperS to the old oneS
  On this day of quiet reflection, the folk of the enclave 
  speak as few words as possible. When they must speak, 
  they do so in low voices for fear of awakening the 
  Grendleroot in its restless slumber.
  night oF the underMoon
  Each year on this night, a great horn is blown 
  that summons a giant luminescent moth from the 
  unknown depths of the mountain. The moth floats 
  over Deepdelver’s Enclave for a time before soaring 
  down the Deepfingers.
  FeStival oF the arcane
  During this celebration of the arcane in the enclave, 
  wizards and sorcerers attempt to outdo one another in 
  dazzling displays of light and sound.
  thieveS’ day
  On this day, everyone puts an extra purse on their belt 
  holding candies or a few copper pieces. The children of 
  the enclave then do their best to steal these treasures 
  without being caught. Visitors to the enclave who do 
  not wear this second purse risk losing their actual 
  purse.
  
  23
  B
  lackclaw Mountain’s history is vast. Filled with 
  tunnels, crevasses, huge caverns, and pillars 
  of natural stone, the mountain has been home 
  to hundreds of packs, tribes, and civilized 
  settlements. Some six centuries ago, a vast cavern of 
  the mountain became the home of the Magocracy 
  of the Black Star, who built the city of Shadowreach 
  before the magocracy was destroyed by the Order of 
  the White Sun three hundred years later. Then two 
  centuries ago, the Grendleroot awoke, driving the 
  order and most other folk out of the mountain. All but 
  a few of the humanoid settlements of Blackclaw stayed 
  dark for just over a century, before small bands of 
  adventurers began to delve into the mountain’s depths 
  once again. It was they who founded Deepdelver’s 
  Enclave at the edge of the ruins of Shadowreach.
   This chapter details the history of Blackclaw 
  Mountain, with a focus on the vast cavern 
  surrounding the ruined city of Shadowreach and the 
  cliff-side outpost of Deepdelver’s Enclave. However, 
  the information here represents only one potential 
  history. You are free to use these details as is, dissect 
  this section and use whatever parts you like for your 
  own campaign, or create a history and background 
  wholly your own. 
   This chapter is intended to fill your mind with 
  fantastic imagery of the mountain, and to help you 
  build stories that you and your players will enjoy as 
  you play the game. Most of all, this chapter is here for 
  you to read and enjoy. Flop down on the couch, grab 
  a nice cup of your favorite beverage, and dive into the 
  million-year history of Blackclaw Mountain.
  The Caretakers and the 
  Grendleroot
  The true origin of Blackclaw Mountain and the 
  Grendleroot cannot be fully known, for most of 
  that history was destroyed when the great rock that 
  became the mountain crashed down to the world one 
  million years ago. The millennia-long efforts of sages 
  and lunatics have pieced together scraps of evidence, 
  visions, and hypotheses to reveal a number of truths 
  and educated guesses. Still, this knowledge likely 
  represents only one small drop in an ocean of lore.
   More than a million years ago, a race of powerful 
  humanoids known as the Caretakers sailed through 
  the Astral Plane in an isolated laboratory surrounded 
  by black iron and rock. Within this floating asteroid, 
  they studied the seed of an entity whose nature was 
  far beyond even their advanced understanding of the 
  multiverse. The construction of their craft ensured that 
  their experimentation would be contained, no matter 
  the strength of the entity’s power—or so they thought.
  THE HISTORY OF 
  BLACKCLAW MOUNTAIN
  For a million years, civilizations have risen and fallen within the caverns of Blackclaw Mountain, all drawn 
  to the power of the Grendleroot at the mountain’s heart.
  CHAPTER 2
  
  24
   An unknown catastrophe caused the Caretakers’ 
  craft to tear through the Astral Plane and crash down 
  onto the world. So apocalyptic was this event that 
  nearly all life on the planet died. It took much of the 
  million years since then for life to reestablish itself in 
  the world. During all this time, the Grendleroot lay at 
  the heart of the vast mountain that was formed from 
  the rock and iron of the Caretakers’ craft. The power 
  of the Grendleroot leaked out into the mountain, 
  reaching for and calling to monsters and intelligent 
  beings alike. And for one million years, the creatures 
  of the world answered that call.
  The Early Days of 
  Shadowreach Cavern
  The cavern now known as the home to the ruins of 
  Shadowreach is the largest known single space in 
  Blackclaw Mountain. The eons since the cavern’s initial 
  formation have shaped it in numerous ways, splitting 
  its floor and building stalactites and stalagmites that 
  now stand as tall as towers.
   For hundreds of thousands of years, creatures both 
  intelligent and monstrous have called the cavern 
  home, with many living their entire lives in this 
  single vast space. The petrified carapaces of huge 
  worms embedded in the stone walls and the ribcages 
  of ancient dragons jutting up out of the rock floor 
  hearken back to a time when those great monsters 
  ruled over the mountain. Carved stalagmites, cave 
  paintings, and cairns of piled stone mark the later 
  presence of the intelligent denizens of the cavern, and 
  are now all that remains of their history.
  the rune titanS
  The first rulers of Blackclaw Mountain were the rune 
  titans, thought to be the descendants of primordial 
  giants and the Caretakers, the alien beings who 
  traveled with the mountain when it crashed to 
  the world (see the adventure “Seed of the Black 
  Cathedral”). It is thought that fewer than one hundred 
  rune titans ever dwelled within Blackclaw, but their 
  ability to phase through solid rock let these powerful 
  giants live and feed off the power residing deep in the 
  mountain. Some believe that after the rune titans were 
  destroyed, their residual power gave birth to the stone 
  giants who have resided in Blackclaw Mountain for 
  millennia.
   After hundreds of thousands of years in Blackclaw 
  Mountain, the rune titans died out all at once, with 
  Timeline of Blackclaw mounTain
  The following timeline is a rough estimate of the various 
  stages of settlement in Blackclaw Mountain. Hundreds of 
  more detailed timelines might exist for the many tribes, 
  kingdoms, empires, and monsters that ruled over various 
  parts of Blackclaw, but this general information touches 
  only on the most important points of the mountain’s 
  history.
   1,000,000 to 500,000 Years Ago. The rock-and-iron 
  craft from which Blackclaw Mountain would form crash-
  es to the world after tearing through the Astral Plane.
   500,000 to 200,000 Years Ago. The rune titans 
  explore the mountain, drawing power from the seed 
  deep within it. Their race ends when they open a rift to 
  another world, and a being of that world devours every 
  titan’s life force at once.
   200,000 to 100,000 Years Ago. As the world around 
  it changes, the mountain becomes largely submerged 
  beneath the sea. The abolethic Quorum establishes itself 
  throughout the mountain, with an army of millions of 
  grimlocks.
   100,000 to 10,000 Years Ago. The waters recede, the 
  aboleths slumber, and the mountain succumbs to tribal-
  ism and monstrous rule.
   10,000 to 1,200 Years Ago. A night hag named Sakara 
  becomes queen of the remaining grimlocks before being 
  assassinated by drow from the city of Ithirix, hidden 
  deep in the mountain. Ithirix is buried in a series of 
  earthquakes, and Blackclaw Mountain returns to tribal-
  ism and monstrous rule.
   1,200 to 600 Years Ago. The ancient red dragon 
  Aravax Blackflame rules over the cavern that would later 
  become Shadowreach, building a great lair there that is 
  served by twelve tribes of kobolds.
   600 to 300 Years Ago. The archmages of the Black 
  Star come to the cavern. They defeat Aravax, and their 
  slave armies build the city of Shadowreach. The Magoc-
  racy of the Black Star is formed.
   300 to 220 Years Ago. The Order of the White Sun 
  launches a crusade against the Magocracy of the Black 
  Star, killing or routing the archmages and shattering their 
  rule. The order holds the city of Shadowreach and its 
  neighboring territory for eighty years—until the Grendle-
  root awakes, and its black spires sunder the cavern and 
  the mountain around it.
   220 to 90 Years Ago. The Order of the White Sun 
  flees the mountain, sealing all its known entrances with 
  magic and iron. The ruins of Shadowreach become the 
  domain of monsters and the broken remnants of the fol-
  lowers of the magocracy, who return from the shadows.
   90 Years Ago to Present. Deepdelver’s Enclave is es-
  tablished, and adventurers begin to explore the depths 
  of Blackclaw Mountain once again.
  
  25
  many left half buried in the rock. Some sages believe 
  they used their magical power to open a rift into 
  another plane—and that a being of that plane sucked 
  all magic and life out of every rune titan in the 
  mountain at once, like a vampire feasting on blood. 
  Before the rift collapsed, this being tasted the energy 
  contained in the world, so that it now thirsts for it 
  continually. Some sages believe that this entity might 
  well be the Black Star, while others talk of many such 
  beings existing in the blackness between the stars. 
   In the cavern that later housed Shadowreach, the 
  rune titans shaped four great monoliths of stone, each 
  over one hundred feet tall. Each monolith is marked 
  with swirling symbols and glyphs that once drew 
  tremendous amounts of arcane energy into the cavern, 
  likely creating the nexus point of the rift that caught 
  the attention of the otherworldly destroyer. Today, 
  the monoliths are inert, with all energy completely 
  drained from them. They still stand—along with the 
  petrified bodies of six kneeling rune giants—along the 
  western edge of the ruined city.
  the abolethic QuoruM
  It remains unknown whether the aboleths of 
  Blackclaw first entered the mountain eons ago, or 
  whether they came with the great planar vessel when it 
  crashed down to the world. Either way, their influence 
  within the mountain thankfully grew slowly, and their 
  numbers have always been few. 
   A small band of aboleths calling themselves the 
  Quorum established an empire in Blackclaw Mountain 
  two hundred thousand years ago, when much of its 
  interior was flooded beneath the sea. The aboleths 
  transformed primitive humanoids in the mountain 
  into a slave race of grimlocks, who served their 
  masters in all their dealings above the water, and who 
  conquered much of the mountain. 
   Entire abolethic cities can still be found deep inside 
  Blackclaw, decorated in swirling carved stone that 
  commemorates the infinite memories of these highly 
  intelligent beings. When the waters receded a hundred 
  millennia later, the aboleths of the Quorum lost their 
  hold on the mountain. A series of rebellions sent 
  the remaining aboleths deep into hibernation in the 
  depths of their sunken cities and temples.
   Few signs of the Quorum still survive in the cavern 
  surrounding Shadowreach, but an occasional column 
  of stone carved in swirling, intricate, and maddening 
  patterns hints at their former glory. One of the 
  aboleths’ ruined temples can be found in the adventure 
  “Chuul.”
  Sakara’S children and the droW city 
  oF ithirix
  After the fall of the aboleths, many of the humanoid 
  tribes in the mountain found themselves leaderless 
  and lost. Bloodshed and cannibalism ruled until ten 
  thousand years ago, when a queen arose who would 
  claim control of the mountain. Sakara was a night 
  hag said to have been drawn into the world from 
  the Lower Planes by the grimlocks’ desperation, and 
  who ruled over her countless grimlock children for 
  nearly nine thousand years. Her end came when she 
  was assassinated by a band of drow elves from the 
  recently founded drow city of Ithirix, whose folk had 
  continually warred with Sakara’s children.
   With their mother slain, the grimlocks of Blackclaw 
  fought among themselves until only a few remained. 
  Those survivors were soon chased out of their 
  caverns by the larger monsters that came to prowl the 
  mountain, with many grimlocks returning to the lost 
  lairs of their former abolethic masters.
  Rune TiTan STaTiSTicS
  Though unlikely, it is possible that the characters 
  exploring the deepest reaches of Blackclaw Mountain 
  might come across either a living rune titan or a rune 
  titan ghost. 
   Rune Titan. Living rune titans spend most of their 
  time embedded in the rock of the mountain, trying 
  to draw what energy they can from the Grendleroot. 
  Rune titans use the stone giant stat block with these 
  changes:
  • Its size is gargantuan.
  • It has 263 hit points (17d20 + 85).
  • It has the Intelligence and spellcasting abilities of a 
  mage or archmage
  • The mage variant has a challenge rating of 12 
  (8,400 XP) and the archmage variant has a chal-
  lenge rating of 18 (20,000 XP)
   Rune Titan Ghost. The spectral remains of a rune 
  giant killed within the mountain uses the ghost stat 
  block with these changes:
  • Its size is Gargantuan.
  • Its Constitution is 20 (+5).
  • It has 263 hit points (17d20 + 85).
  • It has AC 17.
  • It has the Intelligence and spellcasting abilities of 
  either a mage or an archmage.
  • The mage variant has a challenge rating of 12 
  (8,400 XP) and the archmage variant has a chal-
  lenge rating of 18 (20,000 XP)
  
  26
   As for Ithirix, rumors persist that the drow city 
  was buried in a great earthquake. Some say it still 
  stands somewhere in an undiscovered section of the 
  mountain, filled with the undead remains of its drow 
  host.
  aravax blackFlaMe
  An ancient red dragon known as Aravax Blackflame 
  was the last ruler of the cavern that would become 
  Shadowreach after the arrival of the archmages of the 
  Black Star. Some twelve hundred years ago, the dragon 
  built his lair within a huge stalagmite that featured a 
  single narrow walkway snaking up to its entrance. 
   Aravax’s thirst for arcane knowledge was eclipsed 
  only by his brutality. Twelve tribes of kobolds were 
  bound to his service, worshiping him as a god for six 
  centuries. But then the first of the archmages of the 
  Black Star, Karek Blackiron, came to treat with Aravax, 
  offering a mutual trade of arcane knowledge. Upon 
  learning of the power in the mountain, Karek betrayed 
  the dragon, and the nine archmages of the Black Star 
  began a war against Aravax and his kobold armies.
   Even as powerful as the archmages were, it took 
  three years for them to cut through the last of Aravax’s 
  kobold followers, rooting the troublesome creatures 
  out of the seemingly endless warrens surrounding the 
  cavern. Fifty half-dragon champions of the archmages 
  undertook the final assault against Aravax, who felled 
  forty of them before his own end. The lich Yolon 
  tore Aravax’s spirit from his body, entombing it in 
  a swirling ruby necklace they wore throughout the 
  height of the magocracy’s power—and which is said to 
  now be hidden in a vault deep underneath the cavern 
  of Shadowreach. Grethel the Flame, the half-dragon 
  archmage of fire, took over Aravax’s carved stalagmite 
  lair for herself and built it into the Molten Citadel.
  the Magocracy oF the black Star
  The archmages of the Black Star originally joined 
  together when they learned individually of a vast 
  timeless entity floating in the shadows of the 
  multiverse. Having lightly touched upon this limitless 
  intellect, which each called “the Black Star,” the mages 
  became filled with the desire to increase their own 
  power and expand their knowledge, in the hopes of 
  reaching out to the entity once again.
   Hounded for decades for their dangerous and deadly 
  pursuit of arcane secrets, the nine archmages found 
  the cavern already home to Aravax and his kobolds 
  to be the perfect location to practice their craft. 
  Hidden away from the cities of the surface world, the 
  mages would be able to conduct their experiments 
  undisturbed, and far from the eyes of those who would 
  judge them. The archmages cared little for anything 
  except their pursuit of the unknown mysteries of the 
  multiverse. They did not seek to conquer or enslave, 
  but did both those things to serve their greater thirst 
  for knowledge.
   When Aravax was slain, the archmages moved their 
  entire establishment into the cavern that now houses 
  Shadowreach. They brought hundreds of slaves, 
  thralls, and undead servants with them, conquering 
  and conscripting thousands more creatures within 
  the mountain. In the vast cavern, the archmages 
  formed the Magocracy of the Black Star, built the city 
  of Shadowreach, and raised their nine towers. Often 
  addressed as “the Nine,” the archmages ruled above 
  all other denizens of their realm, standing equal to 
  one another. They selected governors and warlords 
  from the most capable and loyal among their enslaved, 
  impressing upon them the directive to obey the Nine 
  unquestioningly, and to leave them free to conduct 
  their arcane research.
  THE RULE OF THE NINE
  The Nine spent the majority of their time in study 
  and in pursuit of their experiments. Most of them 
  preferred to work in solitude, apart from even one 
  another. Only when certain experiments or discoveries 
  required partnerships, or when they required the 
  services of their subjects, did the archmages step out 
  from their towers. 
   Meetings among the Nine occurred once each year 
  in a hidden chamber completely cut off from the rest 
  of the mountain. The floor of this sanctum contained 
  an ancient rune-inscribed circle said to have been 
  constructed by the Caretakers, along with nine portals 
  each controlled by an archmage. At these meetings, the 
  Nine would decide the future of the magocracy, with 
  their decisions flowing down through the thousands 
  who served and acted upon those decisions without 
  question.
   The subjects of the Magocracy of the Black Star 
  came from many different lands. Elves, dwarves, 
  goblins, giants, and humans all served the Nine, with 
  many enthralled by the mages and their spellcasting 
  servants into unquestioning servitude. Others were 
  commanded through sheer force and terror by the 
  Claws of the Nine—half-dragon warlords given 
  ultimate authority over the magocracy’s other subjects.
   An army of undead created by the vampire 
  necromancer Korvilia proved a most useful addition 
  
  27
  to the servants of the Nine. Stocked with all manner 
  of undead from decrepit skeletons to vampire knights 
  riding on the backs of skeletal dragons, this army 
  required no food or rest, and served the will of the 
  Nine through every moment of their existence.
   The servants of the mages built the city of 
  Shadowreach to house the people of the magocracy 
  and support the desires of the Nine. The governors 
  and warlords serving the Nine commanded the 
  magocracy’s social system, all with the goal of 
  supporting the will of the archmages. Through it 
  all, those archmages cared little for the survival and 
  well-being of their subjects, demanding only that the 
  Nine have access to any resources when they needed 
  them. A rigid hierarchy quickly formed within the 
  magocracy, from the lowest serfs to the governors. 
  But to the Nine, all creatures in the magocracy except 
  themselves were equally inconsequential, living only to 
  support the archmages’ drive for power.
  the cruSade oF the White Sun
  Word of the magocracy eventually spread beyond 
  Blackclaw Mountain. An order of priests and paladins 
  stood watch over the known entrances into Blackclaw, 
  preparing for an onslaught of demons, undead, or 
  worse to burst forth into the world. Each decade, a 
  halfling archmage of the Black Star named Soram 
  of the Outside would exit the mountain with a 
  retinue of slaves and guardians, ready to renew the 
  nonaggression pacts between the magocracy and the 
  realms nearest the mountain.
   The Order of the White Sun was made up of three 
  primary factions. The Priests of the White Sun stood 
  at the head of the order, calm and deliberate in their 
  planning and governance. The paladins of the order, 
  known as the Blades of Dawn, served as crusaders, 
  traveling far and wide across all lands to seek out and 
  quell evil. The largest faction, the Swords of the Sun, 
  was a standing army of sword fighters and archers who 
  defended Sunspire Citadel some two hundred miles 
  from Blackclaw Mountain—the primary headquarters 
  of the order, and a great citadel of the realms the order 
  protected.
   For thirty years, a father and daughter headed the 
  Priests of the White Sun and the Blades of Dawn, 
  respectively. High Priest Maelin Avankor led the 
  Priests of the White Sun with calm and thoughtful 
  guidance, while his daughter, Lord Templar Alexa 
  Avankor, led the Swords of Dawn with focus and 
  virtue. For nearly a decade, Alexa tried to convince 
  her father of the growing danger of the magocracy. 
  Every day, she argued, the archmages of the Black Star 
  practiced their dark craft within the mountain and 
  grew stronger. The stronger they grew, the harder it 
  would eventually be to face them and root them out. 
  But Maelin, thinking of the lives that might be lost in 
  such a crusade, resisted. 
   One day, during his prayers to the Light, Maelin had 
  a vision. He saw cities destroyed, pierced through with 
  black spires as tall as mountains. He saw the bodies 
  of thousands impaled on black metal trees. He saw 
  a dark, malevolent orb in the sky, as large as a moon 
  and writhing with tendrils that sucked the life out of 
  the world wherever they touched it. The following 
  morning, he met with his daughter, and preparations 
  for an assault against the Magocracy of the Black Star 
  began.
   For four years, the Order of the White Sun prepared. 
  The Swords of the Sun were led by legendary 
  commander Lord Korva Vollok, following her 
  directive to train for fighting in the narrow tunnels 
  and wide chasms of Blackclaw. The Blades of Dawn 
  prepared to drive back the undead armies rumored 
  to infest the mountain. The order created a new unit 
  of soldiers known as the Mageslayers, trained to fight 
  against the arcane power of the nine archmages and 
  their numerous apprentices. Led by the bard Sylda 
  Dawncaster, these wizards, fighters, rogues, and bards 
  were specifically trained in the magic necessary to 
  counter, silence, disrupt, and dispel the magic of the 
  magocracy.
  CONQUEST AND DESTRUCTION
  On the tenth anniversary of the most recent signing 
  of the nonaggression treaty between the magocracy 
  and its neighboring realms, Soram of the Outside 
  stepped out once more from the mountain. But 
  instead of signing a new treaty, he was arrested, tried, 
  and convicted by the Order of the White Sun, then 
  beheaded by Lord Templar Alexa Avankor. The assault 
  on Shadowreach had begun.
   The order struck fast and hard. Knowing that 
  the true power in Blackclaw Mountain rested with 
  the nine archmages, the warriors of the Blades of 
  Dawn and the Mageslayers sought them out. They 
  destroyed undead and enthralled guardians by the 
  thousands to reach the archmages. They infiltrated 
  the private lairs of the Nine, bringing them to the 
  sword where they could. In six weeks of fighting, 
  five of the nine archmages of the Magocracy were 
  brought down—some so catastrophically that their 
  passing left permanent wounds in the world. The fate 
  
  28
  of the remaining four was never fully determined, 
  though their power was shattered and their lairs either 
  occupied or destroyed.
   Of the remaining servants of the magocracy, many 
  were killed, some were liberated, and the rest fled 
  deeper into the mountain. In the aftermath, the Order 
  of the White Sun spent eighty years attempting to 
  wash away the stain of the magocracy in Shadowreach, 
  but with limited success. 
   Starsong Tower was repurposed into a beacon 
  of light above the city. The other towers and keeps 
  of Shadowreach were converted into barracks and 
  citadels for the order. Yet powerful remnants of the 
  magocracy remained, often not uncovered for decades. 
  Many of those were old vaults accidentally opened, 
  unleashing hundreds of ravenous undead into the city 
  each time. As a result, few civilians were willing to take 
  up residence in Shadowreach, making it difficult for 
  the Order of the White Sun to maintain a meaningful 
  presence in the city. Even the nine statues representing 
  the archmages of the Black Star could not be toppled.
  the tiMe oF the grendleroot
  The Order of the White Sun weakened over long 
  years in the mountain. Those who remained over that 
  time lost sight of the need to hold back the darkness 
  from the cavern of Shadowreach. Patrols explored the 
  caverns beyond, but many never came back. The tales 
  of the four missing archmages of the Black Star were 
  forgotten. 
   Then eighty years after the Order of the White Sun 
  liberated Shadowreach, the Grendleroot awoke. 
   The stone floor of the Shadowreach cavern ripped 
  open. Spires of the Grendleroot tore their way up. 
  Records of the event describe a telepathic scream that 
  ripped through the minds of the city’s residents. Some 
  went insane. Many died. The rest left the mountain 
  forever. The remaining members of the Order of the 
  White Sun built a glyph-scribed iron door to seal 
  the main entrance into the mountain. The survivors 
  returned to Sunspire Citadel, which had become a 
  crumbling ruin after decades of neglect. In time, tales 
  of the fall of the Magocracy of the Black Star and the 
  crusade of the Order of the White Sun became little 
  more than legend.
   Over a hundred years later, with the glyphs of 
  protection on the door faded, a small band of 
  explorers broke the seal of the White Sun and entered 
  the mountain. When they eventually reached the 
  cavern of Shadowreach, their lanterns illuminated 
  huge statues of sinister archmages standing above 
  the vast, empty city. Shadowreach proved a site full 
  the battle For ShadoWreach
  
  29
  of mysteries, relics, dangers—and treasure beyond 
  counting. These explorers built a small camp amid 
  clifftop ruins marking one edge of the ruined city. 
  The camp grew into a walled outpost, and soon, 
  Deepdelver’s Enclave opened for business.
  The Nine
  The nine archmages of the Black Star were drawn 
  together from across the world, united in their thirst 
  for knowledge and their willingness to pay any price 
  to find it. The eclectic origins of the Nine gave them a 
  perspective few other mages have ever achieved. No 
  matter their lineage or history, when they founded 
  the Magocracy of the Black Star, only their thirst for 
  power mattered.
   The following sections describe each of the nine 
  archmages, including the four who still remain in 
  Blackclaw Mountain, as well as the towers they built.
  grethel the FlaMe
  Born of dwarf and draconic parents, Grethel always 
  had fire burning in her heart. A chaotic evil female 
  half-dragon archmage, she was the most brash of the 
  Nine, having destroyed her home city with a single 
  spell in revenge for insults she had received as a child. 
  The other mages understood the need to channel 
  Grethel’s fiery heart and temper, letting her serve as 
  the master of evocation for the magocracy. (If you 
  decide to have Grethel play a part in your campaign, 
  she uses the archmage stat block with the half-dragon 
  template.)
  THE MOLTEN CITADEL
  Grethel resided in the remains of Aravax’s lair, a 
  stalagmite of stone and iron burned by dragonfire, 
  and which came to be known as the Molten Citadel 
  after the red dragon’s defeat. Grethel’s throne rested 
  on an obsidian platform suspended by adamantine 
  chains over a lake of molten iron far below. Some 
  say that deep within the citadel, she had opened up a 
  permanent portal to the Elemental Plane of Fire, and 
  that she treated regularly with the efreeti of the City of 
  Brass.
  THE EVERBURNING CRATER
  During their crusade, warriors of the Order of the 
  White Sun, commanded by Lord Korva Vollok, drew 
  Grethel from her citadel and killed her in the streets of 
  Shadowreach. Even as a fatal blow was struck against 
  her, Grethel shattered her staff of the magi and caused 
  an explosion that killed Korva and hundreds more on 
  both sides of the battle. The destruction left a crater 
  behind that still burns white-hot to this day. Those 
  who dare to look into the depths of the crater find 
  their skin and internal organs burned, often leading 
  to a painful death. No sign of Grethel was ever found, 
  though some sages have noted that those who break a 
  staff of the magi don’t always die.
  karek blackiron
  Karek Blackiron, a male neutral evil dwarf archmage, 
  spent decades studying the ways of forging and 
  enchantment under multiple dwarf masters. Each 
  time, he squeezed out all the knowledge he could 
  from those masters before killing them. Banished 
  from more than one wizards’ guild, Karek continued 
  to study the arcane arts on his own, until he caught 
  the attention of the Black Star and became one of the 
  Nine.
  THE MONOLITH
  Karek forged his citadel from a solid block of black 
  iron, and called it the Monolith. The structure 
  appeared seamless, and none but Karek knew how 
  to enter it. The archmage would disappear inside the 
  Monolith for months at a time, coming out only when 
  he needed new components for his creations or when 
  he wished to reveal those creations. Many of the most 
  powerful weapons and armor worn or wielded by the 
  Nine and their warlords came from the Monolith.
   Try as they might, the Order of the White Sun could 
  not penetrate the walls of Karek’s citadel when they 
  invaded Shadowreach. Some believe that the missing 
  dwarf archmage resides there still, forging a weapon 
  capable of piercing the heart of the Grendleroot.
  DEEPREACH
  In addition to forging the Monolith, Karek 
  spent decades building a vast dungeon beneath 
  Shadowreach. Said to descend at least twenty levels 
  into the mountain, the halls of Deepreach connected 
  numerous chambers that had already existed below 
  Shadowreach for millennia. Karek and the other 
  archmages of the Nine used Deepreach as a vast 
  laboratory for their experiments. Prisons filled with 
  forgotten foes, vaults containing magic worth more 
  than empires, great vats of sentient primordial ooze, 
  and huge machines of war are all said to still be found 
  in the dungeon’s abandoned halls. The Order of the 
  White Sun attempted to explore Deepreach, but with 
  little success and many deaths. The dungeon lies 
  underneath Shadowreach still, its forgotten chambers 
  almost completely unexplored.
  
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  THE SWORD OF NIGHT
  Though shards of the Grendleroot can be used in the 
  creation of weapons and armor, Karek is so far the 
  only being in the world able to forge the indestructible 
  material of the Grendleroot into new forms. He 
  constructed and wielded a vorpal longsword from that 
  material, naming it the Sword of Night. Lost during 
  the crusade of the White Sun, the blade is thought 
  to be somewhere within the endless expanses of 
  Deepreach.
  korvilia, the daughter oF death
  Once a neutral good female high elf wizard, Korvilia 
  fell into the ways of necromancy and became a neutral 
  evil elf vampire archmage. (Use the vampire stat block 
  with the spellcasting of the archmage stat block.) She 
  operated independently for six hundred years before 
  joining the archmages of the Black Star. Haunted by 
  the death of her daughter, Korvilia spent her centuries 
  studying the borderlands between life and death, and 
  built the undead army that protected Shadowreach. 
  Nearly a thousand skeletons and two hundred wights 
  were commanded by the four vampire knights who 
  served her.
   When the Order of the White Sun came to 
  Shadowreach, Korvilia escaped to a hidden vault 
  where she remains to this day. See the “Vault of the 
  White Queen” adventure for more information on 
  Korvilia.
  MARROWHOLD
  Korvilia spent much of her time in Shadowreach 
  in Marrowhold, also known as the Tower of Silent 
  Screams. This edifice was built within the petrified 
  body of a rune titan in the northeast portion of the 
  city. A moat of ravenous ghouls once surrounded 
  the tower, feasting off the exposed lower half of the 
  rune titan, until the Priests of the White Sun came. 
  Those priests turned the ghouls to ash when they took 
  the city and shattered the tower, leaving half of the 
  hollow upper torso of the petrified titan exposed. The 
  paladins and Priests of the White Sun discovered vast 
  catacombs beneath the tower connected to Deepreach, 
  and were never fully successful in rooting out the 
  undead lurking within.
  SoraM oF the outSide
  Soram, a neutral evil male lightfoot halfling archmage, 
  was the master conjurer of the Nine. Always calm and 
  always smiling, he was known for his intricate facial 
  tattoos and beautiful clothing. Soram often acted as 
  an ambassador for the Nine, and was one of the few 
  archmages who would bother to meet with leaders 
  from outside the mountain.
   The Order of the White Sun began their crusade 
  by executing Soram in front of the mountain. Lord 
  Templar Alexa Avankor swung the blade herself, in a 
  public display that marked the beginning of the war 
  with the Magocracy of the Black Star. It was whispered 
  that Soram’s last act before the sword fell was to curse 
  the White Sun, and to call upon the seed within the 
  mountain to destroy the order. Many of those who 
  believe the possibility of this curse maintain that 
  this was the source of the explosive growth of the 
  Grendleroot spires decades later.
  BLACKTREE
  Soram practiced his magical craft in Blacktree, a 
  twisted stalagmite shaped like a great tree and made of 
  indestructible metal. The tree was said to exist on the 
  border between this world and the world of shadow, 
  marked by a thin veil said to hang in a chamber deep 
  below the tree where the two worlds connected. 
  ulon the Mind dancer
  Ulon, a male neutral evil cloud giant archmage, was 
  the magocracy’s master of illusions. (Use the cloud 
  giant stat block for him, with the spellcasting of 
  the archmage stat block.) Ulon believed that the 
  happiness of all beings could be found in the depths 
  of the mind, and he built vast dreamscapes in which 
  hundreds of slaves worked themselves to death under 
  an illusion of peace and contentment. Ulon’s dream 
  experiments were deemed necessary to understand the 
  worlds beyond reality that mortals could not otherwise 
  grasp. He spent decades in these recursive worlds 
  of his own creation, constructing entire multiverses 
  in his mind in order to conduct his research and 
  experiments.
  THE GHOST TOWER
  Ulon spent his days in a twisted spire standing 
  half inside and half outside of reality, known as the 
  Ghost Tower. Its form would shift from a spire of 
  magically shaped gray stone into an ethereal beam 
  of light shining floor to ceiling in the great cavern 
  of Shadowreach. When the Order of the White 
  Sun invaded the city, they had to wait until the 
  first new moon of the following year before Ulon’s 
  tower shimmered into existence once more. A team 
  of paladins and mageslayers led by the bard Sylda 
  Dawncaster assaulted the tower, but they never came 
  back out before it blinked away once again. 
  
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   Every ten years, the Ghost Tower reappears in 
  Shadowreach for three days before it disappears once 
  again. Some who have seen it say that the sounds of 
  screaming and battle still echo from within. Others 
  hypothesize that the members of the order who 
  entered the tower fell into their own illusory worlds, 
  and that even if they yet survive, they will never come 
  back out again.
  vrathe oF War
  Vrathe, a neutral evil female fire giant archmage, was 
  advisor to two different fire giant kings. Both times, 
  she was thrown aside and banished for her propensity 
  toward careful thought over quick aggression. Both 
  times, the kings who dismissed her ended up with 
  their heads upon the pikes of their enemies.
        For two hundred years, Vrathe combined her 
  study of both war and magic. She led the Claws of the 
  Nine, the half-dragon warlords who she raised from 
  birth and infused with her magic. These warlords 
  commanded the mortal army of the magocracy.
  THE CITADEL OF THE LONG NIGHT
  Vrathe resided in the Citadel of the Long Night, 
  carved from a massive stalactite hanging two hundred 
  feet down from the cavern ceiling above Shadowreach. 
  Largely destroyed when Vrathe was slain by a force of 
  Mageslayers and Blades of Dawn, the citadel remains 
  accessible only from the air.
  VRATHE’S ROD OF COMMAND
  Vrathe wielded a rod of lordly might she used to 
  command her armies. The rod was lost during the 
  crusade of the White Sun, and is rumored to still lie 
  within her ruined citadel.
  Waverlyn StarSong
  Mistress of divination Waverlyn Starsong, a neutral 
  evil female elf archmage, spent most of her days 
  communicating with entities beyond the world. 
  She built Starsong Tower as a beacon and amplifier 
  to let her speak with creatures beyond mortal 
  understanding. Her greatest accomplishment was 
  to touch the intellect of the Black Star, an act that 
  splintered her mind into many separate personalities. 
  Some of these personalities were kind and gracious, 
  while others exploded into wrath and sadism.
   Each of Waverlyn’s personalities showed itself 
  during the crusade of the White Sun, when she was 
  dragged from her tower weeping and begging for 
  her life. Moments later, she spoke a single word that 
  Statue oF vrathe oF War
  
  32
  shattered the minds of two dozen of her attackers, 
  before Alexa Avankor’s holy avenger pierced her heart.
  STARSONG TOWER
  Waverlyn Starsong’s sanctum, set along the clifftop 
  edge of Shadowreach where Deepdelver’s Enclave 
  now stands, is described in the adventure “The Call of 
  Starsong Tower.”
  xarvin the inFernal
  Abandoned at an early age by his human mother, 
  Xarvin—a neutral evil male tiefling archmage—
  learned to both hate and revere the infernal half of 
  his heritage. For decades, he studied the bonds, pacts, 
  and contracts of the Nine Hells, binding his first 
  demon at the age of sixteen. He eventually hunted 
  down and bound his infernal father, sealing him in a 
  pocket dimension tied to a cubic gate that now sits in 
  a chamber of Deepreach, guarded over by four bound 
  ice devils.
   Xarvin built a library of true names and infernal 
  contracts, buying, selling, and trading them as deftly 
  as the shrewdest banker. He used his vast network of 
  bound devils to learn more of the Black Star, passing 
  along information to his fellow archmages when it 
  suited him.
   When the Order of the White Sun came to 
  Shadowreach, they set fire to Xarvin’s library. As 
  parchments burned and bronze disks melted, the 
  devils bound inside them broke free from long years 
  of bondage. They turned on their former master, 
  breaking his body and capturing his soul. It is said that 
  a pit fiend named Vuron the Vile now holds Xarvin’s 
  soul trapped in a ring of spell storing, and that the 
  archmage’s screaming face can still be seen within the 
  ring’s amber agate.
  THE INFERNAL LIBRARY
  Xarvin’s tower was built of marble on the western wall 
  of the cavern surrounding Shadowreach. Decorated 
  with pillars carved into the shapes of all manner of 
  fiends, its twenty stories of shelves housed scrolls, 
  tablets, tomes, disks, and other forms of contracts 
  going back thousands of years. 
   When the Order of the White Sun set the library 
  ablaze, holy fire shattered the shelves, then burned and 
  melted the contracts. One large tablet of black onyx 
  floating in the center of the library melted, releasing 
  the pit fiend Vuron the Vile and carving a shaft down 
  through the floor of the library into magma-filled 
  caverns hundreds of feet below. Those few who have 
  approached the shaft report a scorching blast of air 
  continually blowing out of the pit, along with a loud 
  rhythmic hammering like some great infernal machine 
  in the darkness below.
   Some believe that the pit fiend Vuron still resides in 
  the burning caverns and chambers beneath the library, 
  with its four erinyes advisors and sixty-six bone devils 
  commanding an army of lesser devils. Since the fall 
  of the magocracy, Vuron has been using his infernal 
  machine to open a fiendish gateway to the Nine Hells.
  yolon oF the void
  Yolon, a neutral evil nonbinary lich and the oldest 
  of the archmages of the Black Star, spent centuries 
  studying the multiverse and the spaces in between. It 
  was said that their mind existed half in and half out of 
  reality, seeing things beyond the comprehension of any 
  other creature. 
   At the height of their power, Yolon had long 
  forgotten their original heritage and mortality, and 
  cared nothing for the mortality of others. Outside 
  the Nine, mortal creatures were a simple resource to 
  use and expend as Yolon’s dark experiments required. 
  It was common for the lich to disappear from 
  Shadowreach for years at a time, stepping away from 
  delicate and intricate experiments to journey into the 
  void between the stars, and speaking to entities whose 
  mere existence would crush the souls of other beings.
   During the late stages of the crusade of the Order 
  of the White Sun, Yolon floated out from their tower 
  armed with a staff of power, a robe of the archmagi, 
  and a retinue of twisted demons. The lich and their 
  demonic host nearly broke the assault, until a paladin 
  named Karvus Whiteiron smashed through Yolon’s 
  defenses and smote them with a divine light more 
  powerful than any seen in centuries. The lich turned 
  to ash and the demons dissolved into oily pools. Yet 
  Yolon’s phylactery was never found, and many whisper 
  that the lich yet resides somewhere in Shadowreach, 
  still seeking the lost secrets of the multiverse.
  TOWER OF THE VOID
  Yolon spent much of their time sequestered in the 
  Tower of the Void. This stronghold of black metal 
  floated in the center of Shadowreach above a huge 
  shaft leading deep into the heart of the mountain. 
  Great horrors drawn from other worlds by Yolon once 
  lurked in the depths of that pit, sleek with oily black 
  skin, too many eyes, and far too many limbs. During 
  the crusade, the Tower of the Void collapsed into 
  the pit, cracking open and unleashing the shadowy 
  horrors below. Those horrors remain in the pit to this 
  
  33
  day, wailing with blind hunger from the darkness 
  below. For now, some residual magic of Yolon’s 
  creation keeps them from leaving the pit, but 
  that magic is weakening.
  The Order of the White 
  Sun
  The Order of the White Sun was founded centuries 
  ago in Sunspire Citadel, a great fortress roughly 
  two hundred miles from Blackclaw Mountain. The 
  high priests and templars of the White Sun knew of 
  the Magocracy of the Black Star, and had long feared 
  the power wielded by the nine archmages. During 
  their crusade into the mountain, many heroes of the 
  White Sun showed their valor in battle against the 
  magocracy. Four of those heroes are detailed in this 
  section.
  high prieSt Maelin avankor
  The tenth high priest of the White Sun, Maelin 
  Avankor knew it was only a matter of time before 
  the order would be forced to confront the darkness 
  taking root in Blackclaw Mountain. Yet he feared that 
  inevitable confrontation, knowing that the terrible 
  power of the archmages would be turned against his 
  order. Only after receiving his apocalyptic vision of 
  the coming of the Black Star did Maelin approve the 
  crusade, and he helped train the forces who marched 
  on the mountain. 
   Maelin died the day after the Order of the 
  White Sun declared victory over the magocracy in 
  Shadowreach, his body simply giving out despite any 
  serious injury. He lay upon his small cot in an armory 
  that had been turned into a headquarters for the order. 
  On his person was a parchment written in a troubled 
  hand, which read:
   “All my life, I have served the Light. But now I see only 
  darkness below. May the Light forgive me.” 
   The Order of the White Sun commissioned a 
  statue of the high priest, crafted by two dozen dwarf 
  sculptors and standing watch over the great pit at 
  the center of Shadowreach as a symbol of eternal 
  vengeance. Working day and night, the sculptors 
  carved the statue from a block of white marble 
  painstakingly hauled in from outside the mountain. 
  The statue shattered eighty years later, when the first 
  spire of the Grendleroot tore through the ground 
  directly beneath it, replacing the masterwork with a 
  thirty-foot thorn of black metal.
   “My heart died that day,” wrote the twelfth high 
  priest of the order. “I knew in that moment that the 
  darkness of the mountain would never be tamed.” The 
  exodus of the Order of the White Sun from Blackclaw 
  Mountain began that same day.
  lord teMplar alexa avankor
  Daughter of Maelin Avankor, Alexa fought with a stout 
  heart, a stubborn will, and a single-minded desire to 
  drive evil from the world. For much of her adult life, 
  she tried to convince her father of the growing danger 
  of the Magocracy of the Black Star after learning of 
  the archmages’ enslavement of sentient races and 
  their defilement of thousands of souls. Over long 
  years, Alexa led a force of some two hundred paladins, 
  twenty of which became her knights templar. Through 
  training and prayer, they prepared in secret for their 
  inevitable assault on Shadowreach, sending in spies 
  regularly to assess the magocracy’s power.
   After the crusade and the death of Maelin Avankor, 
  Alexa gave up her title as lord templar to her second-
  in-command, a knight templar named Willam Renvar. 
  With her leadership ended, she prepared a backpack 
  full of supplies and strapped on her holy avenger 
  longsword, Sunflare—a blade forged by the finest 
  smiths and empowered by her father’s most powerful 
  prayers. She stepped into the darkness of the mountain 
  and was never seen again. 
  lord korva vollok
  
  34
   To this day, explorers in Blackclaw Mountain 
  sometimes share tales of seeing an elderly woman in 
  dented, patchwork armor. On an island in the middle 
  of a vast black lake deep in the mountain, she fights off 
  hordes of ghouls with a sword that shines like the sun.
  Sylda daWncaSter, the MageSlayer
  The paladins and priests of the Order of the White 
  Sun knew that their righteousness alone would not 
  be enough to quell the power of the Magocracy of the 
  Black Star. As such, before their crusade, the order 
  trained bards and wizards in the art of abjuration, 
  building shields of magical power, countering the 
  spells of their opponents, and dispelling any magic 
  that stood in their way. With such arcane experience 
  unknown within the order, Maelin and Alexa sought 
  out the mercenary bard Sylda Dawncaster. At first, 
  they paid her handsomely for her experience and her 
  training of this new force of Mageslayers. But after 
  spending two weeks in Shadowreach as a spy, Sylda 
  took their mission into her heart and joined the order.
   One hundred mageslayers were trained under 
  Sylda’s leadership—bards, fighters, rogues, and 
  wizards specifically trained to counter the magic of 
  the magocracy. Were it not for this force, the order 
  would have stood no chance against the Nine. But with 
  the mageslayers on their side, the priests and knights 
  of the order were able to cut through the magical 
  defenses and devastating attacks of the magocracy, 
  turning the tide and winning the war.
   Sylda Dawncaster led twenty mageslayers into the 
  Ghost Tower of Ulon the Mind Dancer in the final 
  days of the crusade. She and her warriors were never 
  seen again, as the tower blinked out of existence 
  with them inside. Some believe that Sylda and her 
  mageslayers are still trapped in the tower, doomed to 
  live in the torment of their own minds for eternity if 
  no one can break the illusory bonds that hold them.
  SPELLSIEVE
  Wizards and scalds loyal to the Order of the White 
  Sun forged a weapon for Sylda Dawncaster—a blade 
  befitting the leader of the Mageslayer unit, known as 
  Spellsieve. This black-bladed weapon has five runes 
  etched into its blade.
   Spellsieve is a shortsword of absorption—a very rare 
  magic shortsword that has the same characteristics as 
  a rod of absorption. As it absorbs spells, the glyphs on 
  the blade begin to glow violet. As spells are cast from 
  it, the violet glyphs go dark once again. Sylda used 
  Spellsieve when she and a force of Mageslayers and 
  Blades of Dawn fought and killed Vrathe of War. The 
  blade then disappeared with Sylda Dawncaster when 
  she stepped inside the Ghost Tower.
  lord korva vollok
  The paladins, templars, priests, and mageslayers of 
  the Order of the White Sun were backed by over a 
  thousand armored troops and veterans led by Lord 
  Korva Vollok, commander of the Swords of the 
  Sun. These soldiers and veterans trained alongside 
  their spellcasting companions in preparation for the 
  crusade.
   During the war, Korva’s vanguard smashed through 
  the thrall armies of the magocracy. She battled and cut 
  down Thorvum Raisewing, half-dragon warlord of the 
  Claws of the Nine. During the battle, the archmage 
  Grethel the Flame disintegrated Korva’s wife and 
  second-in-command, Molly. In response, Korva drove 
  her radiant sun blade through the archmage’s magical 
  defenses and into her molten heart—even as Grethel 
  broke her staff of the magi to slay Korva and hundreds 
  more combatants. Korva’s sun blade was recovered 
  by a monastic branch of the Order of the White Sun 
  known as the Keepers, and was hidden in a monastery 
  built to imprison a Black Star agent known as Mother 
  Bloodstone. See the adventure “The Cell” for more 
  information.
  One Possible History
  The tales and legends of the history of Blackclaw 
  Mountain and Shadowreach are filled with 
  inaccuracies, grandiose bravado, and tall tales. You 
  are free to decide which of these stories, if any, are 
  true, and which are simply legend. The material in 
  this section represents just one possible history out of 
  many. Just as the recursive dreams of Ulon the Mind 
  Dancer create a thousand realities, so can you. 
  
  35
  I
  n the characters’ first exposure to the ruins of the 
  Grendleroot, one of the elders of Deepdelver’s 
  Enclave sends the party to investigate a corrupting 
  violet energy emanating from the ruins of Starsong 
  Tower, at the north edge of the enclave. Within the 
  tower, the characters discover the remains of former 
  adventurers, a mad cultist, a harrowed specter, and the 
  mysterious call of the Grendleroot. If they successfully 
  repair a corrupted altar to break the source of the 
  violet energy, the characters earn the respect of the 
  enclave—and can even claim Starsong Tower as their 
  own home base.
   “The Call of Starsong Tower” is a two-hour 
  adventure for 1st-level characters, and will take 
  those characters to 2nd level. It is designed to 
  introduce players to the ruins of the Grendleroot and 
  Deepdelver’s Enclave, and to introduce you to the 
  setup and style of the adventures in this book. This 
  adventure also offers additional guidance to help new 
  Gamemasters run their games.
  Adventure Summary
  The adventure begins when Bailon the Beardless, an 
  elder of Deepdelver’s Enclave, asks the characters for 
  help investigating a strange energy emanating from 
  Starsong Tower. For long years, the tower served as a 
  beacon of light in the cavern, but it went dark with the 
  coming of the Grendleroot. However, just three days 
  ago, a beam of violet light erupted from the tower, 
  pulsing up to a large spherical crystal in the ceiling of 
  the cavern. The corrupt magic of this light has brought 
  the normally cheerful folk of the enclave into a state of 
  worry.
   Deepdelver’s Enclave is home to many adventurers 
  and retired adventurers, but its most renowned groups 
  are all presently away on missions of exploration in 
  the mountain. The one group that was in the enclave 
  entered the ruined tower in the hope of discovering 
  the source of the violet light and disabling it—but 
  none of its members have yet returned. Bailon hopes 
  that the characters can investigate to discover the fate 
  of the previous adventurers, and disable the strange 
  violet light creating chaos in the enclave.
  Monsters and NPCs. Cult fanatic, giant rats (3), 
  gargoyle, skeletons (3), specter, zombies (2)
  Notable NPCs
  The following NPCs have a part to play in the 
  adventure.
  BAILON THE BEARDLESS
  A former explorer who has spent most of his life 
  in Blackclaw, Bailon is a chaotic good male dwarf 
  veteran considered by many to be the primary elder of 
  THE CALL OF  
  STARSONG TOWER
  From the ruins of an enchanted tower, the Grendleroot calls out into the depths of the Astral Plane, spreading 
  nightmares throughout Deepdelver’s Enclave.
  CHAPTER 3
  
  36
  Deepdelver’s Enclave. Kind and mischievous in equal 
  measure, Bailon believes that self-reliance is the most 
  important trait for anyone who wishes to explore the 
  mountain. He is the first NPC the characters meet in 
  this adventure.
  JAYCE GOLDSMILE
  Jayce runs Goldsmile’s Artifacts, a small shop that 
  specializes in buying and selling relics found by those 
  exploring the ruins of the Grendleroot. A chaotic good 
  female lightfoot halfling scout, she knows some of the 
  history of Starsong Tower and is willing to share it. She 
  is always excited to meet new adventurers, and offers 
  to help them however she can (including with potions 
  of healing). She is also willing to buy any interesting 
  treasure the characters find in the tower.
  SARVIN BLUECASTER
  Once a priest of the Order of the White Sun, Sarvin 
  became a kind of caretaker of Starsong Tower after 
  his death, as his soul remained bound to the site. 
  However, the corruption of the tower has twisted that 
  soul, transforming him into a half-crazed specter. 
  Sarvin is more tortured than evil (treat him as chaotic 
  neutral), and he does not act with hostility unless 
  provoked. His bond to the tower and dedication to the 
  Order of the White Sun grant him the ability to speak 
  Common, unlike most specters.
  ALLICE SHADEWHISPERER
  A member of an adventuring company called the 
  Bronze Lions, Allice is a chaotic neutral female human 
  cult fanatic—and that company’s only survivor. She 
  saw her friends killed by the specter Sarvin, and was 
  badly injured in that fight. Unable to flee, she has 
  succumbed to madness inflicted by the corrupt energy 
  within the tower. She now worships the spire of the 
  Grendleroot that punches through the lowest level of 
  the tower, and attacks only if attacked first.
  Secrets and Clues
  The following secrets and clues can be revealed in the 
  adventure as you determine:
  •  Centuries ago, Starsong Tower gave off a beam of 
  radiant light that penetrated a great crystal hanging 
  high in the cavern above. The crystal’s light would 
  wax and wane to mark the passage of day and night 
  in the world outside the mountain. With the coming 
  of the Grendleroot and the destruction of the city of 
  Shadowreach in the cavern beneath the tower, the 
  crystal went dark. However, three days ago, it began 
  to pulse with an unsettling violet light.
  •  A holy altar to the goddess of light was once set up 
  in the cellar of the tower. The altar would channel 
  radiant energy into a crystal at the top of the tower, 
  which in turn would illuminate the much larger 
  crystal in the cavern’s ceiling. 
  •  The folk of Deepdelver’s Enclave have always 
  avoided the tower. Those who spend time in and 
  around it feel a dark presence that manifests as dire 
  nightmares. (This is the power of the altar, which has 
  been corrupted by the Grendleroot spire. With the 
  sudden release of the altar’s power, the tower is safe 
  to any creature that spends less than a day there.)
  •  Those who have briefly explored the tower have 
  reported hearing whispered voices coming from 
  behind its main door. (This is the guardian specter, 
  Sarvin.)
  •  The spires of the Grendleroot are imbued with 
  mysterious magical power. Strange things happen 
  when the spires come into the presence of other 
  magic. 
  •  The beam of violet light that now erupts from the 
  tower is filling peoples’ heads with nightmares. No 
  one in Deepdelver’s Enclave has slept well since the 
  light appeared.
  •  The energy of the Grendleroot spires can create 
  physical and magical mutations in creatures that 
  dwell too close to them. 
  •  Creative individuals and those attuned to the 
  ways of magic have long claimed to hear a strange 
  wavering buzz coming from around the tower.
  •  Explorers of note have claimed that the tower is 
  some sort of device meant to communicate with 
  beings from other worlds.
  •  A long-dead sage who went mad after spending too 
  much time in Starsong Tower claimed that an entity 
  beneath it was attempting to communicate with a 
  larger entity floating in the endless void above the 
  world.
  •  The altar of light in the tower’s cellar was added to 
  the tower after its initial construction. The tower’s 
  original purpose is unknown.
  •  The altar has been corrupted by a spire of the 
  Grendleroot, but the power of the Grendleroot 
  builds slowly. After absorbing that power for 
  hundreds of years, the altar reached a critical 
  threshold that has caused it to erupt with the 
  Grendleroot spire’s dark energy.
  •  The Bronze Lion adventurers went into the tower 
  shortly after the violet light first appeared, and 
  haven’t come out. The group wasn’t well liked around 
  
  37
  the enclave, and its members had a reputation for 
  being jerks.
  •  The Bronze Lions had a wand they said would help 
  them fix the tower.
  Origin of Starsong Tower
  You are free to change the details of Starsong Tower 
  to make this your own adventure and have it better 
  fit your own campaign. In particular, you can decide 
  who built the tower and what clues they left behind 
  regarding their identity and purpose after abandoning 
  it. However, if you have no history for the tower in 
  mind, you can use the following information to fill in 
  the details.
   Nearly five centuries ago, an ambitious arcane 
  order called the Magocracy of the Black Star built the 
  city of Shadowreach long before the coming of the 
  Grendleroot. The archmages of the Black Star built 
  nine towers around the city’s vast cavern, including 
  Starsong Tower, named for the archmage who was its 
  overseer. The nine towers all channeled the energy of 
  the mountain to empower spells and conduct complex 
  magical experiments.
   Three centuries ago, a fanatical group known as the 
  Order of the White Sun came to Shadowreach and 
  eradicated the Magocracy of the Black Star. Even as 
  they established control over many sections of the city, 
  the members of the order claimed Starsong Tower 
  for themselves. They built an altar to their goddess 
  in the lowest level of the tower, using its radiance to 
  illuminate the great crystal at the top of the cavern. 
  The crystal then shed light across the cavern that 
  brightened and dimmed to match the state of daylight 
  in the world outside.
   Two centuries ago, the spires of the Grendleroot 
  erupted within the mountain. One of those spires 
  pierced through the bottom of Starsong Tower and 
  shattered the altar. The crystal went dark. Since then 
  the Grendleroot spire has been corrupting the altar, 
  slowly filling it with dark energy.
   After two hundred years, the slow-acting magic of 
  the Grendleroot spire has fully corrupted the altar. An 
  eruption of dark power now sends a call out through 
  the magic crystal at the top of the cavern—and is 
  driving the folk of Deepdelver’s Enclave to despair. 
  Through this connection, the Grendleroot hopes to 
  reach out to another similar entity—perhaps one 
  potentially even more dangerous to the world than the 
  Grendleroot itself.
  Tips For Running 1st-Level 
  Adventures
  This adventure is written for 1st-level characters, 
  who are significantly more fragile than 2nd-level 
  characters. It is much easier to accidentally kill 1st-
  level characters—even instantly. They also have fewer 
  capabilities to handle threats. 
   It’s up to you how difficult you want to make this 
  1st-level adventure, but if you’re new to being a 
  Gamemaster, or if the players in your group are new 
  to the game, go easy on them and reinforce the joy of 
  high-fantasy roleplaying above the ongoing threat of 
  death. 
   This adventure has been balanced for 1st-level 
  characters, but you’ll still want to keep an eye on how 
  quickly things might turn poorly for the adventurers. 
  In particular, always run fewer monsters than 
  characters, use static monster damage instead of 
  rolling for damage, and ignore the instant death rules 
  for new adventurers.
   Be kind at 1st level. You can turn up the heat in the 
  levels to come.
  Adventure Hooks
  The characters can be inspired to explore Starsong 
  Tower and end its corruption for many different 
  reasons, including the money offered by Bailon the 
  Beardless and the chance to build a reputation among 
  the people of Deepdelver’s Enclave. 
   Alternatively, one or more of the characters might be 
  driven primarily by the need to investigate the mystery 
  of the tower. A character might also receive a dream or 
  vision of the Grendleroot’s call and want to investigate. 
   You can also have one or more of the NPCs 
  who’ve gone missing in the tower to be known 
  to the characters. The adventure assumes that all 
  the members of the Bronze Lions except Allice 
  Shadewhisperer are dead, but you can decide that 
  NPCs the characters know might still be found alive.
  the call oF the grendleroot
  The spire in the cellar of Starsong Tower is one of 
  the spires of the Grendleroot, the vast and ancient 
  sentience that lurks deep within the mountain. Having 
  burst through the cavern floor and into the tower, the 
  spire now allows the Grendleroot to use the tower to 
  attempt to communicate with another vast sentience 
  somewhere far away. 
  
  38
   This other sentience might dwell on another plane, 
  or in the vast emptiness of space. It might even be 
  possible that the Grendleroot is calling forth an 
  elder evil that might eventually devour the entire 
  world. This small adventure in the tower could be the 
  beginning of an epic tale to save civilization from an 
  alien horror beyond nightmare. It might also just be a 
  bit of fun for new adventurers.
  Start
  The adventure begins with the characters in an 
  audience with Bailon the Beardless, an elder of 
  Deepdelver’s Enclave. Read or summarize the 
  following to set the scene:
  You stand in the Dragon’s Fangs—an adventurers’ 
  common house and the largest structure in Deepdelver’s 
  Enclave. Your host, Bailon the 
  Beardless, sits in a large rocking 
  chair, a pipe in one hand and a 
  staff topped with a carving of a 
  bearded dwarf in the other. Both 
  Bailon and the wooden dwarf give 
  you the same mischievous look.
   “So, you all want to be adventurers? 
  Well, there are few jobs in this world more 
  exciting for those who have the calling. 
  It’s a dangerous trade, to be sure, but 
  the rewards are well worth it. And I’m 
  not talking just about the rewards of gold, 
  jewels, or relics. I’m talking about the rewards 
  of discovery. I’m talking about uncovering the 
  mysteries of this mountain, some buried here for 
  a thousand thousand years.
   “But there’ll be time enough for that. If you’re 
  looking to test your mettle as adventurers, I have 
  just the job to see if you’re truly cut out for this. 
   “You know that large crystal you saw in the ceiling 
  of the cavern? The one glowing with that strange 
  purple light? It’s been dark for two hundred years, since 
  the coming of the Grendleroot. But three days past, it 
  started glowing like it is now, and no one in the enclave 
  has had a good night’s sleep since. That light brings 
  nightmares with it, and it’s coming from a ruin at the 
  north end of the enclave, called Starsong Tower. 
   “Most of the adventurers of Deepdelver’s Enclave are 
  out in the mountain on missions of their own right now, 
  and I don’t expect the first of them back for days. We 
  sent in one company whose people were taking some 
  downtime in the enclave, but they didn’t come out.”
  You can intersperse Bailon’s dialogue with questions 
  from the characters. Look at the “Secrets and Clues” 
  section to get an idea of the background information 
  on the tower that Bailon might know. Eventually, the 
  characters’ conversation inspires Bailon to make them 
  an offer:
  “You want to prove that you have what it takes to be 
  an adventurer of Deepdelver’s Enclave? Head over 
  to Starsong Tower and find out what’s causing that 
  light. Fix it, and you’ll have friends all throughout the 
  enclave. Plus, I’ll arrange a reward of a cool twenty gold 
  pieces. Yes, each.”
  bailon the beardleSS
  
  39
  In addition to the secrets and clues you want to share, 
  Bailon tells the characters that there are three ways 
  to enter Starsong Tower—by way of the front door, 
  through a small tunnel that leads from a nearby river 
  into the tower’s lower level, and by scaling the tower’s 
  broken walls. 
   The dwarf also suggests that the characters talk to 
  Jayce Goldsmile, the enclave’s relic dealer (see the 
  “Deepdelver’s Enclave” chapter). Jayce can provide 
  more information about the tower from the “Secrets 
  and Clues” section, in addition to giving each 
  character a potion of healing as a welcoming gift. 
   The characters can also talk to any of the other 
  NPCs detailed in the “Deepdelver’s Enclave” chapter.
  Pacing the Adventure
  This adventure is intended to take roughly two hours 
  to run. The primary method of tuning the length 
  of the adventure is the use or removal of optional 
  encounters in area 2, 3, or 5. You can also shorten this 
  adventure by requiring that the characters fix only the 
  altar in area 4 or the orb in area 6, rather than both.
  The Ruins of Starsong Tower
  The tower rises atop the cliff at the north edge of 
  Deepdelver’s Enclave. The following “Area Aspects” 
  section presents a list of the most notable features of 
  the tower as a whole. You’ll see similar lists of aspects 
  for each of the major locations within the tower. Use 
  these aspects to help remind you what elements of a 
  location are important.
  Area Aspects. Three-story tower, beam of wavering 
  violet light shining up to a crystal above, stone 
  doorway, cracked walls, river canyon
  When the characters reach the tower, read or 
  summarize the following. Similar read-aloud text 
  accompanies each of the other notable locations in the 
  adventure.
  The ruined three-story tower stands atop a small rise 
  on the north side of Deepdelver’s Enclave. Carvings of 
  sinister hooded faces decorate the corners of the tower’s 
  square walls. Halfway up one side, those walls have 
  cracked and fallen away, leaving the tower’s uppermost 
  floor exposed. A large stone door leads into the tower’s 
  first floor. A river of clear blue water is channeled 
  through a canyon some fifty feet away.
   A beam of wavering violet light shoots up from the 
  top of the tower to strike a large crystal embedded in 
  the cavern’s ceiling high above, causing it to pulse with 
  an unsettling violet light. 
  The characters have three obvious ways into the tower, 
  as mentioned by Bailon the Beardless. They can enter 
  through the front door (area 1), which leads to an old 
  audience chamber. They can go down to the river and 
  follow a natural tunnel (area 3) that opens up in the 
  tower’s cellar (area 4). Or characters can climb the 
  tower walls with successful DC 13 Strength (Athletics) 
  checks and enter through the exposed upper floor 
  (area 5).
   Unless otherwise described, the tower is built 
  of worked stone, has ceilings 15 feet high, and is 
  currently lit by the beam of violet light that passes 
  through it, which fills all areas with bright light.
  1. Front door
  Area Aspects. Large stone door, sinister carvings of 
  mages, grinning gargoyle
  A large stone door marks the tower’s main entrance. 
  The sinister visages of hooded mages stare out with 
  hollow eyes from each of the doors. A gargoyle statue 
  perched atop the doorframe leers down from above.
  The door can be pushed open with a successful DC 
  14 Strength (Athletics) check. Characters can work 
  together to push open the door, granting advantage to 
  the check of the character with the highest Strength 
  score.
  CREATURE
  The devilish-looking gargoyle above the door was 
  once bound to the service of the Magocracy of the 
  Black Star. Its service ended when the Order of the 
  White Sun took over the tower, but the creature 
  remains magically bound to its perch. It scrutinizes 
  the characters as they deal with the door, swiveling its 
  head around to watch them, and responding in a deep 
  voice if spoken to. 
   The gargoyle cannot attack unless attacked first. In 
  that event, it makes one attack with its claws, then 
  returns to its perch, lamenting that it is no longer 
  under orders to kill intruders. If addressed with 
  respect, the gargoyle might give up one of the secrets 
  and clues of the tower, described earlier.
  
  40
  
  41
  2. audience chaMber
  Area Aspects. Large ornate throne, statues of unknown 
  heroes, mosaics of a bygone age, holes in the ceiling 
  and floor, beam of violet light
  The corpses of three adventurers lie on the floor here, 
  all withered and pale. A large ornate throne sits atop 
  a raised platform on the north side of this chamber. 
  Statues of unknown heroes stand at attention, flanking 
  each other in two rows leading up to the throne. Rotting 
  plaster on the walls is peeling away to reveal old 
  mosaics once covered over. 
   Stairs to the northwest lead up, while stairs to the 
  northeast lead down. The floor and ceiling here have 
  collapsed in the southeast corner, exposing the floors 
  above and below. A circular hole cut into the center of 
  the floor matches one in the ceiling.
  If the characters have not yet repaired the altar in area 
  4, add the following:
  A pillar of wavering violet light rises between the two 
  holes.
  You can change the details of the decor in this room 
  to fit your own campaign. Otherwise, the old mosaics 
  depict the nine wizards of the Magocracy of the 
  Black Star casting powerful spells, summoning huge 
  demons, exploring lost caverns, and building the nine 
  towers that once rose within the surrounding cavern. 
  The symbol of the magocracy—an eclipsed black 
  star with nine points around the corona—features 
  prominently across the mosaics.
   The statues are more recent, and depict the heroes of 
  the White Sun who vanquished the Black Star mages 
  three centuries ago. Each statue features the symbol of 
  the Order of the White Sun—a flaming sword over a 
  blazing white sun.
  CREATURES
  The corpses are three members of the Bronze Lion 
  adventuring party, all withered by necrotic damage. 
  (The Bronze Lion adventurers made the mistake of 
  attacking the specter Sarvin here and were overcome. 
  See area 6 for more information on Sarvin.)
   Two of the corpses rise as zombies and attack as 
  soon as any character comes more than 10 feet into the 
  room. Their eyes glow with a violet light—the same 
  color as the beam of light in the tower. A character 
  who succeeds on a DC 12 Intelligence (Arcana) check 
  can determine that the zombies have been created by 
  the power of the beam.
   If time is running short or the characters have 
  already faced enough battles, you can skip this 
  encounter.
  VIOLET LIGHT
  If the altar in area 4 is active, the corrupt energy of the 
  beam of violet light is a hazard to those in this area. 
  Any creature that enters the area of the light for the 
  first time on a turn or starts its turn there takes 3 (1d6) 
  force damage and is pushed 5 feet away from the light.
  TREASURE
  By searching the bodies, the characters can find 18 gp 
  in mixed coin and a jeweled necklace shaped like a 
  beetle (20 gp), along with standard adventuring gear 
  and nonmagical weapons and armor.
   On the body that did not rise as a zombie, the 
  characters find a wand of mending intended to help 
  repair the tower. This uncommon magic item has 7 
  charges. While holding it, a creature can use an action 
  to expend 1 of its charges to cast the mending cantrip. 
  The wand regains 1d6 + 1 expended charges daily at 
  dawn. If a creature expends the wand’s last charge, 
  they roll a d20. On a 1, the wand crumbles into ash 
  and is destroyed.
  3. tunnel
  Characters who explore the river’s course through the 
  canyon near the tower discover a subterranean side 
  tunnel leading off the canyon and toward the tower. 
  Area Aspects. Natural circular tunnel, corrupted water, 
  Grendleroot pillars
  A long natural tunnel leads from the rough stone wall 
  of the river to a broken wall of worked stone. A small 
  stream that feeds the river emerges from under the 
  broken wall, but its water has been turned a dirty gray 
  from the presence of a dark liquid dripping out through 
  cracks in the wall. In some areas, the rock walls of the 
  tunnel have eroded away, revealing strange black pillars 
  made of some unknown metal.
  The tunnel is roughly 50 feet long and 5 feet 
  in diameter. The black pillars are spires of the 
  Grendleroot that were thrust up from below but did 
  not push above the ground. Like all the Grendleroot 
  spires, they are slightly warm to the touch and 
  
  42
  completely impervious to damage. The spires are 
  smooth and have no markings on them.
   Any character who succeeds on a DC 12 Intelligence 
  (Nature) or Wisdom (Survival) check can determine 
  that the water flowing down the tunnel is corrupted 
  by the essence of the Grendleroot. It is cold to the 
  touch, and anyone who drinks the water takes 7 (2d6) 
  necrotic damage and is poisoned for 1 hour.
   The broken stone wall at the end of the tunnel is one 
  of the walls of the cellar beneath the tower. Characters 
  can easily slip through gaps in the wall and into the 
  cellar.
  CREATURES
  When the first character moves roughly halfway down 
  the tunnel, three giant rats crawl out from clefts in the 
  walls, one in front of the characters and two behind. 
  The rats’ eyes glow with a strange violet light, and 
  they attack any creature that tries to reach the tower. 
  A character who succeeds on a DC 12 Intelligence 
  (Arcana) check can see that the rats are somehow 
  infused with the power of the violet light.
   If time is running short or the characters have 
  already faced enough battles, you can skip this 
  encounter.
  4. cellar altar
  Area Aspects. Broken statue, cracked stone altar, 
  black liquid, spire of the Grendleroot, collapsed 
  stonework, hole in the ceiling, beam of violet light
  A cracked stone altar carved with religious iconography 
  stands before a ruined statue of the goddess of light. The 
  statue’s head has been broken off, and black liquid flows 
  from cracks in its body onto the floor. The liquid pools 
  around a large black spire that juts out of the floor in 
  the center of the chamber, reaching upward like a great 
  claw.
   Stairs to the northeast lead up. Collapsed stone from 
  the floor and walls of the level above spreads in the 
  southeast corner of the chamber.
   A beam of violet light shoots up from the spire, 
  focused through a hole in the ceiling into the tower 
  above.
  The spire of the Grendleroot is the source of the 
  corruption in the tower. Fed by the black blood 
  flowing from the corrupted statue on the altar, the 
  spire uses its energy to attempt to communicate with 
  in the cellar altar
  
  43
  an otherworldly being, channeling the thoughts of 
  the Grendleroot through the crystal on the tower’s 
  uppermost floor (area 6) and the larger crystal hanging 
  in the ceiling in the cavern above.
  CREATURE
  Allice Shadewhisperer, a chaotic neutral human 
  female cult fanatic, lies prone on the floor here, her 
  arms outstretched toward the spire. She stands when 
  the characters enter, demanding to know whether 
  they too have come in response to the call of the spire. 
  Any character who observes her notes that black ichor 
  appears to be flowing from her eyes. 
   Allice was one of the Bronze Lions adventurers who 
  came to the tower. Her comrades all fell to the specter 
  Sarvin, and only she remains. Having been corrupted 
  over the three days since she came here, she now 
  spends all her time whispering to the spire and eating 
  rats to survive.
   Allice can be convinced that her worship of the spire 
  is folly with a successful DC 14 Charisma (Persuasion) 
  check. The spire’s corruption has broken her mind, but 
  she is not evil. She defends the spire if she feels that the 
  characters are disrupting its connection to her.
   In combat, Allice uses spiritual weapon to call a 
  spectral black sword that attacks one enemy, while she 
  casts sacred flame on others. Her sacred flame cantrip 
  evokes black fire that deals necrotic damage instead of 
  radiant damage.
   Allice might have become weakened over the time 
  she’s spent in the cellar of the tower. You can adjust her 
  hit point total based on her physical state if you want 
  to adjust the pace and difficulty of combat.
   If you wish to make the encounter harder (while 
  remembering that 1st-level characters are particularly 
  vulnerable), Allice might be protected by one or 
  two zombies risen from her former comrades. The 
  undead fight at her side, but automatically fall when 
  she is defeated. You likely only want to do this if the 
  characters are higher than 1st level, or if there are 
  more than five characters in the party.
  VIOLET LIGHT
  While the altar is active, see area 2 for information on 
  the hazardous effects of the beam of violet light.
  CALL OF THE GRENDLEROOT
  The spire of the Grendleroot resonates with a strange 
  buzzing sound as the beam of violet light blazes up 
  through the tower. A character can attempt a DC 14 
  Intelligence (Arcana or Religion) check to investigate 
  the spire. On a success, a character becomes conscious 
  of the call of the Grendleroot as it is transmitted 
  through the tower. They know that some form of 
  intelligence is attempting to call out to another entity. 
  You can fill in the details with as much information 
  as you wish, customized for your own campaign. See 
  “What is the Grendleroot?” in the “About this Book” 
  chapter for more information. 
   If a character fails this check, they suffer a random 
  form of short-term madness for 10 minutes as their 
  mind buckles under the weight of the Grendleroot’s 
  call. Appendix B has more information on short-term 
  madness.
  REPAIRING THE ALTAR
  The statue and the altar can be repaired with three 
  uses each of the mending cantrip. The altar can also be 
  repaired with a successful DC 14 Intelligence (Arcana 
  or Religion) check.
   If the statue and the altar are both repaired, the 
  corrupting power of the Grendleroot spire is broken 
  and the black liquid stops flowing. The room fills with 
  a white radiant light that flows up through the ceiling 
  to the crystal on the roof of the tower. Though the 
  black spire remains in the chamber, its dark power 
  fades when the altar is repaired. Unless the characters 
  have repaired the crystal in area 6, however, the tower’s 
  corruption is not ended, and they recognize that more 
  work needs to be done above.
  TREASURE
  Set atop the altar are a golden bowl and plate (25 gp 
  each) and a small idol of the goddess of light (50 gp).
  5. upper SuiteS
  Area Aspects. Crumbling walls, ruined chambers, 
  collapsed floor, outset walls, holes in the ceiling and 
  floor, beam of violet light
  Time has not been kind to the tower’s second floor. 
  Collapsed walls reveal ruined bedchambers and storage 
  rooms. A cracked stone staircase in the northwest 
  extends to the floor above. The southeast corner of the 
  floor and ceiling have both collapsed, exposing the floor 
  above and below. A circular hole cut into the center of 
  the floor matches one in the ceiling.
  If the characters have not yet repaired the altar in area 
  4, add the following:
  A pillar of wavering violet light rises between the two 
  holes.
  
  44
  VIOLET LIGHT
  If the altar in area 4 is active, see area 2 for information 
  on the hazardous effects of the beam of violet light.
  SECRET SHRINE
  The far corner of the mostly intact bedchamber to 
  the southwest features two outset stone walls with no 
  visible openings. A character who succeeds on a DC 
  14 Wisdom (Perception) or Intelligence (Investigation) 
  check discovers a hidden lever at the foot of the east 
  wall that slides a section of that wall open, revealing 
  a small shrine beyond. The shrine features a bronze 
  statue of a seated knight with arms extended and 
  palms up. A gold-hilted longsword rests across the 
  knight’s hands (see “Treasure” below).
  CREATURES
  If you wish to include a combat encounter here, three 
  skeletons wearing the livery of the Order of the White 
  Sun rise from the rubble and attack.
  TREASURE
  The sword set across the statue’s hands is a +1 
  longsword named Goldkiss. This is an uncommon 
  magic item whose design features the sword-and-
  blazing-sun symbol of the Order of the White Sun. 
  A character attuned to the weapon can use an action 
  to cast a version of the burning hands spell that deals 
  radiant damage instead of fire damage. This feature of 
  the weapon can’t be used again until the next dawn.
  6. rooFtop
  Area Aspects. Huge crystal, collapsed floor, broken 
  walls, beam of violet light
  The walls and ceiling of the upper level of the tower 
  have collapsed, leaving this area exposed to the cavern 
  beyond. A two-foot-diameter crystal sits atop a large 
  pedestal of twisted green-and-gold metal at the center of 
  the floor. The southeast corner of the floor has collapsed 
  to reveal the levels below. 
  If the characters have not yet repaired the altar in area 
  4, add the following:
  Swirling violet energy flows around the base of the 
  pedestal. A crack in the crystal emits a beam of 
  wavering violet light that shoots upward to a much 
  larger crystal set into the ceiling of the cavern, one 
  hundred feet above. 
  the beacon oF 
  StarSong toWer
  
  45
  VIOLET LIGHT
  If the altar in area 4 is active, see area 2 for information 
  on the hazardous effects of the beam of violet light.
  CALL OF THE GRENDLEROOT
  Characters in this area can attempt to listen to the call 
  of the Grendleroot in the same way as described in 
  area 4.
  CREATURE
  Sarvin Bluecaster, a former priest of the Order of the 
  White Sun transformed into a specter, flows around 
  the base of the crystal in incorporeal form. When the 
  characters first arrive, he manifests into his original 
  humanoid form to speak with them. 
   Sarvin is not immediately hostile. The priest is 
  tortured by the corruption of the crystal, and yet 
  remains bound to protect it. The characters can 
  convince Sarvin of their intent to restore the tower and 
  end the corruption with a successful DC 14 Charisma 
  (Persuasion) check. On a failed check, Sarvin attacks.
   As an action, Sarvin uses Life Drain against three 
  different targets, but each attack deals 3 (1d6) necrotic 
  damage instead of its normal damage. He moves 
  between attacks, provoking opportunity attacks to hit 
  multiple targets instead of just one.
  REPAIRING THE CRYSTAL
  If Sarvin is defeated or convinced to let them work, 
  the characters can undo the corruption of the crystal 
  with three castings of the mending cantrip, or with a 
  successful DC 14 Intelligence (Arcana or Religion) 
  check. If this check fails by 5 or more, a bolt of violet 
  energy arcs out to deal 3 (1d6) necrotic damage to the 
  character attempting the check. 
   The characters can attempt to repair the crystal 
  while battling Sarvin. If they are successful, the 
  specter’s madness ends when the crystal is repaired, 
  and he ends his hostility as his pain leaves him.
   When the crystal is repaired, the violet light no 
  longer flows to the larger crystal in the cavern ceiling. 
  If the altar in area 4 is likewise repaired, the crystal 
  instead releases a beam of radiant energy to the crystal 
  above, restoring the tower’s original function and 
  filling the cavern with light to reflect the state of night 
  and day in the world above.
  Concluding the Adventure
  When the adventure ends, the characters have 
  hopefully restored the radiant light of the tower. This 
  light shines down from the cavern’s ceiling above 
  Deepdelver’s Enclave, creating a simulated day and 
  night cycle for the enclave’s inhabitants. The characters 
  reach 2nd level, and the people of Deepdelver’s 
  Enclave thank them enthusiastically for their efforts, 
  marking them as valued residents of the enclave. 
   With the corruption of the altar ended, Starsong 
  Tower is no longer a dangerous site to explore. In 
  recognition of their role in cleansing the site, the 
  characters are given permission to restore the tower as 
  a home base for their adventures to come.
   If the characters managed to convince either 
  Allice or Sarvin to let go of their connection to the 
  Grendleroot spire, either of them might choose to 
  remain in the tower. Allice could decide to give up 
  adventuring with her friends now gone, offering to be 
  the caretaker of the tower while the characters are off 
  exploring. Sarvin might remain as a friendly guardian 
  or spiritual guide, and can provide information on the 
  Order of the White Sun.
   Depending on your plans for the campaign, the 
  characters can continue with further investigations of 
  the mysteries contained deep within the mountain, as 
  they explore the ruins of the Grendleroot.
  
  46
  A 
  young child named Sophie goes missing in 
  a lost temple to gods long forgotten. Once 
  thought to be the girl’s imaginary friend, 
  the voice Sophie has heard in her head for 
  two years is that of a god on the verge of death—and 
  desperate for the life force held within the youngster, 
  who has become the god’s one last follower.
   Frantic to find the child, Sophie’s father asks the 
  characters to find her and bring her home. Along the 
  way, the fate of a god might fall into their hands.
   “Temple of the Forgotten God” is a three- to four-
  hour adventure for 2nd-level characters.
  Adventure Summary
  During Wee Delvers’ Week, an event that sees the 
  children of Deepdelver’s Enclave join their families 
  on adventures and explorations in the safer ruins of 
  the mountain, the characters learn that a child has 
  gone missing. Rauffe Wyndrunner, the child’s father, 
  returns to the enclave pursued by twisted wolves. 
  The characters learn that Rauffe’s daughter, Sophie, 
  ventured into a recently discovered set of rough-
  walled chambers in the mountain containing a lost 
  temple to forgotten elven gods. All her father knows of 
  her reasons for doing so is that Sophie claimed to have 
  heard a voice calling to her in ancient Elvish. 
   In the lost temple, the characters discover twisted 
  cultists, mutated monsters, and the last signs of the 
  elves who worshiped the lost gods. But to rescue 
  Sophie, the characters must face the forgotten god 
  Aymon the Gray Prince, then determine the deity’s 
  fate.
  Monsters and NPCs. Cultists (4), cult fanatic, gray 
  oozes (2), mummies (2), shadows (2), specters (1+), 
  wolves (4) 
  Notable NPCs
  The following NPCs have a part to play in the 
  adventure.
  Sophie Wyndrunner
  Sophie, a chaotic good half-elf commoner, is a young 
  child whose elf mother died two years earlier. Since 
  then, the girl has been known to talk to an invisible 
  friend in an ancient form of Elvish. Like her family 
  and many in the enclave, Sophie loves to explore, and 
  she is often unaware of the dangers around her. She 
  enjoys talking to her invisible friend and thinks the 
  best of everyone, including Thond and his cultists.
  rauFFe Wyndrunner
  Rauffe, a chaotic good male human scout, is an 
  explorer from Deepdelver’s Enclave and Sophie’s 
  TEMPLE OF THE 
  FORGOTTEN GOD
  From deep within a vault hidden for centuries, a dying god calls out to their last remaining follower.
  CHAPTER 4
  
  47
  father. After she became lost on a Wee Delver’s Week 
  expedition, Rauffe went looking for Sophie in the deep 
  caverns but was pursued back to Deepdelver’s Enclave 
  by mutated wolves. Rauffe loves his daughter and 
  exploration, but he is not the most skilled adventurer. 
  If he attempts to rescue Sophie on his own, he will 
  likely die in the attempt.
  zacheuS thond
  A chaotic neutral male human cult fanatic, Thond 
  has heard the whispers of Aymon the Gray Prince 
  for years but still cannot understand them. He has 
  gone mad trying to piece together what he’s heard, 
  but that madness has allowed him to find Aymon’s 
  lost temple. He and a band of cultists who follow his 
  mad teachings now reside in the temple ruins, writing 
  their own interpretations of the Gray Prince’s message. 
  When he meets Sophie, Thond is torn between his 
  desire to use her to communicate with the Gray Prince 
  and his jealousy that this child can understand what 
  he cannot.
  ayMon the gray prince
  Aymon the Gray Prince is a long-forgotten neutral 
  male elven god. Once worshiped by elves of all types, 
  his domains include Light, Shadow, Life, and Death. 
  His symbol is that of two crossed open hands, one 
  white and one black. Over the centuries, his followers 
  have died off. Now the last spark of the Gray Prince’s 
  godly essence calls from the temple, looking for 
  anyone who will listen to him before he fades away. 
  Aside from the cult fanatic Zacheus Thond, only 
  Sophie Wyndrunner hears his call—and only she 
  understands him.
  Secrets and Clues
  The following secrets and clues can be revealed in the 
  adventure as you determine:
  • The elves of the surface world and the drow shared a 
  temple deep in Blackclaw Mountain over a thousand 
  years ago.
  • Some of the priests in Deepdelver’s Enclave have 
  recently woken from nightmares, talking of hearing 
  the pleading whispers of a god they do not worship 
  or understand.
  • Sophie Wyndrunner has long spoken of an invisible 
  friend that keeps her company. This invisible friend 
  doesn’t speak Common, instead speaking an ancient 
  dialect of Elvish.
  • Sophie is a bright child, who learned how to read 
  Elvish at the age of two from her mother.
  • The elves have many gods, some of which are 
  worshiped by very few followers. When their 
  worshipers die off, so too do the gods.
  • A year ago, an explorer of Deepdelver’s Enclave 
  brought back a piece of broken rock from an ancient 
  ruin with some form of Elvish writing on it. Only 
  Sophie could read it, translating the words as: “The 
  Gray Prince calls to us.”
  • A strange priest came to the enclave weeks ago, 
  trying to get some old Elvish script translated. It 
  made no sense to anyone he showed it to. He and a 
  group of followers were last seen heading down one 
  of the tunnels leading off from the mushroom lake.
  • Sophie says her mother once spoke to the same 
  invisible friend she has spoken to. Her mother 
  taught her to understand what he was saying.
  Adventure Hooks
  As fellow adventurers and explorers of Deepdelver’s 
  Enclave, the characters should have an instinctive 
  desire to help Rauffe find his missing daughter. 
  Individual characters might already know or have 
  some relationship with either Rauffe or Sophie. 
  Perhaps Rauffe is a friend, or Sophie might be an 
  adopted niece of one of the characters. 
   At the same time, the thought of discovering what 
  they can of the forgotten god’s temple might interest 
  some of the party members. A character with arcane 
  or religious training might also hear the strange call 
  of the forgotten god. Though they cannot understand 
  what the god says to them, the character might feel an 
  unnatural pull toward the lost temple.
   You can also replace Sophie, her father, or Aymon 
  the Gray Prince with NPCs and deities from your own 
  campaign that are important to the characters.
  Start
  The adventure begins during the Wee Delver’s 
  Week celebrations in Deepdelver’s Enclave. Read or 
  summarize the following to set the scene:
  It’s the fifth day of Wee Delvers’ Week, when children 
  of all ages join their adventurous parents as they delve 
  into the ruins within the mountain. Most children come 
  home with smiles on their faces and wanderlust firmly 
  planted in their hearts. A few come back bruised and in 
  tears, but even more resolved to do better next year. 
  
  48
   One has not come home at all.
   Sophie Wyndrunner went exploring with her father, 
  Rauffe, and two of his friends, and the group is long 
  overdue to return. Search parties have gone out after the 
  pair with no success, and talk of their fate throughout 
  Deepdelver’s Enclave has gotten uncharacteristically 
  grim.
   It is late in the evening when a cry echoes out across 
  the enclave. Rauffe Wyndrunner, Sophie’s father, has 
  been spotted approaching the enclave—but he is not 
  alone. A chorus of unnatural howls follows him.
  Four mutated wolves stalk Rauffe Wyndrunner, 
  father to Sophie. Having already killed the other two 
  members of the expedition, the wolves have pursued 
  Rauffe back to Deepdelver’s Enclave, hoping he leads 
  them to more prey. Characters who join the other 
  Enclave residents investigating the cries meet Rauffe as 
  he and the wolves reach the southwest gate. The gate is 
  open to allow Rauffe to reach safety, and the characters 
  can pitch in to prevent the wolves getting past.
   Their proximity to the strange power of the 
  mountain has mutated these wolves. Crystalline 
  growths jut out of their matted coats, and their eyes 
  blaze with blue energy. Each uses the wolf stat block 
  with these changes:
  • It has darkvision out to a range of 60 feet.
   Additionally, the lead wolf is a great brute with these 
  changes:
  • It has a Charisma of 12 (+1) and 22 hit points. 
  • As an action, the wolf can roar with the effect of a 
  thunderwave spell (DC 11). Once this ability is used, 
  the wolf cannot use it again until it has finished a 
  long rest.
   For a shorter adventure, skip the fight against 
  the wolves and begin with Rauffe approaching the 
  characters in Deepdelver’s Enclave with his request to 
  save his daughter.
  rauFFe’S Story
  After the wolves are defeated, Rauffe tells all who 
  will listen that on the second day of Wee Delvers’ 
  Week, young Sophie ran off into a network of caves 
  newly opened up by a collapsing tunnel. Following 
  her tracks, Rauffe and his two companions, Yen 
  Willowgrove and Gray Roberto, discovered that the 
  caves held an ancient elven temple. But before they 
  could find Sophie, they were attacked by the wolves 
  and forced to flee back toward the enclave. Yen and 
  Gray both fell to the wolves while Rauffe made his 
  escape.
   Rauffe’s wounds are infected by the wolves’ 
  Grendleroot corruption, and will be slow to heal. 
  Prevented from being able to lead a rescue party to go 
  after Sophie himself, he begs the characters to travel to 
  the lost temple and rescue his daughter.
   Hearing of the recently discovered temple, Ardulvin 
  the apothecary mentions that he too has heard of an 
  elven holy site hidden away within the mountain. He 
  believes that he knows another way into the complex, 
  through an underwater passageway in the caves 
  behind the mushroom lake. He offers a map leading 
  to the underground waterway if the characters want to 
  approach the temple that way instead of following the 
  trail left by Rauffe.
   As the characters prepare for the journey, they might 
  learn one or more of the secrets and clues detailed 
  earlier in this adventure by talking to other residents 
  of Deepdelver’s Enclave.
  Sophie Wyndrunner
  
  49
  Traveling to the Temple
  Two potential routes can take the characters to the 
  temple. The first follows the path Rauffe and the others 
  took, and leads to area 1. The second path follows a 
  network of underwater passages that leads to the lake 
  in area 2. Either journey takes roughly four hours of 
  travel from Deepdelver’s Enclave.
   If time allows, you can add an encounter during 
  this journey by using the locations and encounter 
  descriptions in appendix B. Otherwise, you or the 
  players can describe the characters’ uneventful trip 
  through the tunnels and caves of the mountain, and 
  their arrival at the recently uncovered temple.
   If the characters choose to travel through the 
  underwater tunnel, it connects eventually to an cave 
  leading to area 2. Air pockets throughout the journey 
  prevent anyone from drowning, but the current flows 
  against the characters. Each character swimming 
  through the tunnel must succeed on a DC 12 Strength 
  (Athletics) check or gain one level of exhaustion when 
  they arrive at area 2.
  Pacing the Adventure
  Set the pace of this adventure by choosing where 
  and how quickly the characters locate Sophie. The 
  characters can track the missing youngster by looking 
  for signs of her passage along the sandy floor of the 
  temple chambers. Any character who succeeds on 
  a DC 10 Intelligence (Investigation) or Wisdom 
  (Survival) check can find her footprints. These can 
  either lead the characters right to Sophie’s current 
  location, or let them follow her journey through the 
  temple.
   For a shorter game, the characters might catch up 
  to Sophie in one of the initial areas they explore. In 
  a longer game, she might be in the last chamber they 
  check. The characters can easily find her speaking to 
  Zacheus Thond at the shattered tower in area 4, or 
  talking to the Gray Prince in area 8. If they find her 
  before they have gone to area 8, she might run off to 
  that area to say goodbye to the Gray Prince. Sophie 
  is ready to go home, but she also knows that her 
  longtime friend is in pain and would like to find a way 
  to help him.
   If you’re not sure where to place Sophie, put her in 
  area 4, where she is teaching Zacheus Thond about the 
  Gray Prince.
  Temple of the Forgotten God
  Over a thousand years ago, a clan of elves of many 
  subraces worshiped a number of deities in harmony. 
  Separated from the larger elven empires of the surface 
  world, this group remained secluded in Blackclaw 
  Mountain for centuries. 
   The elves built numerous small temples and shrines 
  to their gods, placing those shrines in a series of 
  chambers kept hidden from the larger threats in 
  the mountain. When the spires of the Grendleroot 
  shattered Blackclaw, those chambers were buried, and 
  many of the elves were killed. Those who survived left 
  the mountain, and their gods were soon forgotten.
   Now, recent quakes in Blackclaw Mountain have 
  exposed some of these ancient chambers once again. 
  Though many of the deities once worshiped in this 
  temple have faded from the multiverse, one of them—
  Aymon the Gray Prince—still clings to existence.
  FeatureS oF the teMple
  Unless otherwise described, the tunnels connecting 
  the caverns of the temple are 10 feet high, and dark. 
  Larger chambers are 30 feet high and filled with dim 
  light by failing light globes floating in the air. 
   As the Gray Prince has lost his followers, his 
  spiritual essence has flowed like blood into the sand 
  that covers the floor in all the caverns, giving it a 
  reddish hue.
  1. WaterFall cliFF
  Area Aspects. Flowing waterfall, stepped cliff, 
  inscribed stalagmites
  Combat or roleplaying?
  You can run this adventure in different ways de-
  pending on whether your players prefer combat 
  or roleplaying. For a heavier focus on roleplaying, 
  Thond and his cultists are more curious than violent, 
  beseeching the characters for help communicating 
  with the Gray Prince. For a more combat-focused ap-
  proach, the cultists are violent and dangerous, seeing 
  the characters as a threat and attacking. Choose 
  whichever approach you and your group will enjoy 
  the most.
  
  50
  
  51
  An underground river flows over a cliff in this chamber, 
  dropping twenty feet to a pool below. The river 
  continues from the pool into a cavern, flowing roughly 
  southwest. Steps have been carved into the cliff side, 
  leading to the ground below. Four large stalagmites, two 
  on either side of the cliff, are inscribed with intricate 
  Elvish script. Two tunnels lead off to the northwest and 
  southwest.
  The journey through the caverns from Deepdelver’s 
  Enclave leads to this entrance to the temple area. The 
  pool is 15 feet deep and the river is 5 feet deep.
  INSCRIBED STALAGMITES
  Four stalagmites have been inscribed with intricate 
  Elvish script of a dialect not used in centuries. Any 
  character who reads Elvish recognizes enough of 
  the writing to know that it speaks of a number of 
  shrines to strange gods. A character who succeeds 
  on a DC 14 Intelligence (History or Religion) check 
  recognizes that the gods named in the inscriptions 
  were worshiped centuries ago, but their faiths have 
  long since died out. 
  CREATURES
  Four cultists (Frane, Yolla, Karasith, and Reland) are 
  here when the characters arrive, kneeling before the 
  stalagmites and pressing their hands to the stone. They 
  have come to the temple with Thond, and believe that 
  communing with the stones will help them understand 
  the call of the Gray Prince. 
   The cultists largely ignore the characters after 
  becoming aware of them, but become hostile if 
  disturbed. A character who succeeds on a DC 13 
  Charisma (Deception or Persuasion) check can 
  convince the cultists to relay that they have seen a 
  child, who they refer to as: “The one who speaks to the 
  Gray Prince.” They sent her to speak with Thond in 
  area 4.
   For a more combat-focused adventure, the cultists 
  can become hostile as soon as they see the characters, 
  claiming that the party’s presence defiles the delicate 
  sensibilities of their god.
   Each of the cultists carries a divine spark that allows 
  them to use an action to cast the shocking grasp cantrip 
  (+3 to hit). Once a cultist has done so, they cannot do 
  so again until they finish a short rest. 
   If time is running short or the characters have 
  already faced enough battles, you can skip this 
  encounter.
  TREASURE
  One of the cultists has an amulet showing the symbol 
  of the Gray Prince—a pair of crossed hands, one 
  white, one black (worth 10 gp).
  2. beach oF dead godS
  Area Aspects. Beach of broken stone, statues of 
  forgotten elven deities, large pool
  A beach of sharp, broken stone surrounds a large pool 
  of blue water. Dozens of shattered statues are spread 
  around the beach, their dead eyes gazing into infinity. 
  The ruins of small altars and destroyed monuments are 
  likewise buried in the pink sand of the chamber floor.
  If the characters chose to take the underwater 
  passageway from the mushroom lake outside 
  Deepdelver’s Enclave, they enter the temple in this 
  area. The remnants of numerous objects and icons 
  built for the worship of dozens of forgotten gods are 
  spread across this beach, as though this were the very 
  place where those gods chose to die. The shattered 
  statues of elven deities are likewise scattered across the 
  ground.
   If the characters investigate the statues, each 
  successful DC 16 Intelligence (History) check made by 
  a character can identify one of the following deities:
  • Selunvel: A vindictive god of beauty, this deity 
  took the form of a featureless humanoid with four 
  gossamer dragonfly wings.
  • Karovin the Pillar of Night: A powerful knight 
  in service to a lost elven empire, Karovin single-
  handedly fought an army of one hundred orcs to 
  defend a pass leading to a king’s defenseless keep.
  • Ferone of the Red Water: A god of streams and 
  rivers, Ferone appears as a gender-neutral elf lying 
  next to a running stream. They were slain by their 
  sibling on the shores of the river that passes between 
  the mortal world and the afterlife.
  • Kevek the Crawler: This hulking insectoid god was 
  known to devour the dead and use their remnants to 
  build life anew.
  CREATURE
  A solitary specter of a priestess named Korva wanders 
  through the ruined monuments in this area, seeking 
  a peace she cannot find. Korva once worshiped 
  Aruvin of the Sky (see “Treasure” below), but her 
  god faded from the world and left her aimless after 
  her own suicide. The specter now hunts the spark of 
  life wherever it can, and has done so to two cultists 
  
  52
  whose bodies are now dried husks among the objects 
  scattered across this chamber. 
   The specter seeks peace, which it can find if a 
  character succeeds on a DC 14 Intelligence (Religion) 
  check to let Korva’s soul travel peacefully to the 
  afterlife. Korva shows the character who succeeded on 
  the check a vision of an idol of Aruvin (see “Treasure” 
  below).
   If time is running short or the characters have 
  already faced enough battles, you can skip this 
  encounter.
  TREASURE
  Characters who successfully help Korva pass on to 
  the afterlife, or who spend 1 hour searching through 
  the rubble of the monuments here, find a small, 
  well-preserved idol of the god Aruvin of the Sky. This 
  forgotten elven god appears as a nonbinary elf with 
  feathered wings for arms. The idol is an uncommon 
  magic item that pulses with divine energy, allowing its 
  possessor to use an action to cast the spirit guardians 
  spell (DC 15). Once the spell is cast, the idol’s magic 
  fades.
  3. pool oF StarS
  Area Aspects. Pool of black liquid, dancing stars, 
  reflected lights on the ceiling
  A shining black liquid fills a pool at the center of this 
  chamber. Millions of tiny stars shift and dance in the 
  pool’s depths, reflected as shining lights on the ceiling 
  above.
  This pool once served as a connection between the 
  realm of the Gray Prince and the material world. That 
  connection has long since vanished. 
  PORTAL POOL
  A character who succeeds on a DC 12 Intelligence 
  (Arcana or Religion) check discovers that this 
  pool was once a portal to another world, but that 
  connection has been broken. Any creature that 
  touches the pool for the first time on a turn takes 5 
  (1d10) cold damage as they touch the void of space. 
  Full immersion into the pool results in the creature 
  disappearing completely as they are lost forever in the 
  void.
   A character can attempt a DC 16 Intelligence 
  (Arcana) check to try to reconnect the pool portal 
  to the realm of the forgotten god. On a failure, the 
  character takes 10 (3d6) psychic damage. On a success, 
  the view in the pool shifts and races through the void 
  until it comes upon a plane of high mountains, watery 
  gray skies, and mile-high waterfalls. Strange celestial 
  creatures soar overhead like clouds with gossamer 
  wings. The character whose check inspired this vision 
  has a deeper understanding of Aymon the Gray 
  Prince, and has advantage on any Charisma checks 
  made while communicating with the forgotten god.
  CREATURES
  Two gray oozes dwell in the pool, the remnants of 
  the distant world it once touched. The oozes pull 
  themselves out of the pool and attack any characters 
  who draw near. These gray oozes swirl with starstuff, 
  allowing each to use an action to cast the magic missile 
  spell. Once an ooze has done so, it cannot do so again 
  until it finishes a short rest.
   If time is running short or the characters have 
  already faced enough battles, you can skip this 
  encounter.
  4. Shattered toWer
  Area Aspects. Partially collapsed square tower, 
  crumbling staircase, violet flames from heroic 
  carvings
  A three-story square tower rises in the center of this 
  chamber, its outer walls collapsed in spots to leave much 
  of the interior exposed. The four corners of the tower 
  still stand, each relief-carved to resemble a heroic figure. 
  Irregular bursts of violet flame erupt from each figures’ 
  palms.
  Once a domicile for the followers of the gods in this 
  temple, this tower has been crumbling for long years. 
  The outer corners of the tower have each been carved 
  with the likenesses of four elf heroes. A crumbling 
  staircase inside the structure is still sturdy enough 
  to be used, and leads up to the remnants of the third 
  floor where Zacheus Thond has set up a study. 
  THOND’S STUDY
  This area is a mess of diagrams and glyphs drawn onto 
  the floors and walls—an attempt by Zacheus Thond to 
  make sense of the messages he receives from the Gray 
  Prince. Though he can hear the call of the forgotten 
  god, Thond cannot make sense of those messages, 
  and has long since made up his own narrative. His 
  current theory is that self-sacrifice will bring he and 
  his disciples closer to the Gray Prince. 
  
  53
  CREATURES
  Thond, a cult fanatic, is often found here along with 
  three cultists (Mary Velles, Ivek Wanderlust, and Kara 
  of Toth). All have been fasting for two weeks and look 
  emaciated. Thond is attempting to put together a ritual 
  that will open the Pool of Stars to the realm of the 
  Gray Prince once more, allowing he and his followers 
  to step through. They don’t know that doing so will 
  result in their deaths.
   If Sophie is here, she is engaged in an animated 
  conversation with Thond. Thond’s cultists listen 
  from the ground below, and attempt to stop anyone 
  from interrupting. They can be deceived into letting 
  the characters speak with Thond if they think the 
  characters have critical information. 
   As Sophie talks to Thond, he scribbles notes all over 
  the walls, asking her to slow down so he can keep up. 
  Her accurate interpretations of the god’s messages 
  are shattering Thond’s previous views, which he finds 
  both painful and obsessively necessary. He has not 
  harmed Sophie. However, in his mad state, anything is 
  possible.
  5. MonuMent oF kingS
  Area Aspects. Statues of elf kings on stone thrones, 
  intricate circle pattern on a worked stone wall, 
  braziers of blue and red fire
  The west side of this natural cavern has been shaped 
  into smooth worked stone. Two statues of elf kings 
  sit on ornately carved thrones, each with one hand 
  outstretched along the throne’s arm, palm up. Each 
  throne is set with faint inscriptions along its base, and 
  an intricate pattern is carved on the wall between them. 
  Two braziers sit in front of the statues, one burning with 
  blue flame and one burning red.
  This wall blocks off the tomb of two elf kings who 
  ruled within Blackclaw Mountain centuries ago. One 
  was said to have a heart of fire, while the other ruled 
  with an icy coolness. A character who can read Elvish 
  can make out the ancient inscriptions at the base of 
  each throne. These tell the history of the two kings 
  who jointly defended the elven realms in the mountain 
  against foes from this world and others. The text ends 
  with the following passage:
  rathoMer and ivanon
  
  54
  “Our lords Rathomer and Ivanon, who ruled with 
  fire and ice. Rathomer’s heart blazed like the core of a 
  sun. Ivanon’s blind eyes remained cool like the dead of 
  winter. Each held the love of our realm in their hands.”
  If the characters examine the statues, they note that 
  the figure to the south has both eyes covered with a 
  heavy veil. This is Ivanon.
  OFFERING OF FIRE
  The brazier to the north burns with cool blue flames, 
  while the south brazier burns red and hot. Both 
  braziers are magical. A character can ignite a torch or 
  other flammable object in either brazier and bring it 
  to the outstretched palm of the correct king. Doing so 
  causes a small blazing fire to rise from the king’s hand. 
   If the flame is placed incorrectly in the hand of 
  either statue, pulses of blue or red fire lash out (the 
  same color as the incorrect flame), functioning as a 
  scorching ray spell. The flames have a +7 to hit and 
  target the three closest creatures in range that are not 
  undead or constructs.
   If the correct fire is set into the hands of both kings, 
  the carved circle on the wall slides inward and rotates 
  out of the way, revealing a round tunnel leading to 
  area 6. The tunnel stays open for 1 hour. A lever in 
  area 6 allows the door to be opened from within.
   The wall can also be smashed through with a 
  successful DC 16 Strength (Athletics) check. Doing so 
  causes both statues to flare up as though the wrong fire 
  had been placed in their hands.
  CREATURES
  If any character approaches within 5 feet of the wall 
  between the statues, two shadows flow from the walls 
  of the tomb. Each is filled with a divine spark. As an 
  action, each shadow can cast the sacred flame cantrip 
  (DC 10), which deals necrotic damage instead of 
  radiant damage. 
   If time is running short or the characters have 
  already faced enough battles, you can skip this 
  encounter.
  6. toMb oF kingS
  Area Aspects. Dust of centuries, carved stone 
  sarcophagi, sinister message
  The dust of centuries fills this tomb, which holds two 
  stone sarcophagi carved with the images of ancient 
  kings. Elvish script is inscribed into the wall above 
  them.
  The carved lids on each of the two sarcophagi 
  resemble the two kings portrayed in area 5. The Elvish 
  script on the wall is in the same ancient dialect seen 
  elsewhere. Any character who speaks Elvish can read it 
  with some difficulty:
  “Beyond the tomb, we shall continue to serve 
  righteousness and good. Choose only one reward or feel 
  our wrath even in death.”
  TREASURE
  Opening either sarcophagus requires a successful DC 
  12 Strength check. The sarcophagi contain the remains 
  of the two elf kings. Each king’s mummified hands are 
  clasped around a set of magic beads. Rathomer holds 
  a necklace of fireballs with three beads on it. Ivanon 
  holds a necklace of prayer beads with one blessing bead 
  and two curing beads.
  CREATURES
  Taking one set of beads from a sarcophagus has 
  no negative effect. However, if anyone then takes 
  the second set of beads, the two kings awaken 
  as mummies and attack. The mummies pursue 
  characters who flee with the beads, pummeling 
  them relentlessly. If a mummy reduces a character 
  possessing a set of beads to 0 hit points, it takes the 
  stolen beads and both mummies return to the tomb. If 
  the characters take both sets of beads and return one, 
  both mummies likewise return to their sarcophagi.
  7. Five StoneS
  Area Aspects. Standing three-sided stone pillars, 
  arcane circle on the floor, shattered pillar
  Five three-sided standing stones surround a circle on 
  the floor inscribed with writing and strange geometric 
  patterns. One of the stones has been broken, its upper 
  half lying on the ground.
  Each stone represents one of five high priests who 
  worshiped Aymon the Gray Prince. Delicate Elvish 
  runes set within the geometric shapes in the circle on 
  the floor can be read with difficulty by any character 
  who reads Elvish. 
   The glyphs talk of how five high priests kept alive the 
  worship of the Gray Prince, a member of an ancient 
  elven pantheon. They name the five high priests 
  of Aymon as Evondyl Whitemoon, Ravandor the 
  Clasped Hand, Tharon Stonespeaker, Evonetha the 
  
  55
  Whisperer, and Athrade Wyndrunner. From her name, 
  the characters can guess that Athrade Wyndrunner 
  has a connection to Sophie Wyndrunner. (Athrade is, 
  in fact, Sophie’s great-great-grandmother on her elf 
  mother’s side.)
  RESTORING THE CIRCLE
  Any character who succeeds on a DC 12 Intelligence 
  (Arcana) check recognizes that the spirits of these high 
  priests can be channeled using the power of the arcane 
  circle. Doing so requires that one character sit in the 
  center of the circle, while they or another character 
  attempts to call to a specific spirit with a successful 
  DC 14 Intelligence (Arcana or Religion) check. On a 
  failure, the creature in the circle takes 11 (2d10) force 
  damage. 
   On a success, the character who made the check 
  discovers that they are able to speak in the long-lost 
  Elvish dialect seen in the temple. A spectral vision 
  of the elf high priest called forth steps toward the 
  character in the circle, placing their hand on that 
  character’s chest or head. The character gains one 
  of the following abilities, based on which spirit was 
  called. Each benefit lasts until the character finishes a 
  long rest.
  Whitemoon: The character has advantage on 
  Intelligence checks.
  Clasped Hand: The character has advantage on 
  Strength checks and Strength-based attack rolls.
  Stonespeaker: The character gains 10 temporary hit 
  points.
  Wyndrunner: The character can cast the mass healing 
  word spell. Once the spell is cast, this magic fades.
   The fifth pillar, which once belonged to Evonetha 
  the Whisperer, has been broken. The characters 
  can attempt to fix it by first lifting the pillar off the 
  ground and into position with a successful DC 14 
  Strength (Athletics) check. A character can then either 
  cast mending on the break or succeed on a DC 14 
  Intelligence (Arcana) check to draw arcane energy into 
  the pillar and seal it. This offers a fifth option to the 
  four above.
  Whisperer: As an action, the character can cast the 
  magic missile spell at 3rd level. They appear to be 
  hurling magic daggers of arcane energy when doing 
  so. Once the spell is cast, this magic fades.
   A creature can have only one spirit in them at a time. 
  Once a specific spirit has been channeled, it cannot be 
  channeled again until the next dawn. 
  8. altar oF the gray prince
  Area Aspects. Floating stone steps leading to floating 
  platform, bottomless drop, huge carving of the Gray 
  Prince
  A stone platform hangs suspended over a bottomless 
  gorge, with a set of floating stone steps leading up to 
  it. A fifty-foot-high carving covers the back wall of the 
  chamber, depicting an elf in swirling robes with hands 
  crossed over his chest—one black hand and one white 
  hand.
  This chamber holds an ancient altar to the Gray 
  Prince, once used by his followers to connect with 
  the spirit of their god. The gorge underneath the altar 
  drops 200 feet, narrowing as it descends, and is filled 
  with a thick gray mist from 50 feet below the altar. A 
  character who falls takes 20d6 bludgeoning damage, 
  but hopping from step to step does not require an 
  ability check, and any reasonable safety measure 
  should prevent a fall.
   The carving on the far wall depicts the Gray Prince. 
  THE GRAY PRINCE
  If she is here, Sophie can speak to the Gray Prince. She 
  might already be present when the characters arrive, 
  sitting cross-legged on the platform, and talking to a 
  large ethereal entity floating above the gorge.
   If the characters arrive here without having yet 
  found Sophie, the Gray Prince manifests just beyond 
  the edge of the floating platform as an ethereal 
  humanoid figure. Any character who succeeds on a 
  DC 15 Intelligence (Arcana or Religion) or Wisdom 
  (Insight) check can hear words of old Elvish that 
  cannot be understood, and feels a great sense of 
  longing and loneliness. Eventually, the spirit of the 
  Gray Prince fades away when it realizes it cannot 
  communicate with the characters.
   If the characters arrive here with Sophie, she runs 
  quickly up the steps and talks to her friend. She feels 
  the spirit’s sadness and loneliness, and wants to help it. 
  Sophie explains that the Gray Prince needs followers 
  to survive. If the characters have met the cultists, 
  Sophie explains that their madness has closed their 
  minds to the Gray Prince, making it impossible for 
  them to follow him.
   With Sophie’s tutelage, a character can learn the 
  words of the Gray Prince and become a new follower. 
  Each character who agrees to follow the Gray Prince 
  receives the god’s blessing, and can choose one spell 
  
  56
  from the following: cure wounds, darkness, inflict 
  wounds, or light. The character can cast that spell 
  once with this trait, and regains the ability to do so 
  when they finish a long rest. Wisdom is the character’s 
  spellcasting ability for this spell.
   If no one accepts the will of the Gray Prince, it 
  demands that Sophie stay in the temple to commune 
  with it. Sophie still likes her friend, but quickly 
  becomes frightened and homesick. Desperate not to 
  lose its one remaining follower, the Gray Prince does 
  not want her to leave. Though it has no power to stop 
  her, it becomes hostile if the characters attempt to take 
  Sophie away.
  CREATURES
  If the Gray Prince’s will is thwarted, it manifests into a 
  vaguely humanoid apparition surrounded by tendrils 
  of white light. The Gray Prince uses the stat block of a 
  specter with these changes:
  • Its alignment is neutral and its size is Large.
  • It has 44 (8d10) hit points.
  • It ignores features that turn undead.
  • It has the following attack option: Multiattack. The 
  Gray Prince makes two Life Drain attacks against 
  two different targets.
  • Its Life Drain attack deals radiant damage instead 
  of necrotic damage, and does not reduce a target’s 
  hit point maximum. A character reduced to 0 hit 
  points by this attack does not die outright but is left 
  unconscious.
   If attacked, the Gray Prince summons one specter 
  for each additional two characters in the party over 
  three (one specter for five characters, two for seven 
  characters, and so on). Each specter uses the normal 
  stat block with these changes:
  • Its Life Drain attack deals radiant damage instead 
  of necrotic damage, and does not reduce a target’s 
  hit point maximum. A character reduced to 0 hit 
  points by this attack does not die outright but is left 
  unconscious.
   Each of these summoned specters appears as gray-
  skinned elves floating above the gorge.
  Concluding the Adventure
  This adventure can end in a number of ways. If any of 
  the characters chose to become a follower of Aymon 
  the Gray Prince, the god’s desires are met. The Gray 
  Prince begins to impart knowledge to its new follower, 
  though it might take years to understand it.
   If the characters are not willing to worship the Gray 
  Prince and its spectral form is destroyed, the god fades 
  away.
   Sophie wants to go home to her father, though the 
  spark of adventure doesn’t leave her. On her return 
  to Deepdelver’s Enclave, she immediately wants to go 
  back out and explore, largely forgetting the fear and 
  trauma of her ordeal. If the characters return Sophie 
  safely to Deepdelver’s Enclave, her father becomes a 
  lifelong ally.
   If Zacheus Thond survives, he won’t abandon his 
  quest to follow the Gray Prince, even if he cannot 
  understand the god. If circumstances permit, he might 
  seek out Sophie again to be his teacher, learning the 
  language of the Gray Prince over time, and perhaps 
  eventually becoming the first new priest of the 
  forgotten god in centuries.
  
  57
  L
  ong ago, the rock gnome village of Violet 
  Falls was a burgeoning center of quartz and 
  gemstone mining in Blackclaw Mountain. 
  Hidden far from prying eyes, the folk of 
  the village traded their gems with other hidden 
  settlements for iron and brass that they used to build 
  wondrous machines—including a clock said to record 
  all of time.
   With the coming of the Grendleroot, Violet Falls 
  was lost and assumed destroyed. But now an undead 
  villain sends his minions out from that lost settlement 
  to attack Deepdelver’s Enclave. The characters are 
  tasked with finding the legendary village, exploring its 
  ruins, and hunting down the evil that now lurks there.
   “The Spire of Violet Falls” is a two- to four-hour 
  adventure for 2nd-level characters.
  Adventure Summary
  A section of the rocky plateau of Deepdelver’s Enclave 
  collapses during a celebration, and a host of gnome 
  zombies crawls out. When the threat has been dealt 
  with, newly exposed tunnels within the rock are found 
  to lead to the forgotten gnome mining village of Violet 
  Falls. This hidden settlement was a mystery to most 
  even before the Grendleroot spires tore through the 
  mountain, and has been lost ever since. 
   In the aftermath of the gnome zombie attack, the 
  elders of the enclave realize that the undead did not 
  act alone. Some unknown entity is directing the 
  undead of Violet Falls, and the enclave is threatened. 
  The characters are tasked with exploring the newly 
  opened tunnels and finding Violet Falls. There, they 
  must come to terms with the final fate of the gnome 
  village if they hope to end its new threat.
  Monsters and NPCs. Animated armor, duergar, fire 
  elemental, flying swords (3), ghast, ghouls (2), giant 
  spider, zombies (4)
  Notable NPCs
  The following NPCs have a part to play in the 
  adventure.
  geMtooth
  A once-notorious miner in Violet Falls, Gemtooth is 
  now a chaotic evil gnome ghast leading the undead 
  menace in the lost settlement. Gemtooth always 
  wanted to control Violet Falls, but let his greed get 
  in the way. When the village was destroyed and he 
  became undead, he saw a chance to become the ruler 
  he was meant to be. 
   Gemtooth believes that undeath is the final state 
  of mortal being, and he plans to lead a continually 
  growing army of undead that will eventually take over 
  THE SPIRE OF VIOLET FALLS
  The restless undead of a lost gnome settlement threaten to spread throughout the caverns of Blackclaw 
  Mountain.
  CHAPTER 5
  
  58
  the mountain. He sent the zombies to Deepdelver’s 
  Enclave to begin the process of transforming the 
  enclave’s people into undead thralls. The gnome ghast 
  is arrogant to a fault, believing that all mortals are 
  destined to become his undead subjects.
   Gemtooth uses the stat block of a ghast with 
  these changes:
  • He has 17 (5d6) hit points.
  • He has an Intelligence of 14 (+2).
  • He is a 1st-level spellcaster. His spellcasting 
  ability is Intelligence (spell save DC 12, 
  +4 to hit with spell attacks). He has the 
  following wizard spells prepared:
  Cantrips (at will): chill touch, mage hand, 
  shocking grasp
  1st level (2 slots): magic missile, jump, ray 
  of enfeeblement
  Secrets and Clues
  The following secrets and clues can be 
  revealed in the adventure as you determine:
  • The rock gnomes of Violet Falls kept to 
  themselves. Only outsiders invited by the 
  gnomes had any chance to find the village.
  • A hidden lift offered the only known 
  entry into Violet Falls, though quakes 
  and cracking since the coming of the 
  Grendleroot might have opened up others.
  • The rock gnomes of Violet Falls were known for 
  their mastery of alchemy, engineering, wizardry, 
  and gemstone mining.
  • Nearby settlements traded regularly with Violet 
  Falls, exchanging raw iron for quartz, gemstones, 
  and alchemical supplies.
  • The gnomes built a forge fueled by an unknown 
  source of nearly limitless heat.
  • The gnomes built a magic clock said to record the 
  beginning and end of the world, and all moments in 
  between.
  • All contact with Violet Falls ceased when the spires 
  of the Grendleroot tore through the mountain. With 
  no survivors reported, it was thought that the village 
  was destroyed.
  • The always-curious gnomes found a way to cut 
  into the surface of the black spire that jutted up 
  through the center of their village. The results were 
  catastrophic.
  • The gnomes of Violet Falls filled a whole tower with 
  magical, mechanical, and clockwork wonders. 
  • The gnomes often received brilliant ideas after 
  spending time contemplating a large stone head 
  embedded in a wall near their village. Now the stone 
  head brings only nightmares.
  Adventure Hooks
  This adventure works best when the characters have 
  a strong reason to want to travel to Violet Falls and 
  end its corruption. Any characters with a background 
  or other connection relating to the fey might have a 
  desire to find the legendary lost settlement, and to put 
  the cursed folk of the village to rest. Gnome or dwarf 
  characters might have had ancestors who told tales of 
  Violet Falls.
   Religious characters might feel an overwhelming 
  desire to stop the undead menace, and might receive 
  geMtooth
  
  59
  visions of a grinning, gem-toothed undead gnome 
  with an intelligent malevolence in its eyes.
   Although fighting the undead is the primary goal 
  of this adventure, all the folk of Deepdelver’s Enclave 
  are excited that the village has been found once again. 
  This is a scenario focused on exploration as much as it 
  is on defending against a threat.
  Start
  The adventure begins in the midst of one of 
  Deepdelver’s Enclave’s more boisterous celebrations. 
  Read or summarize the following to set the scene:
  A faerie dragon whirls on gossamer wings, dodging 
  the stinging tail of an imp. Two cats chase after a 
  large hound that whirls and twirls as they flank it, tail 
  wagging. An owl sits stoically on a lamppost while a 
  flying snake darts around it, trying to bait it into chase. 
  All around, the people of Deepdelver’s Enclave cheer for 
  these creatures as they celebrate the Familiar’s Festival, 
  in which the pets of the enclave enjoy a day of wanton 
  merriment.
   A pack of dogs chasing a summoned deer race down 
  the enclave’s main thoroughfare. “Woop, there they go!” 
  calls Bailon the Beardless, feet up and rocking back in 
  his chair, pipe in mouth and a cup of coffee in his hand. 
  Then suddenly, the ground shakes and a plume of dust 
  rises into the air in the distance. The dogs come running 
  back, fear in their eyes. They are not alone. 
   A half-dozen small humanoids approach at a run, 
  their torn skin, dead eyes, and the smell of decay 
  making their nature clear. Someone shouts out a 
  warning: “Gnome zombies!”
  The gnome zombies appear out of nowhere, attacking 
  the people of Deepdelver’s Enclave with wild abandon. 
  While the other members of the enclave battle their 
  own zombies, four undead break off and attack the 
  characters. Each uses the zombie stat block with these 
  changes:
  • Its size is Small.
  • It has 13 (2d6 + 6) hit points.
  • It has a speed of 40 feet.
  • It can use the Disengage action as a bonus action.
   Two NPCs nearby—Cunovin Drakecowl the barber 
  and Nyx Jewelborn the carpenter, both commoners—
  are also threatened by these zombies, and might need 
  rescuing by the characters.
  unFaMiliar FoeS
  When the battle is over, the characters can investigate 
  the gnome zombies and the sinkhole from which they 
  appeared. Each of the bodies wears a tattered violet 
  cloak and a pin showing a waterfall flowing over 
  glowing violet rocks. A successful DC 14 Intelligence 
  (History) check recognizes the pin as marking the 
  gnomes as residents of a village called Violet Falls. 
   That mining settlement was lost more than two 
  centuries ago when the spires of the Grendleroot 
  tore through the rock of the mountain, closing off 
  countless passages and trade routes. (If the characters 
  don’t discover this information, Bailon the Beardless 
  can identify the pin. When the characters arrive at 
  Violet Falls, they discover that the waterfall pins can 
  be used to operate the lift in area 1.)
   The sinkhole from which the zombies emerged 
  leads down to a series of tunnels that twist deep 
  within the mountain. Any examination shows that 
  the zombies dug their way up from the tunnels to 
  collapse the sinkhole beneath the enclave—decidedly 
  not the actions of mindless undead. Something sent 
  the zombies to attack Deepdelver’s Enclave with clear 
  intent and purpose.
   Bailon the Beardless asks the characters to follow 
  the tunnels back to Violet Falls, becoming the first 
  explorers to see that settlement in over two hundred 
  years. In addition to learning what they can of the 
  village and the treasures it once held, they must find 
  and fix the source of undeath in the village, then 
  eliminate the threat of whatever entity or magic sent 
  the zombies to the enclave.
  Traveling to Violet Falls
  The characters can easily follow the trail the zombies 
  left as they made their way from Violet Falls to 
  Deepdelver’s Enclave. That trail leads through a 
  number of recently opened caverns and tunnels. 
  Some of these have been carved out by huge worms 
  burrowing through the mountain. Others split off 
  from great rifts opened by recent quakes and leading 
  down into Blackclaw’s fathomless depths.
   Reaching Violet Falls from Deepdelver’s Enclave 
  requires two days of travel. As the characters get close 
  to the settlement, they find themselves on a main 
  path leading to area 1 and the lift. Any character who 
  searches ahead and succeeds on a DC 12 Wisdom 
  (Perception or Survival) check spots an alternative 
  path leading to area 2.
  
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   Depending on how long a session you plan to run, 
  you can add an encounter during this journey by using 
  the locations and encounter descriptions in appendix 
  B. Otherwise, you or the players can describe the 
  characters’ uneventful travel and their arrival.
  Pacing the Adventure
  In their exploration of Violet Falls, the characters have 
  two primary goals: seal the scar in the spire in area 
  6 and defeat Gemtooth the gnome ghast. Gemtooth 
  moves throughout the city, and can be encountered at 
  any location you desire. See “Notable NPCs” for his 
  statistics. He fights alongside two gnome ghouls, each 
  of which use the ghoul stat block with these changes:
  • Its size is Small.
  • It has 10 (3d6) hit points.
   You can control the pace of the adventure by 
  determining how soon the characters face Gemtooth. 
  When the time is right, drop the ghast and the ghouls 
  into the next location the characters visit, making that 
  the final encounter in the adventure. 
   For the quickest adventure, place Gemtooth at the 
  spire in area 6 so the characters can complete both 
  quests at the same time. Otherwise, they can hunt for 
  Gemtooth all throughout the village, exploring each 
  location as they go.
  Violet Falls
  When the black spires of the Grendleroot sundered 
  the mountain, Violet Falls was lost. The spires 
  collapsed all known paths to the village, and a huge 
  black spike erupted in the center of its cavern. Unable 
  to escape, the surviving gnomes of Violet Falls began 
  to study and experiment on the strange spires, hoping 
  to discover some way to force them back into the 
  mountain and clear a path of escape. 
   Though the great spike seemed indestructible, a 
  gnome alchemist and engineer managed to use a 
  magic gemstone to break its surface. The resulting 
  explosion killed more of the small folk, and left a scar 
  in the spike that leaked a poisonous gray liquid. Those 
  who came into contact with the liquid where it pooled 
  around the spire’s base, or who breathed the vapors 
  that rose from it, turned into undead horrors that soon 
  feasted on the last of the village’s living survivors.
   Two paths now lead to Violet Falls—an old tunnel 
  that leads to the lift in area 1, and a newly opened 
  set of passages that leads to area 2. The caverns 
  surrounding the village have 50-foot-high ceilings of 
  natural stone. All the caverns are filled with dim light 
  shed by luminescent blue-green lichen and glowing 
  violet crystals jutting out of the walls.
  1. deep liFt
  Area Aspects. Deep shaft descending into Violet Falls, 
  massive chains attached to unseen counterweights, 
  brass lift cage, sneering gnome-face decorations, 
  lever and complex mechanism
  This small chamber is one of two entrances to the 
  settlement of Violet Falls, and is normally hidden 
  behind a secret door resembling a cleft of rock. The 
  zombie trail leading to the lift makes the secret door 
  obvious, but any character inspecting the door can 
  tell that without the trail, locating the door would be 
  nearly impossible.
  A brass cage hangs by a thick chain over a shaft 
  descending into darkness. Brass faces depicting sneering 
  gnomes decorate the cage. Inside it, a large brass lever 
  juts out from a complicated arrangement of gears and 
  pistons.
  A successful DC 14 Intelligence (Investigation) or 
  Wisdom (Insight) check made while inspecting the 
  mechanism in the cage suggests that only an intelligent 
  creature would be able to operate the lift. (It was 
  Gemtooth who shuttled the zombies up, then sent 
  them to Deepdelver’s Enclave.)
   A character who succeeds on a DC 12 Intelligence 
  (Investigation) check notices small pinholes in the 
  mouths of the sneering brass gnome faces that line the 
  walls of the lift cage.
  WORKING THE LEVER
  The brass lever inside the cage sends the cage up or 
  down depending on how it is pulled, but anyone 
  trying to do so finds that the lever cannot be moved. 
  A small indentation easily spotted next to the lever 
  is the exact size to accept one of the Violet Falls pins 
  found on the gnome zombies in the beginning of the 
  adventure. Placing a pin into the indentation allows 
  the lever to move freely, as does jimmying the lever 
  with a successful DC 14 Dexterity (Sleight of Hand) 
  check. The lever can also be forced with a successful 
  DC 15 Strength check.
  
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   On a failed check to jimmy the lever, or if the lever 
  is forced, the gnome faces breathe out a blast of poison 
  gas. Each creature inside the lift cage or within 10 feet 
  of it must make a DC 13 Constitution saving throw, 
  taking 7 (2d6) poison damage on a failed save, or half 
  as much damage on a successful one.
   With the pin in place or through forcing the lever, 
  the lift travels 500 feet down. During the last one 
  hundred feet of the descent, the characters are given a 
  breathtaking view of Violet Falls that takes in areas 4, 
  6, 7, 8, and 9.
  2. riFt oF SpireS
  Area Aspects. Deep rift, nest of Grendleroot spires, 
  large spire-pierced stone hand
  A deep rift, twenty feet across, cleaves this cavern in 
  two. A thick nest of black metal spires weaves up from 
  the fathomless depths, ending twenty feet below the edge 
  of the rift. Near the height of the spires on the north side 
  of the chasm, a fifteen-foot-long stone hand reaches out 
  of the wall, a twisting spire piercing its palm.
  The stone hand belongs to Gorom, whose head is in 
  area 3. If a creature touches or stands on the hand, 
  it moves slightly as though in pain. A character who 
  succeeds on a DC 14 Wisdom (Medicine) check 
  can see that the hand is formed of living stone and 
  connected to a gargantuan creature embedded into the 
  rock of the mountain.
   The characters must find a way across the rift to 
  reach Violet Falls. Any safe and reasonable approach 
  to doing so should automatically succeed. Otherwise, 
  determine what ability checks are needed. A creature 
  that falls down the rift can attempt a DC 12 Dexterity 
  (Acrobatics) check. On a success, they manage to 
  grab one of the spires and hang on. On a failure, they 
  plummet into the bottomless depths of the rift and are 
  forever lost.
   If the characters enter this area from area 3, they can 
  intuit that the tunnel across from the rift leads out of 
  Violet Falls and back to the tunnels from which they 
  came.
  the SuFFering oF goroM
  
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  3. the head oF goroM
  Area Aspects. Huge head of suffering stone giant, spire 
  piercing head, semicircle of low stone stools
  This twenty-foot-high cavern exposes a massive stone 
  head half embedded in a wall decorated by beautiful 
  swirls. A black spire juts out of the forehead of the stone 
  face, whose expression is frozen in pain. A semicircle of 
  low stone stools surrounds the massive face.
  The head belongs to a millennia-old, gargantuan, 
  nonbinary neutral stone giant named Gorom. Gorom 
  was once a dreamer whose mental influence flowed 
  out and into the dreams of the gnomes of the nearby 
  village. Though the gnomes never connected their 
  ingenuity to Gorom’s dreams, they considered the 
  stone giant a silent companion, and spent much time 
  sitting and contemplating in this chamber.
   Since the awakening of the Grendleroot, black spires 
  have pierced Gorom’s body deep inside the rock. Now 
  the giant’s pain sends nightmares to the mind of any 
  creature that attempts to rest in Violet Falls.
   Gorom can’t speak but can hear. They respond 
  to questions with images and feelings flowing from 
  their mind into the minds of nearby creatures. With a 
  successful DC 12 Wisdom (Insight) check, a character 
  can interpret these images, which show that Gorom is 
  in great pain.
  SAVING GOROM
  A spell scroll of meld into stone can be found among 
  the treasures of the tower of spectacles at area 7. If 
  the characters take this scroll and make it known to 
  Gorom, he can use it to escape his torment. The giant’s 
  eyes glow as arcane glyphs appear in the air. Then his 
  body begins to fade away as he falls deeper into the 
  rock of the mountain, escaping the nest of spires.
   As this happens, Gorom sends a telepathic message 
  of relief and gratitude. Each character feels their mind 
  open for a moment into Gorom’s vast intellect. Until 
  the end of their next long rest, each character has 
  advantage on Intelligence and Wisdom checks. The 
  character’s next long rest is also filled with soothing 
  and pleasant dreams.
  4. Stone apartMentS
  Area Aspects. Sloped stone bluff, uniquely carved 
  apartments, network of pathways weaving 
  throughout, great bronze lifts and counterweights
  The southeast corner of this cavern has been carved 
  into two eclectic blocks of apartments. Winding 
  walkways are set into a sloped stone bluff, interweaving 
  throughout dozens of stone buildings. Lifts rise up to 
  the steepest height of these apartment blocks, with 
  bronze cages raised by large chains and massive 
  counterweights.
  The gnomes of Violet Falls dwelled in these cozy 
  domiciles. Many have since collapsed, but those that 
  remain show off unique looks shaped by the mages 
  and stonecarvers who built them. Walkways weave 
  throughout the five-story-high terraces with no clear 
  rhyme or reason to their directions. The lifts are 
  beautifully crafted, and use great counterweights to 
  raise them to the height of the terraces. 
   Graven artwork inside and outside the apartments 
  show life in the village as it used to be, with gnomes 
  mining crystals and gems, building interesting 
  machines, and celebrating their discoveries.
  CREATURES
  In any given apartment, you can decide that three 
  gnome zombies are shambling through the daily 
  chores they once attempted in life. They are not 
  hostile unless attacked, though they might engage 
  the characters in a mockery of some daily activity, 
  such as helping them put on a rotted coat, or serving 
  them foul, grub-ridden offal on a plate. See the “Start” 
  section or area 6 for the statistics of these gnome 
  zombies.
  TREASURE
  If they spend 2 hours searching the apartments, the 
  characters can collect 92 gp, 127 sp, and 493 cp, along 
  with four pieces of carved quartz (worth 25 gp each). 
   The characters also find a beautiful carved-quartz 
  figurine representing the gnome goddess of luck. This 
  figurine is an uncommon magic item that requires 
  attunement and has 3 charges. When a character 
  attuned to the figurine makes an attack roll, an ability 
  check, or a saving throw, they can expend 1 charge 
  to gain advantage on that roll. The figurine loses this 
  property when it has no more charges remaining.
  
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  5. Mechanized SMelter
  Area Aspects. Massive bronze dome atop stone 
  building, huge mechanical bellows, sunken pit 
  blazing with angry flames
  Red light shines out from the doorway of a massive 
  bronze dome that dominates the cavern around it. A 
  huge bellows stands behind the dome, its thick leather 
  sides as large as sails. Heat emanates from the great 
  smelter, with smoke flowing out of its stacks and into 
  chutes high up in the cavern ceiling.
  The gnomes of Violet Falls forged items of bronze 
  and iron in this great smelter, fueled by the burning 
  hatred of a creature they summoned and bound here 
  centuries ago.
  CREATURE
  A magically bound fire elemental named Igras still 
  burns in the smelter of the forge, providing nearly 
  limitless heat. Arcane glyphs surround the deep pit 
  at the center of the forge within which the elemental 
  lies trapped. A character who succeeds on a DC 12 
  Wisdom (Insight) check feels a sense of rage coming 
  out of the fiery forge. A successful DC 12 Intelligence 
  (Arcana) check reveals that the forge’s power comes 
  from the captured fire elemental, and that the arcane 
  glyphs trap and harness the creature.
   A character can disable the glyphs with three 
  successful DC 14 Intelligence (Arcana) checks. On 
  each failure, arcane feedback deals 10 (3d6) force 
  damage to the character making the check. With the 
  third success, the glyphs are broken and the elemental 
  is freed.
   Igras’s gratitude for its release is tempered by the 
  revenge against the gnomes who trapped it here. 
  If there are any gnomes in the party, the elemental 
  attacks at once unless talked down with a successful 
  DC 16 Charisma (Persuasion) check made by a 
  character who speaks Ignan. Explaining to Igras that 
  the party is not from Violet Falls grants advantage on 
  this check. If the party avoids hostilities with Igras, it 
  is easy to convince the elemental to hunt down any 
  undead gnomes in the settlement and incinerate them.
  6. the black Spire
  Area Aspects. Scarred black spire, blast crater, pool of 
  gray liquid
  In a cracked and charred crater at the center of the 
  cavern, a thirty-foot-high black spire thrusts up out of a 
  gray pool of oily liquid like the claw of some enormous 
  beast. A five-inch scar in the surface of the spire leaks 
  the oily liquid that fills the pool. 
  The scarring of the spire and the corruption flowing 
  from it is the cause of the death and undeath of the 
  gnomes of Violet Falls. The scar must be repaired for 
  the corruption to end.
  CORRUPTED POOL
  Any creature that is not a construct or undead that 
  touches the liquid of the gray pool for the first time 
  on a turn takes 7 (2d6) necrotic damage. The creature 
  must then succeed on a DC 14 Constitution saving 
  throw or have its hit point maximum reduced by an 
  amount equal to the damage taken. This reduction 
  lasts until the creature finishes a long rest. The target 
  dies if this effect reduces its hit point maximum to 0. 
  A humanoid slain by this effect rises 24 hours later 
  as a zombie or ghoul. Under rare circumstances, the 
  humanoid might rise as a ghast that retains some of its 
  original memories.
  REPAIRING THE SPIRE
  Any character examining the scar and the pool can 
  confirm that it is the source of the corruption in Violet 
  Falls. Sealing the scar requires three successful DC 
  14 Intelligence (Arcana) checks. If mending is cast on 
  the spire at the same time, these checks are made with 
  advantage.
  CREATURES
  When the characters begin to repair the spire, three 
  gnome zombies rise up from the gray pool and attack. 
  Until the spire is repaired, another gnome zombie rises 
  from the pool at the start of each subsequent round 
  and joins the fight. A gnome zombie uses the zombie 
  stat block with these changes:
  • Its size is Small.
  • It has 13 (2d6 + 6) hit points.
  • It has a speed of 40 feet.
  • It can use the Disengage action as a bonus action.
   For a shorter adventure, you can replace these 
  zombies with Gemtooth and two gnome ghouls, which 
  confront the characters when they attempt to fix the 
  
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  spire. A gnome ghoul uses the ghoul stat block with 
  these changes:
  • Its size is Small.
  • It has 10 (3d6) hit points.
  DEVELOPMENT
  Unless you place Gemtooth at this location, when 
  the characters repair the spire, they hear the gnome 
  ghast’s laughter echoing out from somewhere in the 
  settlement. “Your efforts matter not! My army of death 
  will still feast on your flesh!” This should reinforce for 
  the characters that they must defeat Gemtooth to keep 
  the enclave safe from future assaults.
  7. toWer oF SpectacleS
  Area Aspects. Tower of stone surrounded by floating 
  plates of iron, relief carving of gnome wizard, red 
  light shining from windows
  Large plates of metal float around a forty-foot-high 
  stalagmite. Its surface has been carved into intricate 
  patterns, which appear to flow out from the wand held 
  by the graven image of a gnome wizard carved above 
  the tower’s doorway. Red light shines from windows 
  carved into the hollow stalagmite, contrasting the dark-
  blue hue of its stone.
  The gnomes of Violet Falls loved to display their 
  expertise in combining arcane, alchemical, and 
  mechanical design into grand constructs. They 
  displayed many of their greatest inventions here in the 
  Tower of Spectacles. Much of the tower has fallen into 
  ruin since the destruction of the village, but a number 
  of the inventions it holds continue to function.
   Floating stones create a stairwell inside the hollow 
  tower. It has three floors, all of which are open to let 
  visitors witness its splendors. The uppermost floor has 
  collapsed under the weight of a fallen red geode that 
  once floated above the tower.
  TREASURE
  As the characters explore the tower, they might come 
  across a number of odd exhibits. You can choose from 
  the examples below or roll a d10 to determine what 
  the characters might find.
  1: A mechanical arachnid is fueled by the soul of 
  a captured demon that roars at the characters in 
  Abyssal. The creature uses the giant spider stat block 
  but has the construct type.
  2: Three vats hold blue, red, and yellow liquid. When 
  a small amount of all three liquids is combined, 
  it creates a potion of clairvoyance. When one such 
  potion is created, the liquids lose this property.
  3: A suit of beautiful gilded medium or heavy armor of 
  your choice is sized for a gnome. The armor features 
  clockwork components in its design, with joints and 
  fittings incorporating strange gears and levers.
  4: A clockwork menagerie of toy underground 
  monsters all move under their own power, including 
  an articulated worm, a chuul, and two ankhegs. Each 
  of the four mechanical creatures is worth 10 gp.
  5: A small model airship flies around by magic (25 gp).
  6: A steam-powered harpoon is built to shoot through 
  the thick skin of a purple worm. (It doesn’t work.)
  7: An alchemical light globe sheds light as a torch and 
  is affixed to mechanical spider legs. If a creature 
  speaks the command word “Follow” in Gnomish, the 
  globe follows that creature at a distance of 10 feet.
  8: A black globe shines lights on the walls and ceilings 
  around it, showing the current position of the stars 
  in the night sky above its location (worth 15 gp).
  9: A floating orb is painted to resemble an unknown 
  planet (10 gp).
  10: A golden cooking plate is magicked so that a 
  character can touch the plate as an action to cast 
  heat metal on it. Only the plate can be targeted by 
  this spell. Once this ability is used, it cannot be used 
  again until the next dawn.
   Along with these other treasures, the characters can 
  also find a spell scroll of meld into stone in a crystal 
  scroll tube. This spell can be used to free Gorom from 
  his torment in area 3, and the tube is worth 50 gp.
  CREATURE
  The tower is maintained by a lawful good construct 
  using the animated armor stat block, known as Sir 
  Wobbleknees. The gnomes built Sir Wobbleknees as 
  the guardian of the site, and since the tower’s collapse, 
  the construct has grown increasingly frustrated and 
  erratic. 
   Sir Wobbleknees can speak Common and Gnomish, 
  and enjoys taking creatures on tours of the wrecked 
  tower. The construct becomes hostile if it notices 
  anyone stealing or damaging anything in the tower, 
  though it does not leave the tower to pursue thieves.
  
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  8. the Sunlit hall
  Area Aspects. Glowing carved columns of natural 
  quartz, large splinters of sharp quartz on the ground, 
  glowing amber light
  Columns of quartz rise more than thirty feet to the 
  ceiling along the north side of the cavern. The columns 
  are fused together, and have had their interior carved 
  out to turn them into a massive building, with a small 
  doorway at ground level and windows higher up. The 
  crystals glow with an amber light, filling the cavern 
  around them with a golden glow. Large shards of quartz 
  are spread out across the ground nearby.
  The gnomes carved out these quartz columns into 
  their village meeting hall and governor’s chamber. The 
  inner chamber is 20 feet high, with an upper balcony 
  and a lower central hall. Broken statues of gnome 
  governors stand on the sides of the hall. 
   Deep cracks and fissures spiderweb through the 
  crystals, which have been slowly falling to pieces over 
  the two centuries since Violet Falls was abandoned. 
  CREATURE
  A chaotic evil male duergar named Ironscale lurks 
  within the central hall, hiding behind one of the 
  statues. Ironscale was trapped in here while avoiding 
  ghouls and zombies after his small band of thieves 
  attempted to plunder the village. He is prickly, greedy, 
  and likely to betray the characters even if they offer to 
  save him. 
   Ironscale knows that Gemtooth is attempting to 
  build up an army of zombies and ghouls to take over 
  the mountain, and might be a source of other secrets 
  and clues.
  TREASURE
  A small room beyond the central chamber contains a 
  narrow staircase hidden behind a well-crafted secret 
  door. A character can detect this secret door with a 
  successful DC 14 Wisdom (Perception) check. 
   The staircase leads to a small chamber beneath the 
  hall that once acted as Violet Falls’ central treasury. 
  It still holds 143 gp in mixed coin and gems; a potion 
  of animal friendship, a potion of growth, and a potion 
  of gaseous form; and a necklace of adaptation that the 
  gnomes once used for exploring dangerous areas near 
  the settlement.
  9. the violet FallS
  Area Aspects. High waterfall, lines of violet-glowing 
  quartz, large waterwheel, gears and scaffolding, 
  endless drop to caverns below
  The edge of the cavern is lit in violet light by lines of 
  brilliant quartz, and opens up to a wide rift hundreds 
  of feet high and hundreds of feet deep. A waterfall flows 
  down from a river high above, tumbling into the depths 
  below. A waterwheel turns under the power of the 
  falling water, driving dozens of huge gears attached to 
  the cavern wall with iron scaffolding. 
   On either side of the rift, the floor of the cavern rises 
  up to rough stone stairs that lead across the darkness 
  and over to the scaffolding.
  The gnomes built this waterwheel when they first 
  settled these caverns, and used it to power their 
  mining operations.
  CREATURES
  The rock walls in this area are still worked by three 
  animated hammers, which bang away digging for 
  quartz deposits even though the gnomes have long 
  since departed. If anyone touches a hammer or tries 
  to stop it from working, all the hammers attack. Each 
  hammer uses the flying sword stat block, but its 
  longsword attack is replaced by a hammer attack that 
  uses the same statistics but deals bludgeoning damage. 
   If time is running short or the characters have 
  already faced enough battles, you can skip this 
  encounter.
  TREASURE
  A tarnished amulet set with a glyph-marked violet 
  gemstone can be seen 30 feet below the scaffolding, 
  precariously hanging from a rock within the rushing 
  waterfall. Retrieving the amulet is a dangerous 
  proposition, requiring a successful DC 13 Strength 
  (Athletics) check to climb down the rock wall. On a 
  failed check, a character takes 7 (2d6) slashing damage 
  as they slide down the crystal-embedded wall before 
  catching themself. A character who uses a rope or 
  is aided by another character has advantage on this 
  check.
   The amulet is an uncommon magic item that allows 
  its possessor to use an action to cast the magic circle 
  spell (DC 15). Once the spell is cast, the amulet’s 
  magic fades.
  
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  10. the everclock
  Area Aspects. Stone and brass clock set into the cavern 
  wall, massive pendulums, intricate gearwork
  A stone path leads out to the edge of a rift that descends 
  hundreds of feet into darkness. Set between two narrow 
  waterfalls, a massive device of brass gears, levers, 
  chains, and weights is set into the stone wall on the far 
  side of the rift. It has the form of a complicated clock 
  with numerous faces. Huge stone weights hang from 
  chains on either side of a massive pendulum that slowly 
  swings back and forth over the drop below. The dials on 
  some of the clock faces move with tremendous speed, 
  while others appear not to move at all. 
  The gnomes spent decades building this great clock, 
  an incredibly accurate and durable construct that 
  measures time from the world’s birth until its end 
  millions of years in the future. A character who 
  succeeds on a DC 16 Intelligence (Investigation) check 
  can understand the vast scope of the clock, and can 
  identify that it is indeed showing the right date and 
  the right time. The clock accurately predicts the end of 
  the world which, given the threats in your campaign, 
  might be soon or far off, as you determine. You can 
  use the clock to portend threats to the world in your 
  campaign, and to reveal that such a threat has ended 
  when the clock pushes out the time of the world’s 
  ending far into the future.
   The clock’s massive construction and powerful 
  magic make it difficult to harm. It is one of the few 
  structures and objects in the mountain that was not 
  damaged by the coming of the Grendleroot.
  Concluding the Adventure
  The adventure concludes when the characters 
  successfully repair the scar in the black spire and 
  defeat Gemtooth. Any remaining gnome zombies 
  wander off from the village, becoming possible 
  random threats to explorers but no longer seeking to 
  overthrow the folk of Deepdelver’s Enclave.
   The characters can bring any relics of Violet Falls 
  they have discovered back to the enclave. With the 
  village’s corruption ended, explorers might come here 
  and establish a new settlement, hoping to return the 
  village to its former prosperity.
  
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  the orcs reside in a ruined noble’s villa on the north 
  side. The characters can attempt to stop the coming 
  attacks by any means available, including negotiation, 
  assassination, deception, setting an ambush, or 
  shoring up the defenses of Deepdelver’s Enclave. With 
  luck and bravery, the characters can help the enclave 
  and its people stand against this dark threat.
  Monsters and NPCs. Death dog, dire wolves (2), 
  hobgoblins (30), hobgoblin cultists (2), hobgoblin 
  cult fanatic, hobgoblin veteran, ogre, orcs (40), orc 
  veteran, spy
  Notable NPCs
  The following NPCs have a part to play in the 
  adventure.
  kran the crippler
  A chaotic evil orc veteran, Kran the Crippler is the 
  current war chief of the Gray Razor orcs—a band 
  roughly forty strong. Kran is lazy but occasionally 
  erupts in blinding violence. Seeing the strength of his 
  leadership failing among his minions, he announced 
  the attack against Deepdelver’s Enclave, but his heart 
  isn’t in it. He is more than willing to unleash his horde 
  against the enclave, but would rather retire. 
   Kran thinks the hobgoblin commander, Salos 
  Graveblade, is an elitist snob. If he manages to take 
  A 
  marauding gang of orcs and a hobgoblin 
  war band have set themselves up in the 
  ruined city of Shadowreach—with both 
  groups intending to attack and destroy 
  Deepdelver’s Enclave. Working with the folk of the 
  enclave, the characters must decide how best to deal 
  with the threat, whether taking out troops or leaders 
  on both sides, or focusing on destroying one group 
  to make a fight against the other group winnable. 
  Depending on the success of their actions, they then 
  stand front and center as the attack unfolds and the 
  people of Deepdelver’s Enclave fight for their very 
  survival.
   “A Fistful of Copper” is a four-hour adventure for 
  characters of 3rd level.
  Adventure Summary
  On returning from an expedition into Blackclaw 
  Mountain, the characters are attacked by a raiding 
  party of orcs. During the battle, a scouting party of 
  hobgoblins attacks both groups. In the aftermath, the 
  characters learn that both orcs and hobgoblins plan to 
  invade Deepdelver’s Enclave within a day.
   The characters are tasked with trying to stop or 
  hinder both attacks however they can, learning that 
  the hobgoblins reside in a small ruined fortress on 
  the south side of the Shadowreach cavern, while 
  A FISTFUL OF COPPER
  Two warbands, one orc and one hobgoblin, are set to invade Deepdelver’s Enclave unless a band of 
  adventurers can use guile, subterfuge, or brute force to stop them.
  CHAPTER 6
  
  69
  over Deepdelver’s Enclave, Kran plans to mock Salos 
  from the walls above.
   Kran uses the veteran stat block with these changes:
  • He has darkvision out to a range of 60 feet.
  • He has the following trait: Aggressive. As a bonus 
  action, Kran can move up to his speed toward a 
  hostile creature that he can see.
  • He speaks Common and Orc.
  Suul the Slicer
  Suul, a chaotic evil female orc, is Kran’s right hand and 
  the smartest orc in the war band. She secretly hopes to 
  kill Kran, take over the war band, and raid throughout 
  the mountain. She has little desire to attack the well-
  defended Deepdelver’s Enclave.
   Suul uses the orc stat block with these changes:
  • She has Intelligence 14 (+2).
  • She has 30 hit points (4d8 + 12).
  droga the deStroyer
  Droga, a neutral evil female ogre 
  mercenary, currently works with 
  Kran and the Gray Razors. She has 
  long used her immense strength 
  and survival instincts to earn all the 
  money and food she desires. Though 
  exceptionally greedy, she also considers her 
  own safety in her decisions, and is known to 
  have switched sides rather than be on the losing 
  side of a battle. 
   Droga uses the ogre stat block with these 
  changes: 
  • She has Dexterity 12 (+1).
  • She wears half plate armor that gives her AC 16.
  • She wields a massive battleaxe that uses the same 
  combat statistics as the ogre’s greatclub attack but 
  deals slashing damage.
  SaloS graveblade
  A lawful evil male hobgoblin veteran, Salos 
  Graveblade commands a war band called the Red 
  Drums. He brought his hobgoblins to Blackclaw to 
  harden them in the depths of the mountain, and he 
  hopes to turn Deepdelver’s Enclave into a military 
  outpost for his commander, a half-dragon warlord 
  known as Volixus the Burning Rage. 
   Salos is ambitious to the point of being suicidal. He 
  is quick to meet any challenge, and cunning enough 
  to pose a strong threat. He hates Kran the Crippler 
  and thinks the orc chief is a drunken oaf. When Salos 
  holds Deepdelver’s Enclave, he plans to have Kran 
  killed and to conscript the rest of the orcs into his 
  army.
   Salos uses the veteran stat block with these changes:
  • He has darkvision out to a range of 60 feet.
  • He has the following trait: Martial Advantage. Once 
  per turn, Salos can deal an extra 10 (3d6) damage 
  to a creature he hits with a weapon attack if that 
  creature is within 5 feet of an ally of Salos’s that isn’t 
  incapacitated.
  • He speaks Common and Goblin.
  WolFreg WinterSbane
  The seer of Salos’s war band, Wolfreg Wintersbane 
  is a lawful evil male hobgoblin cult fanatic. Wolfreg 
  understands that Salos’s desire to die in battle might 
  bring the rest of the war band to their deaths as well. 
  He uses his reputation as the voice of the hobgoblin 
  gods to his advantage, speaking either for or against 
  Salos as he sees fit.
  SaloS graveblade
  
  70
   Wolfreg uses the cult fanatic stat block with these 
  changes:
  • He has darkvision out to a range of 60 feet.
  • He has the following trait: Martial Advantage. Once 
  per turn, Wolfreg can deal an extra 7 (2d6) damage 
  to a creature he hits with a weapon attack if that 
  creature is within 5 feet of an ally of Wolfreg’s that 
  isn’t incapacitated.
  • He speaks Common and Goblin.
  clara WilloWSpur
  Clara, a neutral evil female half-elf spy, used to be an 
  explorer for Deepdelver’s Enclave but was kicked out 
  after betraying her adventuring party to a band of 
  duergar for personal gain. She now offers her services 
  as a freelance scout in the mountain, and is currently 
  employed as a spy for Salos Graveblade. She has 
  informed Salos about the defenses of Deepdelver’s 
  Enclave, and of the tunnel that leads up through the 
  Drop. However, she has no loyalty to the hobgoblins 
  except for the coin Salos gives her.
   Clara uses the spy stat block with these changes:
  • She has darkvision out to a range of 60 feet.
  • She has the following trait: Fey Ancestry. Clara has 
  advantage on saving throws against being charmed, 
  and magic can’t put her to sleep.
  • She speaks Common and Elvish. 
  Secrets and Clues
  The following secrets and clues can be revealed in the 
  adventure as you determine:
  • Kran the Crippler is quite lazy. He attacks weak 
  targets whenever possible, and spends a good 
  deal of time lounging in a pool at the top of his 
  Shadowreach villa.
  • Kran’s right hand, Suul the Slicer, seeks revenge 
  against Kran for his role in the destruction of Suul’s 
  clan two decades earlier. Suul has climbed the ranks 
  ever since, hoping to take Kran’s head at the right 
  time.
  • Spirekeep, the ruined villa that Kran has taken as his 
  current lair, has a dank cellar beneath it that the orcs 
  avoid. A grate in the floor of the cellar leads to an old 
  sewer system that exits into a river a hundred feet 
  away.
  • Droga the Destroyer loves money and food, but has 
  little loyalty to the orcs she serves.
  • Salos Graveblade has a death wish. He yearns to die 
  gloriously in battle against the mightiest of foes.
  • Salos’s second, Wolfreg Wintersbane, wants to 
  overthrow Salos but knows he doesn’t yet have the 
  full support of the rest of the hobgoblin war band.
  • The lower level of the Tower of Lords, the ruined 
  watchtower where the hobgoblins reside, is an old 
  temple that features a secret tunnel leading to a 
  clifftop cave.
  • Salos plans to bombard Deepdelver’s Enclave before 
  his attack with five trebuchets his hobgoblins have 
  recently built.
  • Disgraced explorer Clara Willowspur has been seen 
  scouting in Shadowreach near Deepdelver’s Enclave, 
  and near the Tower of Lords.
  • Ten years ago, Clara Willowspur was discharged 
  from her unit during the Thousand Spear War for 
  attacking a superior officer. Ruth Willowmane, her 
  former sergeant, knows the details but does not 
  speak of the incident.
  Adventure Hooks
  The characters can become involved in this adventure 
  in a number of ways. Ideally, their existing connections 
  to Deepdelver’s Enclave give the characters clear 
  reasons to protect their home. Alternatively, one or 
  more characters might know of or have a history 
  with the orcs, the hobgoblins, or their leaders. For 
  characters primarily motivated by coin, Bailon the 
  Beardless offers 50 gp to each character if they can 
  prevent the attacks.
   If you use this adventure in your own campaign or 
  as a single-session adventure, the characters might 
  stumble into the coming attack without yet having 
  a strong connection to the settlement the orcs and 
  hobgoblins are attacking. You will want to reinforce 
  whatever goal helps motivate the characters to save the 
  enclave, whether moral or monetary.
   This adventure takes its name from the spaghetti 
  western film A Fistful of Dollars (itself inspired by 
  the Kurosawa movie Yojimbo). In the film, a lone 
  gunslinger (played by Clint Eastwood) works two 
  gangs against one another for the betterment of the 
  town they threaten. You can use a similar mixture 
  of greed and morality to steer the characters toward 
  saving Deepdelver’s Enclave from the two marauding 
  factions.
  
  71
  Start
  The adventure begins with the characters in the ruined 
  city of Shadowreach. Read or summarize the following 
  to set the scene:
  After your latest exploration in Blackclaw Mountain, 
  you make your way through the ruins of the city of 
  Shadowreach on your return to Deepdelver’s Enclave. 
  As you pass by the rubble of ruined buildings, a javelin 
  suddenly sails past, snapping against the stones.
   “Looks like we caught some adventurers away from 
  Deepdelver’s Enclave!” shouts an orc, stepping around a 
  ruined building. “Keep one alive. Kran will want what’s 
  in their head before Droga smashes it against a rock!”
   Two more orcs step out from behind another ruined 
  building, while two more rise from the roofs of ruins to 
  either side of you, javelins in hand.
  These five orcs (Nog, Settha, Grumoth, Littletoes, 
  and Big Uthok) attack the party. Two of them throw 
  javelins from the rooftops, while the others begin 25 
  feet away from the characters. 
   The street is flanked by four ruined buildings, two 
  on each side. Climbing up a ruined building requires 
  a successful DC 12 Strength (Athletics) or Dexterity 
  (Acrobatics) check. Creatures on the rooftops have 
  advantage on ranged attacks against those on the 
  street.
   At the end of round 2 of the battle, or if three of the 
  orcs are killed before that, a band of four hobgoblins 
  (Xen, Kora of Thar, Ivar Clubfoot, and Trox Eyespike) 
  arrives. 
  “Well, well, look what we have here!” a voice cries out, 
  as four hobgoblins step out from the opposite end of the 
  street. “Kill the orcs, but leave the explorers alive. Salos 
  Graveblade’s orders!”
  The four hobgoblins then step up to attack both the 
  characters and orcs alike.
  developMent
  When the orcs and hobgoblins are defeated, the 
  characters can interrogate any survivors to learn the 
  following information. If all the enemies are dead, the 
  characters might find crudely written notes or maps 
  on the bodies that reveal these details. The rest of 
  the adventure requires that the players learn of both 
  pending attacks, including the following information:
  • The hobgoblin commander Salos Graveblade and the 
  orc war chief Kran the Crippler both intend to attack 
  Deepdelver’s Enclave within a day. 
  • Each faction has roughly thirty to forty warriors—
  more than enough to cause serious damage to 
  Deepdelver’s Enclave. 
  • The orcs currently reside at a ruined noble’s villa 
  called Spirekeep, on the north side of Shadowreach.
  • The hobgoblins reside in a ruined watchtower to the 
  south, called the Tower of Lords.
   At your discretion, characters interrogating or 
  searching the orcs or hobgoblins might also learn 
  additional information outlined in the “Secrets and 
  Clues” section earlier in this chapter.
  Defending the Enclave
  When the characters return to Deepdelver’s Enclave, 
  they can bring word of what they’ve learned to Bailon 
  the Beardless, who gathers the other folk of the enclave 
  at the Dragon’s Fangs common house. The people 
  of the enclave come to the conclusion that a direct 
  attack against either war band in their well-defended 
  positions in Shadowreach will be exceedingly 
  dangerous. Everyone is prepared to defend the enclave, 
  but any battle will likely be a costly one, given how 
  little is known of their enemies. 
   Whether they volunteer, are talked into it through 
  roleplaying, or accept a monetary offer to help defend 
  Deepdelver’s Enclave, the characters are tapped to 
  spearhead the plan to thwart the orc and hobgoblin 
  attacks. But at least at the outset, there is no clear sense 
  of what the best plan is. 
  poSSible optionS
  You can allow the characters to undertake any plan the 
  players come up with, and which seems like it might 
  have a chance of success. But the following options are 
  likely to be among the most obvious:
  • Convincing one group to attack the other, in the 
  hope of winnowing the numbers down on both 
  sides.
  • Killing one or both of the leaders of the two factions, 
  in the hope that whoever takes over decides to 
  abandon the attack.
  • Ambushing the orcs, the hobgoblins, or both before 
  they can reach the enclave.
  • Accepting the inevitability of the assault, and 
  working on the best possible defense of Deepdelver’s 
  Enclave when it comes.
  
  72
  
  73
   The characters’ approach might include variants of 
  any of these options, or the players might come up 
  with another plan entirely. It’s up to you to adjudicate 
  how these actions might affect the factions’ plans and 
  the defenses of the enclave.
   If the characters choose to scout out or interact with 
  either the orcs or the hobgoblins, they can easily travel 
  through Shadowreach to the lair of either group. These 
  locations are described in the “Tower of Lords” and 
  “Spirekeep” sections, later in the adventure.
   If the characters decide to ambush one group or the 
  other, the adventure presents two potential sites to 
  stage such ambushes. See “Setting an Ambush” later in 
  the adventure.
   If the characters choose to defend Deepdelver’s 
  Enclave from attack, you can use the map of 
  Deepdelver’s Enclave from chapter 1 as a planning aid 
  as the players describe how their characters and the 
  other residents of the enclave will defend their home. 
  See “Defending the Enclave” later in this adventure for 
  more details.
   If the players seem stuck on which plan to choose, 
  Bailon recommends that they scout out either the orcs 
  or the hobgoblins ahead of time to learn what they 
  can.
   By the end of the adventure, the characters will 
  have hopefully routed or defeated both groups before 
  they have any chance to conduct a full assault on the 
  enclave.
  Adjudicating Big Battles
  Depending on how this adventure plays out, you 
  might find yourself needing to adjudicate one or more 
  large battles between the orcs, the hobgoblins, and the 
  defenders of Deepdelver’s Enclave. Instead of trying to 
  run these larger battles in the same way that you run 
  combat with a party of characters, you can describe 
  the battles and their results narratively, while keeping 
  the focus of the action on the characters and their own 
  skirmishes.
   For example, if a large number of hobgoblins 
  fight a large number of orcs, a smaller group of 
  orcs or hobgoblins might break away and attack the 
  characters. Such encounters can include one orc or 
  hobgoblin per character, along with any leaders and 
  special NPCs you want to make part of the fight.
   The actions the characters take before a large battle 
  begins can also help to steer the battle’s outcome. 
  Setting fire to the stolen wagons in front of the orc 
  compound means the orcs will be at a disadvantage 
  against a hobgoblin assault. If the characters have 
  killed Salos Graveblade or his lieutenant, the remaining 
  hobgoblins will be at a disadvantage against the orcs.
   It’s up to you to determine what factors might swing 
  a battle one way or another. Whatever outcome you 
  determine, describe the larger battle quickly and leave 
  it in the background, then move the spotlight back to 
  the characters and the smaller group of enemies they 
  face.
  Pacing the Adventure
  For a faster start to the adventure, you can skip the 
  initial attack. The characters can start in Deepdelver’s 
  Enclave, where they learn about the coming assault of 
  the orcs and the hobgoblins from Bailon the Beardless 
  or another NPC. That information might have 
  originally come from a caravan that was ambushed by 
  orcs and hobgoblins on its way to the enclave.
   You can also help control the pace of the adventure 
  by deciding how quickly the assault against 
  Deepdelver’s Enclave begins. If it feels like the 
  characters’ attempts to disrupt the attacks are moving 
  slowly, or if time is getting tight, the characters might 
  learn that one or both of the enemy leaders has 
  accelerated the schedule of their plans. By the time the 
  characters return to Deepdelver’s Enclave, the assault 
  might already be underway.
  The Tower of Lords
  The Tower of Lords stands on the south side of 
  Shadowreach, three hours from Deepdelver’s Enclave 
  and two hours from Spirekeep. Once a tower holding 
  the slave-knights of the Magocracy of the Black Star, 
  the Tower of Lords now serves as the headquarters for 
  Salos Graveblade and his hobgoblins. 
   The Tower of Lords is built from worked volcanic 
  stone. Unless otherwise described, rooms in the tower 
  have 15-foot-high ceilings and are dark, but feature 
  unlit torches set into iron sconces on the walls.
  hobgoblin ForceS
  Salos commands thirty hobgoblins, with sixteen of 
  those out on patrol in the city at any given time. Off-
  duty hobgoblins are usually found resting or engaging 
  in various forms of recreation in the lower levels of the 
  tower, or are on patrol in or around the tower. 
   Salos is almost always in area 3 of the tower. He 
  lingers there until it is time to commence the attack 
  against the enclave, at which point he leads the 
  charge. Wolfreg Wintersbane is also at the tower, most 
  
  74
  often praying to his hobgoblin gods in the temple in 
  area 4. Clara Willowspur is sometimes at the tower, 
  conferring with Salos. See area 3 for details.
  gaining entrance
  Three potential entry points lead into the tower: the 
  bridge that leads into the tower barracks; a large crack 
  in the back wall of the tower, exposed from the north; 
  and a long natural tunnel leading into the temple in 
  the lowest level of the tower (area 4). The hobgoblins 
  do not expect an attack to come from the river, so they 
  do not guard the crack in the north wall. They are also 
  unaware of the natural tunnel leading to the temple.
  1. Front entrance
  Area Aspects. Cracked obsidian tower, rushing rapids 
  and sharp rocks, narrow cracked bridge, statues 
  of hooded humanoids, slick cliff walls, recently 
  constructed trebuchets
  A tower carved of cracked obsidian stands on an island 
  surrounded by a moat of fast-moving black water and 
  sharp rocks. A narrow bridge set with torches spans the 
  rapids, leading to a set of broken doors at the front of 
  the tower. 
   Two statues of hooded humanoids, each clutching a 
  greatsword, stand on either side of the door, their faces 
  hidden under cowls. Five recently constructed wheeled 
  trebuchets stand outside the moat, across from the 
  island.
  The front gate is the primary entrance to the Tower of 
  Lords. The edge of the moat is marked by slick cliffs 
  rising 10 feet above the river below. Climbing the cliffs 
  requires a successful DC 12 Strength (Athletics) or 
  Dexterity (Acrobatics) check, while swimming the 
  moat requires a successful DC 15 Strength (Athletics) 
  check. On a failed check, a character is dragged along 
  the river before being able to climb the cliff on the 
  opposite bank, and takes 7 (2d6) piercing damage 
  from the sharp rocks.
   A crack in the wall of the tower on the opposite side 
  from the bridge leads to the rear of area 2.
  CREATURES
  Two hobgoblins guard the front doors of the tower. 
  Two more hobgoblins and a death dog often patrol 
  the area around the tower, and keep an eye on the 
  trebuchets.
  entrance to the 
  toWer oF lordS
  
  75
  TREBUCHETS
  Salos plans to use the trebuchets to hurl stones at 
  Deepdelver’s Enclave, pounding the outpost into 
  submission before sending in his invading host of 
  hobgoblins. Disabling a trebuchet requires a successful 
  DC 14 Dexterity (Sleight of Hand) check, or it can be 
  attacked and destroyed. A trebuchet has AC 12, 50 hit 
  points, and immunity to poison and psychic damage.
  2. toWer barrackS
  Area Aspects. Hall of shattered statues, faded paintings 
  on the walls, straw mattresses
  Dozens of straw mattresses line the floor of this broad 
  hall. A staircase in the northwest corner leads to the 
  second floor, while another to the northeast leads down. 
  Shattered statues line the walls, standing before faded 
  paintings of histories long forgotten.
  This chamber serves as the barracks for the 
  hobgoblins. A large crack in the north wall leads 
  outside to the edge of the rushing rapids surrounding 
  the tower.
   The paintings on the walls were once covered over 
  with plaster, but that has cracked away to reveal the 
  images beneath. Those images depict the rise of the 
  Magocracy of the Black Star (see chapter 2). The 
  one image that can still be clearly seen shows three 
  archmages standing above thousands of thralls lying 
  prone, while ten armored half-dragons stand at 
  attention.
  CREATURES
  At any given time, four to eight hobgoblins are 
  sleeping in this chamber or playing knucklebones in 
  the southeast corner.
  TREASURE
  The hobgoblins collectively possess 23 gp in mixed 
  coin, and an idol to a hobgoblin goddess (worth 25 
  gp). Rough but functional swords, daggers, bows, 
  arrows, and scale mail can be found in the room.
  3. chaMber oF War
  Area Aspects. Burning metal braziers, map of the city, 
  faded tapestries
  Four iron braziers hanging from the ceiling burn with 
  red flames, illuminating a large floor map of the city 
  of Shadowreach. A path has been drawn in red chalk 
  through the buildings, showing an approach from the 
  Tower of Lords to Deepdelver’s Enclave, along with 
  positions for five trebuchets close to the settlement. 
  Faded tapestries hang from the walls.
  Salos Graveblade retrofitted this chamber to serve as 
  his war room. The tapestries depict the cleansing of the 
  Magocracy of the Black Star by the paladins and priests 
  of the Order of the White Sun. They show hooded 
  mages and half-dragon warlords being cut down by 
  armored knights with blazing white swords, while 
  spellcasting warriors counter the magic of the mages.
  CREATURES
  The hobgoblin veteran Salos Graveblade spends much 
  of his time here, pondering battle plans and discussing 
  strategy with two other hobgoblins. See “Notable 
  NPCs” for Salos’s statistics.
   The mercenary spy Clara Willowspur is in attendance 
  with Salos from time to time. Roll a d6 when the 
  characters are at the tower. On a roll of 5 or 6, Clara is 
  here, describing the defenses of Deepdelver’s Enclave 
  to Salos. Otherwise, she is out spying for him. See 
  “Notable NPCs” for Clara’s statistics.
  TREASURE
  Salos carries two black serrated blades, one of which 
  is a normal longsword and one of which is a magic 
  longsword called Grave. A +1 longsword, Grave is a 
  rare magic item that requires attunement. As a bonus 
  action, a creature attuned to Grave can cause the blade 
  to burn with black fire. The next time the weapon hits, 
  the attack deals an extra 2d6 necrotic damage. This 
  property of the blade can’t be used again until the next 
  dawn.
  4. teMple
  Area Aspects. Shattered statue of a forgotten god, red-
  painted symbols on the floor, altar holding a black 
  goblet, rubble pile
  Dark violet torchlight dimly fills this chamber. A 
  shattered statue to some ancient god lies on the floor, 
  while a blood-spattered altar stone to the northwest 
  holds a black onyx goblet. Red-painted glyphs edge 
  a circle on the floor, and a rubble pile rises in the 
  southeast corner of the room.
  
  76
  This chamber once served as a temple to the Order of 
  the White Sun after they claimed the tower from the 
  Magocracy of the Black Star. The torches burn violet 
  as a result of lingering good magic reacting to the evil 
  imbued into the glyphs newly scribed onto the floor.
   A secret door on the east wall opens up to a long 
  natural tunnel, which leads to a clifftop cave out in the 
  ruined city.
  CREATURES
  Wolfreg Wintersbane, a hobgoblin cult fanatic, 
  prays here to his hobgoblin gods. He usually has two 
  hobgoblin cultists with him. See “Notable NPCs” for 
  Wolfreg’s statistics. Each hobgoblin cultist uses the 
  cultist stat block with these changes:
  • They have darkvision out to a range of 60 feet.
  • They have the following trait: Martial Advantage. 
  Once per turn, the hobgoblin can deal an extra 7 
  (2d6) damage to a creature they hit with a weapon 
  attack if that creature is within 5 feet of an ally of the 
  hobgoblin that isn’t incapacitated.
  • They speak Common and Goblin.
  TREASURE
  Wolfreg wears an amulet bearing the symbol of his 
  dark hobgoblin deity (worth 25 gp). 
   The goblet on the altar is a rare magic item that 
  contains a dark power, allowing its possessor to use an 
  action to cast the insect plague spell. Once the spell is 
  cast, the goblet’s magic fades. (Wolfreg does not know 
  that the goblet is magic.)
  Spirekeep
  This villa, carved out of a huge stalagmite, once 
  belonged to an aristocratic family loyal to the 
  Magocracy of the Black Star. The Gray Razors now 
  use it as their lair. Spirekeep is three hours from 
  Deepdelver’s Enclave and two hours from the Tower of 
  Lords. 
   Unless otherwise described, the rooms of Spirekeep 
  are carved out of the natural stone of the surrounding 
  stalagmite. They have 15-foot-high ceilings and are 
  dark, but feature unlit torches set into iron sconces on 
  the walls.
  orc ForceS
  Spirekeep is currently the residence of Kran the 
  Crippler and his forty orcs. Kran believes that strength 
  beats strategy, so he orders no formal guards, watches, 
  or rotations. His orcs do what they please until he 
  commands them to attack. 
   Groups of orcs usually hang around outside the villa, 
  as noted below. Many of the remaining orcs go out 
  raiding the city in groups of eight to twelve. The orcs 
  are violent and rambunctious at all times. Unless an 
  alarm is specifically raised, the orcs at the villa ignore 
  any commotion inside or outside. 
   Droga the ogre is also found at the villa, either 
  outside or in area 2. Kran also has two pet dire wolves 
  that lurk outside the villa.
  gaining entrance
  The villa has three potential entrances: the front door 
  leading into area 1; a second-story balcony at the 
  rear of the stalagmite, leading into area 2; and a long 
  sewage tunnel leading to area 3. The orcs are aware of 
  the balcony and sewer entrances, but can’t be bothered 
  to guard them.
  approaching the keep
  Area Aspects. Carved stalagmite villa, impaled heads 
  on thin spires, stolen wagons of provisions
  This noble’s villa has been carved out from the stone of 
  a fifty-foot-high stalagmite. The heads of two hobgoblins 
  have been impaled on thin black spires at the front 
  entrance.
   A pair of large wagons laden with barrels and crates 
  are parked on the east side of the villa.
  The wagons are filled with barrels of ale and crates 
  of salted meats. At any given time, 1d4 + 2 orcs are 
  hanging around the wagons, drinking and brawling if 
  they are not passed out. If a little lamp oil is applied to 
  the wagons, they burn easily.
  CREATURES
  Roll a d6 to determine the location of Droga the ogre. 
  On a 1 to 3, she is outside the tower practicing her 
  javelin throwing. If not found here, she is in area 2. See 
  “Notable NPCs” for her statistics.
   Kran’s two dire wolves (Skinny and Retch) lurk 
  behind the villa with their orc caretaker, Fourfingers.
  1. audience hall
  Area Aspects. Collapsed balcony, sleeping furs, large 
  pot of gruel
  
  77
  The smell of rotting meat and dank sweat fills this hall. 
  Moldering furs are spread across the floor, and a fire 
  burns under a large cauldron of thick green gruel in the 
  center of the room. A collapsed balcony has crashed to 
  the floor to the north, but is still accessible by a staircase 
  leading up to the second floor. A collapsed section of 
  floor to the southeast opens up to darkness below.
  The orcs use this filthy hall as their primary mess hall 
  and sleeping quarters.
  CREATURES
  Six orcs are resting in this hall at any given time. 
  When the characters enter this area, roll a d6. On a 1 
  to 3, Suul the Slicer is also here, bantering with those 
  warriors. Otherwise, she is in area 2.
  FOUL CAULDRON
  The cauldron contains a viscous gruel whose 
  ingredients are best left unknown. The cauldron 
  can be tipped over with a successful DC 12 Strength 
  (Athletics) check, spilling its gruel in a 15-foot 
  cone. Each creature in the area must make a DC 12 
  Dexterity saving throw, taking 10 (3d6) fire damage on 
  a failed save, or half as much damage on a successful 
  one.
  2. den oF pleaSureS
  Area Aspects. Large brass pool, anatomically 
  impossible wall carvings, raised stage
  A large sunken brass pool dominates this chamber. 
  Faded pictures of humanoids twisted together in 
  anatomically impossible erotic positions cover the walls. 
  A raised stage rises opposite the pool.
  Kran the Crippler has taken over this den of pleasure 
  as his private residence. It once served as a hedonistic 
  den for the aristocrats of the Magocracy of the Black 
  Star.
  CREATURES
  Kran the Crippler, an orc veteran, spends most of his 
  time here, reclining in the pool while watching two 
  orcs wrestle on the stage. If Kran is attacked, he leaps 
  from the tub to fight naked (giving him AC 13), but 
  has his axe and his shield at hand. See “Notable NPCs” 
  for Kran’s statistics.
   If not found in area 1, Suul the Slicer can be found 
  here. See “Notable NPCs” for her statistics.
   If she is not outside the tower, Droga the ogre is 
  pummeling the two orcs on the stage while Kran 
  throws coins her way. This infuriates Droga, who 
  dreams of pummeling Kran’s head into the edge of 
  his brass bathtub. See “Notable NPCs” for Droga’s 
  statistics.
  TREASURE
  Kran keeps 174 gp worth of coin, gems, and jewelry 
  on a silver platter near his bath. He enjoys taunting his 
  fellow orcs with his treasure, daring them to take it.
  3. dank cellar
  Area Aspects. Rusted iron grate, foul liquids, death 
  masks of magocracy aristocrats
  A number of glowing wax death masks line the walls of 
  this dank cellar. Moldering trash and decaying corpses 
  lie in heaps across the floor. Foul liquids drip down a 
  rusted iron floor grate that leads into a tunnel below.
  The orcs avoid this cellar, both for the smell and for 
  the strange masks on the walls. The iron grate leads to 
  kran the crippler
  
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  a long sewer tunnel that feeds out into a river 100 feet 
  away. The grate can be broken with a successful DC 12 
  Strength (Athletics) check. Repeated attempts to break 
  the grate alert two orcs in area 1, who climb down to 
  investigate.
   With a successful DC 14 Intelligence (History) 
  check, a character recognizes the death masks as 
  belonging to known aristocrats and governors of the 
  Magocracy of the Black Star. They hold magic that 
  makes them glow with dim light, but which offers no 
  other benefit.
  Setting an Ambush
  The characters might set up an ambush against either 
  the orcs or the hobgoblins as they make their way to 
  Deepdelver’s Enclave. Two such ambush locations are 
  described below. 
  aMbuSh location 1: the Sundered 
  Statue
  Area Aspects. Ruined buildings, large sundered statue, 
  heavy rubble
  Crumbling buildings spread along both sides of this 
  stone plaza, in the center of which stands a statue 
  cracked in half. The statue’s upper torso lies shattered 
  along the ground, surrounded by heavy rubble.
  The tops of the ruined buildings here provide an 
  excellent vantage point for ranged attacks. Climbing 
  a building requires a successful DC 12 Strength 
  (Athletics) or Dexterity (Acrobatics) check. On a failed 
  check, a creature falls, taking 7 (2d6) bludgeoning 
  damage and landing prone.
   The half of the statue still standing can be toppled 
  onto enemies with a successful DC 14 Strength 
  (Athletics) check. The statue crashes down to blast 
  rubble in a 15-foot cone extending from the statue’s 
  base. Each creature in the area must make a DC 12 
  Dexterity saving throw, taking 10 (3d6) bludgeoning 
  damage on a failed save, or half as much damage on a 
  successful one.
   The rubble offers half cover to creatures hiding 
  behind it.
   A character who succeeds on a DC 14 Intelligence 
  (History) check recognizes the statue as Lord Korva 
  Vollok, a knight of the White Sun who personally 
  slew Thorvum Raisewing and Grethel the Flame (see 
  chapter 2 for details).
  aMbuSh location 2: the everFlaMe 
  cauldron
  Area Aspects. Rocky cliffs, everburning cauldron, 
  glyph-scribed stalagmites
  Fifteen-foot-high cliffs on either side of the path create 
  a natural chokepoint for those traveling through. Large 
  stalagmites carved with ancient glyphs rise up along 
  the path, whose center is marked by a large bronze 
  cauldron, burning with green flame. 
  Creatures on the cliffs have advantage on ranged 
  attacks against those on the path. Climbing a cliff 
  wall requires a successful DC 12 Strength (Athletics) 
  or Dexterity (Acrobatics) check. On a failed check, a 
  creature falls, taking 7 (2d6) bludgeoning damage and 
  landing prone.
  CAULDRON
  The cauldron burns with an eternal arcane fire. Any 
  creature that enters the cauldron for the first time 
  on a turn or starts its turn there takes 14 (4d6) fire 
  damage. A creature can push over the cauldron with a 
  successful DC 18 Strength (Athletics) check, causing 
  the flames to spill out in a 15-foot cone. Each creature 
  in the area must make a DC 12 Dexterity saving throw, 
  taking 14 (4d6) fire damage on a failed save, or half as 
  much damage on a successful one.
  STALAGMITE GLYPHS
  With a successful DC 14 Intelligence (History) check, 
  a character can understand the meaning behind the 
  glyphs on the stalagmites. They commemorate the rise 
  of the nine mages of the Magocracy of the Black Star. 
  The cauldron’s fire, the glyphs say, will burn as long 
  as the mages rule within the mountain. Though the 
  mages are supposedly long-gone, the fire still burns.
   The stalagmites offer half cover to creatures that hide 
  behind them.
  Defending the Enclave
  If the characters are not successful in routing both 
  the orcs and the hobgoblins before they attack 
  Deepdelver’s Enclave, the characters can help 
  defend the enclave from that attack. Use the map 
  of Deepdelver’s Enclave from chapter 1 to help the 
  players plan the settlement’s defense, with their 
  characters taking charge along with Bailon the 
  Beardless and other NPCs of your determination.
  
  79
   Salos Graveblade plans on hammering Deepdelver’s 
  Enclave with his trebuchets before he marches his 
  hobgoblins up the switchback roads from the city 
  below.
   Kran the Crippler has learned of the tunnels and 
  caves beneath Deepdelver’s Enclave, and plans to send 
  a third of his orcs up through the Drop to attack from 
  inside the compound.
   It’s up to you to decide how the battle plays out, 
  depending on the results of the characters’ previous 
  activities. It’s possible that the folk of the enclave 
  face either the orcs or the hobgoblins alone, with 
  the other group already removed. It’s possible that 
  reduced forces on both sides attack separately, with 
  the characters’ actions having disrupted the attack 
  schedule and taken many potential assailants out of 
  the fight. It’s possible that the enclave will face both 
  forces at the same time—or that no attack will come 
  at all if both groups or their leaders have already been 
  thwarted.
  taking point
  Once the characters have worked with Bailon to set 
  up the enclave’s defenses, he recommends that they 
  choose a specific position to defend. At the time of 
  the attack, while the folk of the enclave defend against 
  rank-and-file assailants, the characters might find 
  themselves facing off against an elite squad of orcs or 
  hobgoblins. Such a group can consist of one or two 
  waves:
  Wave 1: One orc or hobgoblin per character.
  Wave 2: One orc or hobgoblin per character, plus any 
  surviving mercenaries, lieutenants, or leaders.
   If the hobgoblin and orc raiders both attack the 
  enclave at the same time, the characters might face 
  multiple waves of both types of enemies. As with their 
  earlier actions and successes, how well the characters 
  do in their part of the fight can help determine how 
  the rest of the battle goes in Deepdelver’s Enclave.
  Concluding the Adventure
  This adventure concludes when both the orc and 
  hobgoblin threats to Deepdelver’s Enclave have been 
  thwarted. However the characters manage to achieve 
  this goal, the residents of Deepdelver’s Enclave show 
  their gratitude in the aftermath, and the characters’ 
  reputation in the settlement continues to grow.
  
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  A 
  priest of light has discovered a means of 
  destroying the Grendleroot—but doing 
  so will also destroy Blackclaw Mountain 
  and every creature in it. The characters 
  must follow the priest to the Forest of Iron, a massive 
  cavern wholly supported by the twisted spires of the 
  Grendleroot, and stop him before his mad faith brings 
  ruin to all.
   “Shatter” is a two- to four-hour adventure for 3rd-
  level characters.
  Adventure Summary
  During the elven Festival of Lights, a blind priest 
  arrives at Deepdelver’s Enclave. Approaching one of 
  the Grendleroot spires jutting up from the ground in 
  the enclave, the priest places his hands on its black 
  surface—and causes it to explode. The priest then 
  grips an amulet around his neck and disappears into 
  shadow, leaving his acolyte behind.
   The acolyte explains that the priest, Ardus Fane, 
  has spent his life studying the Grendleroot and has 
  seemingly learned how to destroy it. She knows that 
  Fane intends to travel to the Forest of Iron, a vast 
  cavern filled with Grendleroot spires, deep within 
  the mountain. Using his power, he means to destroy 
  a great pillar of the Grendleroot there, collapsing the 
  cavern and destroying the Grendleroot in the process. 
   The scholar Odrah Windvane fears that Fane will do 
  more than that. She believes that collapsing the cavern 
  will bring down the whole mountain. With lore given 
  to them by Odrah, the characters race to the Forest 
  of Iron. After contending with threats both natural 
  and unnatural, they locate the priest at the base of the 
  so-called Worldpillar, ready to destroy the mountain 
  unless the characters can stop him.
  Monsters and NPCs. Animated armor (1+), blink dogs 
  (2), death dog, giant spiders (3), gibbering mouther, 
  lizardfolk (6), lizardfolk cult fanatic, priest, shadows 
  (3), shambling mound, wererats (2)
  Notable NPCs
  The following NPCs have a part to play in the 
  adventure.
  arduS Fane
  A neutral male human priest of light, the blind Ardus 
  Fane has long studied ancient and otherworldly 
  sentient beings—in particular, the Grendleroot. His 
  research and rituals led the priest to a word of power 
  that can destroy the Grendleroot, though the process 
  of doing so drove him half mad. 
   Fane fears that the Grendleroot will grow, and that it 
  calls to an otherworldly presence that will eventually 
  devour the whole world. He travels to Blackclaw 
  SHATTER
  A blind priest has learned the secret to destroying the Grendleroot. If he is not stopped, his actions might 
  bring down the whole of Blackclaw Mountain as well.
  CHAPTER 7
  
  81
  Mountain intending to destroy the Grendleroot and 
  end its threat. The priest wears an amulet made from 
  a shard of the Grendleroot, which lets him “see” the 
  network of the Grendleroot’s tendrils throughout the 
  mountain, and lets him travel magically from one spire 
  to any other.
  cava Suntouched
  Fane’s apprentice, a lawful good female half-elf acolyte 
  named Cava, follows her master on his quest but 
  fears that he has lost his perspective and reason. She 
  believes that Fane has forgotten a lesson he taught 
  her long ago: one cannot know the mind of the 
  Grendleroot. She now fears for her master’s sanity, and 
  for the innocent lives that will be lost if he is successful 
  in his mad plan.
  odrah Windvane
  A lawful good female human mage residing in 
  Deepdelver’s Enclave, the scholar Odrah Windvane 
  has also made a lifetime’s study of the Grendleroot. 
  She cannot discount Fane’s conclusion regarding 
  the danger of the Grendleroot, but she believes that 
  destroying the Worldpillar might collapse all of 
  Blackclaw Mountain, killing every living creature 
  within. Moreover, even if the mountain falls, the 
  Grendleroot might survive. 
  Secrets and Clues
  The following secrets and clues can be revealed in the 
  adventure as you determine:
  • The Forest of Iron is a great cavern filled with strange 
  black growths, and monsters twisted by Grendleroot 
  corruption.
  • At the center of the Forest of Iron rises the 
  Worldpillar—a great column built of the twisted 
  spires of the Grendleroot. If the pillar is destroyed, 
  the cavern around the forest might collapse, and 
  bring the mountain crashing down with it.Mortal 
  minds cannot know the intellect of the Grendleroot. 
  To attempt to do so is to go mad.
  • Bandits and thieves are said to lurk in the Forest of 
  Iron. As well, explorers have met lizardfolk tribes in 
  the area who treat the forest as holy ground.
  • The priest Ardus Fane once sought only wisdom and 
  the expansion of the mortal mind. He now believes 
  that the Grendleroot must be destroyed, and that he 
  is the one to do so.
  • The spires of the Grendleroot are made of some 
  unknown unbreakable metal. Yet somehow, Fane’s 
  word can destroy them.
  Adventure Hooks
  This adventure works best when the characters have a 
  clear motivation to stop Ardus Fane from destroying 
  the Grendleroot, even beyond saving Deepdelver’s 
  Enclave and the denizens of the mountain. It’s possible 
  that one of the characters already knows Fane or Cava, 
  and that the character fears that the mad priest will 
  bring harm to himself even if he fails in his quest. 
  Alternatively, the characters might be interested in 
  exploring the Forest of Iron, and in learning more 
  about the mysterious Grendleroot.
   If the characters are primarily motivated by personal 
  gain, you can focus on Odrah Windvane’s offer to 
  build one of them a weapon crafted from the material 
  of the Grendleroot, described later in the adventure.
  Start
  The adventure begins with the characters enjoying a 
  thoughtful celebration in Deepdelver’s Enclave. Read 
  or summarize the following to set the scene:
  It’s the Festival of Lights in Deepdelver’s Enclave. On 
  this day, the elves of the enclave sing haunting songs 
  while priests and mages send magical lights soaring 
  up to the ceiling of the cavern in a beautiful display. 
  Children chase floating glimmers of magic through the 
  streets, while a priestess of the god of light tells tales of 
  her ancient mythology.
   A young acolyte you have not seen before leads 
  an older priest dressed in traveling robes through 
  the celebrations. His sightless eyes do not look to the 
  lights above. He stops, letting go of the acolyte’s arm, 
  and turns toward a Grendleroot spire thrust up out 
  of the ground near the center of the enclave’s main 
  thoroughfare. Though unable to see it, he moves toward 
  it all the same, gripping an amulet around his neck and 
  placing his hand on the spire’s strange metal.
   The priest speaks a word. Then the impossible 
  happens. The unbreakable spire of the Grendleroot 
  explodes.
  
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   The people of the enclave shout out in shock and 
  surprise. The lights above fade as the concentration 
  of their casters fails. The dust and shards that is all 
  that remains of the spire rain to the ground. Then the 
  priest grips the amulet around his neck once again, and 
  disappears.
  Before anyone can react, three shadows arc down 
  from the cloud of dust rising above the exploded 
  Grendleroot spire. They form into the shapes of 
  strange, otherworldly creatures as they attack the 
  people of the enclave, including the characters. The 
  shadows begin spread out, roughly 20 feet from each 
  other.
   For a shorter adventure, you can skip the shadows 
  and this combat encounter, going right from the 
  explosion to the next section.
  cava’S Story
  The elf acolyte accompanying Ardus Fane, Cava 
  Suntouched, remains behind after her mentor’s 
  disappearance. She is horrified by what has happened. 
  Cava describes Ardus Fane, his background, and 
  his desire to destroy the Worldpillar in the Forest of 
  Iron. She didn’t believe that Fane truly had the power 
  to destroy a Grendleroot spire, but the event in the 
  enclave has proved her wrong. 
   Cava offers her assistance to help stop Fane, though 
  she doesn’t want him hurt. She has a map of the 
  tunnels leading to the Forest of Iron, taken from Fane’s 
  notes.
  Stopping Fane
  The scholar Odrah Windvane is more concerned 
  than most about Fane’s mad quest. She knows of the 
  Worldpillar and the Forest of Iron. According to her 
  own research, if the Worldpillar is destroyed, the 
  cavern containing the Forest of Iron might collapse, 
  starting a chain reaction that could bring the whole 
  mountain crashing down. 
   Cava knows that Ardus’s teleportation will have 
  drained him of much of his magic, expecting that it 
  will take two days for him to recover before he can 
  attempt to destroy the Worldpillar. Though this isn’t 
  enough time to evacuate Deepdelver’s Enclave, or to 
  seek the assistance of the many enclave adventuring 
  parties presently exploring deep in the mountain, it 
  gives the characters a chance to travel to the Forest of 
  Iron and stop Ardus. 
   Although Odrah Windvane believes that Fane will 
  fail to kill the Grendleroot—she doesn’t know if such 
  a thing is possible—she is worried that his doomed 
  attempt might awaken the entity instead. Unlike 
  Cava, Odrah believes it might be necessary to kill the 
  priest to prevent this outcome. The characters cannot 
  know how far the priest’s power might reach, and 
  even captured, he might still inflict great harm to the 
  enclave.
   In return for the characters’ help, Odrah can craft 
  and enchant a Grendleroot weapon from the broken 
  shards of the enclave spire for one of them upon their 
  return from the Forest of Iron. The remaining pieces 
  of the Grendleroot spire are too small or too badly 
  broken to be of use. 
   The “Grendleroot Weapons” section in appendix B 
  has information regarding weapons made from shards 
  of the Grendleroot. Additionally, the weapon to be 
  crafted by Odrah is a rare magic item that requires 
  attunement. The weapon is a +1 weapon whose 
  attuned wielder can use a bonus action to cause it to 
  whisper in a language unknown to mortals. The next 
  time the wielder hits with an attack using the weapon, 
  the attack deals an extra 7 (2d6) psychic damage. The 
  weapon can’t be used this way again until the next 
  dawn.
  Traveling to the Forest of Iron
  The Forest of Iron is a two-day journey from 
  Deepdelver’s Enclave. For a longer adventure, you 
  can add an encounter as the characters travel through 
  the mountain by using the locations and encounter 
  descriptions in appendix B. Otherwise, you or the 
  players can describe the characters’ journey through 
  the twisted tunnels and caverns of the mountain.
  Pacing the Adventure
  Depending on how long you have to run this 
  adventure, you can adjust your approach. As always, 
  you can remove noted optional encounters to speed up 
  the adventure. You can also speed things up by turning 
  up the dial on the urgency of the characters’ quest to 
  stop Fane before he can destroy the Worldpillar. You 
  can describe quakes occurring throughout the great 
  cavern of the Forest of Iron, or give the characters 
  glimpses of the priest’s progress as flashes of white 
  light in the northern section of the cavern. This can 
  help steer the characters and the players toward getting 
  
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  to the pillar as fast as possible and stopping Fane’s mad 
  plans.
   If you find the adventure moving too quickly, you 
  can highlight areas of the cavern that might pique 
  the interest of the players, such as the mysterious 
  monoliths in area 5 or the rune titan skull in area 6. 
  The rune titan’s remaining essence might reach out to 
  the characters, filling their minds and hinting at the 
  location of the heart of the titan in area 7.
  The Forest of Iron
  The Forest of Iron gets its name from the wide variety 
  of Grendleroot growths that fill this huge cavern. 
  Unlike the typical claw-like spikes found elsewhere in 
  Blackclaw Mountain, the material of the Grendleroot 
  has here grown into many different shapes, giving the 
  cavern the look of a forest made of black metal.
   When the characters arrive at the Forest of Iron, 
  they see a huge cavern whose cracked rock walls rise 
  to a 500-foot-high ceiling. Grendleroot spires thrust 
  up from the ground across the cavern floor, and hang 
  from the ceiling like metal vines. At the far end of 
  the cavern stands the shattered remains of a natural 
  column of stone that once held up the ceiling. Twisted 
  cords of the Grendleroot have replaced the natural 
  column, and now hold the ceiling aloft. The entire 
  cavern is filled with dim green-and-blue-light shed by 
  phosphorescent fungus.
  Sharpened SpireS
  Much of the cavern is filled with what appear to be 
  black trees resembling those of a natural forest, but 
  these trees and all their foliage are composed of the 
  indestructible black metal of the Grendleroot. Like 
  all the Grendleroot spires, the trees of this forest 
  are impervious to all damage and effects except 
  Fane’s ritual. Any creature that touches razor-sharp 
  Grendleroot spires, foliage, or other materials for 
  the first time on a turn, or which starts its turn in 
  an area filled with such materials, must make a DC 
  12 Dexterity saving throw, taking 7 (2d6) slashing 
  damage on a failed save, or half as much damage on a 
  successful one. 
  voidWater
  Pools of liquid collect among the corrupted 
  Grendleroot growths of the Forest of Iron. This liquid, 
  known to the explorers of Deepdelver’s Enclave as 
  voidwater, is highly toxic. Any creature that ingests 
  this liquid or comes into contact with it for the first 
  time on a turn must make a DC 13 Constitution 
  saving throw. On a failed save, the creature takes 7 
  (2d6) necrotic damage and is poisoned for 1 hour. 
  On a successful save, the creature takes half as much 
  damage and isn’t poisoned.
  1. overlook
  The characters’ approach to the Forest of Iron brings 
  them to this high cliff overlooking the southern part of 
  the cavern.
  Area Aspects. Overlook of the cavern, walkways to 
  east and west
  The network of tunnels that brought you here ends 
  at a high overlook revealing the Forest of Iron below. 
  Stalactites hang from the five-hundred-foot-high ceiling, 
  and a high ridge of stone splits the huge first cavern of 
  the forest into two halves. Where the cavern narrows at 
  its far end, the Worldpillar rises from the ground—once 
  a massive column of natural stone, now shattered and 
  replaced with Grendleroot spires twisting together like 
  black iron cords.
   A narrow walkway leads down and through a forest 
  of black metal ferns to the east, while another rocky 
  walkway leads down to a black-spired tree to the west.
  Steep rock walls split this cavern into two sections 
  leading up to the Worldpillar. The characters can travel 
  east to the fern maze in area 3 or west to the spire tree 
  in area 2. 
   A character who searches the rocky trails for tracks 
  and succeeds on a DC 12 Intelligence (Investigation) 
  or Wisdom (Survival) check deduces that Ardus Fane 
  likely traveled to the east.
  2. Spire tree
  Area Aspects. Huge tree of twisted metal spires, 
  voidwater pool, impaled corpses
  A great spire of twisted trees rises up from a pool of 
  viscous black liquid. Dozens of corpses—some very old 
  and some new—have been impaled on the tree, their 
  blood dripping into the black water below. A large pile 
  of refuse spreads on the southeast side of the cavern.
  This huge tree is made completely of Grendleroot 
  material. Any creature that climbs the tree takes 
  damage from sharpened spires. The pool at the tree’s 
  base is voidwater.
  
  85
   A character who succeeds on a DC 14 Wisdom 
  (Perception) check while exploring the cavern notices 
  that the pile of refuse is moving.
  creature
  A corrupted shambling mound has made this area 
  its lair. It prowls the forest and the nearby tunnels 
  for prey, then hangs the corpses of its victims on this 
  tree in a dark ritual. Whenever any creature passes 
  through this area, the shambling mound rises from 
  the heap of detritus to the southeast and attacks, arms 
  outstretched as it seeks a body to impale.
   In combat, the shambling mound picks one target at 
  random, then makes slam attacks against that creature. 
  The shambling mound does not use its Engulf attack, 
  instead slamming until the creature is unconscious. 
  The mound then carries the unconscious creature 
  over to the tree, provoking opportunity attacks, and 
  attempts to impale the creature. Doing so requires 
  a successful slam attack that deals 10 (3d6) piercing 
  damage. If the impaled creature is at 0 hit points, it 
  instead gains one failed death saving throw.
   Once it has impaled one creature on the tree, the 
  shambling mound returns to its pile of detritus and is 
  no longer hostile, unless it continues to be attacked. 
  In that event, it picks another target and repeats its 
  actions. 
   The shambling mound cannot see, so it is possible 
  to bluff it by handing it something roughly the size 
  and weight of a humanoid body. If this is done, the 
  mound impales the object on the tree and returns to 
  its original position.
  TREASURE
  The bodies impaled on the tree that are fresh enough 
  to be recognizable are three lizardfolk, two humans, 
  one drow, two dwarves, and one wererat. The bodies 
  hold a total of 37 gp of mixed coins. 
   One of the drow also carries a cracked jeweled idol 
  of a glabrezu demon in a pocket of its leather armor. 
  The idol is a rare magic item whose possessor can use 
  an action to cast the confusion spell (DC 15). Once the 
  spell is cast, the idol’s magic fades.
  3. Fern Maze
  Area Aspects. Beautiful and deadly black iron ferns, 
  glyph-carved stalagmite
  the ForeSt oF iron
  
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  A narrow path twists through a garden of five-foot-wide 
  ferns made of black Grendleroot metal. Their bases jut 
  up out of the stone of the cavern floor. A series of glyphs 
  and ideograms have been carved into a natural pillar in 
  the center of a clearing to the east.
  These ferns are made of Grendleroot material, and any 
  character entering their area takes damage from their 
  razor-sharp leaves. One of the ferns has been shattered 
  by the priest, leaving a pool of voidwater in its place.
  GLYPH-MARKED PILLAR
  The glyphs on the pillar are in a strange dialect of 
  Draconic. A character who succeeds on a DC 14 
  Intelligence (History) check recognizes that the glyphs 
  are ideograms describing the many generations of 
  lizardfolk who have worshiped the power of the 
  mountain and the great consciousness in its depths. 
  The characters can learn other secrets of your choice 
  from this pillar as well. The glyphs were carved by 
  ancestors of the lizardfolk who reside in area 5.
  CREATURES
  Two wererats (Jathe Yellowfang and Brex the Hook) 
  lurk inside the maze. Both were once residents of 
  Deepdelver’s Enclave, but were expelled for criminal 
  activities.
   The wererats first appear in their human forms as 
  a scruffy man and woman, saying that they became 
  lost in the nearby caves and ended up here. They saw 
  Ardus Fane but were frightened of the priest after 
  he blew up a fern, so they let him pass. They wish to 
  accompany the characters but will betray them as soon 
  as their backs are turned. 
   If one wererat is killed, the other surrenders, offering 
  up information about a treasure in exchange for its 
  life. The wererats know of a powerful relic held in 
  the mouth of the skull in area 6, but fear the spiders 
  lurking there.
  TREASURE
  The two wererats have a total of 18 gp between them 
  in mixed coin. Brex wears a silver chain with a black 
  gemstone in it (worth 50 gp).
   If time is running short or the characters have 
  already faced enough battles, you can skip this 
  encounter.
  4. Spire-lined pit
  Area Aspects. Deep shaft lined with sharp Grendleroot 
  spires, winds howling from below, large spires 
  surrounding the pit
  A howling wind rises from a twenty-foot-wide pit. The 
  walls of the pit are lined with black metal spires, while 
  bigger spires thrust up from the ground around it, 
  appearing like the teeth of a great worm. The bottom of 
  the pit cannot be seen. 
  This pit descends 500 feet into the mountain. It 
  is incredibly dangerous to climb down, and any 
  creature doing so takes damage for moving through 
  the sharpened spires. Using ropes to descend is 
  impossible, since the Grendleroot growths easily slice 
  through anything that rubs against them. This shaft 
  leads down to caverns that make up part of the route 
  to the Black Cathedral (see chapter 12).
   A character who succeeds on a DC 12 Intelligence 
  (Investigation) or Wisdom (Survival) check to search 
  the ground around the pit deduces that Ardus Fane 
  traveled to the northeast from here. 
  CREATURES
  Two Grendleroot-corrupted blink dogs led by a 
  mutated death dog attack from the outskirts of this 
  area. The death dog uses its normal stat block with 
  these changes:
  • It has an Intelligence of 12 (+1).
  • It has the blink dog’s Teleport action. 
   The blink dogs and the death dog use their Stealth 
  skill and their Teleport actions to ambush the party. If 
  the death dog and one of the blink dogs is killed, the 
  remaining blink dog flees the Forest of Iron.
   If time is running short or the characters have 
  already faced enough battles, you can skip this 
  encounter.
  5. MonolithS
  Area Aspects. Circle of rectangular stone monuments, 
  ancient arcane circle
  A circle of five rectangular stone monoliths ring an 
  arcane circle carved into the stone floor of the cavern. 
  The monoliths do not appear carved or shaped, looking 
  as though they burst up from the ground in their 
  present form.
  A successful DC 14 Intelligence (History) check 
  reveals that the arcane circle is centuries old, and yet 
  still pulses with magical energy. The monoliths are 
  much older—perhaps tens of thousands of years.
   The powerful arcane circle has been used as both 
  a summoning circle and a teleportation circle for 
  
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  millennia. While a spellcaster is within the circle, they 
  have advantage on attack rolls with arcane spells and 
  on Intelligence (Arcana) checks, and creatures making 
  saving throws against the caster’s spells do so with 
  disadvantage.
  DARK CONTACT
  It is possible to use the circle to communicate with the 
  Grendleroot by making a DC 16 Intelligence (Arcana) 
  check. On a failed check, a character takes 10 (3d6) 
  psychic damage and suffers a random form of short-
  term madness. On a success, the creature can hear 
  the whispers of the Grendleroot, sensing a feeling of 
  great loneliness, fear, and hunger. The Grendleroot 
  is reaching out for its creator across the multiverse, 
  hoping to call it down to this world.
  CREATURES
  Six lizardfolk kneel around the monoliths, while 
  a lizardfolk cult fanatic stands in the center of the 
  arcane circle conducting a ritual to commune with the 
  Grendleroot. (Combine the lizardfolk stat block with 
  the cult fanatic stat block; see the “Combining Stat 
  Blocks” sidebar in appendix C, “The Rise of the Black 
  Star.”)
   These lizardfolk are fanatically loyal to the 
  Grendleroot, which they treat as a god, but they are 
  not automatically hostile. They travel here regularly 
  from their settlement in the Gray Swamp, and can 
  reveal information on the Grendleroot or from the 
  “Secrets and Clues” section earlier in this adventure. 
  They do not know of Ardus Fane or his plan, as the 
  priest took a different path to reach the Worldpillar.
  6. pierced Skull
  Area Aspects. Giant humanoid skull pierced through 
  with Grendleroot spires, stone that appears molten
  Twenty-foot-high black spires pierce through the eyes 
  and mouth of a gargantuan humanoid skull. The skull 
  appears frozen in a silent scream, staring up toward the 
  ceiling of the cavern. The stone floor surrounding the 
  skull appears molten, and a large glyph has been carved 
  in the skull’s forehead.
  The skull is the remains of one of the rune titans that 
  dwelled within the mountain hundreds of thousands 
  of years ago (see chapter 2). A successful DC 14 
  Intelligence (Arcana) check reveals that the glyph once 
  infused this creature with arcane power, and that it 
  used a form of magic older than any currently known.
   When rune titans phased through the stone of the 
  mountain, they temporarily turned that stone into a 
  liquid state that allowed them to pass through it. This 
  titan became stuck in the process of phasing, and 
  the magic in this area has kept up the stone’s molten 
  appearance, though it is solid and cool to the touch.
  OPEN MAW
  The mouth of the skull opens up into a 20-foot-deep 
  pit. Any creature that descends to the bottom of the pit 
  or succeeds on a DC 13 Wisdom (Perception) check 
  from above notices a tunnel at the bottom of the pit, 
  concealed by webs and leading southeast. This 5-foot 
  circular tunnel follows the spine of the skeleton into 
  area 7. 
  CREATURES
  On any examination of the skull, three giant spiders 
  mutated by the skull’s power crawl out from its eyes 
  and mouth. Each spider has a naturally formed glyph 
  on its carapace similar to the glyph on the skull. These 
  giant spiders use the normal stat block and have this 
  trait:
  • Call of the Glyph-Marked Titan. As a bonus action, 
  the spider fixes its gaze on a creature it can see 
  within 30 feet of it, and its glyph glows red. If the 
  target can see the spider, it must make a DC 11 
  Wisdom saving throw. On a failure, the spider has 
  advantage on attack rolls against the target until 
  the target takes damage or until the start of the 
  spider’s next turn. A creature that can’t be charmed 
  is immune to this effect. A creature that successfully 
  saves against this effect is immune to it for 1 hour. 
  The spider can’t use this feature again until it finishes 
  a short rest.
   If time is running short or the characters have 
  already faced enough battles, you can skip this 
  encounter.
  7. titan’S heart
  Area Aspects. Petrified spinal-column tunnel, heart 
  chamber, pool of bubbling liquid
  A tunnel opens up through what is clearly the petrified 
  remains of a great titan’s spinal column, leading deep 
  into the stone that surrounds it. A break in the bone 
  tunnel opens into a heart-shaped chamber roughly 
  twenty-five feet across. Walls of petrified skin split the 
  chamber in two. A fist-sized glyph-scribed garnet sits 
  atop a petrified podium of flesh, surrounded by a pool 
  of bubbling black liquid.
  
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  These are the petrified remains of the rune titan whose 
  skull rises from the rock at area 6, including a piece of 
  the titan’s heart that has broken away and now lies atop 
  the podium.
  CREATURE
  When anyone approaches the podium, the pool of 
  liquid erupts with mouths and eyes as a gibbering 
  mouther bursts out of it. A character who succeeds on 
  a DC 14 Intelligence (Arcana) check recognizes that 
  the mouther is a product of the magic of the rune titan 
  and the essence of the Grendleroot.
  TREASURE
  The stone atop the pedestal is a rare magic item that 
  requires attunement, known as the Heart of the Titan. 
  It is an actual fragment of the heart of the rune titan 
  who once dwelled in the mountain thousands of years 
  ago, and it still retains some of the titan’s power. As an 
  action, a creature attuned to the stone can speak its 
  command word to cast the meld into stone spell. This 
  property can’t be used again until the next dawn. 
  8. the Worldpillar
  Area Aspects. Huge shattered column of stone, twisted 
  Grendleroot spires forming a pillar of black metal
  The wreckage of a twenty-foot-wide natural stone pillar 
  lies shattered as a hill of broken rock. From the center of 
  the hill, a thickly twisted mass of black metal cords rises 
  to the ceiling of the cavern, spreading out there like the 
  limbs of a vast tree.
  This pillar of the Grendleroot holds up the ceiling of 
  the entire chamber.
  CREATURE
  The priest Ardus Fane sits atop the 30-foot-high 
  pile of broken rock surrounding the base of the 
  Grendleroot pillar. His sightless eyes stare at the pillar 
  as he considers his next move.
   When he hears the characters, Fane calls out 
  to explain that he must destroy the pillar. The 
  Grendleroot is evil—a seed of darkness that will one 
  day destroy the world. Fane believes the Grendleroot 
  calls to something even worse than itself, and that only 
  he can destroy it.
   Fane cannot destroy the entire pillar at once. If 
  he is not stopped, the priest places his hands on the 
  pillar and speaks his word of power as an action. In 
  response, the metal of the spire begins to crack. If Fane 
  channels his magic into the pillar five times, it cracks 
  and collapses. The cavern is destroyed as its ceiling 
  arduS Fane
  
  89
  falls, triggering tremors and additional collapses that 
  bring down much of the mountain. Deepdelver’s 
  Enclave is crushed as the cavern of Shadowreach 
  is buried under falling rock. Even as he dies, Fane 
  understands that all this destruction is a small price to 
  pay for the safety of the world.
   As the characters approach, Fane has already cast 
  spirit guardians and spiritual weapon, with those spells 
  manifesting as vengeful angels of light and a spear of 
  white flame. If he is attacked, he responds with his 
  spiritual weapon, guiding bolt, and inflict wounds. 
  Fane’s amulet gives him the equivalent of blindsight 
  out to a range of 120 feet.
   For a more challenging fight, increase Fane’s hit 
  points to 45. The priest might also have animated 
  pieces of shattered Grendleroot material from the base 
  of the pillar to defend him, using the animated armor 
  stat block. If the party has more than four characters, 
  add another defender for each additional character. 
  These defenders fall to pieces when Fane is reduced to 
  0 hit points.
  FANE’S FATE
  If Ardus Fane is defeated, the characters must decide 
  what to do with him. With appropriate roleplaying and 
  Charisma checks, they might convince the priest that 
  the end does not justify the means, and that his time 
  is best spent finding other ways to stop the threat of 
  the Grendleroot. They might also decide that Fane is 
  simply too dangerous.
   The priest is thankfully unable to teach anyone 
  else the word of power, which took him decades of 
  study to learn and has nearly torn his mind apart. If 
  the characters interrogate or befriend Fane, he might 
  share that in all his studies, he knows of only one other 
  being who channeled such power, and that she is long 
  dead and buried in the mountain. (This is a reference 
  to the White Queen in the adventure “Vault of the 
  White Queen.”) 
   If Fane is left to continue his studies, his mind will 
  indeed break in a few short months, perhaps making 
  him an even bigger threat.
  TREASURE
  The amulet Fane wears is a rare magic item crafted 
  from a small fragment of Grendleroot material. The 
  continual use of the amulet is part of what drove Fane 
  mad. As an action, a character attuned to the amulet 
  can sense the world through nearby Grendleroot 
  spires, granting that character blindsight out to a range 
  of 120 feet for 1 minute while within the mountain. 
  However, each time the character uses this power, they 
  must succeed on a DC 16 Charisma saving throw or 
  suffer a random form of short-term and long-term 
  madness as their mind fills with the unrecognizable 
  call of the Grendleroot. The character can repeat 
  the saving throw at the end of each of their turns 
  to remove the short-term madness, but the long-
  term madness can be removed only with a greater 
  restoration or remove curse spell. 
   The long-term madness becomes worse the longer 
  a character wears the amulet. You decide how this 
  growing madness manifests.
  Concluding the Adventure
  This adventure concludes when the characters stop 
  Fane’s threat one way or another, then return to 
  Deepdelver’s Enclave with the Worldpillar still intact.
   True to her word, Odrah Windvane rewards one 
  character with a Grendleroot weapon, and the people 
  of Deepdelver’s Enclave once again find themselves 
  indebted to the characters.
  
  90
  H
  undreds of thousands of years ago, a sunken 
  temple deep in Blackclaw Mountain was 
  the lair of a group of aboleths that ruled 
  over a kingdom of thralls. Those servants, 
  both humanoid and monstrous, built monuments 
  throughout the temple to their living gods. 
   Millennia after the aboleths’ control of Blackclaw 
  Mountain ended, only one aboleth remained, 
  growing inert over the ages. Most of its thralls died 
  or abandoned the temple—except for one faithful 
  chuul. Now that chuul uses the psychic power of the 
  inert aboleth to draw explorers to it, feeding off their 
  minds and bodies alike. The characters must travel to 
  the temple and end the creature’s threat—before the 
  madness it unleashes can spread.
   “Chuul” is a two- to four-hour adventure for 3rd-
  level characters.
  Adventure Summary
  During the Festival of Fancy Hats in Deepdelver’s 
  Enclave, a halfling explorer named Jonath Hollymaker 
  returns from an expedition into a recently discovered 
  abolethic ruin. He speaks strangely, and demands 
  that everyone follow him to the ruin to witness the 
  wonders inside. When the folk of the enclave refuse, 
  the halfling becomes violent. 
   After the confrontation, the characters are tasked 
  with traveling to the uncharted caves Jonath spoke of, 
  and to determine the source of his strange malady. The 
  characters discover an ancient abolethic temple, lost 
  for hundreds of thousands of years. Monsters, cultists, 
  and dark magic fill the temple, with the ageless horror 
  of a chuul the final challenge the characters must face. 
  Then they discover that the chuul’s aboleth master still 
  lives, and must decide whether this ancient creature is 
  friend or foe.
  Monsters and NPCs. Aboleth, chuul, cult fanatic, gray 
  ooze, grimlocks (6), grimlock hill giant, grimlock 
  ogres (2), scout, swarms of insects (4), swarms of 
  quippers (3)
  Notable NPCs
  The following NPCs have a part to play in the 
  adventure.
  Jonath hollyMaker
  The well-loved leader of the Stonechippers 
  adventuring band, Jonath (a chaotic good male 
  lightfoot halfling scout) led his group into the 
  abolethic temple, where they encountered the chuul. 
  After eating the rest of his band, the chuul broke 
  Jonath’s mind, sending him back to Deepdelver’s 
  Enclave to lure the rest of its inhabitants to the temple. 
  CHUUL
  An ancient creature calls out from the darkness of a long-forgotten temple, seeking to devour the unwitting 
  explorers who answer.
  CHAPTER 8
  
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  Jonath still hears the voice of the chuul in his head, 
  pushing out all other thoughts and driving him mad. 
  Nothing can cure the poor scout except the death of 
  the chuul.
  abriM heSh
  Abrim, a chaotic neutral male human cult fanatic, 
  is a researcher of otherworldly creatures. On hearing 
  of a creature able to call into the minds of its victims, 
  Abrim headed to the abolethic temple to learn what he 
  can of it. He secretly desires to become part of such a 
  vast intelligence, and is willing to risk anything to do 
  so.
  Secrets and Clues
  The following secrets and clues can be revealed in the 
  adventure as you determine:
  • Ancient aquatic beings of alien intelligence once 
  ruled over Blackclaw Mountain. With memories 
  going back hundreds of thousands of years, these 
  monsters controlled thousands of servant creatures 
  and slaves.
  • Some folk in Deepdelver’s Enclave have had strange 
  dreams of an underwater temple.
  • A recent earthquake opened up a number of once-
  submerged caverns and chambers long buried within 
  the mountain.
  • A traveler named Abrim Hesh recently came to the 
  enclave, claiming to have heard a voice in his mind 
  that called him to an ancient temple.
  • Stone in the caves and passageways close to the 
  recently revealed caverns has taken on a slimy 
  texture.
  • The powerful aberrations called aboleths are all but 
  immortal, and have memories that go back to the 
  foundation of the cosmos.
  • Strange glyphs have appeared on stone walls near the 
  submerged caverns, in a language unknown even to 
  the most erudite scholars.
  • Great swarms of insects have been seen pouring like 
  water through cracks in cavern walls. Where they’re 
  going remains a mystery. 
  Adventure Hooks
  This adventure works best if the characters have a 
  strong hook to take them to the chuul’s lair. Jonath 
  is a well-loved explorer of Deepdelver’s Enclave, and 
  Bailon the Beardless is quick to step up to ask the 
  characters for help. No magic known to the residents 
  of the enclave can cure Jonath of his mental affliction, 
  making it important for someone to retrace his party’s 
  route and investigate. Moreover, Bailon fears that the 
  call that took over Jonath might pose a greater danger 
  to the explorers of Deepdelver’s Enclave. Such a danger 
  must be neutralized, and Bailon hopes the characters 
  are the adventurers to do it.
   It is also possible for Jonath to be a dear friend of 
  one of the characters. Alternatively, for a stronger 
  hook, you can replace Jonath with another NPC well 
  loved by the characters.
   One or more of the characters might have had 
  a dream of the temple or heard the voice of the 
  chuul calling out from the depths. Any character 
  who experiences this vision can feel the danger the 
  aberration poses. 
   For characters whose primary motivation is personal 
  gain, Bailon the Beardless offers to pay 50 gp to each 
  party member to find the source of Jonath’s mental 
  enslavement and end it.
  Start
  A fashion-focused celebration in Deepdelver’s Enclave 
  is the starting point for this adventure. Read or 
  summarize the following to set the scene:
  “A good day to you!” says Bailon the Beardless, tipping 
  a magnificent admiral’s hat complete with a six-foot 
  plume of flaming phoenix feathers. He gives a wink and 
  continues to make his way down the main thoroughfare 
  of Deepdelver’s Enclave, tipping his fantastic headgear 
  to each passerby. Each of those others wears their own 
  amazing fancy hat, of course—for this is the Festival of 
  Fancy Hats in the enclave.
  Let each player come up with their character’s own 
  fancy hat if they wish. As their characters interact with 
  NPCs, you can use the “Fancy Hat Generator” sidebar 
  to describe what the NPCs are wearing. 
   As they wander through the enclave, the characters 
  eventually see the following:
  A halfling in torn clothing wanders along the edge of the 
  street, immediately calling attention to himself for his 
  lack of a fancy hat.
  The halfling, Jonath Hollymaker, grabs one of the 
  characters at random.
  
  92
  “I have found it!” the halfling cries out. “A wonderful 
  temple filled with the greatest joy we can hold in our 
  hearts. Please, you must come with me right away. 
  Bring everyone you can. It’s so beautiful!”
  If the characters ask more about this temple, the 
  halfling says only that it is wondrous to behold 
  and they must see it for themselves. A character 
  who succeeds on a DC 12 Wisdom (Perception) 
  check notices that Jonath’s skin is wet, clammy, and 
  nearly translucent, showing his pulsing veins clearly 
  underneath. A character who succeeds on a DC 12 
  Wisdom (Insight) check senses that the halfling is 
  under some sort of powerful mind control effect.
  Fancy Hat Generator
  Use the following three lists to generate fancy hats 
  suitable for the festival.
  HAT TYPE
  1. Tricorn hat
  2. Wide-brimmed sunhat
  3. Cowboy hat
  4. Tall cone
  5. Helmet and goggles
  6. Knight’s helm
  7. Royal crown
  8. Animal head
  9. Furred hat
  10. Top hat
  HAT STYLE OR ACCESSORY
  1. Very large
  2. Very small
  3. Horned
  4. Gilded
  5. Large feather
  6. Clockwork
  7. Flowered
  8. Ornately decorated
  9. Jingling with bells
  10. Long tail
  HAT EFFECT
  1. Flaming
  2. Shimmering with stars
  3. Surrounded by fluttering birds
  4. Fireworks
  5. Spinning solar system
  6. Magical glyphs
  7. Small flying pegasi
  8. Laughing skulls
  9. Small musical instruments
  10. Flying devils
   For a longer adventure, and if you want to start 
  off with a combat encounter, Jonath is not alone. 
  The halfling is accompanied by three hunched 
  figures cloaked in tattered leather. If a character 
  approaches one of these figures, or if the characters 
  don’t immediately follow Jonath, the creatures reveal 
  themselves to be three grimlocks and attack. Their 
  goal is to subdue any characters they can and drag 
  them down to the temple. Like Jonath, the grimlocks 
  are mind-controlled, following the chuul’s orders and 
  with no conscious thoughts of their own.
  the Fate oF the StonechipperS
  When the battle ends, the characters can determine 
  what’s caused Jonath’s breakdown from a journal 
  the halfling carries. He and his band of explorers, 
  the Stonechippers, discovered that a recent quake 
  had opened up new tunnels deep in the mountain. 
  While exploring these new tunnels, the Stonechippers 
  discovered a formerly submerged temple, now drained 
  of water, decorated in a manner unfamiliar to them. 
   All the explorers heard a call to their minds from 
  deep inside the temple, promising them eternal joy 
  and fulfillment. Jonath’s notes include a map showing 
  the route to the location from Deepdelver’s Enclave, 
  with two potential entrances to the temple—through 
  an underwater tunnel or across a large crevasse. The 
  characters can choose which route they want to take.
   Whether Jonath is administered to by the characters 
  or the NPCs of the enclave, it soon becomes clear 
  that his madness does not respond to any healing 
  or restoration magic. Bailon the Beardless asks the 
  characters to find this temple, wanting them to learn 
  what’s affected Jonath in the hope of curing him, then 
  ending whatever threat lurks there before it has any 
  chance to spread.
   As usual, Bailon and the other folk of the enclave are 
  interested in any discoveries the characters can make 
  about the temple itself, including who inhabited it and 
  what became of them. Bailon offers a potion of water 
  breathing to each character to aid their exploration.
  Traveling to the Temple
  It is a two-day journey to either of the entrances to the 
  temple. Along the way, the characters might encounter 
  other creatures that have either heard the call of the 
  being in the temple, or which have succumbed to that 
  being’s control and now hunt on its behalf. As they 
  journey through dank caves and tunnels, you can add 
  an encounter by using the locations and encounter 
  
  93
  descriptions in appendix B. Alternatively, the 
  characters might instead witness one of the following 
  events:
  1: A great carpet of four swarms of insects flows out 
  of cracks in one wall, then crawls into a crack in 
  another.
  2: The characters find a thick slime coating the cavern 
  walls. Touching the slime causes a character’s skin 
  to go translucent for 1 hour, during which time 
  the character hears an otherworldly call promising 
  eternal happiness.
  3: The characters come across an eroded section of 
  cavern wall that reveals an ornate pillar carved 
  with intricate unknown symbols. The pillar shows 
  numerous types of humanoids worshiping a 
  tentacled creature with three vertical eyes.
  4: One of the characters hears a voice in their mind, 
  calling to them for their servitude as it shows a 
  vision of a great ziggurat and an emerald pool. The 
  character must succeed on a DC 14 Wisdom saving 
  throw or become charmed by the chuul. While 
  charmed, the character must travel to the site of the 
  temple by the fastest route, ignoring any challenges 
  that might hinder them. The character can attempt 
  this saving throw again each time they take damage. 
  If the character remains charmed in this way for 
  more than 24 hours, the charm becomes permanent 
  and can end only with the death of the chuul.
   When the characters get close to the temple, they 
  can choose which of the two entrances they want to 
  take. One leads to a chamber split by a large crevasse 
  in area 1. The other leads to a pool and an underwater 
  tunnel in area 3.
  Pacing the Adventure
  Pacing this adventure to fit the time you have to run it 
  can be done in a number of ways. If time is short, don’t 
  use the optional combat encounter with the grimlocks 
  at the adventure start, and remove or limit other 
  optional encounters. You can also steer the characters 
  toward the ziggurat to bring them to the chuul as soon 
  as possible.
   If you find the characters are having too easy a time, 
  consider adding the following optional encounter.
  the aWoken
  A single grimlock hill giant (see the “Grimlocks in 
  Blackclaw Mountain” sidebar) periodically wanders 
  through the main area of the temple. The characters 
  might see the lumbering giant from afar, or the giant 
  might charge them without warning. If it drops a 
  character to 0 hit points, the giant attempts to carry 
  them to area 7, where the grimlock ogres will take the 
  fallen character to the chuul.
  The Sunken Temple
  Hundreds of thousands of years ago, when most of 
  Blackclaw Mountain was submerged beneath the 
  sea, the aboleths ruled here. Their seat of power was 
  a submerged temple carved into the rock by their 
  grimlock thralls, who worshiped the aboleths as gods. 
  After a hundred thousand years of abolethic control, 
  the waters receded and the aboleths slumbered. 
  Many died over the millennia since then, but one in 
  particular still clings to life, even though it has grown 
  inert through inactivity. 
   Over centuries, the aboleth’s psychic power was 
  absorbed by its most loyal servant, a chuul who served 
  it for thousands of years. The chuul has long used 
  this psychic connection to lure creatures to its lair—
  some to serve it and some to feed it. The abolethic 
  temple lay buried deep in the mountain for a hundred 
  millennia, until a recent quake opened up new tunnels 
  connecting the temple to Deepdelver’s Enclave—and 
  to a new source of food for the ancient aberration.
   The huge central cavern of the abolethic temple has 
  100-foot-high ceilings hanging with stalactites. All 
  areas of the temple are filled with dim light shed by 
  Grimlocks in Blackclaw mountain
  In the ancient history of Blackclaw Mountain, the 
  aboleths used their magic to mutate humanoid 
  creatures into their twisted servants. Those servants 
  became grimlocks—blind dwellers in the mountain 
  who worshiped the aboleths as unknowable gods. 
  Over hundreds of thousands of years inside the 
  mountain, the grimlocks mutated into variant crea-
  tures, including grimlock ogres, grimlock ettins, and 
  grimlock hill giants. These variant grimlocks use the 
  stat blocks of those base creatures with the following 
  additional traits:
  • Condition Immunities blinded
  • Senses blindsight 30 ft. or 10 ft. while deafened 
  (blind beyond this radius)
  • Blind Senses. The grimlock variant can’t use its 
  blindsight while deafened and unable to smell.
  • Keen Hearing and Smell. The grimlock variant has 
  advantage on Wisdom (Perception) checks that 
  rely on hearing or smell.
  • Stone Camouflage. The grimlock variant has ad-
  vantage on Dexterity (Stealth) checks made to hide 
  in rocky terrain.
  
  94
  Decaying abolethic Slime
  In all areas of the temple, the characters might en-
  counter the decaying remnants of abolethic slime. A 
  character who touches this slime must succeed on a 
  DC 14 Constitution saving throw or become diseased. 
  The diseased creature’s skin becomes translucent 
  and slimy, and the creature can’t regain hit points 
  unless it is underwater. A creature can be cured of 
  this disease with a lesser restoration spell, or with a 
  successful DC 14 Wisdom (Medicine) check made at 
  the end of a long rest.
   While diseased in this way, the creature can hear 
  the call of the chuul. It feels a sense of great hunger 
  and a promise of eternal happiness in exchange 
  for living flesh and organs. The diseased creature is 
  not charmed, and can resist this urge. But the call 
  remains constant until the disease ends. 
  green-and-blue phosphorescent algae. Pools of liquid 
  likewise illuminate the area with swirling blue-green 
  dim light.
  1. verMin pit
  Area Aspects. Deep crevasse, slime-covered walls, 
  swarming insects
  A quake has split this cavern open, leaving a crevasse 
  twenty feet wide and thirty feet deep. The edges and 
  walls of the crevasse appear to be coated in wet slime, 
  and the ground at the bottom is moving.
  The walls of the cliff are coated in decaying abolethic 
  slime (see the sidebar). Any creature attempting to 
  climb a slime-coated wall must succeed on a DC 16 
  Strength (Athletics) check or fall to the bottom of 
  the crevasse, taking 7 (2d6) bludgeoning damage and 
  falling prone.
  CREATURES
  A character who looks into the crevasse and succeeds 
  on a DC 12 Wisdom (Perception) check sees that four 
  swarms of insects are the source of the movement. 
  Contact with the slime compels the swarms to seek 
  the abolethic temple, even as its slipperiness prevents 
  them from doing so. 
  TREASURE
  If a character’s Wisdom (Perception) check made 
  to look into the crevasse is 16 or higher, they spot 
  skeletons buried under the swarms, one of which is 
  holding the haft of a shining axe. A character who falls 
  into the crevasse sees this automatically.
   The shining axe is a +1 handaxe of dwarven design 
  called Nogginsplitter—a rare magic item that requires 
  attunement. As a bonus action, a creature attuned 
  to the axe can speak its command word and give it a 
  normal range of 60 feet and a long range of 120 feet. 
  After being used to make a ranged attack, the axe 
  returns to the hand of its wielder.
  2. pillarS oF Servitude
  Area Aspects. Carved pillars covered in handprints 
  and claw prints, thin layer of slime
  Six smooth pillars have been carved from natural 
  stalagmites in this section of the cavern, forming two 
  rows of three. Each pillar is coated in a thin layer of 
  slime, and is covered with the impressions of thousands 
  of hands and claws of all sizes and shapes.
  From this location, the characters can also see the 
  features of areas 5, 6, and 7. 
   Whenever a being comes to the call of the chuul, it 
  is compelled to leave a handprint or clawprint on one 
  of the pillars and comes into contact with the decaying 
  abolethic slime that coats it (see the sidebar). Every 
  creature charmed by the chuul has left a print here, 
  including humanoids, beasts, and monsters.
   A character who touches one of the handprints 
  gains a faint telepathic connection to the spirit of the 
  creature that left it. The thoughts of many of these 
  creatures are completely alien. Others whisper of the 
  great happiness found in servitude to the god below, 
  and of a willingness to give that god their flesh and the 
  flesh of their loved ones. You can use the creatures in 
  the “Blackclaw Encounters” section in appendix B as 
  inspiration for determining which creatures came here 
  and touched the pillars.
   A character who succeeds on a DC 14 Intelligence 
  (Investigation) check made to inspect the pillars 
  determines that a humanoid hand has touched one of 
  them relatively recently. This hand belongs to Abrim 
  Hesh, who wishes to give his life to the god below.
  CREATURE
  A gray ooze has wrapped itself around one of the 
  columns, and is indistinguishable from the decaying 
  abolethic slime. If any creature comes within 5 feet of 
  the ooze, it attacks with a pseudopod.
   If time is running short or the characters have 
  already faced enough battles, you can skip this 
  encounter.
  
  95
  3. eMerald pool
  Area Aspects. Pool of emerald water, slimy walls, 
  strange inscriptions
  Glowing light shines up from a deep pool of emerald 
  water at the center of this huge cavern. The walls of 
  the cavern are covered in thick slime, which obscures a 
  strange writing carved into the stone. 
  The walls are coated in decaying abolethic slime (see 
  the sidebar). A character who studies the inscriptions 
  on the walls and succeeds on a DC 16 Intelligence 
  (History) check determines that it is a primitive 
  form of writing intended to be touched, not seen. A 
  comprehend languages spell or similar magic reveals 
  that the writing talks of the need to follow the god 
  below and sate its hunger. (The inscriptions were made 
  by the grimlocks who serve the chuul.)
   Any creature that enters the pool finds the water 
  safe, and spots a long underwater tunnel leading to 
  area 4 and eventually to area 5.
  4. tunnel oF the choSen
  Area Aspects. Ornate underwater tunnel, feral 
  whispers
  The narrow natural tunnel from the pool opens up into 
  a larger twenty-foot-wide tunnel of carefully worked 
  stone. Inscriptions in a swirling script cover the walls, 
  at a level of detail that must have taken centuries—or 
  even millennia—to complete.
  The script that covers all the walls of the tunnel 
  is a mix of languages, including Deep Speech and 
  other tongues used by the slaves of the aboleths over 
  centuries. A character who understands Deep Speech 
  and studies the writing for 1 hour learns the history of 
  the abolethic Quorum found in chapter 2. A character 
  who spends more time than that reading the glyphs 
  must succeed on a DC 14 Charisma saving throw or 
  suffer a random form of short-term madness for 1 
  minute.
  CREATURES
  Characters traveling through the tunnel are attacked 
  by three swarms of quippers driven mad by the call 
  of the chuul. The quippers have transparent skin, and 
  looking into the Sunken teMple
  
  96
  the characters can hear the creatures’ animal hunger in 
  their minds as they attack. The swarms of quippers use 
  the normal stat block with this change:
  • Psychic Assault. As an action, a swarm of quippers 
  can conduct a psychic attack on one creature within 
  5 feet of the swarm. The creature must succeed on a 
  DC 11 Intelligence saving throw or be stricken with 
  psychic feedback until the end of the swarm’s next 
  turn. While the creature is in this state, all other 
  creatures have advantage on attacks against the 
  creature. 
   If time is running short or the characters have 
  already faced enough battles, you can skip this 
  encounter.
  5. cylinder oF inFinity
  Area Aspects. Smooth cylinder of stone, blue glowing 
  pool, spiraling writing that grows smaller as it 
  ascends
  A twenty-foot diameter, fifty-foot-high pillar of smooth 
  stone stands in a pool of glowing blue water. Delicate 
  runes spiral around the pillar, getting smaller and 
  smaller as they reach for the top.
  From this location, the characters can also see the 
  features of areas 2, 6, and 7. 
   This pillar stands as a stone of history, carved by 
  the aboleth’s more artistic thralls. Layers of writing 
  spiral up the pillar, becoming so small near the top 
  that they cannot be read without a magnifying glass. 
  The writing is the same mix of Deep Speech and other 
  tongues seen in area 4.
   A character who understands Deep Speech and 
  succeeds on a DC 16 Intelligence (History) check 
  realizes that the pillar records all of history from the 
  time of the foundation of the multiverse to roughly 
  one thousand years ago, in extraordinary detail. It 
  would take a dozen lifetimes to study all of it, and 
  must have taken many thousands of years to carve. 
   A character who understands Deep Speech and 
  studies the writing for 1 hour learns the history of 
  Blackclaw Mountain found in chapter 2. A character 
  who spends more time than that reading the glyphs 
  must succeed on a DC 14 Charisma saving throw or 
  suffer a random form of short-term madness for 1 
  minute.
  CREATURES
  Two grimlocks sometimes come to the pillar to trace 
  out its text with their fingers. They cannot understand 
  it, but they enjoy touching it for reasons they cannot 
  comprehend. If they are not attacked, the grimlocks 
  are not immediately hostile to the characters, instead 
  attempting to lead them to area 6. If the characters 
  resist, the grimlocks attack, trying to knock them 
  unconscious, then dropping them into the shaft at area 
  6.
   If time is running short or the characters have 
  already faced enough battles, you can skip this 
  encounter.
  6. altar oF the deep one
  Area Aspects. Altar of carved bone, deep sacrificial 
  shaft, slippery spiral walkway
  A carved walkway covered in oily slime twists up the 
  side of a rock hill on the west side of the main cavern. 
  At its top stands an altar of ornately carved bone.
  This ancient altar once served as a holy place for those 
  who worshiped the aboleths as gods. Now, Abrim 
  Hesh uses it to preach to grimlocks.
  SLIME-COATED WALKWAY
  The characters notice that the slime coating the 
  walkway here is not as thick as the decaying abolethic 
  slime seen previously. Still, any creature that moves 
  along the spiral walkway must succeed on a DC 
  12 Dexterity (Acrobatics) check or fall prone. The 
  grimlocks are well accustomed to moving on the 
  walkway, and are immune to this effect.
  ALTAR
  The bone altar is hundreds of thousands of years old, 
  once used by the high priests who worshiped the 
  aboleths, and who preached to the thousands of thralls 
  who served the aquatic tyrants. Carvings on the altar 
  depict an aboleth flanked by two chuuls, one of which 
  has a large scar on the carapace of its head. (This same 
  scar can be seen on the chuul in area 8, revealing it to 
  be the same creature, and hundreds of thousands of 
  years old.)
   In front of the altar, a 10-foot-diameter shaft leads 
  50 feet down to a rushing underground river, flowing 
  to area 8.
  CREATURES
  Abrim Hesh, a chaotic neutral male human cult 
  fanatic with 50 hit points, stands at the altar giving 
  
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  98
  a sermon about the shared desire to feed flesh to 
  the god below in exchange for eternal happiness. 
  Six grimlocks stand along the walkway, unable to 
  understand his prattle but somehow responding to his 
  dedication.
   Hesh is mostly mad from his continual 
  communication with the chuul. Believing that he 
  alone speaks for the creature, he chose to be its voice 
  rather than its food. He is completely absorbed by his 
  own sermon, as are the grimlocks. If the characters 
  come out into the open, he addresses them as though 
  they have come to serve as sacrifices for the god in the 
  temple.
   If conflict begins, Hesh takes partial cover behind 
  the altar and uses his helm of telepathy (see “Treasure”) 
  to cast suggestion on the strongest-looking character, 
  demanding they lie prone while the grimlocks slay the 
  rest of the party.
   If any of the characters fall unconscious during the 
  fight, two grimlocks pick them up, climb to the altar, 
  and throw the body down the shaft so it can feed the 
  chuul. The grimlocks are well practiced at climbing the 
  slippery hill, and reach the pit in 2 rounds.
   A character dropped down the shaft takes 17 (5d6) 
  bludgeoning damage when they hit the rocks and the 
  water below. A character can resist the rushing water 
  with a successful DC 14 Strength (Athletics) check, 
  then can climb back up the shaft with a successful DC 
  16 Strength (Athletics) check. Otherwise, the fast-
  flowing river drops them in area 8 after 2 rounds. 
  TREASURE
  Hesh’s helm of telepathy is shaped from bronze in the 
  form of an aboleth, with its three eyes on the wearer’s 
  forehead and the aboleth’s tentacles curving down 
  along the face. The helm is an ancient relic once used 
  to grant a stronger connection between the aboleth 
  and its most valued intelligent servants.
  7. ziggurat
  Area Aspects. Smooth crystalline ziggurat, ornate 
  carvings, cracked entryway
  A fifty-foot-tall ziggurat of smooth crystalline stone 
  rises in the northeast corner of the cavern. Ornate 
  carvings depict humanoids and monsters serving a 
  three-eyed tentacled creature. A large crack in the front 
  of the ziggurat exposes a long tunnel leading into the 
  rock below.
  A character who succeeds on a DC 14 Intelligence 
  (Arcana or History) check recognizes the creature 
  depicted in the imagery as an aboleth, one of an 
  ancient race of aberrations whose memories go back 
  to the beginnings of the multiverse. The character 
  likewise recognizes that the call heard within the 
  cavern is similar to that of an aboleth, but not as 
  powerful, intelligent, or clear. It is as though some 
  other creature has gained the aboleth’s telepathic 
  ability.
  CREATURES
  Two grimlock ogres (see the “Grimlocks in Blackclaw 
  Mountain” sidebar) guard the front of the ziggurat. 
  The chuul has commanded the ogres to disarm any 
  creatures that attempt to enter the ziggurat. The ogres 
  motion to the characters to drop their weapons. If the 
  characters don’t do so, the ogres attack.
   If time is running short or the characters have 
  already faced enough battles, you can skip this 
  encounter.
  8. pool oF WorldS
  Area Aspects. Blue swirling pool, projection of alien 
  starscape, aboleth image, piles of bones
  Light from a blue swirling pool illuminates this 
  chamber, creating the image of moving planets in a 
  vast alien starscape across the ceiling. The walls of the 
  chamber have been carved with images of incredible 
  detail. Piles of bones from all manner of creatures litter 
  the stone floor.
  This chamber is the lair of the chuul. Images of 
  the aboleths’ temple are carved along all the walls, 
  including one section of wall that bears a life-sized 
  moving image of an aboleth.
  INTRICATE ILLUSIONS
  The moving image of the aboleth is easily identifiable 
  as an illusion—but the wall it is part of is also illusory. 
  A character can see through the illusory wall with 
  a successful DC 12 Intelligence (Investigation) or 
  Wisdom (Perception) check, or its magic can be 
  sensed with a detect magic spell. Revealing the illusion 
  exposes the tunnel leading to area 9.
  CREATURE
  The chuul lurks in the pool, waiting for the best 
  moment to strike potential prey. As part of its long 
  
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  exposure to the aboleth it served, the chuul has these 
  features:
  • Enslave (3/Day). As an action, the 
  chuul targets one creature it can 
  see within 30 feet of it. The 
  target must succeed on a 
  DC 12 Wisdom saving 
  throw or be magically 
  charmed by the chuul 
  until the chuul dies or 
  until it is on a different 
  plane of existence from the 
  target. The charmed target 
  is under the chuul’s control 
  and can’t take reactions, and 
  the chuul and the target can 
  communicate telepathically 
  with each other over any 
  distance. Whenever the charmed 
  target takes damage, the target 
  can repeat the saving throw. On a 
  success, the effect ends. No more 
  than once every 24 hours, the target 
  can also repeat the saving throw when it 
  is at least 1 mile away from the chuul. If a 
  creature is under this effect for ten days, 
  the effect is permanent until the chuul’s 
  death or if the creature is the subject of 
  a lesser restoration spell.
  • Subjugate. As a bonus action, the chuul chooses a 
  creature it can see within 30 feet of it, which must 
  make a DC 12 Wisdom saving throw. On a failed 
  save, the target drops prone in front of the chuul 
  until the end of its next turn, allowing it to be 
  devoured.
  • The chuul has telepathy out to a range of 120 feet.
   Though the chuul is not intelligent, it continually 
  sends out a telepathic call for food. It has learned how 
  to incite pleasure in the minds of those it enslaves, 
  giving them a glowing sense of satisfaction even as 
  they are devoured.
   This battle might prove difficult. If you wish to 
  reduce its difficulty, reduce the chuul’s hit points, 
  lower its damage output, or remove its Multiattack 
  action.
  TREASURE
  Numerous coins, trinkets, and baubles are buried 
  within the piles of bones in the chuul’s lair. The 
  characters can collect 160 gp, 99 sp, 34 cp, five pieces 
  of jewelry (worth 50 gp each), and an idol of an 
  aboleth with emerald eyes (200 gp). The idol is a very 
  rare magic item whose possessor can use an action 
  to cast the dominate monster spell (DC 15). Once the 
  spell is cast, the idol’s magic fades.
  9. pool oF the loSt one
  Area Aspects. Inert aboleth, desiccated worshiper, 
  slime-covered walls
  A long, ornately carved circular tunnel opens up into a 
  semispherical room whose walls are similarly carved, 
  but which are covered in gray slime. A rectangular pool 
  has been carved out in the center of the chamber, with a 
  stone statue of a large fish-like creature floating within 
  it. The decayed husk of a kneeling humanoid sits in 
  front of the statue.
  This chamber holds the remains of Xen, the last 
  member of the Quorum—the group of aboleths who 
  ruled Blackclaw Mountain for a hundred thousand 
  
  100
  years. The desiccated body of the last worshiper of 
  Xen sits near its master. The body turns to dust if it is 
  disturbed.
   The walls of this chamber are covered in decaying 
  abolethic slime (see the sidebar).
  CREATURE
  The statue is actually the neutral aboleth Xen. The 
  aboleth still lives, but is effectively paralyzed as a result 
  of not having moved in thousands of years, and is 
  covered in a crust of dust and decay.
   If the aboleth is attacked, it breaks out of the stone-
  like crust covering its body, and defends itself with 
  its tentacle and tail attacks. Because of its long state 
  of inertia, it has disadvantage on attack rolls. The 
  aboleth has no desire to kill anyone, and it ignores any 
  character it reduces to 0 hit points. It also sends out 
  a telepathic message far more powerful than any the 
  characters have felt so far, saying, “Leave me be.” It 
  ceases its attacks if the characters do so first.
   Xen has grown too old to care about the world 
  around it, and is now content with sleeping the 
  millennia away. If the characters try to communicate 
  with the aboleth, it answers freely. It no longer has any 
  desire to enslave sentient creatures.
   If this adventure is played as part of an ongoing 
  campaign, the aboleth might have information useful 
  to the characters—and could even become an unlikely 
  ally. The aboleth can communicate with a character 
  wearing Abrim Hesh’s helm of telepathy across any 
  distance.
  Concluding the Adventure
  This adventure concludes when the characters defeat 
  the chuul and end its ravenous call throughout the 
  mountain. Any creatures enslaved by the chuul lose 
  their connection to it, including Jonath Hollymaker. If 
  Abrim Hesh still lives, his madness slowly leaves him, 
  and he begins the long study of the aboleth’s temple 
  and the ancient history found there.
  
  101
  D
  uring a day of celebration in Deepdelver’s 
  Enclave, an explorer suddenly screams as 
  they are taken over by an otherworldly force. 
  Then a creature of nightmare manifests into 
  reality and lays into the folk of the enclave in a bloody 
  attack. In the aftermath, the last member of a monastic 
  order reveals what the attack means. The magical 
  bonds holding a powerful being in a cell maintained 
  by his order have weakened, and the creature’s escape 
  is imminent. It’s up to the characters to journey to 
  the cell and ensure that its prisoner is contained once 
  more. But other factions are already ahead of them—
  with plans to release the creature first.
   “The Cell” is a two- to four-hour adventure for 4th-
  level characters.
  Adventure Summary
  The peaceful Festival of Secret Hearts in Deepdelver’s 
  Enclave is interrupted by the appearance of an 
  invisible stalker that goes on a rampage. A monk of the 
  Keepers, a monastic order connected to the Order of 
  the White Sun, witnesses the attack and knows what it 
  means. Long ago, the Keepers created a special secure 
  cell deep within Blackclaw Mountain to hold the night 
  hag known as Mother Bloodstone. Now the cell has 
  cracked, allowing the hag’s malevolence to leak into 
  the mountain. 
   The monk begs the characters to travel to the remote 
  monastery containing the cell. There, they can try to 
  repair the cell and contain the creature once more. 
  However, the characters learn that two other groups 
  are already on their way to the cell. One is a band of 
  knights known as the Blades of Dawn (another faction 
  of the Order of the White Sun). The other is a group 
  of cultists who worship the Black Star. The cultists 
  want to release the hag, while the knights intend to 
  slay Mother Bloodstone—but will free her for all time 
  if they fail. The characters must choose how to face 
  the cult and whether to thwart the Blades of Dawn by 
  sealing the cell—or to accept the risk of setting the hag 
  free in order to destroy her once and for all.
  Monsters and NPCs. Black pudding, cultists (4), cult 
  fanatic, invisible stalker, knight, magma mephits (6), 
  night hag, scouts (4)
  Notable NPCs
  The following NPCs have a part to play in the 
  adventure. 
  Sarbron oF the keeperS
  Sarbron is a neutral good male human priest and the 
  last monk of the Keepers, a branch of the Order of the 
  White Sun sworn to protect the cell and the creature 
  it holds. The elderly Sarbron is horrified to learn 
  THE CELL
  A being of evil as black as the pits of the Abyss projects nightmares through the cracks of its centuries-old 
  prison.
  CHAPTER 9
  
  102
  that the cell has cracked, and fears that the night hag 
  Mother Bloodstone could escape. His age and physical 
  condition make it impossible for him to travel to the 
  monastery to investigate, compelling him to ask the 
  characters to step up.
  Mother bloodStone
  Mother Bloodstone, a chaotic evil night hag, once 
  served as an advisor and ambassador to Ulon the 
  Mind Dancer, one of the archmages of the Magocracy 
  of the Black Star. A millennia ago, Mother Bloodstone 
  birthed and devoured two children whose twisted 
  souls reside within the hag still, fueling her power. 
  Roughly three hundred years ago, the hag was 
  captured by the Order of the White Sun and magically 
  bound into a special cell. The Keepers have guarded 
  the cell ever since, ensuring that the hag’s evil and 
  corruption could not spread.
  dalMuS Spiritheart
  Dalmus, a lawful good human knight, is the 
  commander of the Blades of Dawn, one of the last 
  orders of warriors upholding the traditions of the 
  Order of the White Sun. Dalmus wants to prove 
  himself by facing and destroying Mother Bloodstone. 
  He is not easy to intimidate or bluff, but reacts well to 
  flattery. 
   Dalmus is a descendant of Alexa Avankor, the lord 
  templar of the Swords of Dawn when the Order of 
  the White Sun drove the Magocracy of the Black 
  Star from Blackclaw Mountain. He wears a shining 
  breastplate emblazoned with the flaming-sword-and-
  white-sun symbol of the order—a relic of the crusade 
  of the White Sun, handed down from generation to 
  generation. 
  Father althoth
  A chaotic evil male human cult fanatic, Father 
  Althoth has studied the lore of the Magocracy of the 
  Black Star and wants to bring the archmages back into 
  the world. Like the archmages, he worships the elder 
  evil known as the Black Star, which he believes is the 
  otherworldly creator of the Grendleroot. Heeding 
  the call of Mother Bloodstone’s evil since the cell was 
  cracked open, Althoth and his band of cultists have 
  headed to the cell with the goal of releasing the hag.
  Secrets and Clues
  The following secrets and clues can be revealed in the 
  adventure as you determine:
  • Three centuries ago, when the Order of the White 
  Sun routed the Magocracy of the Black Star from 
  Blackclaw Mountain, they trapped a powerful 
  servant of the magocracy in a cell they constructed 
  deep in the mountain.
  • A monastic sect of the order, known as the Keepers, 
  made an oath to watch over the cell.
  • Some members of the Keepers took their own lives 
  when they heard whispers of the trapped creature in 
  their minds. Since then, the sect has watched the cell 
  from afar.
  • Dalmus Spiritheart, a descendant of Alexa Avankor 
  of the Order of the White Sun, has seen visions 
  of the creature escaping from the cell, and is 
  determined to kill it.
  • The creature is said to be able to implant nightmares 
  into victims, driving them to suicide or devouring 
  their souls.
  • The cell’s protections prevent the creature trapped 
  within from plane shifting out of this world and back 
  to its own.
  • A stone slab in the northernmost chamber of the 
  monastery acts as a seal for the cell. If the slab is 
  broken, the cell will open.
  • A monument to a hero of the White Sun within the 
  monastery contains a weapon of great power.
  • Cultists who worship the Black Star have made their 
  way to the cell in an attempt to free the creature held 
  within it.
  Adventure Hooks
  This adventure works best if the characters have a 
  connection to the Order of the White Sun, or have an 
  interest in disrupting any remnants of the Magocracy 
  of the Black Star. One of the characters might 
  remember a story told by a relative about the Keepers 
  sworn to protect the cell. Others might have heard 
  rumors of Mother Bloodstone, an agent of the Black 
  Star whose nightmares were responsible for hundreds 
  of deaths. Or one of the characters might have a 
  relationship with either Dalmus Spiritheart or Sarbron 
  of the Keepers. 
   Seeing the danger of this creature’s potential release, 
  Bailon the Beardless is willing to offer the characters 
  50 gp each and a relic (see appendix B, “Blackclaw 
  Mountain Gamemaster’s Toolkit”) if they can either 
  reseal the cell or defeat the creature within it.
  
  103
  Start
  The adventure begins with the characters in 
  Deepdelver’s Enclave during the romantic Festival of 
  Secret Hearts. Read or summarize the following to set 
  the scene: 
  It is the Festival of Secret Hearts in Deepdelver’s 
  Enclave. On this day, many adventurers confess the 
  attraction they hold for others, always in good cheer 
  and with no rejection held in bad spirit. But the 
  laughter, blushing, friendly hugs, and passionate kisses 
  of the day are shattered by a scream. An explorer of 
  the enclave is seen in the main thoroughfare, hovering 
  above the ground. Blood flows from his eyes, and his 
  mouth is twisted in a snarl.
   “I am nearly free,” he says with a cackling voice that 
  is not his own. Then with a crack, he is twisted halfway 
  around, his back breaking as he falls to the ground in a 
  heap.
  An invisible stalker—a manifestation of Mother 
  Bloodstone’s wrath—rises from the body of the dying 
  explorer and begins rampaging through the enclave. 
  Because an invisible stalker has resistance to damage 
  from nonmagical weapons, Sarbron quickly enters the 
  fray to cast the magic weapon spell for characters who 
  need it. You can also reduce the invisible stalker’s hit 
  points if the party has fewer than four characters.
   When the invisible stalker is defeated, Sarbron 
  approaches the characters. He informs them that he is 
  the last of the Keepers, a monastic sect of the Order of 
  the White Sun entrusted to protect a cell that contains 
  a great evil. He recognizes the manifestation of the 
  invisible stalker as a sign of that evil, fearing that the 
  bonds of the cell have weakened, and that the creature 
  held within it is beginning to escape. 
   The murdered explorer was named Jurgen Maethe, 
  and was a recent arrival to Deepdelver’s Enclave. Any 
  search of his personal belongings turns up notes and 
  maps, which Sarbron can use to confirm that Jurgen 
  recently passed close to the monastery.
   Sarbron has only just arrived in Deepdelver’s 
  Enclave, having recently learned that two other groups 
  have been searching for the cell, and hoping that 
  someone in the enclave can help him thwart those 
  groups’ plans. One group is the Blades of Dawn—
  warriors of the Order of the White Sun who seek to 
  destroy the creature held in the cell, but who will have 
  to open the cell to do so. The other is a band of cultists 
  who follow the path of the Black Star, and who seek to 
  free the monster and serve it.
   Sarbron knows little of the creature kept in the cell, 
  other than that it was a servant of the Magocracy of 
  the Black Star and used nightmares as weapons. For 
  their own protection, the members of the Keepers 
  constantly flushed the memory of the monster from 
  their minds, as such memories would otherwise 
  manifest as the evil essence of the creature, as the 
  invisible stalker did.
   Sarbron gives the characters a map showing the 
  location of the monastery, as well as his old Keeper’s 
  amulet, telling them that it might aid them in their 
  journey. The amulet is in the shape of the Keepers’ 
  symbol—a key embossed on a shield. Sarbron doesn’t 
  know it, but the amulet is the key to opening the door 
  to the armory in area 7.
   Sarbron also gives the characters the phrase that 
  must be spoken to bypass the glyph on the bridge 
  in area 1: “Let the light of the white sun shine in the 
  darkest shadow.”
  bladeS oF daWn
  This squad of warriors consists of Dalmus Spiritheart, 
  a lawful good human knight, and a number of neutral 
  good human scouts. Each scout uses the normal stat 
  block with this change:
  • The scout wears scale mail (AC 16).
   The Blades of Dawn plan on opening the cell to 
  face the entity within. Dalmus is sure of his purpose, 
  but his companions are less convinced, and might be 
  persuaded to recognize that the plan to take on the 
  creature directly is folly.
   The Blades of Dawn are ahead of the characters, and 
  have gotten into the cell by the time the party arrives 
  at the monastery.
  What’s in the Cell?
  As written, the creature in the cell is Mother Blood-
  stone, a powerful night hag. But you can replace the 
  night hag with any creature that fits your own cam-
  paign. Other creatures that might work well include 
  a powerful chain devil summoned by the archmages 
  of the Black Star centuries ago, an oni who served 
  as a spy for the archmages, a hezrou bound in the 
  cell to keep it from resurrecting in the abyss, a fallen 
  deva whose betrayal forced its imprisonment, or a 
  withered vampire who once served as an assassin 
  for the archmages.
  
  104
  cult oF the black Star
  The cult fanatic Father Althoth leads a band of 
  cultists in their worship of the Black Star, the same 
  elder evil followed by the Magocracy of the Black 
  Star. Althoth learned recently of the existence of the 
  monastery and the creature held within it. He hopes 
  to set the creature free, yearning to serve a powerful 
  agent of the archmages.
  Traveling to the Monastery
  The journey to the monastery takes two days. For a 
  longer adventure, you can add an encounter during 
  the journey by using the locations and encounter 
  descriptions in appendix B. Otherwise, you or the 
  players can describe the journey through the remote 
  tunnels and caverns of the mountain.
  Pacing the Adventure
  You can tune the length and pacing of this adventure 
  by adding or removing encounters with the Blades of 
  Dawn and the Cult of the Black Star. Any interaction 
  with the cult is likely to end in combat, but an 
  encounter with the Blades of Dawn is just as likely to 
  be all roleplaying. For a shorter session, the characters 
  could discover that the Blades of Dawn have already 
  killed the cultists, while a longer adventure could see 
  the characters dealing with the cultists on their own. 
  Mother Bloodstone’s 
  Nightmares
  After the battle with her invisible stalker 
  manifestation, Mother Bloodstone becomes aware of 
  the characters. In the middle of a long rest during their 
  journey, the hag reaches forth from the cell to target 
  one of the characters with a version of her Nightmare 
  Haunting action. Because the hag’s power is taxed 
  while she remains in the cell, the target still gains the 
  benefit of the long rest, but their hit point maximum is 
  reduced as normal. You might bestow secrets or clues 
  on the characters during these nightmares. 
  The Monastery
  The Keepers built the monastery from volcanic rock 
  as an offshoot of a 40-foot-high natural cavern. Since 
  their arrival at the monastery, the Blades of Dawn 
  have set burning torches around the access cavern, 
  filling the area with bright light. The spires of the 
  Grendleroot and recent earthquakes have damaged 
  the monastery, opening up a tunnel into a western side 
  chamber.
   Inside, the monastery is built of worked volcanic 
  stone inlaid with silver-and-lead rods that prevent 
  telepathic incursion and teleportation (including 
  the use of the plane shift spell). Unless otherwise 
  described, ceilings are 10 feet high in hallways and 
  20 feet high in the chambers of the monastery. Those 
  halls and chambers are set with iron torch sconces, in 
  which the Blades of Dawn have set lit torches.
  1. gorge approach
  Area Aspects. Deep rift in the rock descending to 
  molten rock below, glyph and body on a narrow 
  stone bridge
  A cracked stone bridge crosses a deep gorge, filled with 
  smoke rising from a smoldering glow below. A glyph has 
  been etched in silver at the center of the bridge. A body 
  lies near the glyph, armored in shining silver and with 
  its skin burned dark red.
  The gorge is roughly 100 feet deep and descends to a 
  river of molten rock. The body belongs to a member 
  of the Blades of Dawn, a female human named Arasha 
  Greycowl. She volunteered to be first over the bridge, 
  thinking that her devout nature would protect her 
  from the glyph’s magic. It didn’t. The rest of the group 
  made it across before the glyph reset.
  GLYPH OF WARDING
  The bridge is protected by a permanent, visible glyph 
  of warding spell that resets 1 hour after it is triggered. 
  When a creature crosses the bridge without speaking 
  the pass phrase (see the “Start” section), the glyph 
  triggers, affecting a 20-foot-radius sphere centered at 
  the midpoint of the bridge. Each creature in the area 
  must make a DC 14 Dexterity saving throw, taking 22 
  (5d8) radiant damage on a failed save, or half as much 
  damage on a successful one. 
  2. the great Seal
  Area Aspects. Wall of black volcanic stone, shattered 
  doors, embedded metal rods, large sparking sigil on 
  the ground, smoldering piles of ash
  
  105
  The natural stone walls of the cavern entrance end at a 
  wall of worked volcanic rock embedded with metal rods. 
  A set of large double doors has been shattered, leaving 
  the front of the monastery open. A rough natural tunnel 
  leads off to the west.
   A twenty-foot-wide sigil has been carved onto the 
  stone floor of the cavern, sending forth lightning that 
  arcs up to stalactites on the ceiling. Smoke rises from 
  three small smoldering piles of ash around the sigil.
  The natural cave to the west leads to area 3. The 
  broken doorway of the monastery leads in to area 5.
  SHATTERED DOORS
  The great doors that once sealed off the outer cell 
  were sundered by magic brought here by the Blades 
  of Dawn. Dalmus and his followers then entered the 
  monastery, and continue to explore it.
  DAMAGED SIGIL
  The sigil was placed here by the Order of the White 
  Sun. A successful DC 14 Intelligence (Arcana or 
  Investigation) check suggests that its magic was keyed 
  to preventing something from getting out of the 
  monastery. Unfortunately, the sigil has been damaged 
  and become unstable. 
   Each round that the characters are in this area, roll 
  a d4. On a 4, lightning arcs from the sigil to a random 
  creature that is not a construct or undead within 10 
  feet of the sigil. The creature must make a DC 14 
  Dexterity saving throw, taking 14 (4d6) lightning 
  damage on a failed save, or half as much damage on a 
  successful one.
  METAL RODS
  Examining the metal rods reveals that they are made 
  of silver and lead. A successful DC 14 Intelligence 
  (Arcana) check suggests that they are intended to stop 
  telepathic magic and teleportation.
  ASH PILES
  The ash piles are the remains of three magma mephits 
  slain by the Blades of Dawn on their way into the 
  monastery. A character can identify them with a 
  successful DC 14 Intelligence (Arcana) check.
  CREATURES
  When the characters seem the most distracted or 
  vulnerable, six magma mephits rise up from the gorge 
  behind them and attack. These creatures have felt the 
  power of the entity bound in the cell, and now come to 
  its call.
  MonaStery entrance
  
  106
   If time is running short or the characters have 
  already faced enough battles, you can skip this 
  encounter.
  3. SacriFiceS
  Area Aspects. Corpses impaled on stakes, blood pool 
  on the ground, strange symbols painted on the walls
  Six corpses have been impaled on wooden stakes 
  jammed into cracks in the stone floor of this cavern. 
  A pool of dark blood spreads at the center of the area. 
  Strange symbols have been painted on the cavern 
  wall, surrounding a depiction of a bundle of black 
  roots starting inside a mountain, and reaching up to a 
  multipointed black star in the sky above.
  This cavern serves as the camp and sacrificial altar 
  for Father Althoth and his cultists. The bodies are 
  explorers the cultists have captured in nearby tunnels 
  for sacrifice—including one member of the Blades 
  of Dawn. When the characters arrive, the cultists are 
  preparing to sacrifice a second captured Blades of 
  Dawn warrior.
   The cultists arrived at the cell before the Blades of 
  Dawn, but were unable to break through the front 
  door. They discovered this back entrance to the 
  monastery and established a camp here, holding the 
  position against the Blades of Dawn. They are now 
  preparing to go inside and release Mother Bloodstone.
  PAINTED SYMBOLS
  A character who succeeds on a DC 14 Intelligence 
  (Arcana or History) check recognizes that the symbols 
  painted on the wall describe a powerful otherworldly 
  entity—an elder evil called the Black Star. The cultists 
  believe that the Black Star is somehow connected to 
  the Grendleroot, and that it will soon appear in the 
  world—as will the archmages who serve it.
  CREATURES
  Father Althoth, a chaotic evil male human cult fanatic 
  with 45 hit points, and four chaotic evil human 
  cultists (Brother Pyp, Sister Ressa, Brother Uthal, 
  and Sister Gretchyn), each with 16 hit points, attack 
  intruders on sight. They’re preparing to sacrifice 
  Borim Oakhammer, a lawful good male dwarf scout 
  of the Blades of Dawn who has 4 hit points remaining. 
  They have already killed and impaled Borim’s human 
  partner, Jesse Willowborn.
   If you want to run a shorter version of this 
  adventure, the characters might find a number of 
  cultists and members of the Blades of Dawn dead 
  in this area, rather than this encounter. Having met 
  and fought here already, the remaining cultists have 
  already gone into the monastery to face off against the 
  remaining members of the Blades of Dawn.
  TREASURE
  Between them, the cultists carry 46 gp worth of mixed 
  coin and gemstones. 
   Father Althoth wears a tarnished black iron necklace 
  bearing a symbol of the Magocracy of the Black 
  Star—an eclipsed black star with nine points around 
  the corona. As an action, the creature wearing the 
  necklace can cast the fear spell (DC 15). Once the spell 
  is cast, the necklace’s magic fades.
  4. runoFF Well
  Area Aspects. Deep shaft, runoff of black liquid, 
  collapsed walls
  A deep shaft opens up at the center of this obsidian-
  walled room. Black liquid flows in along a trench cut 
  into the floor of a hallway to the east, spilling into the 
  shaft and falling hundreds of feet into darkness. A large 
  rent where the obsidian walls at the southwest corner 
  of the room have collapsed leads to a twisting natural 
  tunnel.
  This chamber channels away the waste expelled 
  from the cell as part of the magic that binds Mother 
  Bloodstone.
  BLACK LIQUID
  This part of the monastery was constructed to draw 
  off toxic liquid generated by the cell as it contains the 
  power of the night hag. Any creature that touches this 
  liquid for the first time on a turn or starts its turn in 
  the liquid must make a DC 16 Constitution saving 
  throw, taking 14 (4d6) necrotic damage on a failed 
  save, or half as much damage on a successful one.
  SHAFT
  The shaft is lined with smooth obsidian for 100 feet, 
  then opens up into a wider natural shaft that descends 
  hundreds of feet farther into the depths of the 
  mountain. A huge black pudding with 170 hit points 
  resides in the unseen depths below, and ascends in 
  response to any disturbance.
  
  107
  
  108
  5. outer cell
  Area Aspects. Cracked dome of iron and lead, black 
  glyph-marked obelisks, black metal spire jutting up 
  from the ground
  A cracked dome forged of cold iron dominates the 
  center of this fifty-foot-high chamber. A black obelisk 
  etched with silver glyphs stands to the northwest of 
  the dome, while a second obelisk lies shattered to the 
  northeast. A spire of twisted black metal has thrust up 
  out of the ground near the remains of the northeast 
  obelisk. Torches burn in sconces along the walls to light 
  the chamber. A darker line along one part of the dome 
  shows where the cold iron has cracked to reveal dull 
  lead beneath.
  The dome in the center of this chamber is the cell that 
  contains Mother Bloodstone. It is built of cold iron 
  and lined with lead. The two obelisks once provided a 
  magical barrier around the cell, but one of the obelisks 
  was shattered when a Grendleroot spire erupted from 
  the ground and destroyed it.
   A character who succeeds on a DC 12 Wisdom 
  (Perception) check can hear voices from both the 
  north hall and the east hall. (The voices are members 
  of the Blades of Dawn.)
   A character who succeeds on a DC 14 Intelligence 
  (Arcana) check can sense the broken power of an 
  antimagic field connecting the iron dome and the 
  standing obelisk, and understands that the spell has 
  been slowly failing over the two hundred years since 
  the other obelisk was destroyed.
   The cell cannot be opened from this area. When 
  the seal in area 8 is destroyed, the cell opens like a 
  clamshell.
  CRACKED DOME
  Any character who examines the crack in the dome 
  risks being attacked by Mother Bloodstone within 
  the cell (see area 9). Hearing people moving around 
  outside, she readies an action to cast the dominate 
  monster spell, attempting to compel a creature to go to 
  area 8, break the seal, and set it free. 
  CLOSING THE CELL
  The crack in the cell and the shattered obelisk must 
  both be fixed to seal Mother Bloodstone away once 
  more. Fixing the obelisk first requires a successful 
  DC 16 Strength (Athletics) check to lift its base into 
  place. The broken obelisk must then be repaired with 
  a mending spell or similar magic, or a character who 
  succeeds on a DC 16 Intelligence (Arcana) check can 
  refocus the broken obelisk to channel magic through it 
  once more. 
   The crack in the cell requires three castings of 
  the mending cantrip to fix it, or a successful DC 
  16 Intelligence (Arcana) check. However, anyone 
  attempting that check risks being targeted by Mother 
  Bloodstone (see above).
   Even if it is repaired, the cell can still be opened by 
  destroying the seal in area 8.
  CREATURES
  If the characters haven’t faced the cultists in area 3, 
  they can find them here. Father Althoth, a chaotic 
  evil male human cult fanatic with 45 hit points, and 
  four chaotic evil human cultists (Brother Pyp, Sister 
  Ressa, Brother Uthal, and Sister Gretchyn), each with 
  16 hit points, are here finishing off two members of 
  the Blades of Dawn. Four other cultists lie dead on the 
  floor.
   If the characters have already encountered the 
  cultists in area 3, the dead bodies of cultists and 
  members of the Blades of Dawn litter the floor here. 
  If time is running short or the characters have already 
  faced enough battles, you can skip this encounter and 
  likewise have only bodies in this area.
  6. library
  Area Aspects. Bound books and scrolls, large tome on 
  pedestal, monastic symbol on the wall
  Old cases filled with moldering scrolls and books line 
  the north and south walls of this room. A lectern in the 
  center of the room holds a large open tome. The shield-
  and-key symbol of the Keepers is etched in silver across 
  the east wall.
  Most of the books and scrolls in this library have 
  decayed over the centuries. 
  TOME
  The large book on the lectern is written in Common 
  and describes the great battles between the Order of 
  the White Sun and the Magocracy of the Black Star 
  (see chapter 2). Beautiful illustrations in the book 
  depict the wizards, priests, and paladins who fought 
  on the side of the White Sun. 
   One section in the book describes the battle in 
  which the White Sun hero Korva Vollok defeated and 
  captured Mother Bloodstone, and talks of how the 
  
  109
  Keepers built the cell to contain her forever. However, 
  all the descriptions of Mother Bloodstone have been 
  burned away.
  CREATURES
  Two members of the Blades of Dawn, both lawful 
  good scouts with scale mail (AC 16), named Aryse 
  and Klane, are studying the book and arguing with 
  one another. Dalmus Spiritheart told them to find out 
  how to break the seal on the cell, but the tome has told 
  them nothing useful so far. They are suspicious of the 
  characters, but after the bloodshed with the cultists, 
  they have lost their will to fight whatever is in the cell. 
  Both think that Dalmus has gone too far in his quest.
  SYMBOL AND SECRET DOOR
  A character who succeeds on a DC 12 Intelligence 
  (Investigation) or Wisdom (Perception) check while 
  examining the symbol on the east wall recognizes that 
  the wall can move, and that a smaller version of the 
  Keepers’ symbol at the center of the large symbol is 
  slightly indented. The indentation matches the amulet 
  given to the characters by Sarbron. 
   A character can open the secret door by placing the 
  amulet into the indentation, or with a successful DC 
  16 Intelligence (Arcana or Religion) check made to 
  channel magical energy into the indentation. When 
  the door is activated, the wall recedes into the floor, 
  revealing a hallway leading to the armory (area 7).
   The door can also be popped opened with a 
  successful DC 16 Dexterity (Sleight of Hand) check 
  or Dexterity check using thieves’ tools, or forced open 
  with a successful DC 18 Strength (Athletics) check.
  7. arMory
  Area Aspects. Angelic statue, box of black iron on a 
  large stone slab
  A box crafted of black iron sits atop a stone slab in this 
  small room. A carved statue of an angelic being hangs 
  on the east wall, hands outstretched and head raised.
  This room is the hidden armory of the Keepers, and 
  holds the sun blade of Lord Korva Vollok. She was the 
  commander of the Swords of the Sun, the infantry 
  of the Order of the White Sun during their crusade 
  against the Magocracy of the Black Star (see chapter 
  2).
  ANGELIC STATUE AND BLACK CHEST
  A character who succeeds on a DC 12 Intelligence 
  (Arcana or Religion) check recognizes that the statue 
  is filled with radiant energy. If the check is 15 or 
  higher, the character understands that a creature of 
  good alignment can open the box and take what is 
  inside. If any other creature touches the box, the eyes 
  of the statue blaze with beams of radiant energy. The 
  triggering creature must make a DC 16 Constitution 
  saving throw, taking 28 (8d6) radiant damage on a 
  failed save, or half as much damage on a successful 
  one.
  TREASURE
  When a good-aligned creature opens the box, the 
  silver hilt of a fine sword is seen within it. When the 
  hilt is picked up by a creature of good alignment, the 
  blade blazes to life, revealing itself to be a curved sun 
  blade. Korva Vollok used this sword to defeat Mother 
  Bloodstone three centuries ago.
  8. Stone Seal
  Area Aspects. Tall stone slab bearing the Keepers’ 
  symbol, frescoes showing the construction of the cell
  korva vollok’S Sun blade 
  
  110
  This chamber contains only a tall stone slab etched 
  with the symbol of the Keepers. The walls are decorated 
  with colorful frescoes depicting knights and smiths 
  constructing the cold-iron-and-lead dome in the main 
  chamber, and masons raising the slab in this very room.
  This chamber contains the main seal that keeps the cell 
  closed.
  SEAL
  A character who succeeds on a DC 14 Intelligence 
  (Arcana or History) check recognizes that the slab 
  itself is the magical seal keeping the cell closed, and 
  that breaking it will open the cell. If the seal is broken, 
  the domed shell of the cell in area 5 opens, releasing 
  Mother Bloodstone. 
   With the magic that seals the cell having slowly 
  failed after the fall of the obelisk in area 5, the slab’s 
  defenses have been compromised. It can be destroyed 
  now with three successful DC 14 Strength (Athletics) 
  checks, or it can be attacked. It has AC 14, 50 hit 
  points, and immunity to poison and psychic damage.
  CREATURES
  Dalmus Spiritheart, a knight, is here with two lawful 
  good human scouts (Squire Andros and Squire Sira) 
  wearing scale mail (AC 16). Dalmus is trying to 
  understand how the seal works, but has had no success 
  so far. In frustration, the knight begins to smash the 
  slab when the characters arrive. If they don’t stop him, 
  his third time smashing the slab breaks the seal and 
  opens the cell.
   If the characters delay entering this area after 
  hearing Dalmus from area 5, you can decide that 
  Dalmus destroys the seal and opens the cell before 
  the characters confront him. In that case, when the 
  characters return to area 5, they find Dalmus and his 
  scouts torn apart by Mother Bloodstone, who takes on 
  the form of a young girl covered head to toe in blood. 
  The characters must then face the hag alone (see the 
  next section).
  9. the cell
  Area Aspects. Opened dome of cold iron and lead, 
  pool of black liquid, floating stone island
  When the cell is opened and the characters return to 
  area 9, read the following:
  The dome has opened like a clamshell, revealing a 
  circular stone floor edged with silver, floating in the 
  center of a pool of black liquid.
  CREATURE
  The cell once featured multiple layers of protection to 
  imprison Mother Bloodstone, but most of those have 
  already been broken or were disabled when the cell 
  opened. With the cell open, the hag has access to her 
  spells, but the monastery’s magic still prevents her 
  from casting her plane shift innate spell or using her 
  Etherealness action.
  dalMuS Spiritheart
  
  111
   Mother Bloodstone uses the night hag stat block 
  with these changes: 
  • She has this additional action: Multiattack. The hag 
  makes two claws attacks, or makes one claws attack 
  and casts a spell whose casting time is an action.
  • In addition to her existing innate spells, Mother 
  Bloodstone has the following innate spells:
  At will: chill touch, eldritch blast
  2/day each: dominate monster, fear, hypnotic pattern
  1/day each: blight, eyebite, phantasmal killer, 
  polymorph
   Before the cell opens, Mother Bloodstone has 
  already used her Change Shape action to appear as a 
  young girl, and attempts to convince the characters 
  that she has been trapped and bound here through 
  no fault of her own. She remains in this form even in 
  combat, hurling spells and tearing flesh with her claws 
  (which she can use even in this innocent-looking 
  form).
   If Dalmus Spiritheart and any members of the 
  Blades of Dawn are still alive, Dalmus fights with the 
  party but his followers either cower in fear or flee.
   If Mother Bloodstone is attacked by six or more 
  characters, she can use a bonus action to manifest a 
  piece of her being into an invisible stalker. She can do 
  this only once, and the invisible stalker dies if the hag 
  is reduced to 0 hit points. 
   If Mother Bloodstone faces fewer than four 
  characters, reduce her hit points to ensure that the 
  fight doesn’t overwhelm the characters.
   If Mother Bloodstone defeats the characters, she 
  forgoes killing them to quickly step outside the 
  monastery. There, she casts plane shift, returning to 
  the Lower Planes—and plotting an eventual return to 
  terrorize the people of Blackclaw Mountain.
   If Mother Bloodstone is reduced to one quarter of 
  her hit points, she attempts to flee the monastery so 
  she can use plane shift to escape. Otherwise, she begs 
  for her life, trading information about the return of 
  the archmages of the Black Star in exchange for her 
  freedom (see chapter 2 and appendix C).
  Concluding the Adventure
  This adventure has many potential endings. If the cell 
  is repaired, Mother Bloodstone is imprisoned once 
  more. If the cell is opened, the adventure can conclude 
  with the night hag’s defeat—or it can end with her 
  fleeing the monastery and escaping back to the Lower 
  Planes. 
   Depending on circumstances, the characters might 
  have found new allies in Dalmus Spiritheart and 
  the Blades of Dawn. Or they might be enemies of 
  those NPCs if they actively opposed Dalmus’s plans. 
  Moreover, if Mother Bloodstone escaped, it might 
  create a climate of fear in Deepdelver’s Enclave, as 
  folk are forced to accept that the hag might return at 
  any time. With Mother Bloodstone free, Blackclaw 
  Mountain is likely never the same.
  
  112
  D
  eep in Blackclaw Mountain dwells an ageless 
  being with power, wisdom—and a thirst for 
  blood. Known today as the White Queen, this 
  vampire has slept undisturbed in her hidden 
  vault for centuries. Each year, the White Queen is 
  given a yearly offering by her followers, the people of 
  the subterranean village of Redstone, who receive a 
  sacrament of long lives and safety in return.
   The White Queen is rumored to be the only creature 
  that can communicate with the Grendleroot without 
  being driven to madness. When the Grendleroot 
  begins to move for the first time in centuries, the 
  resultant earthquakes threaten Blackclaw Mountain—
  unless the characters can travel to the White Queen’s 
  vault and convince her to quiet the Grendleroot’s alien 
  mind.
   “Vault of the White Queen” is a two- to four-hour 
  adventure for 4th-level characters.
  Adventure Summary
  During a talent show, a gnome sage runs into 
  Deepdelver’s Enclave and warns everyone of a coming 
  Grendleroot quake. Moments later, the quake occurs 
  as predicted. The sage explains that more quakes are 
  coming, and might be powerful enough to devastate 
  the entire mountain—unless someone can calm the 
  Grendleroot.
   Bailon the Beardless asks the characters to travel to 
  vault of the White Queen, a legendary figure said to be 
  able to safely communicate with the Grendleroot. Two 
  possible routes lead to the vault, taking the characters 
  either through the secluded village of Redstone, or 
  through the field of bones—a hunting ground for the 
  White Queen’s vampiric guardian, Threx. They must 
  then find a way into the vault and convince the White 
  Queen to quiet the Grendleroot’s recent quakes, or 
  Blackclaw Mountain will be lost.
  Monsters and NPCs. Cultists (24), dire wolves (4), 
  ghast, ghouls (6), phase spiders (4), priest, shadows 
  (4+), skeletons (8), vampire, vampire spawn, zombie 
  Notable NPCs
  The following NPCs have a part to play in the 
  adventure.
  gonkin oF peavalley
  A lawful good male rock gnome commoner, Gonkin 
  is an explorer and philosopher who has studied the 
  signs of beings from across the multiverse for much 
  of his life. Using incredibly complicated calculations, 
  he successfully predicts a tremor of the Grendleroot 
  that he says is just the beginning of a more explosive 
  awakening. Gonkin comes to Deepdelver’s Enclave to 
  warn its people of the coming quake, and to ask the 
  VAULT OF THE  
  WHITE QUEEN
  The Grendleroot awakens and Blackclaw Mountain begins to crumble. Only the whisper of an ancient being 
  once feared throughout the mountain can lull the Grendleroot back to sleep.
  CHAPTER 10
  
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  characters to speak to the one being in the mountain 
  who can quiet the Grendleroot.
  korvilia, the White Queen
  Once one of the nine archmages of the Black Star 
  (see chapter 2), Korvilia has given up her mantle as 
  the “Daughter of Death” and chosen to sleep away 
  the centuries in her hidden vault since the fall of the 
  magocracy. In her time with the magocracy, Korvilia 
  studied the consciousness of the Grendleroot, and 
  might be the only creature able to quiet that alien 
  entity. Korvilia’s only link to the living world is the 
  memory of her daughter, Sylara, who died tragically 
  over a thousand years ago, before Korvilia became a 
  vampire.
   Korvilia is a neutral evil female elf vampire with 
  these changes:
  • She has an Intelligence of 20 (+5).
  • She has the Spellcasting feature of a lich.
  • She has a challenge rating of 21 (33,000 XP).
  threx
  Threx, a neutral evil half-orc vampire spawn, has 
  served as Korvilia’s guardian for centuries. The half-
  orc was a fearsome gladiator during the time of the 
  magocracy, when Korvilia gifted her blood to him and 
  bound him as her most loyal servant. When the rest 
  of Korvilia’s armies were cut down by the Order of 
  the White Sun, Threx and Korvilia fled to her hidden 
  vault, where she slept and he stood guard. Threx is a 
  powerful half-orc with blazing red eyes and armor of 
  black and red. He spends his days guarding Korvilia’s 
  tomb and hunting in nearby caves.
   Threx is a vampire spawn with these changes:
  • He has 112 hit points.
  • He has a Strength of 20 (+5).
  • He does not provoke opportunity attacks when he 
  moves out of an enemy’s reach.
  • His proximity to the White Queen makes him 
  immune to any effect that turns undead.
  • He has the following attack option: Greatsword. 
  Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  creature. Hit: 12 (2d6 + 5) slashing damage. 
  • Replace his multiattack option with the following: 
  Multiattack. Threx makes three greatsword attacks. 
  In place of one of those attacks, he can cast the 
  command spell (DC 12), demanding that the target 
  grovel.
  • He has a challenge rating of 7 (2,900 XP).
   Threx has a number of trained phase spiders that 
  travel with him or patrol the caverns around the White 
  Queen’s vault in his absence.
  cabel oF the White Mantle
  The high priest of the White Queen, Cabel (a lawful 
  good male human priest) spends much of his time in 
  his temple at the north end of the village of Redstone. 
  He preaches about Redstone’s symbiotic relationship 
  with the White Queen, and leads the villagers in a 
  yearly offering of blood given to her at the vault’s 
  doors. 
   Cabel possesses an amulet that belonged to the 
  White Queen’s daughter Sylara, but he has not revealed 
  it to Korvilia for fear of her reaction. Above all else, 
  Cabel loves the people of Redstone and the White 
  Queen, and he wishes to serve them both.
  Secrets and Clues
  The following secrets and clues can be revealed in the 
  adventure as you determine:
  • The Grendleroot has an alien intelligence. None 
  can hope to understand it, but some believe that 
  communication with the entity is possible.
  • The White Queen is the only known creature able to 
  “speak” to the Grendleroot without inevitably being 
  driven mad.
  • A human village near the White Queen’s vault is 
  known as Redstone. The folk of Redstone have 
  no children, and are known to live many decades 
  beyond a normal life span.
  • The villagers have built their small community 
  around a stream, a mushroom farm, and a herd of 
  horned pigs native to the mountain.
  • Each year, the people of Redstone offer their blood 
  to the White Queen and accept her sacrament in 
  return.
  • Korvilia was once known as the “Daughter of 
  Death.” From her tower of Marrowhold, she ruled 
  over the undead armies of the Magocracy of the 
  Black Star.
  • Though fearsome during the time of the magocracy, 
  she escaped to her vault when the forces of the 
  archmages were destroyed, choosing to sleep the 
  centuries away in solitude.
  • Korvilia’s bodyguard, Threx, was an accomplished 
  gladiator during the Magocracy of the Black Star.
  • The people of Redstone treat Threx like the emissary 
  of a god. In turn, Threx protects them as a shepherd 
  protects lambs from wolves.
  
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  • Threx does not guard Korvilia’s vault continually. 
  He regularly goes out hunting, commanding other 
  creatures to protect the vault when he does so.
  • The password to enter the vault is “Sylara,” the name 
  of Korvilia’s daughter who died over a thousand 
  years ago.
  Adventure Hooks
  This adventure works best if the characters have a 
  clear motivation to save Deepdelver’s Enclave from 
  the quakes of the Grendleroot. If the characters 
  have played through the adventure “Shatter,” the 
  new quakes might be caused by Ardus Fane’s 
  previous attack against the Grendleroot. Although 
  the characters prevented Fane’s destruction of the 
  Worldpillar, the Grendleroot continues to react to that 
  threat and must be quieted. 
   Followers of the Order of the White Sun are likely 
  to recognize the White Queen as Korvilia, one of the 
  archmages of the Black Star. Those who do might wish 
  to confront her to assess what threat she poses to the 
  mountain.
   For characters seeking monetary rewards, Bailon 
  the Beardless offers 100 gp to each character for 
  successfully quieting the Grendleroot.
  Start
  The adventure begins on a pleasant evening in 
  Deepdelver’s Enclave. Read or summarize the 
  following to set the scene:
  The annual enclave talent show at the Dragon’s Fangs 
  is in full swing. Odrah Windvane has just entertained 
  a packed house with her haunting rendition of Stars in 
  the Darkness, and Cloude Willowspur is getting ready 
  to start his yearly crowd-pleaser, A Bottomless Mug 
  of Mead. Then suddenly, the cracked voice of a gnome 
  breaks the silence.
   “The Grendleroot awakes! Protect yourselves!” The 
  folk in attendance don’t bother to hide their confused 
  looks as they try to spot the gnome who called out. A 
  moment later, the ground begins to shake. Through the 
  open front doors, the two Grendleroot spires in front of 
  the Dragon’s Fangs can be seen to twist like screws. The 
  larger spire along the enclave’s thoroughfare lurches five 
  feet higher, great cracks spreading through the stone 
  around it.
  As the quake continues, buildings shake and begin 
  to collapse, and the people of the enclave panic. You 
  can have the characters witness one or more of the 
  following events (chosen or rolled for randomly), then 
  step up to aid the enclave residents under threat:
  1: A wall of a nearby building begins to collapse. 
  Yvona Richvalley doesn’t appear to see it.
  2: A young boy, Obrian Tressel, looks as though he 
  is about to be trampled by a panicking crowd of 
  townsfolk who don’t notice him.
  3: A deep crack forms under three members of the 
  Archiball family, who stumble and begin to slip in.
  4: Old man Peldor is knocked back and impaled 
  through the shoulder by a newly risen Grendleroot 
  spire. The spire shudders as though threatening to 
  rise again—whereupon it will take his arm clean off.
  5: A lantern has fallen from a rafter and set the hay 
  ablaze in the Grelleth stables.
  6: Felix the mutt is barking at a pile of collapsed 
  rubble. The small hand of the halfling Lucy 
  Browntoes pokes out from under the gray stone.
   Your can improvise ability checks appropriate to 
  how the characters choose to aid the other folk of the 
  enclave during the quake. 
   As the quake suddenly ends, a crack opened up in 
  the ground releases four dire wolves mutated by the 
  Grendleroot, which attack any creatures they can see. 
  They use the normal stat block with this trait:
  • Spider Climb. The dire wolf can climb difficult 
  surfaces, including upside down on ceilings, without 
  needing to make an ability check.
   If you are running a shorter version of this 
  adventure, you can skip the encounter at the end of the 
  earthquake.
  aFterMath oF the Quake
  When the quake ends, the gnome who predicted it 
  introduces himself as Gonkin of Peavalley. Gonkin is 
  a wandering scholar, known to have spent much of his 
  life studying the Grendleroot—and he claims to have 
  recently determined that the great entity is waking. 
  As it does so, the spires of the Grendleroot will move 
  again, potentially destroying Deepdelver’s Enclave and 
  perhaps the whole mountain around it. 
   Though Gonkin can predict the quakes, he can do 
  nothing to stop them. Only one creature he knows of 
  has the power to do so—a being known as the White 
  Queen. This queen is no mortal, he explains, but a 
  vampire who has slept in a hidden vault in Blackclaw 
  Mountain for centuries. Gonkin can also reveal any 
  
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  of the other secrets and clues described earlier, as you 
  determine.
   Gonkin knows of two ways to reach the White 
  Queen’s vault. The first is through the subterranean 
  village of Redstone, a settlement of humans who 
  worship and venerate the White Queen. He isn’t sure 
  how the villagers will react to the characters’ arrival, 
  but those who are comfortable with diplomacy 
  might want to choose this course. The second route 
  is through a vast cavern filled with the bones of the 
  dead—hundreds of humanoids hunted and killed by 
  the White Queen’s guardian, the vampire gladiator 
  Threx. Those who are stronger with steel and spell 
  than careful words might choose this course.
   Convincing the White Queen to aid the characters 
  will be its own challenge, Gonkin admits. She is 
  not mortal, and her desires are unknown. She is a 
  powerful figure, and attempting to convince her of 
  anything by force will be folly. It is possible that Threx 
  or the high priest of the village of Redstone, known as 
  Cabel of the White Mantle, might know how to gain 
  her trust. Otherwise, the characters must determine 
  the best way to sway the White Queen to quiet the 
  Grendleroot. 
   Gonkin gives the characters a map showing the 
  route of the three-day journey through the mountain, 
  and the two possible entrance points to the White 
  Queen’s vault.
  Traveling to the Vault of the 
  White Queen
  Reaching either of the two access points to the vault 
  takes roughly three days of travel through the tunnels 
  and caverns of Blackclaw Mountain. If you are running 
  a longer version of this adventure, you can add an 
  encounter during this journey by using the locations 
  and encounter descriptions in appendix B. Otherwise, 
  you or the players can summarize the characters’ 
  journey through the mountain. 
  Pacing the Adventure
  Many of the encounters in this adventure can swing 
  easily between roleplaying and combat. You can 
  decide how friendly or hostile Cabel, Threx, and the 
  people of Redstone are in response to the characters’ 
  appearance, depending on what outcome brings the 
  most fun to the game and how much time you want 
  the adventure to take. If the characters are enjoying 
  talking their way through the adventure, both Cabel 
  and Threx might be more willing to listen to them. If 
  your group prefers combat, any or all of the NPCs the 
  characters encounter might start out hostile and need 
  to be talked down during a fight.
   Many of the encounters in the adventure are 
  optional. If you find that time is running short, you 
  can cut out nearly all of the combat encounters except 
  the encounter with Threx. And even that encounter 
  might not end up as a fight.
   If you want to extend the adventure, you can add 
  an encounter with up to four of Threx’s trained 
  phase spiders anywhere they might fit. For example, 
  in area 5, the characters might be initially attacked 
  by phase spiders, then have to face Threx when he 
  shows up later in the battle. If you want to shorten the 
  adventure, Korvilia can quiet the Grendleroot without 
  spawning any shadows.
  Vault of the White Queen
  The tunnels leading up to and connecting the areas 
  of the vault are 10 feet wide and have 10-foot-high 
  ceilings. Unless otherwise described, the larger caverns 
  are natural rock and have 30-foot-high ceilings. The 
  village of Redstone (area 2) is filled with dim light 
  shed by guttering lanterns. The rest of the caves 
  surrounding the vault are unlit.
  black Water
  A river flows through the caverns surrounding the 
  White Queen’s vault, its waters tainted long ago by the 
  blood of the White Queen. The villagers of Redstone 
  have been drinking this water their whole lives, and 
  it has both rendered them sterile and extended their 
  lives by many decades.
   Any character who drinks from the black water 
  must succeed on a DC 14 Constitution saving throw 
  or take 7 (2d6) necrotic damage and be poisoned 
  for 1 hour. While poisoned this way, the character 
  can hear the whispered voice of the White Queen as 
  she dreams of her daughter, Sylara. Sylara’s emerald-
  encrusted amulet fixes prominently in the mind of 
  the dreaming character. If more than one character 
  drinks the water, other dreams that can be tapped into 
  include battles between the Order of the White Sun 
  and the Magocracy of the Black Star (see chapter 2), 
  and visions of the twisting spires of the Grendleroot 
  worming their way through the mountain.
  
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  1. Field oF boneS
  Area Aspects. Large natural cavern, impaled corpses 
  on spears, black river cutting across the cavern, 
  tunnels leading north and east
  The rough natural tunnel you follow opens up into a 
  large cavern, fifty feet high and over one hundred feet 
  long. The bones of monstrous creatures and humanoids 
  alike litter the floor, along with the impaled bodies 
  of dozens of armored orc skeletons. A black river 
  flows from the west across the center of the cavern, 
  disappearing into a natural tunnel to the east. A huge 
  ogre skull hangs above that eastern tunnel. Orc script 
  drawn in dried blood decorates the opening of another 
  tunnel to the north.
  This cavern serves as Threx’s hunting ground. The 
  script painted on the north tunnel says in Orc, “DO 
  NOT ENTER.” 
   A character who succeeds on a DC 12 Intelligence 
  (History) check recognizes the impaled skeletons as 
  members of the Sundered Shields, a once-mighty orc 
  raiding party that disappeared roughly twenty years 
  ago. The character can guess that the skull hanging 
  above the east tunnel belonged to their ogre leader, 
  Sagreg the Sunderer.
   The cavern contains the bones of hundreds of other 
  dead humanoids and monsters, all victims of Threx’s 
  thirst for blood.
  CREATURES
  Six ghouls and one ghast hunt through the remains of 
  the dead, sucking marrow from bones and tearing into 
  what leathery flesh remains. The undead and Threx 
  largely leave each other alone, as the ghast has learned 
  to keep the pack away from the tunnels leading to 
  Redstone. If the ghouls detect the characters coming 
  into the cavern, they hide among the bones and try 
  to ambush them. If captured, the ghast is intelligent 
  enough to share what secrets it knows of Threx in 
  exchange for its freedom.
   If time is running short or the characters have 
  already faced enough battles, you can skip this 
  encounter.
  TREASURE
  Threx and the undead here care little for material 
  possessions, and have left numerous treasures on the 
  corpses. As the characters move through this area, 
  they catch glimpses of gold, silver, gemstones, and 
  jewelry among the bodies. It takes 1 hour to search 
  all the dead, turning up a total of 122 gp, a jeweled 
  bracelet (worth 50 gp), three rings (20 gp each), 
  and an oily evil-looking dagger. The dagger is an 
  uncommon magic item whose possessor can use an 
  action to cast the vampiric touch spell. Once the spell 
  is cast, the dagger’s magic fades.
  2. the village oF redStone
  Area Aspects. Small village of red clay houses, white 
  stone temple, black river and pond, mushroom farm, 
  pen holding horned pigs
  Dim lantern light illuminates a small village within this 
  long natural cavern. The simple houses here have been 
  built from wood and red clay. A pen holding horned 
  pigs stands against the east side of the cavern. Large 
  phosphorescent mushrooms cover a hill to the south. A 
  black river flows from a tunnel to the west, filling a pool 
  at the center of the village. Two other tunnels lead into 
  the cavern—one to the south and one to the north.
   A temple constructed of white stone stands at the 
  north end of the cavern, its construction more elegant 
  than the houses. 
  This cavern holds the entire village of Redstone. The 
  villagers tend their stable of horned pigs and the 
  mushroom farm for food, but are mostly sustained by 
  the blood of the White Queen. They are largely cut off 
  from the other denizens of the mountain—and they 
  prefer it that way.
  NORTH TUNNEL
  A pair of statues portraying hooded women, hands 
  crossed over their chests and fangs visible over their 
  lips, have been carved into the stone walls flanking the 
  north tunnel. If the characters are seen attempting to 
  go through the north tunnel without having received 
  Cabel’s permission, the villagers might become hostile 
  or even violent.
  REDSTONE HOMES
  Each of the village’s small homes is furnished only 
  with straw mattresses, and features a modest kitchen 
  inside and a pit toilet outside. The families of Redstone 
  all live in groups. One of the houses serves as a 
  pantry holding salted meat and dried mushrooms. 
  A character who succeeds on a DC 14 Wisdom 
  (Medicine) check can tell that the amount of food 
  grown in the cavern isn’t enough to sustain even a 
  village as small as Redstone.
  
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  The PeoPle of RedsTone
  All the people of Redstone are lawful neutral cultists. 
  As the characters explore the village, you can use the 
  following list of villagers as examples of the kinds of 
  folk they might interact with:
  • Tenis Rockbottom: Male farmer who cares for the 
  horned pigs
  • Scarlet Titanstone: Female caretaker of the mush-
  room grove
  • Wevel Graysinger: Male leatherworker
  • Elydine and Grayce Waverun: Twin female cooks
  • Dava Glasscloak: Female mason
  • Zakus Gloomson: Male lantern lighter
  CREATURES
  Two dozen villagers (all lawful neutral cultists) call 
  Redstone home. The villagers all appear to be between 
  thirty and ninety years old, but are actually much 
  older thanks to the White Queen’s blood.
   The villagers view the characters with suspicion, 
  and they are not easily intimidated. If threatened, they 
  proudly state that they are protected by the White 
  Queen’s guardian, and that the characters should be 
  careful.
   If the villagers are attacked, the priest Cabel of the 
  White Mantle leads the response. He resides in the 
  White Temple on the north side of the village. 
   If combat begins in this area, Threx hears it and 
  appears in 1d3 rounds, coming in from either area 1 
  or area 5. He attacks the characters without mercy. See 
  “Notable NPCs” for Threx’s statistics.
  the anceStorS
  In the attic of one of the houses, eight desiccated 
  bodies sit in chairs facing a carved wooden bust of the 
  White Queen. These are extremely old but still-living 
  members of the village, known as the Ancestors. These 
  ancient villagers use the skeleton stat block but are 
  humanoid, not undead. 
   If the characters enter the attic, the head of one of 
  the bodies turns toward them. The Ancestors cannot 
  speak, and do not defend themselves if attacked. If the 
  villagers hear of any attack against the Ancestors, they 
  become hostile toward the characters, as does Cabel.
  TREASURE
  Each of the families of Redstone keeps a little bit of 
  wealth, amounting to 43 gp in mixed coinage, all 
  minted over three hundred years ago; and a mixture of 
  gems and jewelry worth a total of 150 gp. A character 
  who succeeds on a DC 16 Intelligence (History) check 
  notes that the coins are marked with the images of the 
  archmages of the Black Star, including Korvilia (see 
  chapter 2). 
  3. the White teMple
  Area Aspects. White stone temple, open stone 
  windows with beautiful engravings, altar of white 
  stone, statue of the White Queen
  This large temple built of white granite stands in sharp 
  contrast to the red clay buildings to the south of it. 
  Beautiful engravings depicting kneeling figures bowing 
  to a robed woman surround the tall open windows high 
  up on the temple’s walls. 
   Wooden pews line the interior of the building, leading 
  up to an altar of white stone in front of a statue of a 
  beautiful elf woman. Her hands are outstretched, her 
  mouth open in a caring smile—revealing sharp, pointed 
  fangs.
  Cabel of the White Mantle resides in this temple, 
  where he gives weekly sermons and prepares the 
  villagers for their yearly offering to the White Queen.
  CREATURES
  Cabel, a lawful good male human priest, spends 
  much of his time here. When the characters arrive, 
  six villagers (Camilla Willowsong, Laird Treehand, 
  Wynefreede Lyss, Sophie Crowkin, and David and 
  Jovesh Moonmaker) sit in the pews listening to 
  Cabel’s sermon on the importance of the symbiotic 
  relationship between the village and the White Queen. 
  Each villager is a lawful neutral cultist and defends 
  Cabel if the priest is attacked.
   Cabel is not initially hostile to outsiders, but he 
  warns the characters that the White Queen is not 
  tolerant of intruders, nor is her guardian, Threx. If 
  the characters describe the risks to Redstone from 
  the awakening of the Grendleroot, Cabel admits to 
  having recently seen the tree of blades in area 4 sway, 
  something it has never done before. 
   The priest is torn between the risk to Redstone and 
  his determination to not awaken the White Queen, 
  who he says has slept for three hundred years. He gives 
  the characters what information he can, but will not 
  approach the vault. If convinced of the importance of 
  the characters’ cause, he might offer the amulet that 
  once belonged to the White Queen’s daughter, Sylara.
  
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  TREASURE
  A successful DC 12 Wisdom (Perception) check 
  reveals a crack in the altar that exposes a hollow 
  underneath it. The altar can be moved with a 
  successful DC 14 Strength (Athletics) check, revealing 
  a hidden compartment. Cabel keeps a handful of relics 
  hidden here from the rest of the villagers, including 
  an emerald-encrusted amulet once belonging to the 
  White Queen’s daughter. 
   The amulet was the possession of one of Korvilia’s 
  rivals in the Magocracy of the Black Star, the archmage 
  Waverlyn Starsong, to be used as leverage in case of 
  betrayal or factionalism within the magocracy. After 
  the Order of the White Sun destroyed the magocracy, 
  the amulet was discovered in Shadowreach, and came 
  into Cabel’s hands more than a century ago. 
   The compartment also contains a mix of gemstones 
  (worth a total of 124 gp) and an obsidian figurine of 
  Threx from his gladiatorial days. The figurine is an 
  uncommon magic item whose possessor can use an 
  action to cast the haste spell. Once the spell is cast, the 
  figurine’s magic fades.
  4. the tree oF bladeS
  Area Aspects. Branching Grendleroot spire in the 
  form of a tree, sharp branches, hanging skulls and 
  offerings
  Runoff from the black river flows north where a 
  side cavern opens up. A tree formed of a branching 
  Grendleroot spire twists out of the ground in the center 
  of the black pool where the runoff collects. Skulls hang 
  from some of the tree’s branches, as do small dolls and 
  other offerings.
  This cavern holds a Grendleroot spire that takes the 
  form of a tall dead tree. Threx uses the tree to display 
  the skulls of villagers who have displeased him over 
  the years, a continual reminder in Redstone of what 
  happens to those who fall out of line. The villagers in 
  turn leave offerings here to show their fealty.
   If the characters convince the White Queen to 
  quiet the Grendleroot, she comes here to do so (see 
  “Whispering to the Grendleroot” below). 
  CREATURES
  Two of Threx’s trained phase spiders sometimes lurk 
  in this cavern if they are not in area 5. They know to 
  avoid the villagers of Redstone, but will attack any 
  outsiders not accompanied by Threx or a villager.
   If time is running short or the characters have 
  already faced enough battles, you can skip this 
  encounter.
  5. vault door
  Area Aspects. Polished iron door, fanged elf statue, 
  huge glyph on the ground
  This eighty-foot-high natural cavern ends at a double 
  door made of polished iron. A statue of a hooded elf 
  woman stands next to the door, her hands outstretched 
  and her mouth open to reveal sharp fangs. A huge glyph 
  has been carved into a stone circle on the ground before 
  the door.
  This large vault door leads to the chamber of the 
  White Queen. The door can be opened only by one or 
  more characters with a combined Strength score of 20 
  or higher. 
  GLYPH OF WARDING
  The huge glyph on the ground is a visible glyph of 
  warding that protects the door. The glyph uses the 
  WarningS and
   oFFeringS
  
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  explosive runes option and deals necrotic damage 
  (DC 15). Threx knows the password to enter the 
  vault—“Sylara,” the name of Korvilia’s daughter. The 
  glyph activates if anyone attempts to open the 
  door without the proper password. The glyph 
  reactivates 5 minutes after it is triggered or 
  dispelled.
  STATUE OF OFFERINGS
  If any creature moves within 5 feet of the 
  statue next to the door, the statue animates and 
  attempts to grab and bite them. The creature 
  must make a DC 16 Dexterity saving throw. 
  On a failure, the statue pulls the creature in 
  and bites it on the neck, draining its blood 
  and dealing necrotic damage equal to half the 
  creature’s current hit points before letting it go. 
  This blood flows through a series of channels 
  that lead into the sarcophagus of the White 
  Queen inside her vault. It is through this statue 
  that the villagers of Redstone give their blood 
  offering to the White Queen each year.
   The statue has AC 18, 50 hit points, and 
  immunity to poison and psychic damage. Attacking 
  the statue triggers the glyph of warding.
  CREATURES
  When he is not out hunting, Threx, the White Queen’s 
  guardian, sits in the center of the glyph, his greatsword 
  across his knees and his eyes closed. Threx does not 
  attack the characters immediately, instead listening 
  silently to what they have to say. But no matter what 
  the characters reveal to him, his only response is: “No 
  one enters the vault.”
   In addition to appropriate roleplaying, it takes a 
  successful DC 16 Charisma (Persuasion) check to 
  convince Threx that the Grendleroot is a danger not 
  just to Deepdelver’s Enclave, but to the White Queen 
  and the folk of Redstone as well. (The vampire spawn 
  does not respond well to threats or subterfuge.) If 
  the characters convince him, he agrees to open the 
  vault and let them speak to the White Queen. As he 
  advances, he begs her forgiveness for interrupting her 
  slumber. 
   If the characters try to force Threx to obey them, 
  attempt to hinder him, or prepare to attack, he 
  responds with violence. See “Notable NPCs” for 
  Threx’s statistics.
   If Threx is not in this area, he leaves two trained 
  phase spiders to guard the door. These spiders attack 
  anyone who travels through the room or approaches 
  the vault. If they are not here, the phase spiders might 
  be lurking in area 4.
   If the party contains more than four characters, add 
  one phase spider for each character above four. If the 
  party has fewer than four characters, reduce Threx’s hit 
  points as needed.
  TREASURE
  Threx wears a suit of black-and-red +1 studded leather 
  armor that is a rare magic item requiring attunement. 
  As an action, a creature attuned to the armor can cast 
  the spell fire shield, requiring no material components. 
  This property of the armor can’t be used again until 
  the next dawn. Threx uses the armor to cast fire shield 
  as soon as he senses strangers approaching.
  threx
  
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  6. vault oF the White Queen
  Area Aspects. Burning braziers, black pool, delicate 
  carvings, statue of the White Queen
  A long walkway of smooth stone stretches across a 
  large square pool of black water. Six braziers, three 
  floating in the black water on each side, illuminate this 
  large chamber, whose walls are decorated with delicate 
  carvings. At the far end of the walkway, a twenty-foot-
  high statue depicts an elf woman sitting atop a white 
  throne. 
  No one has entered this vault in hundreds of years. 
  The carvings depict the rise and fall of the White 
  Queen, from her time as a mortal elf, to her rise as a 
  vampiric archmage of the Magocracy of the Black Star, 
  to the fall of the magocracy during the crusade of the 
  White Sun (see chapter 2).
   An ancient desiccated figure (use the zombie stat 
  block) sits at the foot of the White Queen’s statue, an 
  iron chisel worn down to a nub in one loose hand. 
  This was an artist of Redstone, who the White Queen 
  conscripted to carve her life’s story so she could 
  contemplate it during her rest.
   If the White Queen is called forth, a mist flows 
  out from small vents at the base of the statue, then 
  transforms into the White Queen. See “Notable NPCs” 
  for Korvilia’s statistics.
   The White Queen is not initially hostile, but she 
  does not take kindly to being woken from her slumber. 
  If the characters describe the awakening of the 
  Grendleroot to her, she speaks at first of the quakes of 
  the Grendleroot being a part of the natural world, and 
  not up to either mortals or her to question. No one can 
  understand the mind of the Grendleroot, she explains. 
  It has both the intellect of a god and the hunger of a 
  newborn child.
  CONVINCING THE WHITE QUEEN
  Success in this adventure requires that the characters 
  convince the White Queen to quiet the Grendleroot. 
  They can do so most easily by showing her the amulet 
  that belonged to her daughter (see area 3). If they do 
  so, drops of blood flow from Korvilia’s eyes as she 
  remembers her lost mortality. She agrees to stop the 
  Grendleroot’s quakes. 
   If one of the characters agrees to serve her as Threx 
  has served her, the White Queen is likewise convinced 
  to quiet the Grendleroot. She turns the character into a 
  entering the White Queen’S vault
  
  122
  vampire spawn who must serve her at the vault for all 
  time.
   Any reasonable argument followed by a DC 16 
  Charisma (Persuasion) check can also convince 
  the White Queen to calm the Grendleroot and save 
  the mountain. If the check fails, she might ask the 
  characters to perform some task or sacrifice of your 
  determination.
  WHISPERING TO THE GRENDLEROOT
  When convinced to help by the characters, Korvilia 
  leads the party to the tree of blades in area 4, taking 
  the path through Redstone. As she passes, the 
  astounded villagers lie face down in the dirt. When 
  she arrives at area 4, Korvilia wades into the black pool 
  and places her hand on the tree. She then whispers 
  words that no mortal mind can comprehend or 
  replicate.
  VIOLENT RESPONSE
  The Grendleroot does not react well to Korvilia’s 
  whisper. One shadow for each character in the party 
  flows out from the pool and attacks, appearing as 
  malformed beasts bristling with tentacles, claws, 
  and teeth. Korvilia calls on the characters to stop the 
  shadows from interrupting her ritual. 
   At the start of the second and third round, one more 
  shadow for every two characters rises from the pool 
  and attacks. If Threx or Cabel are with the characters, 
  they fend off their own attacking shadows. Once all 
  the shadows have been defeated, Korvilia is able to 
  quiet the Grendleroot.
   For a shorter conclusion to the adventure, Korvilia’s 
  whisper does not result in a violent response and 
  no shadows appear. Instead, after her whisper, the 
  chamber begins to rumble, then quickly stops.
   Once the rumbling stops, Korvilia turns and tells 
  the characters that it is done, and that the Grendleroot 
  will remain quiet for a time. If the characters ask how 
  long, she tells them it might be years—or it might be 
  centuries.
  Concluding the Adventure
  This adventure concludes when the characters 
  have either succeeded or failed to convince the 
  White Queen to quiet the Grendleroot and save the 
  mountain. If they fail to convince Korvilia, she returns 
  to her crypt and the Grendleroot’s quakes grow larger 
  and more devastating. Over the next one to two 
  years, the adventurers of Deepdelver’s Enclave leave 
  the mountain due to the Grendleroot’s continuing 
  instability.
   If they succeed, Gonkin confirms that the 
  Grendleroot is quiet, and that the mountain is stable 
  for the time being. The White Queen returns to her 
  crypt—but perhaps not for long. This brush with 
  humanity has awakened a sliver of sympathy in her. 
  Furthermore, her period of waking might warn her 
  that some of her former colleagues in the Magocracy 
  of the Black Star have risen again—and that a great 
  darkness is coming to the world. See appendix C, “The 
  Rise of the Black Star,” for details on these possible 
  developments.
  
  123
  T
  wo members of the Red Rose assassins’ 
  guild have come to Blackclaw Mountain, 
  seeking revenge for the death of a fellow 
  assassin named Gloom. Their target is Ruth 
  Willowmane, who before she came to Deepdelver’s 
  Enclave was the sheriff of the village of Whitesparrow, 
  where Gloom died. To draw the assassins away 
  from the enclave, Ruth flees for the Den of Bones, a 
  legendary graveyard that calls to monsters and people 
  alike as their life fades. Her longtime friend and 
  companion, Adren Goldbrook, asks the characters to 
  travel to the Den of Bones and save Ruth before she 
  finds her own end among the bones of the dead.
   “Children of the Red Rose” is a four-hour adventure 
  for 5th-level characters.
  Adventure Summary
  During a ceremony in honor of veterans of the 
  Thousand Spear War, a band of hired killers attacks 
  Deepdelver’s Enclave—then blames the attack on 
  Ruth Willowmane. These hirelings were sent by the 
  Children of the Red Rose, a long-forgotten guild of elf 
  assassins, as a warning. Two assassins from the guild 
  are coming to the enclave, intending to kill Ruth as 
  revenge for the death of their fellow assassin, Gloom.
   That night, Ruth leaves Deepdelver’s Enclave and 
  heads to the Den of Bones, a cavernous graveyard of 
  monsters, beasts, and explorers. She hopes to lead the 
  assassins away from the enclave to prevent any further 
  bloodshed, and believes the Den of Bones to be a 
  fitting location for her end if the assassins best her. 
  Adren Goldbrook, Ruth’s longtime companion and 
  a fellow veteran of the Thousand Spear War, asks the 
  characters to go after Ruth and stand by her when the 
  assassins come.
   The characters travel to the Den of Bones, first 
  meeting the challenges of exploring that ancient 
  site, then determining how to use the hazards and 
  creatures there against the coming assassins. Their goal 
  is to rout or kill the assassins before they can kill Ruth 
  Willowmane.
  Monsters and NPCs. Ankhegs (3), assassins (2), 
  bulette, ghost, gricks (2), minotaur skeletons (1+), 
  otyugh, purple worm, spies (2), swarms of insects 
  (3), thugs (8), troll, veteran, will-o’-wisps (12)
  Notable NPCs
  The following NPCs have a part to play in the 
  adventure.
  ruth WilloWMane
  Ruth is a lawful good female human veteran of 
  the Thousand Spear War, and the former sheriff 
  of the village of Whitesparrow, several days’ ride 
  CHILDREN OF THE RED ROSE
  Two assassins come to Deepdelver’s Enclave seeking revenge. The hero they hunt, Ruth Willowmane, leads 
  them to the Den of Bones, where monsters and heroes alike come to die.
  CHAPTER 11
  
  124
  • He has darkvision out to a range of 60 feet.
  • He has advantage on saving throws against being 
  charmed, and magic can’t put him to sleep.
  • He knows the shocking grasp cantrip. Intelligence is 
  his spellcasting ability for this cantrip.
  • He speaks Common, Draconic, Elvish, and Thieves 
  Cant.
  ghoSt
  Rain’s current apprentice is the chaotic evil female 
  high elf assassin named Ghost. She has eagerly taken 
  to the blade, and enjoys murder a little too much 
  for Rain’s tastes. She treats Rain like a parent, and 
  will fall on her own knife for him if the need arises. 
  She has always hated living under the shadow of 
  Gloom’s death, knowing how much Rain loved the 
  from Blackclaw Mountain. Long since retired to 
  Deepdelver’s Enclave, Ruth now works as a tanner 
  and leatherworker, and enjoys the excitement of a life 
  surrounded by adventurers and explorers. The death 
  of an assassin named Gloom in Whitesparrow years 
  before now makes Ruth a target for revenge, and puts 
  everyone in Deepdelver’s Enclave in danger. Fearing 
  for the safety of her friends, Ruth leaves the enclave 
  and goes to the Den of Bones before the assassins 
  arrive.
  rain
  Rain is a four-hundred-year-old neutral evil male high 
  elf assassin, and one of the oldest living members of 
  the assassins’ guild known as the Children of the Red 
  Rose. Rain trained Gloom, and felt her loss painfully 
  when she died. A long-ago wound has given Rain a 
  permanent limp, but his skills otherwise remain sharp. 
  He is known for his ability to lie in wait for an entire 
  day, nearly unmoving, to catch his quarry.
   Rain uses the assassin stat block with these changes:
  ghoSt and rain
  
  125
  dead assassin, and she secretly hopes that killing Ruth 
  Willowmane will finally push Gloom from Rain’s 
  mind.
   Ghost uses the assassin stat block with these 
  changes:
  • She has darkvision out to a range of 60 feet.
  • She has advantage on saving throws against being 
  charmed, and magic can’t put her to sleep.
  • She knows the ray of frost cantrip. Intelligence is her 
  spellcasting ability for this cantrip.
  • She speaks Common, Dwarvish, Elvish, and Thieves 
  Cant.
  adren goldbrook
  A neutral good male human veteran of the Thousand 
  Spear War, Adren owes his life to Ruth Willowmane. 
  He followed her from Whitesparrow to Deepdelver’s 
  Enclave, where he serves as her apprentice and friend. 
  He would gladly give his life for Ruth, but a wound 
  he sustained in the war prevents him from going after 
  her. He thus begs the characters to save her from the 
  assassins.
  Secrets and Clues
  The following secrets and clues can be revealed in the 
  adventure as you determine:
  • A decade past, dwarves, humans, and elves 
  battled against a tremendous force of goblins and 
  hobgoblins in the Thousand Spear War. It was a 
  bloody and brutal conflict.
  • Gloom, an assassin of the Children of the Red Rose, 
  was killed in the village of Whitesparrow after she 
  attempted to assassinate the lord’s nephew over 
  vandalism at a local temple.
  • Gloom had turned away from her life as an assassin, 
  and had served the Temple of Light peacefully for 
  more than a century before returning to her deadly 
  ways.
  • The Children of the Red Rose accepts only elves 
  into its ranks, and members of the order have long 
  memories. They might hunt their targets for decades.
  • The Den of Bones is a vast graveyard where creatures 
  both monstrous and mundane go to die.
  • Some monsters use the Den of Bones as their own 
  hunting ground.
  • Three twisted Grendleroot spires thrust up out of the 
  rocky ground at the heart of the Den of Bones. These 
  claw-like spires radiate a call throughout Blackclaw 
  Mountain, somehow calling dying creatures to them.
  • The Children of the Red Rose like things chaotic and 
  messy. They often hire thugs and killers to inspire 
  fear in their prey before they go in. 
  • The Children of the Red Rose arrange to be paid in 
  red rubies with a small Elvish glyph for the word 
  “blood” etched within them. These rubies are worth 
  50 gp, but few who know their origin will trade for 
  them.
  • A single assassin is a deadly foe for anyone in 
  Deepdelver’s Enclave. Two assassins could easily 
  wipe the folk of the enclave out.
  • Ruth Willowmane was a veteran of the Thousand 
  Spear War, and a sheriff of the village of 
  Whitesparrow in years past. 
  • The Children of the Red Rose work in pairs—one 
  master assassin and one apprentice. Gloom was 
  Rain’s apprentice centuries ago, and he took on 
  Ghost when Gloom left the order.
  Adventure Hooks
  This adventure works best if one or more of the 
  characters have a connection to Ruth Willowmane 
  or Adren Goldbrook. If the players have previously 
  gone through the adventure “Gloom” from Sly 
  Flourish’s Fantastic Adventures, the results of that 
  adventure might feed into this one. For example, Ruth 
  Willowmane might be replaced with one of the player 
  characters from that adventure (now retired and an 
  NPC), who steers the assassins to the Den of Bones. 
   If profit primarily motivates the characters, Bailon 
  the Beardless offers 100 gp to each character to save 
  Ruth from the assassins.
  Start
  The adventure begins in Deepdelver’s Enclave during 
  a celebration of the end of the Thousand Spear War. 
  Read or summarize the following to set the scene:
  It is a somber day in Deepdelver’s Enclave. Warriors 
  and former warriors, dressed in their finest armor, 
  stand in formation along the main thoroughfare with 
  spears pointed high. Behind them, Bailon the Beardless 
  describes the battles of the Thousand Spear War, in 
  which dwarves, humans, and elves fought back an 
  army of goblins and hobgoblins threatening the lands of 
  peaceful folk.
  
  126
   A handful of the residents of the enclave stand and 
  are remembered for their part in the war, including 
  Ruth Willowmane. The former veteran reluctantly 
  stands next to her comrade-in-arms and longtime 
  friend Adren Goldbrook. As Bailon finishes speaking, 
  the explorers of the enclave cheer, their voices echoing 
  off the ceiling of the cavern. Then everyone makes 
  their way toward the Lucky Lute, to toast comrades in 
  attendance and those who have been lost.
  Even as the crowd moves toward the tavern, six 
  human thugs (Mad Grace, Thormon, Shy Richard, 
  Lyvette the Hammer, Yurtin Bedrash, and Chiptooth) 
  draw weapons and begin randomly attacking residents 
  of the enclave. Any character with a passive Wisdom 
  (Perception) score of 14 or higher sees the threat of the 
  attack before it begins, and can call out a warning.
   During the attack, the thugs shout out that Ruth 
  Willowmane is to blame for the violence that’s come 
  to the enclave, which is revenge for the death of 
  someone named Gloom. “Death is coming for Ruth 
  Willowmane! The Children of the Red Rose do not 
  forget!”
   If captured alive, the thugs do not hide their intent. 
  They state that two assassins from the Children of the 
  Red Rose are on their way, and will be at Deepdelver’s 
  Enclave in less than two days. These assassins will kill 
  Ruth Willowmane and anyone else who protects her. 
  The thugs do not beg for their lives.
   The folk of Deepdelver’s Enclave are rightfully 
  worried about the two assassins, but most of them 
  announce that they will stand by Ruth even if they die 
  defending her. Ruth, however, has other plans. She will 
  not stay in Deepdelver’s Enclave if it means putting her 
  friends at risk. Instead, she plans to face the assassins 
  alone in the Den of Bones.
  adren’S plea
  The next day, Adren Goldbrook tells the characters 
  that Ruth has fled the enclave. She left word that 
  she has gone to the Den of Bones, knowing that 
  the assassins will hear of her flight and pursue her 
  there. When the time comes, she means to defeat 
  the assassins alone or die trying. She believes the 
  Den of Bones to be a fitting location for her end, and 
  one whose hazards might aid her when facing the 
  assassins. 
   Adren begs the characters to save his friend and 
  comrade. He knows the location of the Den of Bones 
  and its two entrances—one that passes through the 
  burial crypt of a warrior tribe lost centuries ago; the 
  other of which passes through a monstrous warren. If 
  the characters want to get to the Den of Bones ahead 
  of the assassins, they must leave quickly.
   For a faster start to the adventure, you can skip the 
  thug attack. Simply begin with Adren Goldbrook 
  coming to the characters after Ruth has already left the 
  enclave, having received word that two assassins are 
  coming for her and not wanting to put her friends in 
  danger. 
  treaSure
  As the characters get ready to depart, they are visited 
  by Jayce Goldsmile, who cares for Ruth as much as 
  anyone in the enclave. Jayce gives the characters a 
  pristine figurine of an elf bard forged from the black 
  metal of the Grendleroot. She has no idea who created 
  it, or how. This figurine is a very rare magic item 
  whose possessor can use an action to cast the dominate 
  monster spell (DC 15). Once the spell is cast, the 
  stone’s magic fades. 
  Traveling to the Den of Bones
  It takes a day to travel through the caverns and tunnels 
  of Blackclaw Mountain to reach the Den of Bones. 
  If time allows, you can add an encounter during 
  this journey by using the locations and encounter 
  descriptions in appendix B. Otherwise, you or the 
  players can describe the journey and the characters’ 
  arrival.
  Den of Bones Defenses
  It should be clear to the characters and the players 
  alike that the two assassins are deadly threats if faced 
  in direct combat. The characters have roughly two 
  hours to prepare for the assassins’ arrival. During 
  this time, they will want to explore the Den of Bones, 
  gather resources, and put together a plan to deal with 
  the threat.
   Among the resources that might help the characters 
  in this fight are Jayce’s figurine, the ring in area 6, and 
  the worm poison in area 7. Potential allies of the party 
  include the ghost in area 1, the troll in area 2, and Ruth 
  Willowmane in area 7. You might also want to place 
  other monsters in the Den of Bones that the characters 
  can charm or manipulate to help their cause. 
   If the players are having trouble sorting through all 
  these possibilities, feel free to offer suggestions based 
  on things their characters might recognize, even if the 
  players do not.
  
  127
   Whenever a monster fights on the characters’ side, 
  give the players a copy of that monster’s stat block 
  so one of them can run the monster. If a player’s 
  character dies, that player might want to take over 
  all the monsters joining in on the fight against the 
  assassins.
   As the players come up with strategies to face the 
  assassins, remind them of the potential benefits 
  presented by the environment, and steer them toward 
  ideas with a higher chance of success. The assassins are 
  cocky, believing that nothing can stand against their 
  skills. They expect Ruth Willowmane to be an easy 
  mark, and thus will not plan to take advantage of the 
  environment or look for allies as the characters will.
  The Arrival of the Assassins
  Two hours after the characters arrive at the Den of 
  Bones, the Children of the Red Rose appear. This gives 
  the characters enough time to prepare and to take a 
  short rest.
   The two assassins are traveling with two spies 
  (Relva and Nix) and eight thugs (Tintin, Asha 
  Redknife, Podrick, Lyese, Karak the Devil, Sylva, the 
  Thresher, and Jill Threeface). See “Notable NPCs” for 
  Rain and Ghost’s statistics.
   The spies take the lead, using Dexterity (Stealth) 
  checks to stay concealed while they use Wisdom 
  (Nature) checks to track Ruth Willowmane. The thugs 
  follow openly, and so might be the first part of the 
  group the characters see. The assassins make Dexterity 
  (Stealth) checks to hide as they follow behind. As 
  soon as they spot the tracks of multiple humanoids, 
  the assassins split their group into two raiding parties, 
  with one spy, four thugs, and one assassin per group. 
  The assassins consider the spies and thugs expendable, 
  and allow those raiders to clear away any initial 
  hazards.
   As the raiders make their way through the Den of 
  Bones, any hazards or monsters the characters left in 
  place are likely to kill off the front-rank members of 
  the assassins’ party. You can describe this rather than 
  play it out mechanically, reinforcing how the plans 
  and earlier actions of the characters are responsible for 
  thinning the assassins’ ranks.
   Given the dynamic nature of the environment, you 
  will need to decide how the assassins and their raiders 
  act. Play the assassins smart, but not so smart that the 
  characters have no chance at success. Bad luck and 
  poor choices can affect the assassins just as easily as 
  it can affect the characters. It isn’t your job to run the 
  assassins as effectively as possible, but instead to run 
  them as a dangerous but surmountable threat. Use 
  them as a vehicle to create a suspenseful story, not as 
  an easy way to kill the whole party.
  Pacing the Adventure
  This adventure is broken into two parts—the 
  exploration of the Den of Bones and the confrontation 
  with the assassins. The arrival of the assassins is your 
  best tool for changing the pace and timing of the 
  adventure.
   The confrontation with the assassins can take sixty 
  to ninety minutes, leaving the rest of the session for 
  the exploration of the Den of Bones. As the characters 
  explore, make sure it’s clear to the players that they 
  should be preparing for the arrival of the assassins. If 
  they stray from this goal, be prepared to steer them 
  back again.
   If the characters take a long time to explore the Den 
  of Bones, consider removing the combat encounters 
  with the bulette or the otyugh. The characters can 
  still see these monsters and potentially use them in 
  the confrontation with the assassins, but they don’t 
  necessarily need to face the creatures themselves.
   If things are going too quickly, you can add 
  additional monsters to the Den of Bones. For example, 
  you might expand the dragon skeleton encounter in 
  area 6 by adding in additional creatures from one of 
  the encounter descriptions in appendix B.
   If things are going too slowly, you can speed up the 
  confrontation with the assassins by removing or killing 
  off some of the thugs and scouts as the raiders make 
  their way to the Den of Bones. This leaves a smaller 
  raiding force for the characters to thin out before 
  taking on the assassins in the final encounter.
  The Den of Bones
  The Den of Bones is a huge natural cavern complex 
  where creatures come to die. The ground of the central 
  cavern is littered with the bones of dead beasts and 
  monsters, as well as the bones of humanoids drawn 
  to the site’s otherworldly call in their dying days, or 
  who pursued monsters here and were killed for their 
  trouble.
   The ceiling of the cavern is 100 feet high and covered 
  in huge stalactites. The cavern is filled with dim light 
  shed by hundreds of will-o’-wisps floating slowly 
  around the ceiling, drawn by the energy of death that 
  suffuses this place.
  
  128
  
  129
   The smaller tunnels leading to the main cavern are 
  10 feet high and are not illuminated.
  1. caveS oF reMeMbrance 
  Area Aspects. Ancient cave paintings of monstrous 
  battles, urns of fallen heroes, monstrous bones
  Primitive cave paintings depicting battles against 
  twisted monstrosities decorate the walls of this rough 
  tunnel. Large urns stand against one wall, each 
  marked with the image of a monster. In a large alcove, 
  weathered bones have been pieced together to create the 
  twisted form of a nightmarish creature, set up as some 
  sort of shrine.
  Primitive warriors painted these cavern walls centuries 
  ago, setting this area up as a resting place for the 
  cremated remains of their greatest heroes, and as a 
  shrine to mythological monsters built from the bones 
  of real creatures.
  CREATURES
  Rogah the Gray Owl, the ghost of one of the warriors 
  interred here, continues to protect this shrine. Rogah 
  speaks only the tongue of her people, a language long 
  dead, but she can sense the thoughts and motives of 
  those who approach her and can communicate by 
  manipulating the drawings on the walls. Characters 
  without access to a comprehend languages spell or 
  similar magic can communicate with Rogah either 
  with drawings or pantomime. 
   Rogah deals with deception and aggression 
  harshly. She respects melee combatants and despises 
  spellcasters. On seeing the strength and resolve in 
  Ruth Willowmane, Rogah let the veteran pass through 
  the hall safely. If attacked, she uses her Horrifying 
  Visage and attempts to possess one of the stronger 
  warriors in the party before attacking any arcane 
  spellcasters.
   Rogah can also animate the monstrous bones into 
  minotaur skeletons that defend her. She can create 
  one minotaur skeleton, plus one additional minotaur 
  skeleton for each character in the party above four.
  TREASURE
  A hidden compartment behind the monstrous 
  skeleton is easily seen if Rogah animated the bones, 
  but needs a successful DC 12 Wisdom (Perception) 
  check to spot otherwise. It holds a magic spear called 
  Gale, a rare magic item that requires attunement. 
  The tip of this +1 spear is made from a shard of the 
  Grendleroot and decorated with ancient glyphs. A 
  creature attuned to the spear can use an action while 
  holding it to cast the gust of wind spell. This property 
  can’t be used again until the next dawn.
   Rogah might reward one of the characters with the 
  spear if they impress her enough.
  2. burroWS
  Area Aspects. Network of carved stone tunnels, 
  monstrous hatchery, dying troll with burst stomach
  A vast network of narrow corridors weaves through the 
  rock of the mountain, leading into a large cavern filled 
  with a luminescent green light. Piles of large cracked 
  eggs spread along the walls of the cavern, with a larger 
  mound of eggs at the center of the area. Atop the mound 
  lies the eviscerated body of a troll, its belly burst open.
  This cavern is the central hatchery for a pack of 
  ankhegs that use the troll as a continuous source of 
  food. When the characters arrive, the troll’s head turns 
  toward them. 
  CREATURES
  Threk the troll has seen better days. Incapacitated and 
  kept in a permanent state of continual regeneration, 
  the troll has become a food source for the residents of 
  this cavern, which feed off his festering, regenerating 
  body. Immature ankhegs (treat as three swarms of 
  insects) crawl over and inside the troll, while three 
  ankhegs guard the eggs piled around the cavern. The 
  adult ankhegs attack on sight.
   Threk is in no state to defend himself, and desires 
  only death. It is possible to rid the troll of its immature 
  ankheg infestation with lesser restoration or any other 
  magic that cures disease, for which Threk is grateful. 
  The troll has no interest in becoming a longtime ally 
  of civilized humanoids, but it can be convinced to lend 
  its aid in the battle against the assassins.
   The path through the burrow opens up to the west 
  side of the tar pit at area 4.
  3. overlook oF the ForSaken
  Area Aspects. High overlook above the Den of Bones, 
  mummified corpses of twisted humanoids, idol to 
  tentacled god
  This cliff is one of the two entrances into the Den of 
  Bones. It overlooks areas 4 and 5, and offers a view 
  where the cavern floor ramps up into areas 6 and 7.
  
  130
  A twenty-foot-high cliff overlooks a cavern hundreds of 
  feet in diameter, festooned with the bones of countless 
  creatures. Lights dance along the cavern’s ceiling, slowly 
  spinning, but their glow somehow only adds to the 
  gloom here. 
   At the cliff’s edge, dozens of misshapen mummified 
  corpses kneel in prayer, surrounding an obelisk topped 
  by the head of a tentacled abomination. Below you, a 
  large pool of black tar filled with old bones opens up to 
  the west. To the east lies a pit filled with the bones of 
  thousands of dead creatures—and the skull and clawing 
  hand of a huge humanoid. A skeletal dragon and the 
  ribcage of some even larger creature jut up from the 
  ground farther back in the cavern, while three black 
  spires rise up like claws from a stone hill against the 
  cavern’s far wall.
  A path to the east leads down to the cavern floor, or 
  characters using ropes can lower themselves from the 
  overlook without difficulty. Descending without a 
  rope requires a successful DC 12 Strength (Athletics) 
  check. On a failure, a character falls and takes 7 (2d6) 
  bludgeoning damage.
  MUMMIFIED CORPSES
  The misshapen, mummified corpses turn to dust if 
  touched. Identifying these monstrous humanoids 
  is impossible, but a successful DC 14 Intelligence 
  (Nature) check suggests that they are thousands of 
  years old. 
  OBELISK
  The obelisk and the statue atop it represent no known 
  deity. Any creature that touches the obelisk receives 
  twisted visions of a spherical cyclopean entity of 
  tentacles and mandibles, dwelling beyond the edges 
  of the cosmos. (This is the image of the Black Star, an 
  elder evil floating in the Astral Plane. See chapter 2 
  and appendix C.) The creature that touches the obelisk 
  must then succeed on a DC 16 Charisma saving throw 
  or take 10 (3d6) psychic damage and suffer a random 
  form of short-term madness.
  CREATURES
  Hundreds of undead will-o’-wisps illuminate the 
  Den of Bones from above, drawn by the deaths of the 
  creatures that have fallen here. If anyone tries to attack 
  the mass of will-o’-wisps, four of the creatures break 
  off from the rest and return the attack. Any area-effect 
  overlooking the den oF boneS
  
  131
  damage that impacts the ceiling might cause as many 
  as twelve wisps to break away and attack.
   Two gricks lurk among the stalactites, hanging 
  60 feet above the path where it leads down to the 
  east. A character who succeeds on a DC 15 Wisdom 
  (Perception) check notices the recently well-gnawed 
  bones of an explorer who attempted to walk down 
  that way. The gricks can be avoided with stealth or 
  by climbing down the cliff, leaving them to attack the 
  assassins and their retinue.
  4. tar pit
  Area Aspects. Pit of tar and animal remains, huge 
  bones, bubbling geysers
  The smell of rot and sulfur rises from the thick, bubbling 
  tar that fills this large pit. The bones of huge creatures 
  jut up above the oily surface. On occasion, a geyser of 
  hot tar erupts from the pit, spraying into the air. 
  For thousands of years, dying creatures have fallen 
  into this natural tar pit, creating a horrid mix of tar, 
  charred remains, and slowly decaying fat.
  TAR PIT
  The 20-foot-deep tar pit is difficult terrain. Any 
  creature that enters the pit for the first time on a 
  turn or starts its turn there must succeed on a DC 
  15 Dexterity saving throw or take 21 (6d6) fire 
  damage and become restrained. On a successful 
  save, a creature takes half as much damage and isn’t 
  restrained. At the start of each of its turns, a creature 
  restrained in the pit takes 21 (6d6) fire damage. A 
  restrained creature can make a DC 15 Dexterity saving 
  throw at the end of each of its turns to escape the pit, 
  ending the restrained condition on a success. If any 
  creature outside the pit tries to help the restrained 
  creature, it has advantage on the save.
   Each round that the characters are near the tar pit, 
  roll a d6. On a 1, a geyser of hot tar bursts up from the 
  pit, spraying a random creature within 20 feet of the 
  pit. That creature must make a DC 14 Dexterity saving 
  throw, taking 14 (4d6) fire damage on a failed save, or 
  half as much damage on a successful one.
  CREATURE
  A mutated otyugh thrives in the environment of this 
  tar pit, sating itself on charred offal and melted fat. 
  Inky black in color, it uses its tentacles to investigate 
  any disturbances on or around the surface of the pit, 
  attacking anything it believes it can eat. If it finds 
  something particularly tasty, the otyugh claws its way 
  out of the pit to seek it. The otyugh retreats down to 
  the bottom of the pit if reduced to half its hit points or 
  fewer.
   This creature uses the regular otyugh stat block with 
  these changes:
  • It has tremorsense out to a range of 60 feet.
  • It has immunity to fire damage.
  5. bone pit
  Area Aspects. Pit of bones, titanic skeleton reaching 
  up, swirling cloud of bone dust
  A gargantuan skull and skeletal hand push up above 
  the surface of a sixty-foot diameter pit filled with the 
  bones of monsters and humanoids alike. A cloud of dust 
  hangs above the pit, swirling slowly.
  The bones of hundreds of dead creatures fill this deep 
  pit, the oldest of them ground to dust that floats on the 
  air here.
  TITAN SKELETON
  A character who succeeds on a DC 16 Intelligence 
  (History) check recognizes that the skeleton belonged 
  to a rune titan—one of the earliest peoples to rule 
  Blackclaw Mountain (see chapter 2). This titan likely 
  came to die in this cavern many thousands of years 
  ago.
  CREATURE
  The bone pit is the den of a bulette that rises up and 
  attacks in response to any movement around the pit. 
  The bulette uses its burrowing speed to move through 
  the bones to surprise and attack foes. If characters 
  quickly flee this area, the bulette does not pursue.
  TREASURE
  A character who succeeds on a DC 14 Wisdom 
  (Perception) check notices a jeweled humanoid skull 
  carved with strange glyphs set among the bones. The 
  skull is a rare magic item whose possessor can use an 
  action to cast the stoneskin spell. When they do so, 
  their skin appears to be covered in shining gemstones 
  for the duration of the spell. Once the spell is cast, the 
  skull’s magic fades.
  6. great WyrM
  Area Aspects. Huge draconic skeleton, large black 
  spire impaling the creature, golden ring on a skeletal 
  claw
  
  132
  A thirty-foot spire of black metal thrusts up from the 
  ground to pierce the skull of an enormous dragon, its 
  crumbling skeleton sprawled out behind it, half buried 
  in mud and rock. One massive claw is buried in the 
  rock, as though the creature tried to crawl through the 
  stone. A large golden ring is set upon that claw, carved 
  with strange symbols.
  This skeleton is the remains of a silver dragon named 
  Yovanrethax the Silver Star, who came here to die two 
  hundred years ago. She was impaled by a Grendleroot 
  spire at the moment of her death, as though the spire 
  sought out the release of the last of her life energy.
   A character who succeeds on a DC 14 Intelligence 
  (Arcana) check recognizes the bones as belonging to 
  a silver dragon. With a successful DC 16 Intelligence 
  (History) check, a character recalls tales of the Silver 
  Star, an ancient silver dragon who disappeared two 
  centuries ago.
  TREASURE
  The ring on the dragon’s claw possesses a small piece 
  of the spirit of Yovanrethax. It takes a successful DC 
  16 Strength (Athletics) check to break the claw of the 
  skeleton, freeing the ring. When a creature touches 
  the ring, it shrinks down to a size appropriate for that 
  creature. 
   A character who wears the ring can hear the 
  draconic whispers of Yovanrethax in the back of their 
  mind, lamenting a too-long life and a painful death. 
  The ring is a rare magic item whose wearer can use an 
  action to cast the cone of cold spell. Once the spell is 
  cast, the ring’s magic fades.
  7. the black claW
  Area Aspects. Large black spires thrust up out of a 
  rocky hill, psychic hum calling to doomed creatures, 
  body of a stony purple worm, pool of poisonous 
  green liquid
  Three black spires have pierced up through the top of 
  this stone hill, like claws reaching out of the ground 
  below. The hill is surrounded by a smoothly segmented 
  stone barrier. Green liquid pools on the ground at the 
  rear of the hill.
  The segmented barrier is an ancient purple worm 
  curled around the stone hill, and which appears as 
  stone itself. Three spires of the Grendleroot jut up 
  from the hill, and are the source of the strange call that 
  brings dying creatures to the Den of Bones. 
  GRENDLEROOT SPIRES
  A character who succeeds on a DC 14 Intelligence 
  (Arcana or Religion) check feels a harmonic hum 
  coming off the three spires. The hum affects creatures 
  drawing close to death, dismissing all doubt and pain, 
  and filling them with restful ease. The longer such 
  creatures stay in the Den of Bones, the more powerful 
  the desire to rest and die here.
  RUTH WILLOWMANE
  Ruth Willowmane sits atop the stone hill, awaiting 
  the assassins. When the characters appear, Ruth is 
  initially angry that they have put themselves in danger 
  for her. But when she comes to understand that their 
  help is freely given, she accepts it. If the players are not 
  already thinking about how to use the features of the 
  ruth WilloWMane
  
  133
  surrounding caverns as a defense against the assassins, 
  Ruth can offer her thoughts on that subject. 
   Ruth Willowmane is a lawful good female human 
  veteran. You can run her as an NPC, or offer her stat 
  block to one of the players to run.
  CREATURE
  The purple worm isn’t dead yet, but has been lingering 
  near death for centuries. It hasn’t moved in so long 
  that its skin has taken on a stony appearance. The 
  worm does not move or attack unless provoked. If 
  disturbed, it shifts so that its stony skin begins to 
  crack, revealing the worm’s true nature. If attacked, the 
  worm attempts to sting its assailants with its tail, then 
  return to its original position.
  POISON POOL
  Poison periodically drips from the stinger of the 
  worm, creating a small, shallow pool behind the hill 
  over time. A character can harvest poison from the 
  pool with a DC 15 Intelligence (Nature) check, or 
  an Intelligence check using a poisoner’s kit. With 
  a successful check, the character harvests a single 
  dose of purple worm poison. On a failed check, the 
  character is exposed to the poison and must make 
  a DC 19 Dexterity saving throw, taking 42 (12d6) 
  poison damage on a failed save, or half as much 
  damage on a successful one. Only one dose of poison 
  can be collected from the pool.
   If successfully harvested, the poison can be applied 
  to an edged weapon. When this weapon hits a target, 
  the target must make a DC 19 Constitution saving 
  throw, taking 42 (12d6) poison damage on a failed 
  save, or half as much damage on a successful one. The 
  poison is expended once it is successfully used.
  Concluding the Adventure
  The adventure concludes either when the two assassins 
  are killed and Ruth Willowmane is saved, or if the 
  assassins kill Ruth. If Ruth is slain, Rain and Ghost do 
  not bother to kill the characters as they depart the Den 
  of Bones.
   If any of the thugs and scouts are still alive when 
  the assassins are killed, they surrender and can be 
  returned to Deepdelver’s Enclave to face justice. 
   If she survives, Ruth Willowmane thanks the 
  characters and returns with them to Deepdelver’s 
  Enclave. There, she petitions for the thugs and scouts 
  to be sentenced to labor for their crimes rather than 
  being put to the sword, as she wants no further blood 
  on her hands. Ruth acknowledges her debt to the 
  characters, and becomes a lifelong friend.
  
  134
  D
  eep in the heart of Blackclaw Mountain lies 
  the Black Cathedral—the central chambers 
  that hold the Grendleroot. Built by the 
  otherworldly Caretakers before the core of the 
  mountain crashed to the world, the Black Cathedral 
  houses an artifact called the Seed of the Grendleroot, 
  said to allow the Grendleroot to be communicated 
  with or controlled.
   After betraying a band of fellow explorers, the once-
  beloved adventurer Alvana Heverax travels to the 
  Black Cathedral and attempts to acquire the Seed of the 
  Grendleroot. If she should succeed, it might mean the 
  destruction of the mountain—and the world around it.
   “Seed of the Black Cathedral” is a four-hour 
  adventure for 5th-level characters.
  Adventure Summary
  The adventure begins when the sole surviving member 
  of the White Rabbit adventuring company, Cerin 
  Grayhat, returns to Deepdelver’s Enclave pursued 
  by suits of animated armor. After his rescue, Cerin 
  explains that the leader of the White Rabbits, a mage 
  named Alvana Heverax, had her shield guardian 
  murder the other members of the explorers’ band 
  once they found the entrance to the legendary Black 
  Cathedral. This site is rumored to be the resting place 
  of the Seed of the Grendleroot, an artifact said to let 
  mortals communicate with the Grendleroot, and 
  perhaps even control it.
   The characters travel to the Black Cathedral through 
  one of two potential entrances, eventually entering the 
  vast complex of the Caretakers. There, they witness the 
  last remnants of the Caretakers’ legacy and memories 
  before facing off against Alvana. Preventing the mage 
  from gaining control of the Seed of the Grendleroot 
  allows the characters to decide the artifact’s fate. Then, 
  deep in the heart of the Black Cathedral, they might 
  even come eye-to-eye with the Grendleroot itself.
  Monsters and NPCs. Animated armor (4), black 
  pudding, grimlocks (6), grimlock ettin, mage, shield 
  guardian
  Notable NPCs
  The following NPCs have a part to play in the 
  adventure.
  alvana heverax
  A neutral evil female lightfoot halfling explorer and 
  mage, Alvana has spent much of her life studying the 
  Grendleroot and seeking its power. She is the direct 
  descendant of Soram of the Outside, one of the nine 
  archmages of the Magocracy of the Black Star (see 
  chapter 2), and has recovered some of his works. In 
  Soram’s texts, Alvana discovered the existence of the 
  SEED OF THE  
  BLACK CATHEDRAL
  Betrayal and murder have led villainous adventurer Alvana Heverax to the lost chambers of the Caretakers. 
  She seeks the artifact known as the Seed of the Grendleroot—which will grant her control of the alien entity.
  CHAPTER 12
  
  135
  Seed of the Grendleroot, and soon yearned to control 
  it. Laboriously studying Soram’s lore eventually led her 
  to discover the location of the Black Cathedral, which 
  not even the archmages of the Black Star had managed 
  to do.
   On a previous expedition within Shadowreach, 
  Alvana discovered and learned to control one of 
  Soram’s long-dormant shield guardians. When the 
  White Rabbit Company found the Black Temple after 
  months of searching, she used the construct to murder 
  her fellow explorers, wanting to ensure that the 
  temple’s location stayed a secret known only to her.
   Alvana is a charismatic explorer, but she has no real 
  interest in other people—only in what they can do for 
  her. She uses the mage stat block with these changes:
  • Her base walking speed is 25 feet.
  • When she rolls a 1 on the d20 for an attack roll, 
  ability check, or saving throw, she can reroll the die 
  and must use the new roll.
  • She has advantage on saving throws against being 
  frightened.
  • She can move through the space of any creature that 
  is of a size larger than hers.
  • She speaks Common, Draconic, Halfling, and 
  Infernal.
  cerin grayhat
  A chaotic good male rock gnome scout, Cerin 
  belonged to the White Rabbits, an accomplished band 
  of explorers operating out of Deepdelver’s Enclave. 
  Cerin and Alvana were both members of the group 
  when their previous leader, Urburn the Tankard, fell 
  into a rift three years previous. Now Cerin suspects 
  that Alvana likely killed Urburn to take over the 
  group, and to steer them toward uncovering the Black 
  Cathedral and the Seed of the Grendleroot. 
   Cerin is an energetic explorer of the mountain, who 
  enjoys the freedom of living in Deepdelver’s Enclave. 
  He fears what he saw at the Black Cathedral, and 
  chooses not to join the characters on their journey.
  Secrets and Clues
  The following secrets and clues can be revealed in the 
  adventure as you determine:
  • Alvana took over the White Rabbits when their 
  previous leader, Urburn the Tankard, fell into a rift. 
  (In truth, Alvana had her shield guardian throw 
  Urburn down the rift so she could take over the 
  adventuring band.)
  • Alvana is a direct descendant of Soram of the 
  Outside, one of the nine archmages of the 
  Magocracy of the Black Star who once ruled over the 
  city of Shadowreach.
  • Alvana spent decades cross-referencing newer maps 
  of the caverns of the mountain with Soram’s ancient 
  texts.
  • Alvana’s research showed her the location of 
  the long-lost Black Cathedral, said to house the 
  Grendleroot and the artifact that can control it.
  • The Grendleroot is not from the world. It crashed 
  here millions of years ago, nearly killing every living 
  thing on the planet.
  • The Caretakers are a mysterious group of humanoid 
  plane travelers who communicate telepathically. 
  They captured the Grendleroot deep in the Astral 
  Plane and studied it within the structure known now 
  as the Black Cathedral, before their vessel crashed to 
  the world.
  • Over millennia, quakes in Blackclaw Mountain 
  have damaged the cell holding the Grendleroot. 
  Two hundred years ago, it sent forth black spires all 
  alvana heverax
  
  136
  throughout the mountain. Many fear it will do so 
  again.
  • The Black Cathedral was discovered and named long 
  ago by early explorers of the mountain. Though its 
  legend persisted, its location was lost. Not even the 
  archmages of the Black Star were able to locate it.
  • Some believe the Black Cathedral to be the greatest 
  find in the mountain. Others believe it should stay 
  lost forever.
  Adventure Hooks
  To customize this adventure, you might replace Alvana 
  with any important NPC the characters have known, 
  met, or heard of. This could be someone known to 
  be a villain, or simply a character they might have 
  suspicions about. It’s also possible that one or more of 
  the characters knew the members of the White Rabbit 
  adventuring company, and now seek justice for their 
  deaths.
   If the characters are seeking to learn more of the 
  Grendleroot, entering the Black Cathedral is the best 
  possible chance to see it up close and get a better 
  understanding of what it is. 
  If the characters 
  are more materially motivated, Bailon the Beardless 
  can offer them 100 gp each to seek out the Black 
  Cathedral, or the party’s choice of a valuable relic from 
  his collection.
  Start
  The adventure begins at a wedding celebration 
  in Deepdelver’s Enclave. Read or summarize the 
  following to set the scene:
  Wedding bells sound, music plays, and the two grooms, 
  Relph and Idin, are carried forth atop the shoulders 
  of cheering residents of the enclave. Ardulvin the 
  apothecary, the facilitator for the event, smiles at the 
  two newlyweds before his eyes focus on something in the 
  distance, and his smile turns into a frown. Following 
  his gaze, you see a bloodied and bedraggled gnome 
  stumbling in through the distant gate.
   “She killed everyone,” the gnome says as he draws 
  closer. “She was my friend and she killed everyone.”
  The characters and the other folk of the enclave 
  recognize the gnome as Cerin Grayhat of the White 
  Rabbit adventuring company. Cerin collapses as 
  the crowd gathers around him and Ardulvin begins 
  casting healing magic. Then suddenly, four suits of 
  animated armor appear, having pursued Cerin into 
  the enclave, their blades covered in blood. The people 
  of Deepdelver’s Enclave scramble for weapons, but the 
  characters are in the best position to save the gnome 
  from the rampaging constructs.
   When the suits of animated armor are defeated, 
  Cerin explains that the leader of his band of explorers, 
  Alvana Heverax, murdered the rest of their party 
  after she discovered the entrance to the legendary 
  Black Cathedral—the supposed resting place of the 
  Grendleroot. Alvana believes that the Black Cathedral 
  houses the Seed of the Grendleroot—an artifact that 
  she hopes to use to control the Grendleroot. Wishing 
  to keep the discovery to herself, she had her shield 
  guardian murder the rest of the group. Cerin alone 
  escaped to make his way back to the enclave, but 
  Alvana sent a pack of animated armor after him. Those 
  constructs, long used by the White Rabbits as guards 
  on their expeditions, tracked him down and caught up 
  to him just before his arrival.
   The enclave is in shock at the news of Alvana’s 
  betrayal. Though known as a charismatic and 
  ambitious adventurer, she has hidden her evil nature 
  well. There can be no doubt of the truth of Cerin’s 
  story, however, as the suits of animated armor clearly 
  show Alvana’s sigil.
   Bailon the Beardless and the folk of the enclave look 
  to the characters to hunt down Alvana Heverax, and to 
  stop her before she claims the Seed of the Grendleroot. 
  Cerin Grayhat maps out the path to the Black 
  Cathedral and identifies two possible entrances: a cave 
  occupied by strange gray-skinned humanoids, and a 
  crack in the ceiling of the site’s central chamber.
  Traveling to the Black 
  Cathedral
  Reaching the Black Cathedral takes seven days, and 
  the journey is not an easy one. The site lies at the 
  deepest point of the mountain’s many passageways. 
  Over the seven days, the characters must traverse 
  deep gorges, climb down dangerous shafts, and scale 
  steep cliffs pierced through with the spires of the 
  Grendleroot.
   During the journey, you can add one or more 
  encounters by using the locations and encounter 
  descriptions in appendix B. For a shorter version of 
  the adventure, you or the players can describe the 
  challenging journey through the mountain.
  
  137
  Pacing the Adventure
  How you choose to focus on the end goal is your best 
  tool for adjusting the length of this adventure. If you 
  are running a faster-paced version of the adventure, 
  things can end relatively quickly if the characters head 
  straight down to the seed chamber in area 8. You can 
  also increase the urgency by reminding the players 
  that Alvana acquiring the seed could be catastrophic. 
  The characters might feel the ground shake beneath 
  them or hear the cracking of her lightning bolts from 
  below to reinforce the primary goal of moving quickly. 
  You can also seal off the passages leading to areas 3, 4, 
  6, and 7 to focus on the endgame.
   For a slower-paced version of the adventure, shift 
  the spotlight toward the side chambers, mentioning 
  the strange things the characters see or the alien 
  voices that guide them to explore. Characters with 
  a background in divine or arcane magic might feel 
  the power of the staff of thunder and lightning in area 
  4 while still in area 1. They might hear the whispers 
  of Vim in area 7 while in area 5. They might have 
  heard of the vast multiverse map in area 6, or could 
  remember that Jayce Goldsmile, Ayaan of Veyr, or one 
  of the other NPCs in Deepdelver’s Enclave wants to 
  learn more of the map and recover any artifacts tied to 
  it. 
   It’s also possible that the lift in area 5 can’t be 
  activated after Alvana used and sabotaged it. Vim 
  might be able to reactivate it if the characters recover 
  the staff in area 4, the map sphere in area 6, or both, 
  ensuring that these relics do not end up in villainous 
  hands. These kinds of dynamic quests can be used to 
  change the pace by drawing the characters into areas 
  they might otherwise skip.
  The Black Cathedral
  The characters can enter the Black Cathedral from 
  one of two points. The White Rabbits dug a deep shaft 
  that broke through the ceiling above the center of area 
  1. When Alvana realized she had found her goal, she 
  had her shield guardian throw her companions down 
  the shaft to their deaths, sending a squad of animated 
  armor after Cerin Grayhat when he fled. She then used 
  a fly spell to descend into the chamber. Her shield 
  guardian leaped down after her, smashing into the 
  ground and using its regeneration to rebuild itself—
  though with only partial success. 
   Alvana has been exploring and studying the Black 
  Cathedral since Cerin fled. She has only just learned 
  enough to begin to break down the protections 
  surrounding the Seed of the Grendleroot in area 8.
   A set of natural caverns inhabited by a tribe of 
  grimlocks and their two-headed ettin chieftain, 
  named Grinn and Gunn, also leads into the central 
  chamber of the Black Cathedral. The ettin and the 
  grimlocks worship the Caretakers as gods, and do not 
  allow anyone to enter the site. The characters must 
  trick, sneak, or fight their way past the ettin and the 
  grimlocks to do so.
   The Black Cathedral is built of magically constructed 
  and shaped black stone, looking almost organic in 
  its design. Unless otherwise described, the Black 
  Cathedral is unlit and has 20-foot-high ceilings in 
  its hallways, and 30-foot-high ceilings in its larger 
  chambers.
  1. the black cathedral
  Area Aspects. Vaulted hall, organic-looking black 
  stone, statues of the Caretakers
  This vast hall opens up one hundred feet below its 
  vaulted ceiling. Six statues, three on each side of 
  the hall, stand seventy feet high and depict strange 
  humanoid beings. The walls are shaped from black 
  stone, appearing almost organic, and making a 
  sharp contrast to the rough stone of the surrounding 
  mountain. Black spires are thrust up from the stone 
  floor in several areas.
  This is the central hall of the Black Cathedral. Though 
  the Caretakers worshiped no gods, the mortals who 
  first saw this hall gave it that name due to its vaulted 
  structure and otherworldly style.
   The statues depict the Caretakers—tall, thin 
  humanoid beings with featureless faces and four long 
  fingers on each hand.
   If they enter through the hole in the ceiling, the 
  characters must descend 100 feet to the center of 
  the floor. Otherwise, they can enter by way of area 2 
  through a large crack in the west wall.
   Raised platforms reached by oversized stairs stand 
  along the east and west walls. Large trapezoidal 
  doorways lead east and south. The sphere in the center 
  of area 3 can be seen from this area.
   If they come through the ceiling, the characters 
  recognize that the break in the west wall leads to the 
  entrance they did not follow.
   The doorway in the southeast corner of the room 
  leads to a steep staircase descending to area 5.
  
  138
  CREATURE
  A black pudding lurks underneath the hole in the 
  center of the ceiling, appearing as a black, oily pool 
  on which a number of bones and scraps of leather 
  float. (These are the remains of the White Rabbit 
  adventurers, whose bodies have been consumed by the 
  ooze.) The ooze’s long proximity to the Grendleroot 
  has mutated it, so that when it attacks, it rises up 
  and appears almost humanoid in its movement. 
  Additionally, it has this feature:
  • The black pudding can cast the command spell 
  (DC 13) as a bonus action, with the target forced to 
  instinctively grovel so that the black pudding might 
  more easily devour it. This feature cannot be used 
  again until the black pudding finishes a short rest.
   If time is running short or the characters have 
  already faced enough battles, you can skip this 
  encounter.
  TREASURE
  The black pudding holds a cache of gold and jewelry 
  that it hasn’t yet dissolved—73 gp worth of coins, 
  gems, and jewelry, including a fine cloak pin with the 
  insignia of the White Rabbit adventuring company.
  2. griMlock lair
  Area Aspects. Decrepit sleeping furs, rough hut, 
  discarded bones, cracked stone face
  The smell of rotting meat permeates this rough-walled 
  natural cavern, which opens up to tunnels to the north 
  and east. Torn animal furs cover part of the floor, while 
  discarded bones—both animal and humanoid—are 
  scattered to the corners of the cave. A roughly built 
  hut of bone and leather stands on the north side of 
  the cavern. A huge stone face juts out from the rock 
  of the south wall, cracked in half where a cluster of 
  Grendleroot spires have pierced it.
  Any inspection of the stone face confirms that it is 
  not, in fact, a sculpture or carving. A character who 
  succeeds on a DC 16 Intelligence (History) check 
  recognizes that this is the head of a rune titan, one 
  of the long-vanished ancient rulers of Blackclaw 
  Mountain, embedded into the cavern wall and slain 
  when its head was split apart by the Grendleroot. (See 
  chapter 2 for more information on the rune titans.)
  deScent to the black cathedral
  
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  CREATURES
  Six grimlocks and a grimlock ettin named Grinn and 
  Gunn reside in this cavern, with the ettin ruling from 
  the hut to the north. (See the “Grimlocks in Blackclaw 
  Mountain” sidebar in chapter 8, “Chuul,” for more 
  information on grimlock variants.) They all worship 
  the Caretakers as gods, and defend what until recently 
  has been the only entrance to the Black Cathedral. 
   Grinn and Gunn use the ettin stat block with these 
  changes:
  • They are immune to the blinded condition.
  • They have blindsight out to a range of 30 feet, or to a 
  range of 10 feet while deafened, but are blind beyond 
  this range.
  • They can’t use their blindsight while deafened and 
  unable to smell.
  • They have advantage on Wisdom (Perception) 
  checks that rely on hearing or smell.
  • They have advantage on Dexterity (Stealth) checks 
  made to hide in rocky terrain.
   The ettin and the grimlocks do not willingly let 
  anyone into the Black Cathedral, which they consider 
  a holy place. However, trickery, stealth, or violence can 
  convince them to let the characters pass.
   If the characters enter this area from area 1, the 
  grimlocks are initially astounded to see them, taking 
  them as emissaries of the gods. Grinn and Gunn are 
  suspicious, though, and demand that the characters 
  prove that they are chosen. If the characters can do so 
  (according to whatever terms you set), the grimlocks 
  might offer tribute or service. If they can’t, the 
  grimlocks and the ettin attack.
   If time is running short or the characters have 
  already faced enough battles, you can skip this 
  encounter.
  TREASURE
  A mixture of old coins, gemstones, and jewels (worth a 
  total of 210 gp) are mixed in with the bones along the 
  walls. 
   A bloodstained crown of black metal, crafted in an 
  elven style and set with spikes pointing inward, sits on 
  a skull above Grinn and Gunn’s hut. A creature must 
  put on this uncommon magic item to use it, taking 
  1d6 piercing damage from the spikes. A creature that 
  wears the crown can cast the hypnotic pattern spell 
  (DC 15). Once the spell is cast, the crown’s magic 
  fades.
  3. MauSoleuM
  Area Aspects. Central sphere floating above triangular 
  pyramid, dozens of spheres embedded in the walls, 
  enormous faceless statue 
  A large sphere hangs suspended in the air above 
  a smooth triangular pyramid at the center of this 
  chamber. Dozens of other spheres are embedded into the 
  walls. A twenty-foot-high statue of a faceless creature 
  stands, arms outstretched, on the south wall.
  This chamber served as the mausoleum for the 
  Caretakers, and is the entrance to their secret armory 
  (area 4).
  SPHERE OF MEMORIES
  The central sphere contains the memories of the dead 
  Caretakers, but accessing those memories is no easy 
  feat. A creature that puts its hands on the sphere and 
  succeeds on a DC 16 Intelligence (Arcana) check can 
  connect to the memories within. On a failed check, 
  the creature must succeed on a DC 16 Wisdom saving 
  throw or take 14 (4d6) psychic damage and suffer a 
  random form of short-term madness. On a successful 
  save, the creature takes half as much damage and 
  suffers no madness.
   Characters who tap into the memories held in 
  the sphere can learn many of the secrets and clues 
  described earlier in the adventure. They can also learn 
  about the history of the Grendleroot, as described in 
  chapter 2. Characters accessing these memories might 
  see the asteroid floating in the Astral Plane, in which 
  the Caretakers captured and studied the Grendleroot. 
  They might see a tear in the fabric of the Astral Plane 
  and the asteroid crashing down to the world. They 
  might see the planet shrouded in dust that killed 
  nearly all life, or receive visions of the awakening of 
  the Grendleroot two centuries past.
  FACELESS STATUE
  The statue on the south wall protects the secret 
  entrance to the Caretakers’ armory. A character who 
  touches or attempts to communicate with the statue is 
  the target of a telepathic assault that demands to know 
  the character’s intent. In particular, the statue wants to 
  know if the character is here to free the Grendleroot 
  or to keep it imprisoned. If the character confirms the 
  latter truthfully, the statue crosses its arms over its 
  chest. Then it and a section of the wall shifts to the left, 
  opening up a secret passage to area 4.
  
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  141
   If the character gives any impression that they want 
  to set the Grendleroot free, the statue unleashes a 
  psychic blast on that creature, dealing 21 (6d6) psychic 
  damage and breaking the telepathic connection. That 
  character can no longer communicate with the statue, 
  although another character can attempt to do so.
   The mechanisms of the secret door are extremely 
  intricate. Without the statue’s assistance, opening the 
  door requires either a successful DC 20 Intelligence 
  (Arcana) check or a DC 20 Dexterity check using 
  thieves’ tools. A character who fails a check takes the 
  statue’s psychic attack, as above. 
  4. arMory
  Area Aspects. Grendleroot spire shattering the floor, 
  scattered weapons, lightning arcing from staff
  A hallway of black stone leads into a thirty-foot-square 
  vault. A Grendleroot spire has shattered the floor, 
  scattering broken weapons and suits of strange armor 
  around the room. A staff hanging on the back wall arcs 
  with lightning, which flares out to strike the tip of the 
  spire.
  This room served as the armory of the Caretakers. 
  Numerous weapons litter the floor, forged of black iron 
  and sized for Medium creatures. Glaives, greatswords, 
  greataxes, crossbows, and more all feature strange 
  alien designs, but use the same statistics as normal 
  weapons of their type. 
  ARCING STAFF
  The staff on the south wall is a magic item whose 
  power is being corrupted by the presence of the 
  Grendleroot spire. A successful DC 14 Intelligence 
  (Arcana) check can disrupt the flow of lightning 
  long enough for a character to grab the staff off the 
  wall. Likewise, a character who succeeds on a DC 17 
  Dexterity (Sleight of Hand) check can pluck the staff 
  between blasts of lightning. Anyone who grabs the 
  staff without such precautions must succeed on a DC 
  17 Dexterity saving throw, taking 31 (9d6) lightning 
  damage on a failed save, or half as much damage on 
  a successful one. The staff stops arcing once removed 
  from the wall.
  TREASURE
  The staff is a staff of thunder and lightning. It is the only 
  magic item left in the vault that still functions, with 
  all other magic having been corrupted by the negative 
  energy of the Grendleroot.
  5. control orb
  Area Aspects. Pulsing energy from floating cracked 
  sphere, hole in the floor where beams of energy 
  disappear, guardian statues, shaft dropping down
  Large statues of armored humanoids stand in three of 
  the four corners of this room, with the remaining corner 
  filled with broken shards of a fourth. An alcove to the 
  south opens up to an oval shaft dropping down into 
  darkness. Two smooth blue gemstones are set into the 
  walls around the alcove.
   In the center of the room, a large sphere shifts and 
  rotates with abrupt, chaotic movements and great 
  speed. Violet beams of energy arc out from the bottom 
  of the sphere and down a hole in the floor. A large, 
  jagged crack cuts across the surface of the sphere.
  This chamber contains part of the magical machinery 
  that keeps the Grendleroot in check. The characters 
  can see swirling lights shining from the hallway to the 
  west, and a carving of a large alien face shot through 
  with a Grendleroot spire down the hallway to the east. 
  SPINNING SPHERE
  The sphere directs tremendous energy down through 
  the pit below and into the Seed of the Grendleroot in 
  area 8. Anyone who touches the sphere or the violet 
  beams must make a DC 18 Dexterity saving throw, 
  taking 35 (10d6) lightning damage on a failed save, or 
  half as much damage on a successful one.
   A successful DC 14 Intelligence (Arcana) check 
  made to inspect the sphere reveals that it is moving 
  to counter the movement of something below it. The 
  sphere’s chaotic shifting keeps the beams lined up with 
  some target below the hole.
  MAGICAL LIFT
  Touching the blue gemstone on the wall in front of 
  the alcove calls a translucent floating disk the same 
  size as the shaft, which ascends 100 feet from area 8. 
  If the disk is called, Alvana becomes aware of possible 
  intruders and prepares herself for battle in that area. 
  Once the disk has been called, touching the gemstone 
  inside the alcove causes it to descend to area 8.
  REPAIRING THE SPHERE
  The crack in the sphere is hindering its control of 
  the Seed of the Grendleroot. Three successful DC 14 
  Intelligence (Arcana) checks or three castings of the 
  mending cantrip can repair the crack in the sphere, 
  greatly improving its reliability and curtailing the 
  
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  spread of the Grendleroot in Blackclaw Mountain for 
  centuries to come. If an Intelligence (Arcana) check 
  fails, a spark arcs out from the sphere to a random 
  creature in the room, which must succeed on a DC 
  16 Dexterity saving throw or take 21 (6d6) lightning 
  damage.
  CREATURE
  Alvana’s shield guardian stands invisible over the 
  remains of the smashed statue, having been given a 
  relic holding the invisibility spell by Alvana, along 
  with instructions to use it if any intruders descend the 
  stairs. The construct was badly damaged in its fall and 
  cannot fully repair itself, giving it these changes:
  • It has 90 hit points. 
  • Its Regeneration trait does not function.
   If the characters are particularly robust, you can 
  remove these limitations.
   The shield guardian attacks if anyone discovers it or 
  when a character approaches the lift. As it attacks, it 
  activates the fire shield spell Alvana has stored within 
  it, using the cold option.
  6. MultiverSe Map
  Area Aspects. Narrow walkway to the center of a 
  spherical chamber, floating black orb, projected map 
  of the multiverse 
  A narrow walkway made of dull gray metal leads to 
  the center of this fifty-foot diameter spherical chamber, 
  where a small black orb hangs in midair. A swirling 
  image of the entire multiverse expands out across 
  the inner surface of the room. It moves and shifts 
  continually, showing the Nine Hells, the bottomless 
  Abyss, the Astral Plane, the Elemental Planes, and 
  beyond. Studying it completely would take more than a 
  lifetime. 
  This room serves as a great map of the multiverse. 
  Caretaker sages once spent whole lifetimes studying 
  the details of the map, but doing so required great 
  mental fortitude. Anyone who studies the map for 
  more than 1 hour must succeed on a DC 14 Wisdom 
  saving throw or suffer a random form of short-term 
  madness.
   Any character who touches the orb and succeeds 
  on a DC 16 Intelligence (Arcana) check can move and 
  shift the map to study various parts of the multiverse. 
  The map moves down to world-level resolution, but 
  whether it shows the world as it is now or at another 
  time is difficult to determine.
  TREASURE
  The orb at the center of the chamber can be removed 
  and reactivated in any area, but the projection is much 
  less accurate if the room is not completely spherical. It 
  takes a successful DC 16 Intelligence (Arcana) check 
  to activate the sphere each time it is used. This relic 
  would be worth a tremendous sum to any scholar 
  desiring the knowledge it holds.
  7. chaMber oF viM
  Area Aspects. Large stone face shattered by 
  Grendleroot spire, arcane circle on the floor
  A huge humanoid face carved of stone dominates 
  the far wall of this thirty-foot-square chamber. A 
  Grendleroot spire has shot up through the floor, piercing 
  the face’s cheek and erupting up through the top of its 
  head. An arcane circle of complex design is scribed on 
  the floor.
  This is the former resting place of Vim, the last of the 
  Caretakers. Vim’s spirit was moved into the stone face 
  on the back wall so they could continue to monitor 
  the Grendleroot for millions of years. However, a 
  Grendleroot spire pierced the statue during a recent 
  quake, causing Vim great pain.
   Vim communicates telepathically, but can do so 
  only through images and feelings. A creature sitting 
  in the circle can attempt to create a telepathic bond 
  with Vim. When the bond is established, the creature 
  must succeed on a DC 14 Intelligence saving throw 
  or take 10 (3d6) psychic damage as feedback from the 
  bond crushes their psyche. The bond is established 
  regardless, and visions from the Caretaker begin to 
  flood the bonded creature’s mind. You can choose 
  what this bonding might reveal to the characters from 
  the secrets and clues earlier in this adventure, or from 
  the information described in area 3.
   If Alvana has damaged the lift in area 5, Vim can 
  telepathically fix it if convinced to do so. They might 
  require that the characters retrieve and protect the 
  map orb in area 6, the staff in area 4, or both before 
  they help. You can use this request to tune the length 
  of the adventure, removing these requirements for a 
  shorter adventure or adding them for a longer one.
   Vim has been trapped in the Black Cathedral 
  for over a million years, and they have watched 
  the Grendleroot grow during that time. They don’t 
  
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  understand the minds of mortals at all. They hope, 
  however, that the characters can slow down the 
  Grendleroot’s growth. Vim has felt Alvana Heverax’s 
  intentions and sees the danger in her desire to control 
  the Grendleroot.
   If Vim trusts a bonded character and their 
  companions to stop Alvana and contain the 
  Grendleroot, they impart a single alien word into all 
  the characters’ minds. This control word allows any 
  character to influence the activity of the Grendleroot 
  using the Seed of the Grendleroot (see area 8).
  8. chaMber oF the Seed
  Area Aspects. Wavering beam of energy, pulsing 
  black stone, pit leading deeper into the mountain, 
  Grendleroot spires tearing through the room
  A wavering beam of violet energy arcs down from the 
  ceiling to a black stone floating at the center of the 
  chamber. The stone is the size of a human fist, and 
  pulses when the beam strikes it. A large pit below the 
  stone opens up to darkness below. Black Grendleroot 
  spires have erupted from the pit to burrow into the floor 
  and walls around it, all currently frozen in place.
  This chamber holds the Seed of the Grendleroot, an 
  artifact of great power. The pit descends 100 feet to 
  the cradle of the Grendleroot (area 9). The wavering 
  beam keeps the seed in check, but the crack in the 
  sphere in area 5 has allowed the Grendleroot to spread 
  outside its cradle. The Grendleroot spires that tore 
  through this chamber long ago have since extended all 
  throughout the mountain, thickening and splitting as 
  they grew.
  CREATURE
  Alvana Heverax, a neutral evil female halfling mage 
  has just finished breaking through the Caretakers’ 
  protections guarding the Seed of the Grendleroot. See 
  “Notable NPCs” for Alvana’s statistics.
   If Alvana sees the lift ascend the shaft, then come 
  down again, she prepares herself by casting greater 
  invisibility. She then blasts the characters with cone of 
  cold when the lift first appears, hitting as many of them 
  as she can.
   If the party has more than four characters to face 
  Alvana, she has animated one suit of armor for each 
  additional character before the fight starts, and has 
  bound them to the same amulet that controls her 
  shield guardian. Each suit of animated armor has this 
  additional trait:
  • Bound. The animated armor is magically bound to 
  an amulet. As long as the animated armor and its 
  amulet are on the same plane, the amulet’s wearer 
  can telepathically call the armor to travel to it, and 
  the armor knows the distance and direction to the 
  amulet. If the animated armor is within 60 feet of the 
  amulet’s wearer, half of any damage the wearer takes 
  (rounded up) is transferred to the armor.
   Alvana places these constructs near the lift, so as to 
  keep them between her and her adversaries. She uses 
  their Bound trait to transfer half of any damage she 
  takes to an animated armor of her choice. You can 
  also adjust Alvana’s hit points to account for more 
  characters, increasing them to 72 if the party has six 
  characters or more.
  SEED OF THE GRENDLEROOT
  The Seed of the Grendleroot is the black stone floating 
  above the pit and within the beam arcing down from 
  area 5. A creature pulling the seed from the beam must 
  succeed on a DC 16 Strength (Athletics), Dexterity 
  (Sleight of Hand), or Intelligence (Arcana) check. On a 
  failure, the creature takes 21 (6d6) lightning damage as 
  the seed is pulled free.
   The Seed of the Grendleroot is an artifact with the 
  potential to control the Grendleroot. Its beneficial and 
  detrimental properties are left to you to determine, in 
  addition to which it has the following property:
  • Summon Spire. A creature attuned to the seed, or 
  who knows its control word (see area 7) can use an 
  action to call forth a 6-foot-high Grendleroot spire 
  that shoots up through the floor under a target of 
  their choice within 50 feet of them. The target must 
  make a DC 16 Dexterity saving throw, taking 18 
  (4d8) piercing damage on a failed save, or half as 
  much damage on a successful one. The Grendleroot 
  spire that erupts from the ground becomes a 
  permanent object, and destroys any other mundane 
  object through which it passes.
   If the seed is not placed back in the beam within 
  10 minutes of its removal, the Grendleroot begins to 
  move, twisting its spires and causing untold damage 
  throughout Blackclaw. Within days, it will shatter the 
  whole mountain.
   Replacing the Seed of the Grendleroot requires a 
  successful DC 16 Dexterity (Sleight of Hand) or 
  Intelligence (Arcana) check. On a failure, the character 
  making the check takes 21 (6d6) lightning damage 
  as the seed is replaced. The seed can also be replaced 
  safely using a mage hand cantrip or similar magic. 
  When the seed is placed back in the beam from area 
  
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  5, the Grendleroot falls back under the control of the 
  Caretakers’ magical machinery.
  SPIRE SHAFT
  The shaft leading down to the Grendleroot is 100 feet 
  deep. Climbing down the shaft within the mass of 
  almost frictionless spires without a rope or suitable 
  magic requires a successful DC 20 Strength (Athletics) 
  check. A creature that falls down the shaft takes 
  35 (10d6) bludgeoning damage and lands on 1d4 
  Grendleroot spires. Each spire deals 22 (4d10) piercing 
  damage. 
  TREASURE
  Alvana wears an amulet of proof against detection 
  and location once worn by Soram of the Outside (see 
  chapter 2). The amulet is shaped like an eye with a 
  black opal in the center. (This is the amulet that Alvana 
  used to control the shield guardian. If the shield 
  guardian survived its encounter with the characters, 
  they discover that the damage it took from the fall into 
  area 1 means it cannot be claimed or controlled.)
  9. cradle oF the grendleroot
  Area Aspects. Cracked spherical chamber, dozens of 
  piercing spires, the Grendleroot and its single eye
  The shaft leads down one hundred feet before ending in 
  a large spherical chamber. At the center of that chamber 
  sprawls the Grendleroot, a fifty-foot-wide irregular 
  black mass pulsing with malevolence and unknown 
  energy. The spires of the Grendleroot shoot out from the 
  central mass, driven through cracks in the walls of the 
  chamber and into the surrounding mountain. At the 
  center of the sphere, a single huge eye stares out.
  This chamber houses the Grendleroot, which is 
  trapped here by the power of the Caretakers’ magical 
  machinery. The damage seen in the chambers above is 
  what let the Grendleroot send its spires all throughout 
  the mountain more than two centuries ago, and what 
  allows it to remain conscious now as it seeks a final 
  escape.
   The Grendleroot cannot be damaged or affected 
  by any attacks or magic available to the characters. 
  Any creature that tries to damage the Grendleroot or 
  touches it for the first time on a turn must make a DC 
  20 Wisdom saving throw, taking 70 (20d6) psychic 
  damage on a failed save and suffering a random form 
  of short-term and long-term madness. A creature 
  that succeeds on the saving throw takes half as much 
  damage and does not suffer the madness effect. 
   A creature that survives touching the Grendleroot 
  can feel its tremendous ancient power and its desire to 
  escape the cradle. They feel the Grendleroot’s eternal 
  loneliness and fear. They hear its call to its creator 
  across the Astral Plane—a twisted sentient planetoid 
  known as the Black Star.
  Concluding the Adventure
  Success in this adventure comes if the characters 
  thwart Alvana’s attempt to acquire the Seed of the 
  Grendleroot, leaving the seed contained in area 8. If the 
  characters also repaired the sphere in area 5, they can 
  slow the Grendleroot’s growth, perhaps for centuries.
   If the Seed of the Grendleroot isn’t put back in place, 
  the Caretakers’ binding of the Grendleroot fails. 
  Within days, the Grendleroot destroys Blackclaw 
  Mountain. In months, it will have burrowed deep into 
  the core of the world. Great earthquakes will split the 
  land. Floods will destroy whole coastlines. Black spires 
  erupt within every town and city, killing millions. The 
  Grendleroot calls out across the planes to the Black 
  Star. The Black Star comes. And thus the world ends.
   But with the Grendleroot safely bound by the 
  Caretakers’ magical machinery, the heroes can return 
  to Deepdelver’s Enclave and share their latest tale of 
  adventure over a cup of hot coffee.
  
  145
  T
  his appendix is a short guide to help players 
  understand the place of their characters in 
  Blackclaw Mountain. Use the information 
  here to help you build characters with a strong 
  connection to the adventures to be found in the ruins 
  of the Grendleroot.
  Starting Point
  Your adventures in Blackclaw Mountain begin 
  in Deepdelver’s Enclave. This lively settlement is 
  found deep within the mountain, on a high cliff 
  overlooking an enormous cavern and the ruined 
  city of Shadowreach. Deepdelver’s Enclave is the 
  central outpost and home base for the explorers and 
  adventurers who work their way through Blackclaw, 
  intent on uncovering the secrets of the Grendleroot.
  Who Are You? 
  Characters of all stripes are drawn to Blackclaw 
  Mountain. You might be an explorer seeking the 
  treasure and lore that can be found throughout the 
  mountain’s tunnels, caverns, vaults, and ruins. You 
  might be a historian intent on uncovering remnants 
  of the countless civilizations that have risen and fallen 
  within Blackclaw. You might be a sage seeking to 
  understand the mysteries of the Grendleroot. Or you 
  might be a servant of the Order of the White Sun, 
  dedicated to ensuring that the darkness within the 
  mountain does not spread.
   Whatever your specific purpose, though, you are 
  first and foremost an adventurer who seeks to explore 
  the mountain with your companions.
  Four Truths of Blackclaw 
  Mountain
  All explorers who spend time in the tunnels and 
  caverns of Blackclaw Mountain know the following 
  truths.
  ancient legacy
  The mountain is deep, vast, and impossibly old. 
  Hundreds of monstrous lairs and civilized settlements 
  have been carved out within Blackclaw, and now lie 
  forgotten in its depths. The mountain is filled with lost 
  caverns, tunnels, vaults, warrens, ruins, graveyards, 
  keeps, lakes, dungeons, and lairs. No one has ever fully 
  explored the mountain, whose history goes back over 
  a thousand thousand years.
  light in the darkneSS
  Deepdelver’s Enclave serves as a beacon of civilization 
  and hope against the endless night of Blackclaw. The 
  Enclave is a place of refuge, trade, companionship, 
  BLACKCLAW MOUNTAIN 
  PLAYER’S GUIDE
  Light your lantern and tighten your pack. Loosen your sword and ready your rope, as you get set to explore 
  the depths of the unknown.
  APPENDIX A
  
  146
  joy, and camaraderie. Its people all share a sense of 
  curiosity and wonder, and a hunger for exploration. 
  They come to Deepdelver’s Enclave to uncover the 
  mysteries of the mountain and study its ancient secrets.
  layerS oF hiStory
  The ruins of countless civilizations can be found 
  within the ancient caverns and chambers of the 
  mountain. Explorers can find remnants of lost history 
  everywhere, from the enormous shrouded statues of 
  the archmages of the Black Star to the monuments 
  of the Order of the White Sun; from the half-buried 
  remains of the rune titans who were the first rulers 
  of Blackclaw Mountain, to the primitive paintings 
  of the mysterious Caretakers who traveled with the 
  mountain when it crashed to the world. Explorers of 
  the mountain seek the lore and relics of these ancient 
  civilizations, trading them in the enclave or studying 
  their lost magic.
  MyStery oF the grendleroot
  Throughout Blackclaw, the presence of large black 
  metal spires thrusting out of solid rock mark the 
  presence of the Grendleroot, an otherworldly 
  sentience buried deep within the mountain. None 
  know for sure what this entity is or what it wants, but 
  the indestructible spires and the energy that thrums 
  throughout the mountain speak of the Grendleroot’s 
  tremendous power.
  Ruins of the Grendleroot 
  Backgrounds
  This section provides suggestions for connecting four 
  classic character backgrounds to Blackclaw Mountain, 
  in addition to two new backgrounds customized for 
  your campaign: the Blackclaw Deepdelver and the 
  Grendleroot Scholar.
  acolyte
  A character with this background in Blackclaw 
  Mountain could be an acolyte of the Order of the 
  White Sun. Such acolytes serve as assistants to priests, 
  squires to knights and paladins, and caretakers to the 
  order’s few remaining temples and fortresses. As the 
  order continues to fade into obscurity, the number of 
  new recruits continues to fall, giving acolytes more 
  responsibilities in already thankless positions. 
   As an acolyte, you might have been sent to 
  Blackclaw by the Order of the White Sun, charged 
  with investigating recent happenings in the mountain, 
  or to seek out lore and relics from the fall of the order 
  centuries ago. 
  outlander
  Characters with this background are likely Blackclaw 
  outlanders—folk who have lived their whole lives 
  within the caves and tunnels of the mountain. As 
  an outlander, you are intimately familiar with the 
  mysteries of Blackclaw Mountain, and with its dangers. 
  Instead of the Wanderer feature from this background, 
  you could take the Deep Survival feature from the 
  Blackclaw deepdelver background.
  Sage
  If your character has the sage background, you might 
  study a subject specific to Blackclaw Mountain, rolled 
  on or chosen from the Blackclaw Sage Specialties table.
  blackclaW Sage SpecialtieS
  d6
  Specialty
  1
  Magocracy of the Black Star
  2
  Order of the White Sun
  3
  Legends of the Black Star
  4
  Origins of the Grendleroot
  5
  Flora of Blackclaw Mountain
  6
  Fauna of Blackclaw Mountain
  Soldier
  As a character in Blackclaw Mountain with the soldier 
  background, you might be a veteran of the Thousand 
  Spear War—a deadly conflict between dwarves, 
  humans, elves, and goblinoids a decade ago. Perhaps 
  you found yourself ill-suited to life in the settlements 
  of the surface world, but discovered that the freedom 
  and choice of work in Deepdelver’s Enclave is much 
  to your liking. Moreover, you have the respect of Ruth 
  Willowmane, another veteran of that bloody conflict.
   Alternatively, a character with this background in 
  Blackclaw Mountain could be a knight of the Order 
  of the White Sun. Such knights are sometimes sent 
  by the order to assess the dangers of newly uncovered 
  areas within the mountain, to look for signs that 
  the magocracy is active, and to destroy any evil in 
  Blackclaw, whether descended from the Magocracy of 
  the Black Star or not.
  blackclaW deepdelver
  You are a longstanding member of Deepdelver’s 
  Enclave, knowledgeable in the mysteries, dangers, 
  and treasures to be found in Blackclaw Mountain. 
  
  147
  You might have previously undertaken some minor 
  missions of exploration, but you are ready now for 
  greater things. What have you experienced on your 
  previous expeditions? What do you expect to face 
  now? What do you hope to gain? And what might you 
  lose?
   You have friends and rivals in the enclave who have 
  witnessed your victories, your teamwork, and your 
  reveling—but they also know your failures and fears. 
  The folk of Deepdelver’s Enclave are your family, and 
  you have embraced the love of exploration common to 
  all of them, and their goal of standing out as a light in 
  the dark.
  Skill Proficiencies: Perception, Survival
  Tool Proficiencies: Cartographer’s tools, thieves’ tools
  Equipment: A small piece of black metal found in 
  the mountain and carved with a mysterious rune, a 
  bullseye lantern, a map drawn by a friend who never 
  returned from a delve, a set of common clothes, a 
  two-person tent, and a purse containing 15 gp
  FEATURE: DEEP SURVIVAL
  You are experienced at traveling and surviving the 
  caves and tunnels of Blackclaw Mountain. While in 
  the mountain, you can retrace your steps to any place 
  to which you have previously traveled. Additionally, 
  when you enter a new location in the mountain, you 
  immediately recall a single piece of lore about that 
  location, provided by the GM. The lore could be about 
  hazards or monsters rumored to be in the area, edible 
  or harmful fauna or flora, or a historical fact or legend.
  SUGGESTED CHARACTERISTICS
  Deepdelvers are shaped by the truths of the enclave. 
  Most are curious team players who embrace life, 
  but living in Deepdelver’s Enclave isn’t all fun and 
  games. Regardless of the dangers they have faced, the 
  deepdelvers hang on to their love of the mystery of 
  the mountain. Nothing excites them more than an 
  unexplored crevasse or a statue of an ancient people 
  not seen in millennia.
  grendleroot Scholar
  The mysteries of Blackclaw Mountain call to you—
  sometimes literally. You know that the Grendleroot 
  connects the mountain to other worlds and unknown 
  d8
  Personality Traits
  1
  When I am faced with a mystery or puzzle, it con-
  sumes my thoughts until I uncover a solution.
  2
  I am always the first to volunteer for a dangerous 
  task.
  3
  I find a way to have fun no matter where I go.
  4
  I like to tell exciting stories of my adventures when-
  ever I can.
  5
  I can work with almost anyone.
  6
  If I see someone who isn’t smiling, I do my best to 
  change that.
  7
  I prefer the safety and comfort of darkness to bright 
  light.
  8
  I seek novelty in all things and become bored easily.
  d6
  Ideal
  1
  Community. I would do anything for my fellow delv-
  ers. (Any)
  2
  Knowledge. Blackclaw Mountain holds secrets I must 
  uncover. (Any)
  3
  Protection. I delve into the mountain to keep its hor-
  rors from spilling into the world. (Good)
  4
  Freedom. Delvers don’t need laws because Black-
  claw Mountain requires constant adaptation. 
  (Chaotic)
  5
  Fun. Every day in Blackclaw Mountain is blissfully 
  unique. (Chaotic)
  6
  Destiny. I cannot resist the mystery and adventure 
  within Blackclaw Mountain. (Any)
  d6
  Bond
  1
  I am determined to uncover the origin of an uniden-
  tified object I found in the mountain.
  2
  I left friends behind after a cave-in separated us, and 
  I have yet to find them.
  3
  I have a rival in Deepdelver’s Enclave who tries to 
  show me up.
  4
  Deepdelver’s Enclave is the only home I have ever 
  known.
  5
  There is a puzzle in a cavern of Blackclaw Mountain 
  that I cannot crack.
  6
  I wield the weapon of a delver ally who died in Black-
  claw Mountain. 
  d6
  Flaw
  1
  My obsession with exploring the mountain is more 
  important than all other tasks and relationships.
  2
  I take credit for the accomplishments of others.
  3
  Everyone I meet must surely love me.
  4
  I act before I think.
  5
  I deserve a bigger share of treasure because I am 
  better at adventuring than everyone else.
  6
  I love pranks—especially dangerous ones!
  
  148
  beings through eldritch power. These entities leave 
  mysterious messages in the mountain that you are 
  determined to decipher. As a Grendleroot scholar, you 
  have studied the strange, maddening lore surrounding 
  the mountain, and are always searching for the 
  answers you seek.
   Your reasons for choosing to study the Grendleroot 
  are your own. Perhaps you search for someone you 
  lost to the mountain, or you hunger to control the 
  eldritch power contained in the Grendleroot. Perhaps 
  you simply can’t resist the mysteries the mountain has 
  to offer. Whatever the reason, your studies have helped 
  you touch the mountain’s otherworldly madness, and 
  you sometimes hear the thoughts of the Grendleroot 
  through the eldritch power it channels.
  Skill Proficiencies: Arcana, History
  Languages: Two of your choice
  Equipment: A small bag of sand, a bottle of ink, 
  a quill, a journal, a mysterious tome found in 
  Blackclaw Mountain and written in a forgotten 
  language, and a purse containing 25 gp
  FIRST TOUCH
  Many sages study the Grendleroot and never 
  experience the madness connected to Blackclaw 
  Mountain. You are not one of them. What were the 
  terms of your first brush with the Grendleroot’s 
  madness, shaping your connection to Blackclaw 
  Mountain? You can roll on or choose from the 
  Grendleroot First Touch table to answer this question, 
  or let the options on the table inspire your own story.
  grendleroot FirSt touch
  d6
  First Touch
  1
  You read the journal of another Grendleroot scholar, 
  exposing you to the Grendleroot’s mysteries.
  2
  You deciphered a coded message carved on the walls 
  of a tunnel in Blackclaw Mountain, exposing you to 
  the Grendleroot’s ancient history.
  3
  You first experienced the Grendleroot’s vast intellect 
  during a dream while you slept within the mountain.
  4
  A mad arcanist worshiping the Black Star awakened 
  your mind to the Grendleroot’s awareness.
  5
  You touched a relic found in Blackclaw Mountain that 
  connected you to the Grendleroot’s intellect.
  6
  You ate a unique fungus found in Blackclaw Moun-
  tain, exposing you to the Grendleroot’s call.
  FEATURE: VOICES OF THE GRENDLEROOT
  Whenever you take a long rest in Blackclaw Mountain, 
  roll a d20. On a 19 or 20, you receive a message from 
  the eldritch powers connected to the Grendleroot. 
  The message you receive might be vague or need to 
  be deciphered. It could take the form of a vision, alien 
  whispers, or any other medium the GM chooses. This 
  message contains a warning or piece of information 
  that pertains to an upcoming adventure.
   Additionally, when you enter a new location in 
  the mountain bearing signs of the Grendleroot, you 
  immediately know a single piece of lore about the 
  location, provided by the GM. The lore could be about 
  hazards or monsters rumored to be in the area, edible 
  or harmful fauna or flora, or a historical fact or legend.
  SUGGESTED CHARACTERISTICS
  Grendleroot scholars touch madness with their 
  minds, giving them strange idiosyncrasies. They are 
  often distracted and temperamental, as though their 
  thoughts were consumed with the mysteries of the 
  mountain. Even those scholars most in control are still 
  eccentric, and those with no control are downright 
  mad.
  
  149
  d8
  Personality Traits
  1
  I mutter to myself about mysteries I have yet to 
  solve.
  2
  I often get distra … what were we talking about?
  3
  I speak so quickly that no one can keep up with me.
  4
  Speaking of toast, you can always count on me for a 
  non sequitur.
  5
  I really don’t like being touched, okay?
  6
  I don’t care about my personal appearance.
  7
  I have a catchphrase that I yell whenever I discover 
  something or solve a puzzle.
  8
  I rarely provide context when I present my thoughts 
  and ideas.
  d6
  Ideal
  1
  Knowledge. If I can unravel the Grendleroot’s mys-
  teries, I can solve any puzzle. (Any)
  2
  Power. Once I harness the Grendleroot’s power, all 
  will bow before me. (Evil)
  3
  Greater Good. I am sacrificing my mind studying 
  the Grendleroot so that others can benefit without 
  harm. (Good)
  4
  Discovery. I want to uncover a secret that will 
  change the world for the better. (Good)
  5
  No Limits. People should be able to study any sub-
  ject they choose, regardless of taboos. (Chaotic)
  6
  Beauty. The turmoil of madness is the only true 
  beauty in this world. (Chaotic)
  d6
  Bond
  1
  I consider one of the Grendleroot’s voices a personal 
  friend.
  2
  I have a recurring dream about the Grendleroot.
  3
  A shard of the Grendleroot is embedded in my body.
  4
  I have a student who is learning the mysteries of the 
  Grendleroot from me.
  5
  My mentor has not been heard from since delving 
  into Blackclaw Mountain on an adventure.
  6
  I have a favorite cavern in the mountain where I can 
  most clearly hear the voices of the Grendleroot.
  d6
  Flaw
  1
  My mood changes for absolutely no reason.
  2
  My temper is shorter than a kobold.
  3
  I place no value on the opinions of others.
  4
  I don’t have time to bathe while there are mysteries 
  to be solved!
  5
  I talk around the problems I have with others rather 
  than speaking directly.
  6
  Personal space isn’t something I understand.
  
  150
  T
  his appendix explores a number of options that 
  can help you run encounters and adventures 
  in Blackclaw Mountain. Use these tools as a 
  way to shape and share stories that show off 
  the infinite depths of the mountain and the mysteries 
  contained within it. You can use these tools while 
  running any of the ten adventures in this book or 
  when building your own adventures in the mountain.
  Expanding the Journey
  The ten adventures in this book each include a journey 
  from Deepdelver’s Enclave to the primary location 
  of the adventure. You can expand or condense the 
  representation of this journey depending on the pace 
  of the adventure and the time you have to run it. 
  These journeys typically include navigating natural 
  passageways, traversing underground rivers, scaling 
  the walls of deep rifts, and exploring the ancient ruins 
  within the mountain.
   This chapter presents a number of interesting 
  locations, fantastic features, and potential encounters 
  the characters might stumble into during their 
  journeys. These encounters can open up interesting 
  opportunities for roleplaying, exploration, or combat. 
  Using such encounters randomly can help add a 
  unique edge to any adventure, creating situations and 
  scenarios that might surprise even you.
  BLACKCLAW MOUNTAIN 
  GAMEMASTER’S TOOLKIT
  Blackclaw Mountain holds mysteries as endless as the imaginations of those who dare to explore it.
  APPENDIX B
   The way in which you use the locations, features, 
  effects, and encounters in this chapter gives you a 
  way to increase or decrease the amount of time an 
  adventure takes, or to increase or decrease the pace 
  and challenge of the adventure. Use these options to 
  help you build the story you want to build.
  Short SeSSionS
  For sessions taking roughly two to three hours, you 
  can describe a location through which the characters 
  travel without having them run into any creatures. For 
  example, they might come upon an abandoned goblin 
  ruin surrounding a strange angelic statue. Though they 
  find no actual creatures there, the characters might 
  uncover a secret or clue while studying the statue. 
  Such a scene usually takes about ten minutes to run. 
  longer SeSSionS
  If you’re running a session of three to four hours or 
  longer, you might expand a location with one of the 
  encounters from the “Blackclaw Encounters” section 
  below. Each encounter can offer opportunities for 
  roleplaying, combat, or exploration. Such a scene 
  usually takes from thirty to sixty minutes to run, 
  depending on how hard the encounter is and how long 
  the players spend at the location.
  
  151
  locationS in blackclaW
  Limitless caverns, tunnels, and chambers fill 
  Blackclaw Mountain. You can roll on the Blackclaw 
  Locations table to quickly set up a new location for 
  the characters to pass through, or use the table for 
  inspiration to develop locations of your own. 
  blackclaW locationS
  d20
  Location
  Description
  1
  Waterfall
  A tall waterfall erupts from the rock wall to fall to a pool or river.
  2
  Large rift
  A large crack in the stone floor of this area leads down into darkness.
  3
  Ancient ruin
  The depths of the mountain hide an outpost of the Order of the White Sun, a temple to 
  the Grendleroot or the Black Star, a primitive settlement established in ancient caves, or an 
  abandoned kobold mining expedition.
  4
  Monstrous lair
  Natural caverns give way to the lair of an underground monster such as a bulette, chimera, 
  sphinx, or dragon.
  5
  Underground lake
  A large lake hides ancient mysteries in its black depths.
  6
  Large sinkhole
  A collapsed cavern floor opens up to a shaft leading down.
  7
  Charnel pit
  The bones of creatures both humanoid and monstrous fill a deep pit.
  8
  Uncovered burial cairn
  The cairn of a primeval hero has been revealed by recent explorers.
  9
  Dark druidic circle
  A circle of black metal trees channels dark nature magic.
  10
  Collapsed ceiling
  A large mound of shattered rock rises underneath an open shaft extending higher up into 
  the mountain.
  11
  Goblinoid lair
  Twisted caves and makeshift stone hovels mark the extents of a goblin warren.
  12
  Chasm-spanning bridge
  A narrow, cracked stone bridge crosses over a wide chasm.
  13
  Towering spiral stairs
  A set of spiraling stairs carved from rock are too large for a normal humanoid where they 
  rise up into darkness above.
  14
  Colossal rib cage
  A massive petrified rib cage forms supporting pillars in this arched chamber.
  15
  Dragon’s lair
  The cavern gives way to the clear signs of a dragon’s lair—freezing ice, poison gas, stalac-
  tites arcing lightning, pools of acid, or rivers of red-hot magma. 
  16
  Lava flow
  An open rift belches out a river of red-hot magma.
  17
  Crystalline cave
  Huge crystalline growths jut out of the rock walls of this cavern, all of them humming.
  18
  Floating earthmote
  A large piece of carved rock floats in the center of a vast cavern.
  19
  Fey rift
  A small tear in reality leads into a secret underground fey grove from which alluring music 
  can be heard.
  20
  Mushroom grotto
  Mushrooms of all different sizes and colors fill this multilevel grotto. The largest of them 
  have been hollowed out to serve as dwellings for gnomes, halflings, goblins, or other small 
  humanoids.
  
  152
  ruined StructureS oF ShadoWreach
  Deepdelver’s Enclave sits on a high plateau that marks 
  the edge of the ruined city of Shadowreach. Use the 
  Shadowreach Structures table when you need to 
  describe key structures for players whose characters 
  are exploring the ruins.
  ShadoWreach StructureS
  d20
  Structure
  Description
  1
  Slave cells
  A set of sunken cells once held some of the many slaves forced to serve the magocracy. 
  2
  Forge 
  Smiths crafted the weapons of the magocracy’s armies in these huge forges.
  3
  Armory 
  Soldiers, both living and undead, stored their weapons in a number of armories strategically 
  placed throughout the city.
  4
  Kitchens 
  Vast and efficient kitchens cooked the tasteless sustenance that fed most of the magocracy’s 
  living slaves and servants.
  5
  Apartments 
  Skilled laborers were permitted to stay in tiny, stark apartments stacked into tall towers across 
  the city.
  6
  Noble’s villa
  The few aristocrats of the magocracy were permitted to stay in small villas, where they could 
  escape into hedonistic pleasures.
  7
  Watchtower 
  The guardians of Shadowreach stood sentinel in the many watchtowers throughout the city, all 
  decorated with iconography of the magocracy.
  8
  Statue 
  The nine archmages of the Black Star created huge, grim statues in their own images, to re-
  mind the people of Shadowreach who they served.
  9
  Granary 
  Large silos stored the grain that provided minimal sustenance to the people of Shadowreach.
  10
  Mill 
  Vast mills ground grains for baking into flatbread or distillation into bread-beer, to sustain the 
  workers of Shadowreach.
  11
  Storage cellars
  A vast network of interconnected cellars stored food and supplies for the people of the city.
  12
  Citadel 
  Huge citadels were home to the half-dragon guardians who ruled over Shadowreach on behalf 
  of their archmage masters.
  13
  Courthouse 
  Cursory trials and quick executions served by corrupt aristocrats and bloodthirsty executioners 
  took place daily in Shadowreach, staining the stones in front of each of the city’s courthouses 
  with blood.
  14
  Temple 
  Temples to false gods kept the people of Shadowreach in a perpetual state of hope and de-
  spair.
  15
  Tomb 
  Guardians and generals who served the magocracy were sometimes given elaborate tombs 
  guarded by undead.
  16
  Market 
  Well-rotted wooden shacks and cracked stone stalls once served as bartering hubs where the 
  people of Shadowreach traded for scraps.
  17
  Crier’s theater
  Public criers shouted from the stages of these semicircular tiered theaters, speaking the lies of 
  the magocracy.
  18
  Crematorium 
  The smokestacks of these large, circular stone buildings continually billowed smoke into the 
  cavern around Shadowreach.
  19
  Prison 
  The blood of thousands of victims cakes the walls of the dark and horrifying prisons scattered 
  throughout the city.
  20
  Clock 
  These massive stone clocks once informed the people of Shadowreach of the start and end of 
  their long working days.
  
  153
  FantaStic FeatureS
  For any of the previous locations in Blackclaw 
  Mountain and Shadowreach (or any locations of your 
  own design), you can use the Blackclaw Features table 
  to add an interesting centerpiece feature. Such features 
  might reveal a secret or clue from your adventure, 
  might act as the source of a strange environmental 
  effect, or could show off the unusual discoveries to be 
  made within the mountain. 
  blackclaW FeatureS
  d20
  Feature 
  1
  Arcane circle on the floor
  2
  Monstrous altar
  3
  Dormant planar gateway
  4
  Desiccated remains of a large beast or monster
  5
  Glyph-marked obelisk
  6
  Carefully dissected corpse
  7
  Giant skull
  8
  Clockwork machine
  9
  Angelic statue
  10
  Demonic statue
  11
  Giant hand or claw
  12
  Sacrificial altar
  13
  Sarcophagus
  14
  Everburning brazier
  15
  Pillar marked with divine symbols
  16
  Statues of soldiers impaled on stakes by unknown 
  foes
  17
  Sparkling sacred pool
  18
  Ancient fountain
  19
  Black-iron tree
  20
  Unholy font filled with blood
  environMental eFFectS
  Many locations in Blackclaw Mountain contain 
  environmental effects, whether natural or unnatural. 
  Use the Blackclaw Environment table to add an effect 
  to any location as desired. 
   You choose how the effect manifests and what kind 
  of game effects it might have. Many effects can simply 
  provide flavor to exploration or combat, with no 
  mechanical benefit or detriment. Other effects might 
  provide advantage or impose disadvantage to certain 
  types of attacks or checks, or might mirror the effect 
  of a spell. Some effects might result in a particular 
  monster showing up, or could deal damage of their 
  own. 
  blackclaW environMent
  d20
  Effect
  1
  Unnatural darkness
  2
  Infestation of rodents, insects, or other vermin
  3
  Unstable rocks
  4
  Strange lights
  5
  Unnatural heat
  6
  Unnatural cold
  7
  Arcane instability
  8
  Strange whispers
  9
  Poisonous gas
  10
  Sharp stalagmites
  11
  Humming black spires of the Grendleroot
  12
  Fetid water
  13
  Acidic pools
  14
  Lightning discharges
  15
  Psychedelic mushrooms
  16
  Razor-sharp stones
  17
  Ancient illusions
  18
  Pools of blood
  19
  Glyphs left behind by the rune titans
  20
  Necrotic fog
  MonStrouS altar
  
  154
  Blackclaw Encounters
  To add a quick encounter to any location as the 
  characters travel through Blackclaw Mountain, roll 
  or select an option from the Blackclaw Encounters 
  table, then see the encounter descriptions that follow. 
  You can use the scenario described in the encounter 
  directly, build your own encounter based on the 
  creatures noted in the encounter description, or let 
  these encounters inspire your own ideas. Any details 
  not provided in the encounter description (including 
  the race of some NPCs and the alignment of NPCs 
  and intelligent monsters) is left to your determination.
   The difficulty of these encounters varies. All are built 
  to accommodate a group of four characters of 2nd 
  through 5th level. If the characters are at the low end 
  of that level range and you roll (or simply want to use) 
  the maximum number of monsters, give the characters 
  advance notice of the encounter and opportunities to 
  deal with the situation without automatically entering 
  combat.
  abySSal cult leader
  A cult fanatic is seen surrounded by humanoid 
  corpses. As the cultist completes a ritual, 1d4 + 3 of 
  the corpses explode and transform into dretches, then 
  attack.
  acolyte oF SpiderS
  A cultist prays at a web-covered idol of a spider 
  queen. If attacked or threatened, she yells out, “I am 
  delivered!” Then her body bursts and 1d2 + 1 swarm 
  of insects (spiders) pour out, joined by 1d4 + 1 giant 
  blackclaW encounterS
  d100
  Encounter
  1–2
  Abyssal cult leader
  3–4
  Acolyte of spiders
  5–6
  Ankheg tunnels
  7–8
  Basilisk
  9–10
  Black pudding
  11–12
  Bugbear ambush
  13–14
  Cursed lizardfolk
  15–16
  Darkmantles’ temptation
  17–18
  Defending owlbear
  19–20
  Drow spies
  21–22
  Duergar shrine
  23–24
  Echoing minstrels
  25–26
  From iron to rust
  27–28
  Gargoyles
  29–30
  Ghast’s lure
  31–32
  Gibbering mouther
  33–34
  Gnome wall breakers
  35–36
  Grick ambush
  37–38
  Guardians of memory
  39–40
  Hag’s child
  41–42
  Hell knight
  43–44
  Hobgoblins preparing for war
  45–46
  Hungry like a wolf
  47–48
  Hunters
  d100
  Encounter
  49–50
  Incubus fight
  51–52
  Kobold traps
  53–54
  Lives of the dead
  55–56
  Lost actor 
  57–58
  Mad mage
  59–60
  Mimic statues
  61–62
  Ogre metaphysics
  63–64
  Ooze lure
  65–66
  Orc raiders
  67–68
  Phase spiders
  69–70
  Pilgrims of the dark relic
  71–72
  Priest and knight
  73–74
  Regarding doppelgangers
  75–76
  Shady vendor
  77–78
  Skeletal watch
  79–80
  Spy and ettercap
  81–82
  Squirming pillar
  83–84
  Statue makers
  85–86
  There-rats
  87–88
  Thieves of the ages
  89–90
  Vampire thralls
  91–92
  Voice of the dead
  93–94
  Webbed hobgoblins
  95–96
  Wet rats
  97–98
  Worm riders
  99–00
  Worshipful rats
  
  155
  spiders that drop down from the ceiling to attack the 
  characters.
  ankheg tunnelS
  Numerous tunnels break through the walls, ceiling, 
  and floor of this area. As the characters explore, the 
  ground bursts upward and 1d2 + 1 ankhegs attack.
  baSiliSk
  A cavern or chamber is filled with half-destroyed 
  statues, all of which depict humanoids in combat. One 
  of the statues is known to the characters as an explorer 
  missing from Deepdelver’s Enclave. A basilisk lurks 
  among the statues, hoping to make a new meal out of 
  the characters. One of the statues holds an unpetrified 
  relic in its petrified hand.
  black pudding
  A black pudding lurks in this cavern or chamber. Roll 
  a d4 or choose one of the following setups:
  1: The ooze surrounds a cracked statue of a draconic 
  wizard, like a moat of black water.
  2: The pudding hides on the ceiling among stalactites 
  and drops down on its victims.
  3: The black pudding covers a small Grendleroot spire, 
  giving the spire an oily sheen.
  4: The black pudding has been split into a number 
  of smaller puddings, which are in the process of 
  devouring 1d4 kobolds.
  bugbear aMbuSh
  A pack of 1d6 + 3 goblins appear to be surprised when 
  the characters meet them. However, the goblins are 
  bait, and allied with 1d4 + 1 bugbears that attack from 
  the shadows.
  curSed lizardFolk
  The sound of combat is revealed to be 2d6 lizardfolk 
  merchants battling 1d4 + 1 minotaur skeletons. The 
  disembodied voice of Yolon of the Void (see chapter 
  2) whispers that the lizardfolk must return a relic 
  they possess to the lich’s vault or suffer a curse of a 
  thousand years.
  darkMantleS’ teMptation
  A relic lying at the center of a cluster of Grendleroot 
  spires is surrounded by a pile of bones—including 
  a hand that reaches for the relic. This site is a 
  hunting ground for 1d4 + 1 darkmantles that use 
  the relic as bait. Some of the creatures hang among 
  stalactites above, while others stand hidden within the 
  Grendleroot spires. When any creature comes close, 
  they use their Darkness Aura and attack.
  deFending oWlbear
  An owlbear viciously defends an archway depicting 
  elven royalty from any creatures that approach it. The 
  archway was once a gate to the realms of the fey.
  droW SpieS
  A scout party of 2d4 drow is en route to Deepdelver’s 
  Enclave. They pretend to be merchants hoping to sell 
  a relic in the enclave, but that relic is secretly the focus 
  for a scrying ritual.
  duergar Shrine
  A work party of 1d4 + 1 duergar are forging a new 
  shrine to an archdevil with four heads and a draconic 
  body. They do not take kindly to interruptions or 
  criticism of their work, and are happy to make the 
  characters their first sacrifices.
  echoing MinStrelS
  A band of 1d3 + 2 minstrels play beautiful music 
  in a chamber or cavern with perfect acoustics. The 
  minstrels might be commoners who became lost 
  while seeking out this perfect performance place, or 
  they might be specters spawned by explorers who 
  were lost and died centuries earlier.
  FroM iron to ruSt
  Some kind of iron construct is covered with corrosive 
  rust and posed as if cowering from something. If 
  examined, the construct bursts apart to reveal 1d2 + 1 
  rust monsters.
  gargoyleS
  A pair of gargoyles follow and torment a known spy 
  kicked out of Deepdelver’s Enclave. The spy begs the 
  characters for help.
  ghaSt’S lure
  The screams of three explorers (all commoners) echo 
  from the shadows ahead. The explorers have been 
  ambushed by 1d4 + 2 ghouls and a ghast, which will 
  consume them unless the characters intervene.
  gibbering Mouther
  A statue of a wizard stands in a pool of red-black 
  liquid. As the characters approach, eyes and mouths 
  appear in the pool, revealing it to be a gibbering 
  mouther.
  
  156
  gnoMe Wall breakerS
  The characters spot 1d4 + 2 rock gnome bandits 
  attempting to use a clockwork machine to break 
  through a worked wall of iron. As they break through 
  the wall, roll a d4 or choose a result:
  1: The rotted hand of an ogre zombie reaches out.
  2: A specter flows out.
  3: A vampire spawn posing as a commoner calls 
  out from behind the wall, claiming to have been 
  magically trapped there for centuries. 
  4: The clawed hand of a bearded devil lashes out.
  grick aMbuSh
  The decayed bodies of four armored knights have been 
  piled into the center of this area. On the ceiling above 
  the bodies, 1d4 + 2 gricks wait to ambush anyone who 
  draws close to investigate.
  guardianS oF MeMory
  A band of 1d6 + 4 tribal warriors protects a stone 
  giant embedded into the wall of this area in a state of 
  magical slumber, leaving only the giant’s occasionally 
  moving legs exposed. The warriors demand that 
  each character touch a magic stone they carry, which 
  bestows the effect of a modify memory spell to erase 
  the characters’ knowledge of what they’ve seen—if 
  they wish to leave the area alive.
  hag’S child
  The characters come across Bibi Redorchard, a child 
  who has escaped from the lair of a green hag named 
  Auntie Blacktongue. Bibi is cursed by the hag, which 
  must be slain to undo the curse. But at the hag’s lair, 
  the child reveals itself to be a younger rival green hag 
  who wanted to get rid of its vexing foe.
  hell knight
  A knight prays to her archdevil patron at a gore-
  covered altar while her pet hell hound lurks nearby. 
  She is not immediately hostile, but does not hide her 
  worship of the devil. The power of the altar grants 
  the knight an extra 3 (1d6) fire damage on successful 
  attacks, and grants her the ability to cast the fire shield 
  spell once per day as a bonus action. The altar has AC 
  15 and 25 hit points, and it can be destroyed with a 
  successful DC 13 Strength (Athletics) or Intelligence 
  (Arcana or Religion) check. If the knight is defeated, 
  she is revealed to possess an evil relic.
  hobgoblinS preparing For War
  A band of 1d6 + 3 hobgoblins prepares for battle, 
  practicing formations and sharpening weapons. 
  They plan to attack a nearby chimera that guards a 
  relic they desire. The hobgoblins might attack the 
  characters, or they might attempt to recruit them for 
  the coming battle.
  hungry like a WolF
  An explorer named Rogan Rockstomper (a hill dwarf 
  veteran with 10 hit points remaining) cowers in the 
  shadows. He claims that a dire wolf named Blacktooth 
  leads a pack of 1d6 + 3 wolves in the tunnels, and is 
  hunting him and the characters alike. Roll a d6. On a 
  1–3, Rogan is telling the truth. On a 4–6, he is actually 
  a werewolf who leads the described pack, and who 
  attacks the characters in hybrid form once the pack 
  arrives.
  hunterS
  The characters stumble across 1d6 cultists willingly 
  letting themselves be devoured by 2d4 hyenas, under 
  the command of 1d6 + 3 gnolls. The cultists and 
  gnolls are conducting this dark ritual in the service of 
  their demonic lord, who they believe walks the tunnels 
  of Blackclaw Mountain.
  incubuS Fight
  Two thugs fight over an incubus who loves the 
  attention it’s getting. The incubus turns its attention 
  randomly to one of the characters, and the thugs do 
  not take kindly to being upstaged.
  kobold trapS
  A scout party of 3d6 kobolds work to set up a 
  complicated series of traps. To determine the types of 
  traps, roll a d8 twice, rerolling duplicates, or choose 
  from the following options: 
  1: Moldy crossbows
  2: Firepots
  3: Sharp rocks
  4: Bags of snakes
  5: Fungus-encrusted caltrops
  6: Acidic snares
  7: Barbed nets
  8: Diseased spears
   Then roll a d4 or choose from the following options 
  to set the scene:
  
  157
  1: The characters arrive while the kobolds are still 
  setting up their traps. 
  2: The characters arrive with the kobolds ready and 
  waiting to spring the traps on them. 
  3: The kobolds are busy springing the traps on 1d6 
  orcs. 
  4: The kobolds have all been killed by their own traps.
  liveS oF the dead
  This cavern or chamber is occupied by 1d4 specters, 
  which move around conducting what appear to be 
  daily activities—eating, bathing, sleeping, and the like. 
  These restless spirits do not realize they are undead, 
  and do not react well to finding out the truth.
  loSt actor
  A famous actor named Antovio Delemonte (a 
  commoner) has gotten lost while exploring the 
  mountain in search of inspiration. He begs the 
  characters to help him find his missing boots of striding 
  and springing. Roll a d4 or choose who stole the boots:
  1: Boot-worshiping kobolds
  2: A stylish wererat
  3: A gray ooze
  4: His biggest fan, the scarred gladiator Marsha 
  Crowdstomper 
   If Antovio’s boots are recovered and the characters 
  lead him to safety, he gifts the boots to the party in 
  thanks.
  Mad Mage
  A wandering mage who has burned out her own 
  eyes wants to share the secrets she’s uncovered. She 
  whispers into the ear of any character who allows 
  it, with that character forced to succeed on a DC 16 
  Charisma saving throw or suffer a random form of 
  both short-term and long-term madness. “Now you 
  know the truth,” the mage says as she wanders off.
  MiMic StatueS
  A lone treasure chest sits in the middle of a cavern or 
  chamber, flanked by two statues. The chest is real but 
  the statues are a pair of mimics. 
  ogre MetaphySicS
  Three ogres argue about the nature of reality, and 
  whether they truly exist or are simply figures in a 
  grand illusion created by Ulon the Mind Dancer (see 
  chapter 2). They demand that the characters prove 
  whether or not they dwell in an illusory world.
  ooze lure
  A gelatinous cube sits in the middle of this chamber 
  or cavern, with a relic suspended within it.
  orc raiderS
  A group of 2d4 orcs prowls the tunnels of Blackclaw, 
  hoping to jump unwary explorers and take any loot 
  they might have.
  phaSe SpiderS
  The area around the characters appears to shift in and 
  out of reality, as a result of phase spiders lurking in the 
  ethereal darkness. Roll a d4 or choose the nature of the 
  encounter:
  1: 1d2 phase spiders are busy wrapping up a human 
  scout from Deepdelver’s Enclave.
  2: 1d2 + 1 phase spiders are hidden and waiting to 
  ambush the characters.
  3: 1d2 + 1 phase spiders are making handy work of a 
  band of 2d4 orcs.
  4: 1d2 phase spiders guard 1d4 drow hunting for a 
  powerful relic.
  pilgriMS oF the dark relic
  A group of 1d6 + 3 cultists is led by a cult fanatic 
  leader, and protecting a relic they hope to use to 
  conduct a dark ritual. The relic is difficult to destroy, 
  and members of the cult constantly seek it if it is taken. 
  No one in Deepdelver’s Enclave will purchase the relic.
  prieSt and knight
  A priest and a knight are traveling through the 
  mountain on a pilgrimage. Roll a d4 or choose one of 
  the following options:
  1: The pair are benevolent, and aid the characters with 
  blessings and healing.
  2: They are suspicious of the characters, and are 
  secretly transporting an evil relic.
  3: The two are followers of a fiendish god, and seek to 
  capture the power of the Grendleroot.
  4: The priest and the knight are both found slain. 
  Roll again on the Blackclaw Encounters table to 
  determine who was responsible.
  regarding doppelgangerS
  An NPC the characters recently met in Deepdelver’s 
  Enclave is found wandering, looking bedraggled 
  and much older. Roll a d6. On a 1–2, the NPC is a 
  doppelganger. On a 3–4, this is the real NPC and the 
  characters previously met the doppelganger. On a 5–6, 
  
  158
  this is the doppelganger, but the actual NPC is secretly 
  evil and the doppelganger is good.
  Shady vendor
  A wraith cloaked and hooded in black offers to sell the 
  location of a powerful relic for 10 gp—and a drop of 
  each character’s blood.
  Skeletal Watch
  A group of 4d6 skeletons stands in tight, unmoving 
  formation. Their rotting armor and rusted weapons 
  are from the age of the Magocracy of the Black Star 
  (see chapter 2). If any skeleton is attacked, all of them 
  shift into fighting stance and enter the fray. They 
  otherwise ignore intruders.
  Spy and ettercap
  A spy is enjoying a sumptuous picnic lunch as the 
  characters arrive, while his ettercap partner lurks 
  in the shadows. The two hate all fey and fey-related 
  creatures, and have been sent to kill a prominent elf in 
  Deepdelver’s Enclave.
  SQuirMing pillar
  A twisted pillar of the Grendleroot appears to be 
  squirming in the distant shadows. The pillar is actually 
  surrounded by 3d6 stirges that swarm into violence if 
  disturbed. Once the Grendleroot pillar is exposed, the 
  characters can see a humanoid form half encased in its 
  black metal.
  Statue MakerS
  Statues visible ahead turn out to be 2d4 petrified 
  orcs standing as if in the middle of combat. As the 
  characters approach or retreat, they are attacked by 
  1d2 + 1 cockatrices.
  there-ratS
  The party encounters a band of 1d2 + 1 wererats. Roll 
  a d4 or choose one of the following options to set the 
  scene:
  1: The wererats are in humanoid form and want to sell 
  a relic to the characters.
  2: The wererats are in hybrid form and attempt to 
  ambush the characters.
  3: The wererats spy on the characters in rat form, 
  waiting to steal from them when the characters rest.
  4: The wererats are in battle with another foe. Roll 
  again on the Blackclaw Encounters table or choose 
  their adversary.
  thieveS oF the ageS
  A group of 2d6 bandits work at the behest of a 
  bandit captain, trying to put jeweled eyes back into 
  a draconic statue. When asked why, they reply, “The 
  curse, of course!”
  vaMpire thrallS
  A party of 2d6 bandits searches for a specific child 
  to bring to Redstone, a settlement in Blackclaw that 
  worships the White Queen (see the “Vault of the 
  White Queen” adventure). The bandits have been 
  charmed and sent by Threx, the queen’s vampire 
  spawn guard. The White Queen’s reasons for wanting 
  the child are left to your determination.
  voice oF the dead
  The ancient corpse of a stone giant is half buried in 
  rock and surrounded by 2d4 will-o’-wisps. As the 
  wisps flutter about, the characters hear the voice of the 
  giant calling out to them for help. This might be a trick 
  the will-o’-wisps use to move closer to their victims. 
  Or perhaps the giant wants to pass along ancient 
  lore—or doesn’t realize it’s dead.
  Webbed hobgoblinS
  Tight webbing holds 1d4 hobgoblins plastered to a 
  cavern wall. The two ettercaps and 1d4 swarms of 
  insects (spiders) that overwhelmed and placed the 
  hobgoblins there attack anyone else who comes close.
  Wet ratS
  A mob of 1d4 swarms of rats flee from a water 
  elemental that threatens to drown them.
  WorM riderS
  The wall of the cavern ahead explodes outward as a 
  purple worm emerges and roars past. The worm is 
  followed by 3d6 goblin worm riders, who carry hooks, 
  ropes, skis, and sleds that let them ride behind the 
  great monstrosity.
  WorShipFul ratS
  A podium holding a relic is surrounded by 2d6 giant 
  rats, all standing motionless and twitching. The relic 
  sends strange vibrations through the minds of those 
  near it.
  
  159
  d20
  Mutation
  Effect
  7
  Arcane 
  shield
  This creature’s bond to the energy of 
  the mountain lets it cast the shield 
  spell. This feature recharges when the 
  mutated creature finishes a short rest.
  8
  Spire 
  claws
  This creature’s claws have taken on the 
  unnatural strength of the spires of the 
  Grendleroot. When the creature hits 
  with its claws or an unarmed strike, the 
  attack deals an extra 3 (1d6) slashing 
  damage.
  9
  Sticky 
  paws
  This creature’s limbs are coated in a 
  strange, tacky slime that lets it move 
  as though it were under the effect of a 
  spider climb spell.
  10
  Twist time
  By tapping into the power of the moun-
  tain, this creature can alter the flow of 
  time around itself. As a bonus action, 
  the creature can cast the haste spell 
  on itself, requiring no material compo-
  nents. This feature recharges when the 
  mutated creature finishes a long rest.
  11
  Open 
  mind
  This creature’s long exposure to the call 
  of the Grendleroot has given it telepa-
  thy out to a range of 60 feet.
  12
  Shooting 
  spines
  As an action, this creature can fire a 
  volley of Grendleroot shards in a 15-
  foot cone. Each creature in the area 
  must make a Dexterity saving throw 
  (DC 10 + half the challenge rating of 
  the mutated creature). A target crea-
  ture takes 10 (3d6) piercing damage on 
  a failed save, or half as much dam-
  age on a successful one. This feature 
  recharges when the mutated creature 
  finishes a long rest.
  13
  Poisoned 
  weapons
  The natural weapons of this creature 
  are coated in a sticky black poison. 
  Once per turn, when this creature hits 
  a target with a natural weapon attack 
  or an unarmed strike, the target must 
  succeed on a Constitution saving throw 
  (DC 10 + half the challenge rating of 
  the mutated creature) or be poisoned. 
  An affected target can repeat this 
  saving throw at the end of each of its 
  turns, ending the poisoned condition 
  on a success.
  14
  Scream of 
  the void
  As an action, this creature can 
  telepathically scream out the dark 
  thoughts of the Grendleroot to nearby 
  creatures. Each creature within 15 feet 
  of it must make a Wisdom saving throw 
  (DC 10 + half the challenge rating of 
  the mutated creature), taking 10 (3d6) 
  psychic damage on a failed save, or 
  half as much damage on a successful 
  one. This feature recharges when the 
  mutated creature finishes a long rest.
  Twenty Grendleroot 
  Mutations
  Creatures that dwell in Blackclaw Mountain for 
  generations sometimes begin to mutate due to their 
  longtime proximity to the power of the Grendleroot. If 
  you want to add new features to the monsters within 
  the mountain, roll on or choose from the Grendleroot 
  Mutations table. These traits might increase the 
  challenge rating of the monster to which they are 
  applied, so use them carefully in large numbers or 
  against low-level characters.
  grendleroot MutationS 
  d20
  Mutation
  Effect
  1
  Black 
  plates
  Strange plates of black stone or metal 
  cover parts of this creature’s body, 
  granting a +2 bonus to its Armor Class.
  2
  Darkfire 
  This creature is wreathed in unnatural 
  violet flames. When another creature 
  strikes this creature with a melee 
  attack, the attacker takes 3 (1d6) fire 
  damage. This damage increases to 7 
  (2d6) if the creature is challenge rating 
  3 to 5, or 14 (4d6) if the creature is 
  challenge rating 6 or higher.
  3
  Savage 
  scream
  When this creature feels pain, its 
  broken mind screams out toward the 
  source of that pain. As a reaction when 
  it takes damage from a creature within 
  60 feet of it, the mutated creature 
  deals 7 (2d6) psychic damage to the 
  creature that damaged it.
  4
  Psychic 
  illusions
  The abnormal energy of the mountain 
  allows this creature to create duplicate 
  images of itself. The creature can cast 
  the mirror image spell as a bonus ac-
  tion. This feature recharges when the 
  mutated creature finishes a long rest.
  5
  Mental 
  tremor
  This creature’s broken mind can infect 
  those around it, obscuring it from their 
  vision. The creature can cast the blur 
  spell as a bonus action. This feature 
  recharges when the mutated creature 
  finishes a long rest.
  6
  Arcane 
  splinters
  This creature’s bond with the strange 
  energy in the mountain lets it cast the 
  magic missile spell, at a level equal to 
  half the challenge rating of the crea-
  ture (minimum 1st level). This feature 
  recharges when the mutated creature 
  finishes a short rest.
  
  160
  d20
  Mutation
  Effect
  15
  Call to the 
  Grendle-
  root
  As an action, this creature can sum-
  mon a Grendleroot spire from the rock 
  beneath an enemy within 50 feet of it. 
  The target must make a Dexterity sav-
  ing throw (DC 10 + half the challenge 
  rating of the creature). On a failed save, 
  the target takes piercing damage equal 
  to 7 (2d6) times the challenge rating 
  of the mutated creature, and its speed 
  is halved until it regains at least 1 hit 
  point or finishes a short rest. Where 
  the Grendleroot spire thrusts up out of 
  the ground, it is a permanent and un-
  breakable Medium object. This feature 
  recharges when the mutated creature 
  finishes a long rest.
  16
  Breath of 
  the void
  As an action, this creature breathes a 
  blast of necrotic energy in a 15-foot 
  cone. Each creature in the area must 
  make a Constitution saving throw (DC 
  10 + half the challenge rating of the 
  mutated creature), taking 10 (3d6) ne-
  crotic damage on a failed save, or half 
  as much damage on a successful one. A 
  creature that fails the saving throw has 
  the veins in its exposed skin turn black 
  until it has finished a long rest. This 
  feature recharges when the mutated 
  creature finishes a long rest.
  17
  Vision 
  of the 
  beyond
  As a bonus action, this creature can 
  impart a vision beyond mortal compre-
  hension to a target it can see within 60 
  feet of it. The target must succeed on a 
  Wisdom saving throw (DC 10 + half the 
  challenge rating of the mutated crea-
  ture) or suffer a random form of short-
  term madness. An affected creature 
  can repeat the saving throw at the end 
  of each of its turns, ending the effect 
  on itself on a success. The creature can 
  automatically succeed on any saving 
  throw against this effect if it willingly 
  takes 10 (3d6) psychic damage. This 
  feature recharges when the mutated 
  creature finishes a long rest.
  18
  Impart the 
  maker’s 
  curse
  As an action, this creature can cause 
  small pieces of Grendleroot material to 
  tear out through the skin of a creature 
  within 30 feet of it. The target must 
  succeed on a Constitution saving throw 
  (DC 10 + half the challenge rating of 
  the mutated creature) or take 10 (3d6) 
  piercing damage. The Grendleroot 
  pieces then crumble to dust. This 
  feature recharges when the mutated 
  creature finishes a long rest.
  d20
  Mutation
  Effect
  19
  Burst of 
  the one 
  below
  This creature can call upon the 
  Grendleroot’s thoughts of destruction. 
  As an action, the creature can cast the 
  shatter spell, requiring no material 
  components. This feature recharges 
  when the mutated creature finishes a 
  long rest.
  20
  Call to the 
  one above
  This creature has a connection to a 
  being beyond mortality known as the 
  Black Star. As an action, the creature 
  can cast the sacred flame cantrip, 
  which deals necrotic damage instead of 
  radiant damage.
  Grendleroot Weapons
  Though the spires of the Grendleroot are 
  indestructible, explorers sometimes find lesser shards 
  of those spires that can be converted to use as tools, 
  weapons, and armor. Such items are extremely rare 
  and seldom offered for sale. Adventurers who wield 
  Grendleroot items garner great respect from all those 
  who explore Blackclaw Mountain, as the possession 
  of such an item speaks to an adventurer’s bravery and 
  resourcefulness. 
   Items crafted from shards of the Grendleroot are 
  treated as magical and adamantine. Grendleroot 
  shard weapons overcome the same damage resistances 
  overcome by adamantine, and Grendleroot shard 
  armor has the same properties as adamantine armor. 
  Melee weapons and ammunition made of Grendleroot 
  shards are especially effective when used to break 
  objects, and whenever such a weapon or piece of 
  ammunition hits an object, it is treated as a critical 
  hit. A suit of armor, a melee weapon, or ten pieces of 
  ammunition crafted using Grendleroot shards costs 
  500 gp more than the normal version. 
   The shard portion of a Grendleroot item is 
  indestructible, though the item as a whole can still be 
  damaged. For example, the blade of a Grendleroot-
  shard dagger cannot break, nor can the head of an 
  axe built around a wedge-shaped Grendleroot shard. 
  The handle and bindings of such weapons might still 
  break, but the shard will not. Likewise, a suit of scale 
  mail crafted with thin flakes of Grendleroot shards is 
  still vulnerable to damage at its seams.
  
  161
  Relics
  Thousands of relics of the past lie hidden in the 
  caverns and chambers of Blackclaw Mountain. As the 
  characters explore the mountain, they might uncover 
  many such relics, some of which are mere curiosities—
  and others of which hold mysterious power.
   You can use the following tables to generate unique 
  relics that the characters might discover as they 
  adventure in the mountain. Some relics might be 
  found as treasure to reward the characters for their 
  adventures. Others might channel useful magic. These 
  tables can also be used to generate unique traits for 
  permanent weapons and armor.
   You can roll on one or more of the tables to generate 
  relics of different types, from minor curiosities to 
  powerful and fantastic objects. Curiosities usually 
  have no useful power, but might show signs of magical 
  effects or be valuable simply as treasure. Other more 
  powerful relics can have an associated spell effect, 
  allowing them to be treated as magic items of a 
  rarity determined by the spell’s level. The character 
  who possesses the relic can normally cast the spell 
  contained within it once, after which the relic loses 
  this power. For especially powerful relics, you might 
  decide that the object regains the ability to cast its 
  spell each dawn. Such relics are extremely powerful, so 
  include them in your games with care.
  relic State
  d20
  State
  1
  Smoking
  2
  Hot
  3
  Cool
  4
  Radiant
  5
  Bloody
  6
  Jeweled
  7
  Carved
  8
  Rough
  9
  Humming
  10
  Shrouded
  11
  Chipped
  12
  Ornate
  13
  Rune-scribed
  14
  Decorated
  15
  Rough
  16
  Smooth
  17
  Plain
  18
  Glyph-marked
  19
  Cracked
  20
  Shifting
  relic origin
  d20
  Origin
  1
  Draconic
  2
  Dwarven
  3
  Elven
  4
  Primeval
  5
  Divine
  6
  Arcane
  7
  Abyssal
  8
  Cyclopean
  9
  Orcish
  10
  Undead
  11
  Goblinoid
  12
  Ghoulish
  13
  Vampiric
  14
  Dark elven
  15
  Astral
  16
  Ethereal
  17
  Infernal
  18
  Celestial
  19
  Elemental
  20
  Gnomish
  OptiOnal Rule: Relic instability
  Carrying a number of relics close to one another can 
  be dangerous. At your determination, relics in prox-
  imity to each other might potentially erupt in a surge 
  of wild magic, drive their possessors mad, or simply 
  be drained of their magical power. This optional rule 
  helps ensure that the characters do not hoard large 
  numbers of relics, forcing them to either sell or use 
  them.
   If you use this optional rule, when any party col-
  lectively carries more than four relics, each character 
  possessing a relic must make a DC 13 Charisma sav-
  ing throw at the end of each long rest. On a failure, 
  the character suffers a random form of short-term 
  madness and a random form of long-term madness 
  as entities from outside the bounds of reality whis-
  per into their mind. 
  
  162
  relic trait
  d20
  Trait
  1
  Made of Grendleroot material
  2
  Etched with the writings of the rune titans
  3
  Hums when it gets close to a Grendleroot spire
  4
  Marked with the alien sigils of the Caretakers
  5
  Made of old gnomish clockwork
  6
  Scrawled with the sigil of the Magocracy of the 
  Black Star (an eclipsed black star with nine points 
  around the corona)
  7
  Carved with swirling abolethic geometry
  8
  Carved with the symbol of the Order of the White 
  Sun (a sword on a blazing sun)
  9
  Causes nightmares of cyclopean worlds
  10
  Inspires otherworldly dreams in the mind of its 
  possessor
  relic type
  d100
  Type
  1–2
  Amulet
  3–4
  Bell
  5–6
  Bone
  7–8
  Bowl
  9–10
  Box
  11–12
  Bracelet
  13–14
  Brooch
  15–16
  Buckle
  17–18
  Candle
  19–20
  Coin
  21–22
  Crown
  23–24
  Cup
  25–26
  Dagger
  27–28
  Disk
  29–30
  Earring
  31–32
  Eyepatch
  33–34
  Figurine
  35–36
  Finger bone
  37–38
  Flute
  39–40
  Gemstone
  41–42
  Glove
  43–44
  Goblet
  45–46
  Holy symbol
  47–48
  Idol
  d20
  Trait
  11
  Decorated with an eyeless humanoid face
  12
  Marked with a fiendish rune
  13
  Marked with a divine rune
  14
  Inspires its possessor to travel in a particular direc-
  tion within the mountain
  15
  Holds the soul of an adventurer who doesn’t be-
  lieve she is dead
  16
  Etched with a map to an undiscovered area of the 
  mountain
  17
  Changes color with the rise and fall of the sun 
  outside the mountain
  18
  Marked with the symbol of the Keepers (a key on 
  a shield)
  19
  Inscribed with beautiful poetry in ancient Elvish
  20
  Shifts with moving pictograms showing scenes of 
  tribal warfare
  d100
  Type
  49–50
  Jewelry box
  51–52
  Key
  53–54
  Lamp
  55–56
  Mask
  57–58
  Medallion
  59–60
  Mirror
  61–62
  Necklace
  63–64
  Opal
  65–66
  Orb
  67–68
  Pick
  69–70
  Pipe
  71–72
  Quill
  73–74
  Rat skull
  75–76
  Ring
  77–78
  Rod
  79–80
  Satchel
  81–82
  Skull
  83–84
  Spear tip
  85–86
  Sphere
  87–88
  Spike
  89–90
  Stone
  91–92
  String of beads
  93–94
  Tiara
  95–96
  Tooth
  97–98
  Vial
  99–00
  Wand
  
  163
  Spell ability
  d100
  Spell
  Relic Rarity
  1–2
  Acid splash
  Common
  3–4
  Light 
  Common
  5–6
  Shocking grasp
  Common
  7–8
  True strike 
  Common
  9–10
  Bane 
  Common
  11–12
  Bless 
  Common
  13–14
  Burning hands
  Common
  15–16
  Charm person
  Common
  17–18
  Color spray
  Common
  19–20
  Comprehend languages
  Common
  21–22
  Cure wounds
  Common
  23–24
  Detect evil and good
  Common
  25–26
  Detect magic
  Common
  27–28
  Fog cloud 
  Common
  29–30
  Guiding bolt
  Common
  31–32
  Inflict wounds
  Common
  33–34
  Jump 
  Common
  35–36
  Shield of faith 
  Common
  37–38
  Sleep
  Common
  39–40
  Thunderwave
  Common
  41–42
  Acid arrow 
  Uncommon
  43–44
  Blindness/deafness
  Uncommon
  45–46
  Detect thoughts
  Uncommon
  47–48
  Invisibility
  Uncommon
  49–50
  Misty step
  Uncommon
  51–52
  Ray of enfeeblement
  Uncommon
  buying and Selling relicS
  Relics are highly valued as treasure in Deepdelver’s 
  Enclave. Both Jayce Goldsmile and Ayaan of Veyr deal 
  in relics, and might have as many as three random 
  relics for sale or trade at any given time. 
   Curiosities (relics that do not hold a spell) are 
  typically worth 3d6 × 10 gp. Magic-infused relics able 
  to cast a single spell increase the relic’s cost as follows:
  Spell Level
  Cost
  Cantrip
  + 50 gp
  1st level
  + 100 gp
  2nd level
  + 200 gp
  3rd level
  + 500 gp
  4th level
  + 1,000 gp
  5th level
  + 2,000 gp
  6th level
  + 5,000 gp
  d100
  Spell
  Relic Rarity
  53–54
  Scorching ray
  Uncommon
  55–56
  Shatter
  Uncommon
  57–58
  Silence
  Uncommon
  59–60
  Web 
  Uncommon
  61–62
  Bestow curse
  Uncommon
  63–64
  Dispel magic
  Uncommon
  65–66
  Fear
  Uncommon
  67–68
  Fly 
  Uncommon
  69–70
  Gaseous form
  Uncommon
  71–72
  Haste
  Uncommon
  73–74
  Lightning bolt
  Uncommon
  75–76
  Slow 
  Uncommon
  77–78
  Stinking cloud
  Uncommon
  79–80
  Banishment
  Rare
  81–82
  Black tentacles 
  Rare
  83–84
  Blight 
  Rare
  85–86
  Fire shield
  Rare
  87–88
  Ice storm
  Rare
  89–90
  Stoneskin
  Rare
  91–92
  Cloudkill
  Rare
  93–94
  Cone of cold
  Rare
  95–96
  Flame strike 
  Rare
  97–98
  Insect plague
  Rare
  99–00
  Disintegrate
  Very rare
  Relics able to cast a spell each day are worth five times 
  as much as those whose spells are cast only once. It’s 
  rare to find anyone who has the means to buy such an 
  item, however.
  Improvised Ability Checks, 
  Damage, and Effects
  While running adventures in Blackclaw Mountain, 
  you might want to add your own traps, hazards, or 
  environmental effects. When you do, make use of the 
  following guidelines for determining the Difficulty 
  Class for ability checks, statistics for improvised 
  attacks and damage, hit points for inanimate objects, 
  ad hoc saving throw DCs, and thresholds for damage. 
  
  164
  These numbers typically work well for characters of 1st 
  through 5th level:
  • Skill DCs: 10 (easy) to 20 (hard)
  • AC: 10 (rotted wood) to 20 (hard stone or iron)
  • Attack Bonus: +3 (weak) to +7 (strong)
  • Hit Points: 5 to 30
  • Saving Throws: DC 12 (weak) to DC 17 (strong)
  • Low Damage: 3 (1d6)
  • Medium Damage: 7 (2d6)
  • High Damage: 14 (4d6)
   For certain traps or hazards, you might have 
  failed saving throws impose conditions such as 
  blinded, charmed, deafened, frightened, grappled, 
  incapacitated, paralyzed, petrified, poisoned, prone, 
  restrained, stunned, or unconscious. Use these 
  conditions sparingly.
  Mountain of Madness
  Many locations and relics found in Blackclaw 
  Mountain impose the effects of short-term or long-
  term madness, as detailed in the accompanying tables. 
  Some forms of madness that appear in the mountain, 
  particularly those imposed during combat, allow the 
  afflicted creature to make saving throws at the end of 
  each of its turns to end the madness, as noted in the 
  applicable area or encounter. Other forms of madness 
  last the full duration noted on the table.
  Short-terM MadneSS
  d100
  Effect (lasts 1d10 minutes)
  01–20
  The character retreats into their mind and be-
  comes paralyzed. The effect ends if the character 
  takes any damage.
  21–30
  The character becomes incapacitated and spends 
  the duration screaming, laughing, or weeping.
  31–40
  The character becomes frightened and must use 
  their action and movement each round to flee 
  from the source of the fear.
  41–50
  The character begins babbling and is incapable of 
  normal speech or spellcasting.
  51–60
  The character must use their action each round 
  to attack the nearest creature.
  61–70
  The character experiences vivid hallucinations 
  and has disadvantage on ability checks.
  71–75
  The character does whatever anyone tells them 
  to do that isn’t obviously self-destructive.
  76–80
  The character experiences an overpowering urge 
  to eat something strange such as dirt, slime, or 
  offal.
  81–90
  The character is stunned.
  91–00
  The character falls unconscious.
  long-terM MadneSS
  d100
  Effect (lasts 1d10 × 10 hours)
  01–10
  The character feels compelled to repeat a specif-
  ic activity over and over, such as washing hands, 
  touching things, praying, or counting coins.
  11–20
  The character experiences vivid hallucinations 
  and has disadvantage on ability checks.
  21–30
  The character suffers extreme paranoia. The 
  character has disadvantage on Wisdom and 
  Charisma checks.
  31–40
  The character regards something (usually the 
  source of madness) with intense revulsion, as if 
  affected by the antipathy effect of the antipathy/
  sympathy spell.
  41–45
  The character experiences a powerful delusion. 
  Choose a potion. The character imagines that 
  they are under its effects.
  46–55
  The character becomes attached to a “lucky 
  charm,” such as a person or an object, and has 
  disadvantage on attack rolls, ability checks, and 
  saving throws while more than 30 feet from it.
  56–65
  The character is blinded (25%) or deafened 
  (75%).
  66–75
  The character experiences uncontrollable 
  tremors or tics, which impose disadvantage on 
  attack rolls, ability checks, and saving throws that 
  involve Strength or Dexterity.
  76–85
  The character suffers from partial amnesia. The 
  character knows who they are and retains racial 
  traits and class features, but doesn’t recognize 
  other people or remember anything that hap-
  pened before the madness took effect.
  86–90
  Whenever the character takes damage, they 
  must succeed on a DC 15 Wisdom saving throw 
  or be affected as though they failed a saving 
  throw against the confusion spell. The confusion 
  effect lasts for 1 minute.
  91–95
  The character loses the ability to speak.
  96–00
  The character falls unconscious. No amount of 
  jostling or damage can wake the character.
  
  165
  T
  he adventures in this book are intended take 
  characters from 1st through 5th level. This 
  chapter introduces a campaign arc set in 
  Blackclaw Mountain that can take characters 
  from 6th to 20th level. Building on the adventures 
  in this book, this campaign description is designed 
  to inspire you to create your own higher-level 
  adventures for characters exploring the mysteries of 
  the Grendleroot.
   The first section below talks about the adventures in 
  this book as the first part of a full campaign, running 
  from 1st to 5th level. Where that section talks about 
  how the remaining archmages of the Black Star 
  react to the coming of the Black Star, those events 
  largely happen off-screen from the adventures of the 
  characters. Then the rest of the chapter divides the 
  continuing campaign into three further sections: part 
  2 (6th to 10th level), part 3 (11th to 15th level), and 
  part 4 (16th to 20th level).
   Each section contains five adventure seeds, each 
  of which is intended to cover one level of play. You 
  are, of course, free to rearrange the order of these 
  seeds, or move them from one section to another. 
  You can rebuild or omit certain seeds entirely as you 
  add your own ideas to the mix. As you think of ways 
  to make use of these adventure ideas, you’ll come up 
  with your own hooks to connect the characters to the 
  adventure setup, making use of the secrets and clues 
  you introduce in previous adventures.
  Part 1: Awakening of the 
  Archmages
  When the characters investigate Starsong Tower 
  in “The Call of Starsong Tower” adventure, the 
  Grendleroot has just used the tower to call out into the 
  cosmos. A moon-sized entity of obsidian and shadow 
  covered by the ruins of a thousand worlds, the Black 
  Star has heard that call—and it is coming, tearing its 
  way across the multiverse toward the world.
   After the crusade of the Order of the White Sun 
  centuries ago, four of the nine archmages of the Black 
  Star remain within Blackclaw Mountain still. They 
  too hear the call of the Grendleroot, and awaken to 
  prepare for the coming of the Black Star.
   Three of the four archmages of the Black Star return 
  to a secret area hidden deep within the mountain, 
  known as the Chamber of Doors. Nine stone doors 
  etched into the walls of this circular hall surround a 
  million-year-old glyph-marked circle etched into the 
  floor. Large cracks cut through four of the nine doors 
  represent the four archmages killed during the crusade 
  of the White Sun. One door, smoking with hellfire, 
  THE RISE OF  
  THE BLACK STAR
  The coming of the Black Star awakens the remaining archmages who once sought that alien entity’s endless 
  power. The plots of the archmages will end the world—unless brave adventurers can stop them. 
  APPENDIX C
  
  166
  represents the door of Xarvin the Infernal, who 
  remains trapped in a ring worn by an archdevil. 
   Three of the mages step through three of the 
  remaining doors and into the chamber—Yolon of the 
  Void, Ulon the Mind Dancer, and Karek Blackiron. 
  The three begin preparations for the Black Star’s 
  arrival. But the fourth door stands closed, its mage 
  refusing to join her former companions. Known 
  previously as Korvilia, the Daughter of Death, that 
  mage has reconnected with her lost humanity and 
  become the White Queen. She no longer answers 
  the call of the Black Star, instead contemplating how 
  to save the world from that otherworldly entity’s 
  inevitable arrival.
   Each of the three archmages puts their own plan into 
  motion, using their talents to connect to the Black Star 
  and channel its near-infinite power. Karek Blackiron 
  builds massive black spikes forged of the metal of the 
  Grendleroot, planning to use them as conductors that 
  can channel the infinite energy of the Black Star. Ulon 
  the Mind Dancer wishes to tap into the Black Star’s 
  vast stores of psychic and telekinetic energy, using that 
  energy to create reality from dreams. Yolon of the Void 
  wants to become one with the Black Star, bringing the 
  void of emptiness to every part of the multiverse.
   As the Black Star travels to the world, the archmages 
  and their servants push deep into Blackclaw 
  Mountain, seeking ancient relics and powerful allies 
  to help advance their dark plans. The White Queen 
  comes to Deepdelver’s Enclave to warn the heroes who 
  convinced her to quiet the Grendleroot (see “Vault 
  of the White Queen”). She speaks of the coming of 
  the Black Star, of how her former companions are 
  channeling its power to serve their own agendas—and 
  of how the world will end unless someone stops the 
  Black Star’s arrival.
  plotS oF the archMageS
  Each of the three archmages of the Black Star moves 
  forward with their plans to tap into the power of the 
  elder evil they serve. The following sections outline the 
  primary plans of each archmage as they pursue their 
  goals.
  YOLON OF THE VOID
  Awakened after centuries of slumber, Yolon of the 
  Void returns to their lifelong study of the Black Star. 
  Seeking to understand the language of that vast 
  sentience, Yolon sends agents throughout Blackclaw 
  Mountain to hunt for relics of the Caretakers, who 
  knew the nature of the dark entity. 
   Yolon also seeks to understand the nature of the 
  Grendleroot, and how they might use it to bind 
  themself to the Black Star when the moment is right. 
  Above all else, Yolon desires to use the unlimited 
  energy of the Black Star to bring the void to the entire 
  multiverse.
   Like the other remaining archmages, Yolon seeks 
  the Black Gate—a lost, dormant gateway built by the 
  Caretakers. When reactivated, the Black Gate opens up 
  a portal leading to the surface of the Black Star. 
  Yolon is served by a cabal of drow mages, priests, 
  and veterans known as the Children of the Void, and 
  a band of vampire assassins known as the Red Six. 
  (Combine the vampire stat block with the assassin 
  stat block; see the “Combining Stat Blocks” sidebar.) 
  Yolon’s undead forces have taken over the remains of 
  the tower of Marrowhold, once the throne of Korvilia. 
  The site is now home to the vampire knight Vorun 
  the Bone King (combine the vampire and knight stat 
  blocks), his forty wight champions, and hundreds of 
  warrior skeletons. 
   It is rumored that Yolon has split their black spirit 
  into three distinct simulacrum bodies, making it even 
  more difficult to destroy them. All the simulacrum 
  liches work together to bring Yolon’s agenda to 
  fruition.
  ULON THE MIND DANCER
  During the crusade of the White Sun, the archmage 
  illusionist Ulon the Mind Dancer escaped into his 
  Combining Stat bloCkS
  In this campaign summary, you’ll see references to 
  combining the stat blocks of two creatures, creat-
  ing hybrid creatures such as a cloud giant mage or a 
  vampire assassin. If you choose to use these crea-
  tures, you do so by combining the attributes of one 
  creature’s stat block with another in whatever way 
  makes sense to you. 
   When building a creature with combined stat 
  blocks, choose one creature to be the primary stat 
  block, then take applicable attributes from another. 
  For example, a vampire assassin might use the base 
  stat block of a vampire and the key combat abilities 
  of an assassin, including Assassinate, Sneak attack, 
  and Evasion. A cloud giant archmage might use the 
  base stat block of a cloud giant but take the arch-
  mage’s Intelligence score, proficiencies, and Spell-
  casting feature. 
   Be aware that adding new combat features and 
  spellcasting can make a creature significantly more 
  dangerous, increasing its challenge rating above 
  either of the original stat blocks.
  
  167
  sanctum, known as the Ghost Tower. There, he 
  trapped the White Sun hero Sylda Dawncaster and her 
  mageslayers in an illusory perpetual war lasting nearly 
  three hundred years. With his awakening, Ulon brings 
  the Ghost Tower back to Shadowreach and joins his 
  fellow Black Star archmages in seeking to reveal the 
  Black Gate.
   Ulon is served by cloud giant mages, nightmarish 
  shadows, invisible stalkers, and oni dream invaders 
  posing as an acting troupe. (For the cloud giant mage, 
  combine the cloud giant stat block with the mage stat 
  block; see the “Combining Stat Blocks” sidebar.) He 
  hopes to use the telepathic and telekinetic power of 
  the Black Star to enable him to build reality from his 
  own dreams. Ulon’s centuries of study of illusion have 
  awoken an imagination greater than that of any other 
  mortal mind, and the archmage hopes to channel that 
  imagination as he creates an entirely new multiverse 
  based on his own whims.
   To accomplish this, Ulon must learn how the 
  Grendleroot communicates with the Black Star. He 
  hopes to travel to the Black Cathedral and recover 
  the Seed of the Grendleroot, perhaps even tapping into 
  the Grendleroot’s own alien intellect. As his influence 
  grows in the mountain, Ulon’s illusions begin to flow 
  out from the Ghost Tower and into Shadowreach. A 
  number of those illusions take the form of creatures 
  that eventually manifest into real forms, including 
  adult silver dragons, planetars, androsphinxes, and 
  gynosphinxes. 
   These ambassadors walk through the ruined city’s 
  streets, preaching of the coming of a new multiverse. 
  If left unchecked, Ulon’s false multiverse grows beyond 
  the borders of the mountain, eventually surrounding 
  the Black Star. The illusory multiverse is then able to 
  feed off the Black Star’s energy as it expands infinitely 
  from Ulon’s mind.
  KAREK BLACKIRON
  The forgemaster archmage Karek Blackiron awakens 
  in the Monolith, his impenetrable citadel, hearing the 
  resonance of the Black Star spires of the Grendleroot.
   Served by a clan of fire giants, azers, and an ancient 
  red dragon named Fume, Karek plans to shape 
  massive Grendleroot spires that he will implant into 
  the Black Star, channeling that elder evil’s arcane 
  energy into a planetary forge. Within that forge, 
  Karek will build massive constructs and send them to 
  conquer the multiverse.
   After Karek awakens, he fires up the forges of the 
  Monolith once again. From across the cavern of 
  Shadowreach, heat can be seen rising off the dark 
  metal of the massive citadel, and the ringing of iron 
  can be heard from within. Iron golems and suits 
  of animated armor issue forth from the Monolith 
  to push deep into Blackclaw Mountain, seeking 
  freestanding pieces of Grendleroot material that Karek 
  can use to forge his massive superconducting spikes. 
   The archmage’s minions prepare to move the spikes 
  to the Black Gate when it is found. From that site, 
  Karek plans to transport them to the Black Star and 
  drive them into the surface of the sentient planetoid. 
  Then he will channel the energy of the Black Star 
  to build city-sized warships that can travel between 
  worlds and planes.
  Part 2: Return of the 
  Archmages
  Over the course of further adventures covering 6th 
  through 10th level, the characters explore more of 
  the lost caverns of Blackclaw Mountain and learn of 
  the return of the archmages of the Black Star. They 
  discover that the Black Star is coming, and that at least 
  some of the archmages are still alive and plotting to 
  draw power from that otherworldly entity.
  gray SWaMp
  In the Gray Swamp, a subterranean mire filled with the 
  bones of ancient dead dragons, Syrrec the lizardfolk 
  king has collapsed a bridge over a great chasm, sealing 
  off the Bonespear lizardfolk tribe from the trade routes 
  of Deepdelver’s Enclave. 
   Bailon the Beardless asks the characters to 
  travel through the swamp, which is home to giant 
  crocodiles, a green hag named Mossteeth, a host of 
  trolls, and a young black dragon named Zorvrothon 
  the Black Death. Once they do so, the characters must 
  treat with Syrrec and find out why the lizardfolk have 
  cut themselves off from the rest of the mountain. 
  The characters learn from Syrric that a goblin tribe 
  known as the Dwellers has been more violent than 
  usual of late, and that their hill giant leader, Grega, 
  plans an assault on the caravans and adventurers of 
  Deepdelver’s Enclave.
  goblin WarrenS
  A tribe of goblins, bugbears, and ogres known as 
  the Dwellers has spent centuries in Blackclaw, having 
  survived the Magocracy of the Black Star and the 
  coming of the Grendleroot. They carve their dwellings 
  
  168
  out of huge domes of ancient mud, waste, and bone. 
  Recently, though, large numbers of goblinoids have 
  started to go missing while away from these warrens. 
   The Dweller chief, a hill giant named Grega, 
  believes the explorers of Deepdelver’s Enclave are 
  responsible for the disappearance of her people, and 
  has started to send raiding parties to attack explorers 
  who leave the settlement. In reality, the archmage 
  Karek Blackiron has begun enslaving the goblinoids, 
  as he did hundreds of years ago during the rise of the 
  Magocracy of the Black Star. 
   The characters must travel to the warrens and 
  face Grega, her three hill giant concubines, a host 
  of goblins and bugbears, and the tribe’s pet hydra, 
  named Nine Maws. There, they must help the giant 
  leader accept that the kidnappings mark the return of 
  the archmages of the Black Star.
  Sunken teMple
  The coming of the Black Star has awakened the 
  aboleths of Blackclaw Mountain. Once known as the 
  Quorum, these aberrations have slumbered for some 
  ten thousand years but have recently returned to the 
  Sunken Temple (see the adventure “Chuul”). The 
  aboleths send their chuul servants and hundreds of 
  grimlocks to fully flood the temple as it was thousands 
  of years ago. 
   The aboleths debate whether to support or thwart 
  the surviving archmages of the Black Star, but there is 
  no agreement among them. A prophet of Deepdelver’s 
  Enclave warns the characters of the flooding of 
  the temple, and of the return of the aboleths. The 
  characters are asked to investigate the site, convince 
  those aboleths they can to side against the archmages, 
  and destroy those that will not.
  tWilight ForeSt
  In the lower reaches of the mountain lies a once-
  beautiful fey forest, now corrupted by the spires of 
  the Grendleroot and bathed in the violet light that 
  emanates from strange crystals. Spreading among the 
  ancient cairns and dead remains of rune titans, the 
  forest is now home to treants, corrupted centaurs, and 
  drow druids who tend to the Grandfather—an elder 
  treant nearly as old as the mountain, and who knows 
  many of its secrets. The characters must travel through 
  the dangerous forest, then treat with the Grandfather 
  in hopes of learning about the plans of the archmages 
  and how they might be stopped.
  obSidian vault
  In the centuries since Yolon was last seen, drow 
  mages and priests known as the Children of the 
  Void continued the archmage’s work in the Obsidian 
  Vault—a vast arcane laboratory buried in the lower 
  depths of Deepreach. There, these Children of the 
  Void reached out into the space between realities, 
  slowly learning the language and nature of the Black 
  Star. 
   Upon awakening, Yolon commanded his servants to 
  find the Black Gate, a portal connected to the surface 
  of the Black Star. In the course of their research, the 
  Children of the Void have drawn forth entities from 
  the depths of shadow. They have infused the traits of 
  undead shadows into the creatures of the mountain, 
  including bulettes, wyverns, and a purple worm 
  now known as Voidmaw (see the “Yolon’s Shadows” 
  sidebar). The characters must travel to the Obsidian 
  Vault and dismantle the work of the Children of the 
  Void.
  Yolon’s shadows
  Yolon and the Children of the Void have learned how 
  to transform living creatures into shadows of their 
  former selves, allowing them to move between the 
  mortal world and the world of shadow. Creatures 
  converted into their shadowy forms by the dark 
  magic of Yolon or his children gain these traits:
  • Damage Resistances. The shadow creature has 
  resistance to necrotic damage.
  • Living Shadow. While in dim light or darkness, the 
  shadow creature has resistance to damage that 
  isn’t force, psychic, or radiant.
  • Shadow Stealth. While in dim light or darkness, 
  the shadow creature can take the Hide action as a 
  bonus action.
  • Sunlight Sensitivity. While in sunlight, the shadow 
  creature has disadvantage on attack rolls, as well 
  as on Wisdom (Perception) checks that rely on 
  sight.
  • Energy Drain. When the shadow creature hits a 
  creature that is not a construct or undead with 
  a melee weapon attack, the target creature’s 
  Strength score is reduced by 1d4. The target dies 
  if this reduces its Strength to 0. Otherwise, the 
  reduction lasts until the target finishes a short or 
  long rest. If a non-evil humanoid dies from this 
  attack, a new shadow rises from the corpse 1d4 
  hours later.
  
  169
  Part 3: Forge of the 
  Grendleroot
  In the third section of the campaign, covering 11th 
  through 15th level, the characters work to dismantle 
  the dark plans of the three remaining archmages of the 
  Black Star.
  World eMber
  The White Queen warns the characters that mage 
  agents of the Black Star, escorted by stone golems, are 
  attempting to acquire a powerful ally in the Lake of 
  Molten Metal. There, the efreeti Arktura the World 
  Ember rules over a host of fire giants, salamanders, 
  and fire elementals while his magmin servants seek 
  out relics he can trade through his portal to the City of 
  Brass. The characters must travel to the Lake of Molten 
  Metal and convince Arktura to break ties with the 
  archmages of the Black Star—one way or another.
  black obeliSk
  In a chamber deep within Blackclaw Mountain, a 
  huge and ancient obelisk has been raised up from 
  the molten depths of a five-hundred-foot-deep spiral 
  mine. Believed to be a potential source of magical 
  power built by the Caretakers, the obelisk has been 
  claimed by Karek Blackiron, with its restoration 
  overseen by a stone giant archmage lieutenant of 
  Karek named Drune (combine the stone giant and 
  archmage stat blocks; see the “Combining Stat Blocks” 
  sidebar). 
   The obelisk now hangs suspended above the molten 
  inferno by four massive iron chains. Corrupted stone 
  giant guardians and wyverns patrol the site, while 
  xorn and azer servants work to restore the obelisk to 
  its full power. The characters must travel to the site of 
  the dig, kill Drune, and destroy the chains to send the 
  obelisk back into the molten lava below.
  grendlehide’S lair
  Black Star agents are attempting to recruit a corrupted 
  ancient black dragon named Grendlehide. The 
  dragon lairs in the City of Decay, a site of ancient 
  dwarven ruins overtaken with Grendleroot-corrupted 
  vines and acidic geysers. The characters must travel 
  to Grendlehide’s lair and get past her guardians, 
  including shambling mounds, basilisks, and a coven 
  of green hag advisors known as the Dread Three. 
  They must then face Grendlehide, either convincing 
  the dragon to not join with the Black Star mages, or 
  defeating her in combat.
  deMon Queen
  An obsidian slab containing a prophecy foretelling 
  the coming of the Black Star is housed in the tomb 
  of a marilith mummy lord, whose abyssal-tainted 
  chambers have lain untouched for thousands of years. 
  The tomb is protected by a host of vrock wights and 
  hezrou mummies, and an army of skeleton dretches. 
  (Combine the marilith, vrock, hezrou, and dretch 
  stat blocks with the skeleton, wight, mummy, and 
  mummy lord stat blocks to create these unique 
  fiendish undead.) The slab hangs over a swirling portal 
  leading into the depths of the Abyss. The White Queen 
  sends the characters to the tomb to recover the slab, 
  and to witness the prophecy of the Black Star’s arrival.
  Queen’S haMMer
  A series of barrows rest on an island in the middle of 
  a lake deep inside the mountain, fed by five half-mile-
  high waterfalls. From stalactites two hundred feet 
  above, lightning arcs down constantly to the surface 
  of the lake below. One of the barrows is protected by 
  gladiator wights (combine the gladiator and wight 
  stat blocks; see the “Combining Stat Blocks” sidebar). 
  Within can be found the remains of a half-giant 
  barbarian queen and her maul Worldforger—a hammer 
  of thunderbolts that is the only object known to be able 
  to smash through the doors of the Monolith, citadel of 
  Karek Blackiron. 
   The characters must travel across the lake and to 
  the barrows. As they journey to the island, an ancient 
  kraken awakens at their intrusion, summoning water 
  elementals and giant sharks to harry the characters. 
  Once at the barrow, the characters must contend 
  with the ghost of the barbarian queen if they wish to 
  recover the hammer.
  Part 4: Rise of the Black Star
  During this series of adventures, covering 16th 
  through 20th level, the characters face off against the 
  three archmages of the Black Star before uncovering 
  the Black Gate—the portal leading to the surface of 
  the dark planetoid.
   As the characters take on and defeat the archmages, 
  those who remain fight to advance their dark agendas 
  even faster. When the characters step through the 
  Black Gate, they face the last of the archmages on the 
  
  170
  surface of the Black Star, with the fate of the world 
  held in their hands.
  iron heart
  With the barbarian queen’s hammer in hand, the 
  characters travel to the Monolith fortress of Karek 
  Blackiron and smash down its impenetrable doors. 
  Inside the Monolith, they face off against iron 
  golem mages and stone golem priests (combine the 
  iron golem and stone golem stat blocks with the 
  spellcasting of the mage and priest stat blocks), as well 
  as Karek’s fire giant forgemasters. Hundreds of azers 
  labor over vast pools of molten iron, fed by the only 
  forge in the multiverse able to smelt the metal of the 
  Grendleroot. At the forge, the characters must stand 
  against Karek Blackiron, a dwarf archmage possessing 
  the power of a storm giant (combine the storm 
  giant and archmage stat blocks, but Karek remains a 
  Medium creature), along with Fume, the ancient red 
  dragon who fuels the fires of the forge.
  Mind dance
  The Ghost Tower of Ulon the Mind Dancer has 
  reappeared in Shadowreach. This is the characters’ 
  one chance to infiltrate the tower, break the hold it has 
  had on Sylda Dawncaster and the mageslayers, and 
  face Ulon the Mind Dancer in his world of dreams. 
  Within that strange dreamscape, the characters find 
  themselves in an alien land of violet skies with three 
  moons, and vast mountains hundreds of miles high. 
  Sylda Dawncaster and her force of mageslayers battle 
  eternally against a force of dream-crafted veterans, 
  devas, and planetars, along with a solar who 
  describes the mageslayers’ presence as an affront to the 
  holy land. 
   The characters must convince Sylda of the truth 
  of her imprisonment while defending against Ulon’s 
  djinni dream masters and cloud giant mages (combine 
  the cloud giant stat block with the spellcasting of the 
  mage stat block). Then in the end, they face Ulon, 
  a cloud giant archmage (add the spellcasting of the 
  archmage stat block).
  phylactery hunt
  Before they can defeat Yolon of the Void, the 
  characters must find and destroy the lich’s 
  phylactery—a jeweled skull that holds a dark secret 
  of your devising. After a dangerous negotiation and a 
  questionable deal with a pit fiend, the characters learn 
  that the phylactery is stored in an extradimensional 
  vault filled with deadly traps, vampire knights 
  (combine the vampire and knight stat blocks), bound 
  erinyes, a pair of fell-armored iron golems, and one 
  of the simulacra of Yolon the lich. To make matters 
  worse, only an intelligent undead creature can open 
  the vault and destroy the phylactery. 
  black gate
  Deep in Blackclaw Mountain, the last surviving 
  archmage has uncovered an alien city of twisted 
  towers, huge archways, and violet fires that blaze 
  from hundred-foot-high stacks of obsidian. Within 
  the city, a citadel of obsidian spires and floating 
  geodes hides the Black Gate, the dormant portal to 
  the surface of the Black Star. The last archmage has 
  activated the gate, leaving a host of demons to defend 
  it, including hezrous, glabrezus, nalfeshnees, and a 
  pair of mariliths. Before the characters can intervene, 
  the archmage steps through the gate onto the 
  surface of the dark alien planetoid, and begins their 
  transformation into the avatar of the Black Star.
  avatar oF the black Star
  The characters step through the Black Gate and onto 
  the surface of the Black Star. Across the obsidian 
  deserts of the planetoid stand the remains of 
  thousands of civilizations devoured over eons by the 
  malevolent alien moon. There, the characters must 
  battle through swarms of alien predators (use the 
  hell hound stat block), flying horrors (use the young 
  black dragon stat block), and black star titans (use the 
  storm giant stat block) before reaching the Black Star 
  Temple—a billion-year-old edifice forged from the 
  alien mind of the Black Star. 
   In the temple, the characters face the final surviving 
  archmage, transformed into an avatar of the Black 
  Star—a combination of the tarrasque stat block with 
  the spellcasting of the archmage stat block. When the 
  avatar is defeated, the Black Star goes dormant and 
  falls into orbit around the world, becoming a new 
  black moon in the nighttime sky.
  Additional Adventure 
  Locations in Blackclaw 
  Mountain
  This section presents short descriptions of locations 
  that adventurers might discover during their time in 
  Blackclaw Mountain. You can use these descriptions 
  as inspiration as you develop additional adventures 
  
  171
  in which the characters unlock the secrets of the 
  Grendleroot.
  loSt city
  An aboveground city was long ago transported to one 
  of the mountain’s vast caverns. The dead spirits of its 
  former residents don’t realize they’re dead, and that 
  their city has been destroyed. They continue to live 
  their false lives each day, stuck in a perpetual cycle of 
  suffering.
  cellS
  Heavily protected tunnels lead to a forgotten prison 
  whose cells hold terrible monsters, demons, and 
  villains. At the center of the prison stands a chained 
  evil titan who hasn’t moved for so long that they 
  appear as stone.
  inFernal Machine
  Deep within the mountain stands a terrible machine 
  intended to draw out the screaming souls of the 
  countless slaves fed into it long ago. The horrors of 
  the machine are so great that it has developed its own 
  malevolent personality—and it yearns to feed again.
  celeStial Fall
  A fragment of the upper planes has fallen through 
  the multiverse to become embedded in the rock of 
  the mountain, lost in space and time. Angels lie here, 
  eternally dying as their blood flows like quicksilver to 
  fill lakes beneath the celestial ruin.
  runoFF pool
  The decay and dregs of the mountain pour down into 
  this dark pool—a huge pit of primordial ooze where 
  strange and discarded creatures somehow thrive.
  Floating obeliSk
  A vast chamber hosts dozens of floating rocks hanging 
  over a broad black lake. A 50-foot-high obelisk 
  hangs over the lake at the center of the chamber. A 
  consciousness in the obelisk calls out in an alien voice 
  to those who draw close enough.
  Skull oF FeaSting
  A massive titan’s skull has become a warren for 
  festering monstrosities and undead that feed off the 
  titan’s screaming spirit.
  gray citadel
  A drow keep carved into ancient rock floats in and out 
  of the Ethereal Plane. Within the keep, a drow vampire 
  seeks revenge against the descendant of a hated foe, 
  who now lives in Deepdelver’s Enclave.
  lair oF the red death
  An ancient red dragon known as the Red Death lairs 
  in a vast cavern shaped of red-hot rock, and which 
  holds a mountain of gold melted and shaped into the 
  image of its lost mate, Aravax Blackflame. The Red 
  Death has been served by fifty generations of kobolds, 
  who treat the dragon as a god.
  rootS oF the underWorld
  Deep inside the mountain, a series of lost chambers 
  reveal the deepest tendrils of the Grendleroot. 
  Massive spines of indestructible metal twist and weave 
  throughout these areas, some sprouting strange black 
  pods that pulse with a great rhythmic heartbeat, and 
  which birth alien creatures never before seen in the 
  world.
  iron toWer
  Centuries ago, a crazed wizard built a tower of iron 
  that serves as a support pillar in a large cavern. The 
  tower sits in the center of a green lake, whose water is 
  said to strip the flesh from the bones of any creature 
  daring to enter it. Though many believe that the tower 
  is now abandoned, some say the wizard still lurks 
  inside, hoping to spring devious traps upon those 
  foolish enough to venture within.
  lake oF Molten iron
  In the depths of the mountain lies a lake of molten 
  iron. Rivers of lava flare red throughout the 
  surrounding cavern, flowing around pillars of the 
  Grendleroot that remain ever cool regardless of the 
  heat. A powerful band of fire giants that call these 
  caverns home guard a portal here that leads to the 
  Elemental Plane of Fire.
  
  172
  open gaMe licenSe
  Notice of Open Game Content: This product contains no 
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  OPEN GAME LICENSE Version 1.0a
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   15. COPYRIGHT NOTICE
   Open Game License v 1.0a Copyright 2000, Wizards of the 
  Coast, LLC.
   System Reference Document 5.1 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 original material by E. Gary Gygax and 
  Dave Arneson.
   Fantastic Adventures: Ruins of the Grendleroot. Copyright 
  2019, Michael E. Shea; Author Michael E. Shea.
  
  Ruins of the Grendleroot is a book of ten short 
  adventures for the fifth edition of the world’s most 
  popular fantasy roleplaying game. Designed for 
  characters of 1st to 5th level, these adventures take 
  place in the caverns, chambers, tunnels, and ruins of 
  the mountain known as Blackclaw, within which lurks 
  the Grendleroot—a strange and otherworldly sentience.
  Ruins of the Grendleroot reinforces the sense of 
  mystery and wonder that comes from exploring ancient 
  ruins. The central hub of these adventures, Deepdelver’s 
  Enclave, is a frontier outpost overlooking the ruined 
  city of Shadowreach, set deep within the mountain. 
  In Deepdelver’s Enclave, adventurers and explorers 
  recount tales of their explorations, trade treasure and 
  artifacts, and enjoy their shared love of uncovering the 
  mysteries of the mountain.
  Ten Fantastic 
      Fifth Edition    
   Adventures
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Sly Flourish - Ruins of the Grendleroot - Core Book.pdf