TEXT:  
   
  Under Earth & Stone 
  	
  A	Mulmaster	refugee	named	Ani	Kuleimatt	discovered	references	to	a	forgotten	mine	near	the	
  Moonsea,	a	mine	rumored	to	produce	an	unexpected	export.	The	adventurers	are	hired	to	locate	the	
  complex	and	secure	its	resources	for	the	Mulmaster	Diaspora.	
  	
  A	Two-Hour	Adventure	for	5th-10th	Level	Characters	
  	
  	
  	
  IAM PACE & WILLIAM MURAKAMI-BRUNDAGE 
  Authors	
   
  Adventure Code: CCC-SFBAY-04-02 
  Optimized For: APL 8 
  Version: 1.0 
  	
  Art	and	Cartography:	Andrea	Alemanno,	Arcana	Games,	Dean	Spencer,	Dyson	Logos	Cartography,	Eleanor	Stokes,	The	
  Forge	Studios,	The	Forge	Studios	RED	
  Development	and	Editing:	William	Murakami-Brundage,	Iam	Pace	
  Organized	Play:	Chris	Lindsay	
  D&D	Adventurers	League	Wizards	Team:	Adam	Lee,	Chris	Lindsay,	Mike	Mearls,	Matt	Sernett	
  D&D	Adventurers	League	Administrators:	Bill	Benham,	Travis	Woodall,	Claire	Hoffman,	Greg	Marks,	Alan	Patrick,	Lysa	
  Chen	
  	
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all 
  other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are 
  property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast. 
   
  ©2017 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The 
  Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SFBAY-04-02 Under Earth & Stone 
   
   
  1 
  Introduction 
  Welcome	to	Under	Earth	and	Stone,	a	D&D	
  Adventurers	League™	adventure,	part	of	the	official	
  D&D	Adventurers	League™	organized	play	system	
  and	the	Tomb	of	Annihilation™	storyline	season.	
  	 This	adventure	is	set	in	the	area	north	of	
  Mulmaster,	between	the	Vercy	Woods	and	Galena	
  Mountains.	It	features	an	abandoned	dwarven	
  copper	mine	that	will	be	repopulated	by	
  Mulmasterites.	
  	 This	adventure	is	designed	for	three	to	seven	
  5th-10th	level	characters	and	is	optimized	for	five	
  characters	with	an	average	party	level	(APL)	of	8.	
  Characters	outside	this	level	range	cannot	
  participate	in	this	adventure.	
  Adjusting This Adventure 
  This	adventure	provides	suggestions	in	making	
  adjustments	for	smaller	or	larger	groups,	characters	
  of	higher	or	lower	levels,	and	characters	that	are	
  otherwise	a	bit	more	powerful	than	the	adventure	is	
  optimized	for.	You’re	not	bound	to	these	
  adjustments;	they’re	here	for	your	convenience.	
  	 To	figure	out	whether	you	should	consider	
  adjusting	the	adventure,	add	up	the	total	levels	of	all	
  the	characters	and	divide	the	total	by	the	number	of	
  characters	(rounding	.5	or	greater	up;	.4	or	less	
  down).	This	is	the	group’s	APL.	To	approximate	the	
  party	strength	for	the	adventure,	consult	the	
  following	table.	
  Determining Party Strength 
  Party Composition Party   
  Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
  Some	encounters	may	include	a	sidebar	that	offers	
  suggestions	for	certain	party	strengths.	If	a	
  particular	recommendation	is	not	offered	or	
  appropriate	for	your	group,	you	don’t	have	to	make	
  adjustments.	
  Before Play at the Table 
  Before	you	start	play,	consider	the	following:	
  • Read	through	the	adventure,	taking	notes	of	
  anything	you’d	like	to	highlight	or	remind	yourself	
  of	while	running	the	adventure,	such	as	a	way	
  you’d	like	to	portray	an	NPC	or	a	tactic	you’d	like	
  to	use	in	a	combat.	Familiarize	yourself	with	the	
  adventure’s	appendices	and	handouts.	
  • Gather	any	resources	you’d	like	to	use	to	aid	you	
  in	running	this	adventure--such	as	notecards,	a	
  DM	screen,	miniatures,	and	battlemaps.	
  • Ask	the	players	to	provide	you	with	relevant	
  character	information,	such	as	name,	race,	class,	
  and	level;	passive	Wisdom	(Perception),	and	
  anything	specified	as	notable	by	the	adventure	
  (such	as	backgrounds,	traits,	flaws,	etc.)	
  Playing the Dungeon Master 
  You	have	the	most	important	role—facilitating	the	
  enjoyment	of	the	game	for	the	players.	You	provide	
  the	narrative	and	bring	the	words	on	these	pages	to	
  life.		
  	 To	facilitate	this,	keep	in	mind	the	following:	
  	 You’re	Empowered.	Make	decisions	about	how	
  the	group	interacts	with	the	adventure;	adjusting	or	
  improvising	is	encouraged,	so	long	as	you	maintain	
  the	adventure’s	spirit.	This	doesn’t	allow	you	to	
  implement	house	rules	or	change	those	of	the	
  Adventurers	League,	however;	they	should	be	
  consistent	in	this	regard.	
  	 Challenge	Your	Players.	Gauge	the	experience	
  level	of	your	players	(not	the	characters),	try	to	feel	
  out	(or	ask)	what	they	like	in	a	game,	and	attempt	to	
  deliver	the	experience	they’re	after.	Everyone	should	
  have	the	opportunity	to	shine.	
  	 Keep	the	Adventure	Moving.	When	the	game	
  starts	to	get	bogged	down,	feel	free	to	provide	hints	
  and	clues	to	your	players	so	they	can	attempt	to	
  solve	puzzles,	engage	in	combat,	and	roleplay	
  interactions	without	getting	too	frustrated	over	a	
  lack	of	information.	This	gives	players	“little	
  victories”	for	figuring	out	good	choices	from	clues.	
  Watch	for	stalling—play	loses	momentum	when	this	
  happens.	At	the	same	time,	make	sure	that	the	
  players	don’t	finish	too	early;	provide	them	with	a	
  full	play	experience.	
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SFBAY-04-02 Under Earth & Stone 
   
   
  2 
  Adventure Primer 
  This	section	provides	the	adventure’s	background,	a	
  list	of	prominent	NPCs,	an	overview	of	the	adventure	
  in	play,	and	hooks	that	you	can	use	to	introduce	your	
  players’	characters	to	the	action.	
  Adventure Background 
  The	Duingrim	dwarves	were	a	small	and	relatively	
  poor	clan	with	few	renowned	ancestors	by	dwarf	
  standards.	They	became	a	vassal	of	the	mountain	
  kingdom	of	Hara	Vallahir	when	that	wealthy	realm	
  financed	and	supplied	a	Duingrim	expedition.	The	
  clan	chose	the	remote	land	between	the	Vercy	
  Woods	and	Galena	Mountains.	
  	 Initial	prospecting	uncovered	only	copper,	but	the	
  find	was	great	enough	to	draw	the	clan’s	attention.	
  They	set	pick	to	stone	in	a	narrow	valley	near	the	
  Vercy	Woods	and	founded	the	Duindelve	mine.	
  	 They	soon	realized	the	craggy	hills	of	the	region	
  were	honeycombed	with	caves,	some	worming	far	
  below	the	surface	into	the	Underdark.	As	the	
  dwarves	worked,	they	opened	and	connected	dozens	
  of	caverns	and	discovered	many	natural	splendors,	
  but	failed	to	find	the	valuable	deposits	the	region	
  was	renowned	for—silver	and	bloodstone.	
  	 As	they	dug,	miners	reported	giant	spiders	and	
  web-filled	chambers	in	the	deeper	tunnels.	
  Operations	were	halted	as	scouts	assessed	the	
  danger.	While	dwarven	priests	detected	faint	
  amounts	of	Underdark	faerzress	pervading	parts	of	
  the	mine,	the	most	unexpected	discovery	was	how	
  meek	the	spiders	were.	The	large	arachnids	seemed	
  docile	and	expectant	of	the	dwarves	as	though	
  waiting	for	something.	The	clan	gathered	to	discuss	
  the	vermin,	how	to	effectively	clear	them	and	their	
  webs.	Most	voted	to	simply	seal	the	infested	sections	
  unless	they	contained	ore.	As	the	clan	discussed	the	
  issue,	a	curious	Duingrim	bard	used	her	magic	to	
  speak	with	the	spiders.	She	discovered	they	were	a	
  domesticated	breed	escaped	from	the	drow	city	of	
  Maerimydra,	where	they	had	been	reared	for	both	
  their	silk	and	ritual	purposes.	Their	docility	was	a	
  consequence	of	their	selective	breeding	and	
  captivity.	The	bard	suggested	keeping	the	spiders	as	
  livestock	and	harvesting	their	silk.	The	dwarves	
  scoffed,	“Such	things	aren’t	proper	for	dwarves.”	
  However,	the	miners	had	made	it	clear	how	difficult	
  the	webs	were	to	clear	from	the	passageways.	The	
  only	thing	that	could	reliably	do	so	was	fire,	which	is	
  a	hazard	in	areas	of	poor	ventilation	beneath	the	
  earth.		
  	 Begrudgingly,	the	clan	accepted	the	idea,	but	there	
  were	many	grumbles—"What	kind	of	dwarf	keeps	
  spiders	and	weaves	silk?	Such	things	are	for	
  dishonest	drow	and	humans	who	don’t	know	any	
  better.”	But	the	silk	textile	proved	valuable	for	both	
  its	texture	and	durability,	and	the	Duingrim	began	
  exporting	a	variety	of	products.	Soon	the	clan	had	
  repaid	their	debt	to	Hara	Vallahir	and	the	Duingrim	
  became	both	a	trade	post	and	a	settlement.	
  	 To	honor	the	Duingrim,	Vallahir	gifted	the	clan	a	
  powerful	item	called	the	Zanderonn,	an	object	
  capable	of	controlling	the	earth.	The	copper	mine	
  was	eventually	closed,	passages	were	sealed	behind	
  gates	and	rock	falls	to	keep	the	settlement	safe.	
  Ettercaps	had	begun	to	infest	the	deeper	tunnels.	
  What	space	remained	within	the	mine	was	dedicated	
  to	spider	hatcheries	and	the	growing	of	giant,	edible	
  mushrooms	for	food	and	export.	The	spiders	
  themselves	were	fed	goats	grazed	in	the	nearby	hills.	
  	 As	the	Duindelve	grew	and	flourished,	orcs	and	
  giants	began	sacking	Hara	Vallahir’s	settlements	and	
  outposts.	The	king	sent	out	a	decree	recalling	
  isolated	communities	to	the	mountain	city	for	
  protection.	With	little	choice	but	to	obey,	the	
  Duingrim	clan	hesitantly	closed	the	doors	to	their	
  home,	left	guardians	and	traps,	and	moved	their	
  families	to	the	fortress	city	of	Vallahir.	The	
  stronghold	fell	soon	after	and	the	dwarves	were	put	
  to	the	sword	or	enslaved.	The	Duindelve	became	
  lost,	just	another	ruin	littering	the	history	of	Faerûn.		
  	 Six	centuries	after	the	destruction	of	Vallahir,	war	
  once	more	consumes	the	Moonsea.	Mulmaster	has	
  lost	half	its	population	to	the	strife.	Many	were	killed	
  while	fleeing	their	homes	and	many	more	
  succumbed	to	the	proceeding	famine,	yet	there	is	
  still	a	large	refugee	group	seeking	food	and	safety,	
  the	Mulmaster	Diaspora.	
  	 One	of	these	refugee	groups	is	led	by	a	young	
  dwarf	named	Ani	Kuleimatt.	Kuleimatt	is	a	priestess	
  who	discovered	references	to	a	copper	mine	north	of	
  Thar	near	the	Vercy	Woods.	The	mine	was	part	of	a	
  fortified	settlement	called	the	Duindelve,	which	was	
  a	center	for	silk	and	food.	The	Duingrim	clan	was	
  listed	as	a	vassal	of	the	dwarf	realm	of	Hara	Vallahir,	
  a	kingdom	destroyed	centuries	ago.	
  	 Kuleimatt	immediately	dispatched	scouts	to	
  search	for	signs	of	the	lost	mine	complex,	but	her	
  scouts	never	returned.	Her	brother,	a	seasoned	
  adventure,	led	a	party	to	find	them.	He,	too,	did	not	
  return.	Now	Ani	Kuleimatt	wishes	to	hire	the	
  adventurers	to	locate	the	missing	dwarves	and	
  secure	the	Duindelve,	making	it	once	again	safe	to	
  inhabit	for	the	Diaspora.	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SFBAY-04-02 Under Earth & Stone 
   
   
  3 
  Location and NPC Summary 
  The following NPCs and locations feature prominently in this 
  adventure. 
   
  Ani Kuleimatt (ANEE KUEL-e-mat). Ani Kuleimatt is a 
  dwarven historian and priestess who lived in Mulmaster. She 
  wants to re-establish the Duindelve as a dwarven settlement 
  and home for the Mulmaster Diaspora. 
   
  Duindelve (due-in-DELV). A centuries-old copper mine 
  north of Thar. Duindelve means “Traveler’s Mine,” and it was 
  a trading hub for silk textiles and giant, edible mushrooms. 
   
  Mulmaster Diaspora. The Diaspora is a loose 
  confederation of refugees from Mulmaster. These 
  Mulmasterites left the city because of war and other 
  troubles, and seek to relocate elsewhere. 
   
  The Traveler’s Heart. A sphere forged of sky-fallen ore. It 
  harbors great magic and controls the mine’s elementals. 
  Proper name in Dethek is “Zanderonn.” It was a gift to the 
  Duingrim clan from the kingdom of Hara Vallahir in honor of 
  the clan’s great progress and wealth. 
  Adventure Overview 
  This	section	provides	the	DM	a	bulleted	overview	of	
  how	the	adventure	is	most	likely	to	play	out.	Part	2	
  and	Part	3	can	be	played	in	either	order.	Give	the	
  players	the	option	to	explore	either	the	Duingrim	
  complex	or	mine,	and	if	play	time	allows,	they	can	
  complete	both.	
  	 The	adventure	is	broken	down	into	3	parts:	
  	 Part	1.	The	players	meet	with	Ani	Kuleimatt	and	
  are	briefed	about	Duindelve.	Ani	offers	a	reward	if	
  the	adventurers	can	clear	the	complex	and	copper	
  mine	of	hazards.	She	also	gives	the	history	of	
  Duindelve	and	mentions	the	Traveler’s	Heart,	an	
  elemental	stone.	
  	 Part	2.	The	players	explore	the	Duingrim	complex	
  and	shrine	to	Marthammor	Duin,	the	clan’s	patron	
  deity.	Inside	are	valuables,	dangerous	traps,	and	
  stone	golem	guardians.	The	golems	can	be	
  deactivated	using	the	Traveler’s	Heart,	found	inside	
  the	mine.	
  	 Part	3.	The	adventurers	travel	into	the	
  Duindelve’s	copper	mine.	Within	the	mine	are	bound	
  earth	elementals,	giant	spiders,	and	an	ettercap	tribe	
  led	by	an	ettercap	alpha.	
  	 Also	within	the	mine	is	a	deadly	trap	that	protects	
  the	Traveler’s	Heart.	If	the	adventurers	obtain	the	
  stone,	they	can	make	Duindelve	habitable	again.	
  Adventure Hooks 
  Most	good-aligned	adventurers	should	be	willing	to	
  help	the	Diaspora.	Mulmaster’s	refugees	are	
  depending	on	heroic	measures	to	save	them.	Specific	
  tie-ins	and	adventure	hooks	include	the	following.	
  	 Ani	Kuleimatt.	Ani	Kuleimatt	will	directly	seek	
  out	the	adventurers	because	of	their	renown.	
  Anyone	with	a	reputation	of	slaying	giants	or	
  dragons	will	be	called	upon	as	heroes.	
  	 Thick	Blood.	Dwarves	can	be	called	upon	by	Ani	
  Kuleimatt	to	aid	the	Diaspora	and	restore	the	
  Duindelve	to	glory.	Alternatively,	dwarven	kingdoms	
  and	leaders	may	beseech	the	heroes	to	aid	their	
  wayward	kin.	
  	 The	Order	of	the	Gauntlet.	Reestablishing	a	
  dwarven	settlement	near	the	Moonsea	and	
  exploiting	the	Duindelve’s	resources	will	benefit	the	
  Order	and	strengthen	civilization	within	the	region.	
  	 The	Harpers.	While	Ani	Kuleimatt	is	not	a	Harper,	
  her	knowledge	has	assisted	them	in	the	past.	Her	
  goals	overlap	with	Harper	ideals.	High-ranking	
  Harpers	can	send	a	secret	message	to	fellow	agents	
  instructing	them	to	work	with	Ani	Kuleimatt.	
  	 The	Zhentarim.	The	Black	Network	is	always	
  eager	to	make	connections	and	deals	that	will	
  further	the	Zhentarim’s	aims.	Assisting	the	Diaspora	
  and	gaining	access	to	the	rare	resources	of	the	
  Duindelve	falls	in	line	with	their	ambitions.	
  	 Folk	Heroes	Needed.	This	mission	is	perfect	for	
  folk	heroes,	as	it	directly	aids	the	commoners	of	the	
  Moonsea.	
  	
  	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SFBAY-04-02 Under Earth & Stone 
   
   
  4 
  Part 1. Ani Kuleimatt’s 
  Quest 
  Estimated	Duration:	15	minutes	
  The	adventurers	are	called	upon	by	Ani	Kuleimatt,	
  who	was	poring	over	old	records	and	travel	journals	
  searching	for	a	place	of	shelter	and	respite	for	the	
  refugees.	The	dwarven	historian	discovered	
  references	to	the	Duindelve	in	an	old	trade	ledger.	It	
  is	a	mine	worked	long	ago	by	a	single	clan,	who	
  were,	oddly	enough,	known	for	their	weaving	of	
  exotic	silk.	
  	 Kuleimatt	had	sent	a	group	of	scouts	to	assess	the	
  mine’s	condition	and	current	inhabitants	but	they	
  never	returned.	Her	brother	then	led	a	group	to	find	
  them.	This	group	also	never	returned.	Now	
  Kuleimatt	has	turned	to	others	for	aid	in	this	
  desperate	time.	
  	 She	asks	the	adventurers	to	travel	towards	the	
  Duindelve,	discover	the	whereabouts	of	the	two	
  missing	groups,	and	ensure	that	the	complex	is	
  viable	for	the	dwarves	of	the	Mulmaster	Diaspora.	
  She	offers	a	reward	composed	of	her	remaining	
  family	wealth	and	gives	a	short	historical	account	of	
  the	settlement.	She	is	currently	residing	in	a	camp	of	
  Mulmaster	refugees.	
  General Features 
  Ani Kuleimatt’s tent, and the refugee camp itself, have the 
  following general features. 
   
  Terrain. The camp is crowded, but orderly. It is composed 
  predominately of dwarves with a few humans and halflings. 
   
  Weather. It is warm. The morning fog and dew has 
  evaporated, and few clouds dapple the sky. 
   
  Light. Sunlight shines through the tent door. 
   
  Smells and Sounds. The air is heavy with the scent of damp 
  earth as many feet have turned up the ground. There are a 
  few smoky fires as families share what little food they have. 
  A. Ani Kuleimatt and the Diaspora  
  To	begin,	the	adventurers	arrive	at	Ani	Kuleimatt’s	
  shelter	within	the	Diaspora’s	tent	city.	Read	or	
  paraphrase	the	following:	
  As you walk through the refugee camp, you see families 
  huddled around small fires beside tattered tents. Parents 
  hold children crying from empty bellies and adults struggle to 
  scavenge what they can from the wilderness around them. 
  You are led to a large patch-work tent. 
   
  Within are several dwarves, all appear exhausted and 
  starved. Those who have taken the responsibility of 
  leadership in this desperate time are the first to give their 
  meager rations to the sick and young. One of the leaders, a 
  young female dwarf dressed in tan robes, rises to her feet 
  and greets you.  
   
  “I am Ani Kuleimatt,” she hesitates, “regretfully, I have 
  neither mead nor ale to offer you. Hopefully that will change 
  soon. Please sit, I have a request to make.”  
   
  She sits herself once you look comfortable. You also notice 
  that their inability to provide hospitality deeply shames the 
  dwarves. Guest hospitality is an important dwarven tradition, 
  especially when asking for help. 
   
  She clears her throat, “A party of hunters and scouts were 
  sent to investigate an abandoned settlement and mine called 
  the Duindelve. I discovered mentions of it in an old trade 
  ledger. The complex is supposedly located somewhere 
  between the Vercy Woods and the West Galena Mountains. 
   
  “This group is late reporting back by almost two tendays . 
  My brother, Osgrim Kuleison, left with a group to find them. 
  That was nine days ago.” She pauses, her expression sad. “I 
  know you have your own concerns and you owe me nothing, 
  but Osgrim took the last of our most able warriors with him. 
  Can you seek to discover his fate, not matter what it may be? 
  I can offer you the remaining wealth of my family, the last 
  gold of the Kulei clan.” She says this with tired resignation. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SFBAY-04-02 Under Earth & Stone 
   
   
  5 
  Ani	Kuleimatt	(an	acolyte	of	Dugmaren	
  Brightmantle)	wants	the	adventurers	to	go	to	the	
  Duindelve	and	discover	Osgrim’s	fate,	and	possibly	
  secure	the	trade	post	for	the	refugees.	She	knows	the	
  following:	
  • In	the	past,	she	worked	as	a	historian	in	the	
  Mulmaster	archives.	When	she	was	forced	to	flee	
  home,	she	took	her	most	valuable	possessions—
  books.	Within	an	old	merchant’s	journal,	she	found	
  references	to	the	Duindelve,	a	settlement	and	
  mine	cradled	by	hills	of	stone	between	the	West	
  Galena	Mountains	and	Vercy	Woods.	She	still	has	
  the	log.		
  • The	merchant	mentioned	in	the	journal	that	he	
  saw	the	dwarves	use	a	spherical	stone	called	the	
  “Zanderonn,”	or	“Traveler’s	Heart”	in	Common,	
  move	rock	as	if	it	were	mere	piles	of	clay	and	
  summon	and	control	beings	of	earth.	
  • The	Duindelve	was	a	thriving	settlement.	The	
  other	records	from	that	time	mention	a	war	
  involving	Hara	Vallahir.	Most	dwarven	provinces	
  were	vassals	of	that	kingdom	and	were	oath-
  bound	to	send	assistance.	Adventurers	may	make	
  DC	15	Intelligence	(History)	checks	to	remember	
  that	Hara	Vallahir	was	wiped	out	in	a	war	fought	
  against	an	alliance	of	monsters,	orc	raiders	and	
  giant	warlords.	Hara	Vallahir	was	the	name	of	the	
  kingdom	while	Vallahir	was	the	name	of	its	
  mountain	fortress	capital.	
  • While	listed	as	a	mine,	their	chief	export	was	a	
  strong,	exotic	silk	sold	in	bundles	of	brightly-dyed	
  textile	or	weaving.	They	also	sold	a	number	of	
  goods	made	from	this	durable	silk,	such	as	
  clothing	and	rope.	
  	
  If	the	adventurers	ask	to	see	the	merchant’s	journal,	
  she	shows	them.	It	is	written	in	antiquated	Common.	
  A	DC	16	Intelligence	check	(those	with	backgrounds	
  such	as	sage	take	the	check	with	advantage)	reveals	
  some	useful	information:	
  • The	mine	produced	high-quality	silk	in	large	
  quantities	from	domesticated	giant	spiders.	
  • The	mine	subsided	off	of	giant	mushrooms	that	
  were	fast	growing	and,	according	to	the	merchant,	
  tasty	and	could	be	made	into	a	number	of	food	
  items.	
  • A	magical	stone	could	be	moved	around	the	
  Duindelve	to	activate	and	deactivate	different	
  functions	and	the	stone	guardians.	
  • The	stone	is	magically	protected.	
  Key Objectives 
  • The	adventurers	are	to	make	Duindelve	safe	again.	
  The	Mulmaster	Diaspora	needs	homes.	
  • Find	what	happened	to	the	scouts	and	Osgrim.	
  • Secure	a	source	of	food.	
  	
  Osgrim and Scouts	
  If	asked	about	the	scouts	or	Osgrim’s	group,	she	may	
  respond	with	the	following:	
  • The	original	party	of	scouts	and	hunters	was	three	
  in	number	and	led	by	an	experienced	tracker	
  named	Halwen	Thorison.	
  • Osgrim	is	a	paladin	of	Moradin	and	a	seasoned	
  adventuring	who	returned	to	Mulmaster	to	assist	
  the	refugees.	He	took	two	other	warriors	with	him.	
  • The	adventurers	are	welcome	to	keep	anything	of	
  value	they	find.	
  • Kuleimatt	has	a	good	idea	of	the	mine’s	location	
  after	further	research	with	the	merchant’s	journal.	
  	
  Providing Food	
  Adventurers	providing	food	with	create	food	and	
  water	or	other	viable	methods	are	greeted	as	heroes.	
  The	food	is	used	to	feed	the	young	and	elderly.	
  A dwarven father approaches you and politely asks to shake 
  your hand. “I wish we had more to offer, but I hope a humble 
  dwarf’s gratitude is enough for now. Keep the clan name 
  Grungison in mind. We were once renowned crafters and 
  smiths, and we will be again. Find my family then, even if it’s 
  my grandkids, we will repay you your kindness in appropriate 
  dwarven fashion.” 
  Providing	large	quantities	of	food	earns	the	
  immediate	gratitude	of	the	Diaspora.	These	methods	
  include	a	ranger	hunting	game	for	the	Diaspora,	
  purchasing	or	donating	rations	or	foodstuffs,	using	
  magical	spells	or	abilities,	or	other	applicable	means.	
  The	dwarves	are	starving,	so	food	is	incredibly	
  valuable	to	them:		
  • The	adventurers	have	advantage	on	social	rolls	
  while	interacting	with	the	dwarves.	
  • The	adventurers	may	buy	gear	from	the	dwarves	
  at	50	percent	of	the	normal	price	for	this	
  adventure.	The	Diaspora	is	poor,	but	dwarves	are	
  resourceful	and	ingenious,	and	can	offer	any	item	
  normally	priced	under	10	gp	at	half	price.		
  Treasure 
  Ani	Kuleimatt	offers	the	adventurers	her	remaining	
  wealth,	250	gp,	if	they	can	clear	the	Duindelve	for	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SFBAY-04-02 Under Earth & Stone 
   
   
  6 
  habitation.	On	a	successful	DC	15	Charisma	
  (Persuasion)	check,	she	is	willing	to	advance	the	
  adventurers	50	gp	for	supplies.	
  Approaching the Duindelve 
  Once	the	adventurers	arrive	at	the	Duindelve,	they	
  can	explore	the	trade	complex	and	mine	in	any	
  order.	Ani	Kuleimatt	does	not	know	what	to	expect	
  within.	
  	 Give	the	adventurers	the	choice	whether	to	
  explore	the	Duindelve’s	living	quarters	or	mine	first.		
  Tricks of the Trade 
  Ani Kuleimatt. At this point, the adventurers are the 
  Diaspora’s only hope. While proud, Ani Kuleimatt is also 
  quietly despairing for her people and Mulmaster. 
  Roleplaying Ani Kuleimatt 
  Ani Kuleimatt is a priestess of Dugmaren Brightmantle and a 
  scholar first and foremost. Leadership has been thrust upon 
  her, a responsibility that weighs heavily upon her young 
  shoulders. She is resourceful and wise, but also shy, as years 
  spent in the quiet solitude of libraries has made her 
  unaccustomed to dealing with others. 
   
  She deeply cares for the Diaspora, and she can’t help but 
  blame herself for every setback and hardship, even when 
  much is out of her control.  
  Quote: “The tales of tragedy and triumph I have spent my life 
  researching have done little to prepare me for the 
  practicalities and challenges of true leadership.” 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SFBAY-04-02 Under Earth & Stone 
   
   
  7 
  Part 2. The Trade Post 
  Travel to the Duindelve 
  Travel	north	to	the	Vercy	Woods	should	be	covered	
  as	a	description	of	the	journey.	However,	if	play	is	
  not	constrained	by	the	two-hour	limit,	random	
  encounters	can	be	used	along	the	way.	
  Ani Kuleimatt’s map is expertly drawn and intricately 
  detailed, crafted from the many sources she knew and her 
  keen memory. The map is sketched with such care it is almost 
  a work of art. The success of your travels will dictate the fate 
  of the Diaspora and the Kulei clan. 
   
  The weather is chill but calm, with overcast skies in the 
  morning and evening. Following the map, the journey is 
  relatively easy despite the rugged terrain of stony hills and 
  tangled woods. By the start of the fourth day, you have come 
  to the location most likely hiding the abandoned mine 
  complex and adjoining structures, and—hopefully—the 
  missing dwarven expeditions. 
  Entrance. Outer Trade Post Wall 
  Estimated	Duration:	45	minutes	
  The	trade	post	was	inhabited	by	the	dwarf	clan,	and	
  contains	a	shrine	to	Marthammor	Duin.	It	is	
  protected	by	magical	glyphs	and	a	pair	of	stone	
  golems.	
  	 The	dwarven	trade-hall	is	in	ruggedly	good	shape	
  for	having	been	abandoned	six	centuries	ago.	
  General Features 
  The trade post has the following general features. 
   
  Terrain. The complex is built into the side of a large hill 
  with a 20-foot tall camouflaged wall on the open side. The 
  craftsmanship of the trade-hall is typical of dwarven 
  stonework. 
   
  A conifer forest surrounds the compound for hundreds of 
  yards until it connects with the forest proper, which is a mix 
  of tall pines and thick cedars. 
   
  Weather. Fog lingers from dusk to dawn. Rain is common 
  at night, but the daytime has fair weather.  
   
  Light. Sunlight breaks through the clouds. At night, the 
  moon is obscured by fog and rainclouds. 
   
  Smells and Sounds. It smells of pine and cedar. The forest 
  is filled with bird song with the occasional animal call. 
  As	the	adventurers	approach	the	trade	post,	read	or	
  paraphrase	the	following:	
  The outer walls of the Duindelve stand as a looming mass of 
  stone fashioned with such precision that the lines between 
  the granite blocks cannot be seen. Much of the structure 
  blends seamlessly with the natural rock of the steep slopes 
  around it, forming a cliff face. If Ani’s map wasn’t so careful, 
  you may have walked past without noticing the structure, 
  seeing, instead, only a weathered cliff face. The compound 
  sits within a crescent-shaped hill with the wall enclosing the 
  open side. 
   
  As you approach, there are outcroppings atop the wall, 
  battlement towers disguised as jutting rocks. You also see 
  climbing ropes flung over the fortifications.  
   
  You did not see any gate or door, but, judging by the rest 
  of the structure, the entrance is most likely hidden. 
  The	trade	post	walls	are	20	feet	tall,	and	the	two	
  watch	towers	are	40	feet	high	(20	feet	above	the	
  trade	post	walls).	
  	 Tracks:	There	are	noticeable	prints	in	the	dirt	
  going	to	the	wall	where	the	ropes	hang.	A	DC	14	
  Wisdom	(Survival)	check	discerns	that	two	groups	of	
  dwarves	moved	through	the	area	several	days	apart.	
  The	tracks	lead	towards	the	ropes	and	stop	there.	
  	
  Hidden Entrance	
  The	gate	is	disguised	and	the	lock	hidden.	A	DC	16	
  Wisdom	(Perception)	or	DC	14	Intelligence	
  (Investigation)	check	reveals	both	the	concealed	
  gate	and	lock	mechanism,	which	can	be	picked	with	
  a	successful	DC	16	thieves’	tools	check.	Also,	the	gate	
  can	be	forced	open	with	a	combined	Strength	of	50.	
  Otherwise,	an	adventurer	can	climb	the	wall	on	a	
  successful	DC	12	Strength	(Athletics)	check,	and	
  release	the	gate	using	the	lever	on	the	inside	of	the	
  gateway.	When	the	lever	is	activated,	read	the	
  following:	
  A mechanism hidden within the gatehouse rumbles to life, 
  opening the massive gate with a groan that echoes 
  throughout the compound.  
  Area A. Trade Post Courtyard 
  As	the	adventurers	enter	the	interior	of	the	trade	
  post,	read	or	paraphrase	the	following:	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SFBAY-04-02 Under Earth & Stone 
   
   
  8 
  The Duindelve courtyard resembles a small, compact village. 
  Time has brought low the wooden buildings, which are now 
  heaps of rotting timber. There are no wood structures that 
  survive. Part of the settlement is an open market of empty 
  stone booths and tables. 
   
  Bas-relief sculptures wrought of verdigris copper adorn the 
  interior walls and depict dwarves drinking, brewing, and 
  mining. 
   
  Within each watch tower along the wall is a spherical brass 
  beacon. The beacons emit a green ray of light into the 
  hillside. The emerald-hued beams illuminate several large 
  archways beyond the trade post in the courtyard. 
  Within	each	watch	tower	stands	a	large,	spherical	
  brass	signal	beacon	mounted	on	a	pivoting	stand.	
  Each	beacon’s	beam	is	aimed	at	the	entrance	to	the	
  Duindelve	mine	and	the	Duingrim	living	quarters.	
  They	are	angled	inward	so	they	are	not	seen	from	
  the	outside	until	turned.	
  	
  The Magical Beacons	
  The	beacons	are	brass	spheres	filled	with	a	continual	
  flame	spell	and	polished	to	a	mirror	sheen	on	the	
  interior.	At	dusk	or	night	(or	in	non-magical	
  darkness),	the	signal	beacons	can	send	a	ray	of	
  bright	light	120	feet.	The	light	from	a	beacon	can	be	
  seen	for	miles,	and	Morse	Code-style	messages	can	
  be	sent	by	shuttering	and	unshuttering	the	beacon.	If	
  the	beacons	are	dismounted	or	disassembled,	the	
  continual	flame	ceases.	
  	 The	Duindelve	was	renowned	for	its	silk.	The	
  stalls	along	the	northern	wall	were	dedicated	to	silk	
  goods	and	the	giant	mushrooms	grown	within	the	
  mine.	
  	 There	are	about	a	dozen	collapsed	cottages	and	
  support	buildings,	such	as	a	stable	and	an	inn	for	
  visitors.	There	is	little	in	them	but	piles	of	splintered	
  lumber	and	crushed	furniture.	
  The Duindelve Proper 
  Tracks:	A	DC	12	Survival	(Wisdom)	check	identifies	
  dwarven	tracks	several	days	old	entering	the	
  Duindelve	proper,	the	Southern	Entrance.	They	
  only	go	one	direction.	
  Upon the carved face of the hill are two grand entryways into 
  the earth. Flanking the archways are copper statues of 
  dwarven miners gazing with satisfaction over the courtyard. 
   
  The north archway is far larger than the right and has 
  rusting mine tracks running out to a collapsed wooden 
  building. The south entryway is narrow and snakes into the 
  stone with sharp turns.  
  The Northern Entrance 
  One feature you immediately notice about the northern 
  entrance is the thick strands of web stretching across the 
  tunnel. Some of it has been recently cleared away.  
   
  The passage gently angles down 50 feet into the hill and 
  comes to a wide landing overlooking an immense cavern. The 
  cavern is of uncarved stone and stretches north into the 
  darkness. The mine tracks take a sharp turn from the landing 
  to hug a path along the wall and descend into the northern 
  cave, trailing out of sight.  
   
  Below the landing is an open area with a stone door on the 
  east side, right across from the ledge. 
   
  From the landing, a passage crawls south to connect with 
  the right entryway.  
  Following	this	way	leads	to	either	Area	B.	The	
  Spider-Silk	Looms,	if	the	adventurers	chose	to	go	
  east	through	the	door	at	the	bottom	of	the	landing,	
  or	to	Area	G.	The	Mine	Entrance,	if	the	adventurers	
  desire	to	go	north	into	the	immense	mine	cavern.		
  The Southern Entrance 
  The southern entrance appears to be a natural cave worming 
  through the stone. It is 10 feet wide and about 15 feet tall. 
  There is a branching line that shifts north to connect with the 
  left entranceway and the landing overlooking the great cave 
  of the mine proper.  
   
  This passage has been cleared of webs. 
   
  As you follow the passage east, it opens up into a 
  magnificent room. 
  Following	this	way	leads	to	the	meticulously	
  chiseled	stone	of	the	Duindelve	shrine	room.	Go	to	
  Area	C.	Marthammor’s	Shrine.		
  	 The	tracks	of	the	dwarven	scouts	go	this	way.	
  Area B. The Spider-Silk Looms 
  The hall leading to this chamber is engraved and decorated 
  with spiders playing harps woven in their webs. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SFBAY-04-02 Under Earth & Stone 
   
   
  9 
   
  Within the chamber itself are four great looms of stone set 
  into the floor and a dozen dusty crates sitting in the corner of 
  the room. 
  There	are	four	magically	powered	spider-silk	
  looms.	Each	loom	is	larger	than	a	wagon,	
  constructed	of	stone,	and	built	into	the	trade	post	
  floor.	On	a	successful	DC	12	Intelligence	
  (Investigation)	check,	the	machines	are	identified	as	
  spider-silk	looms	that	weave	giant	spider	silk	into	
  textiles.	
  	 Detect	magic	reveals	the	looms	are	enchanted	with	
  transmutation	magic.	
  Repairing the Looms 
  With	an	hour’s	work	and	a	successful	DC	20	
  Intelligence	(Arcana)	check,	all	the	looms	can	be	
  restored	to	full	working	status.	Rock	gnomes	and	
  dwarves	make	this	check	with	advantage.	Using	
  mending,	fabricate,	stone	shape,	or	similar	magic	can	
  also	repair	the	looms.	
  	 If	the	looms	are	repaired,	read	the	following:	
  The looms rumble to life, animated by some unseen magic. 
  The shuttles begin to clack, the arms moving back and forth 
  quickly and precisely. After several minutes of loud clacking, 
  the looms stop. 
   
  It appears the process is mostly automated but lacks the 
  material it was supposed to weave and bundle. 
  If	the	looms	are	restored	to	functionality,	award	
  each	character	200	experience	points.	
  Treasure 
  There	is	a	stack	of	heavy	wooden	crates	in	the	
  corner	marked	with	the	sigil	of	Clan	Duingrim,	which	
  is	an	upright	pick	in	front	of	a	boot.	All	but	one	is	
  empty.	A	DC	13	Intelligence	(Investigation)	or	DC	15	
  Wisdom	(Perception)	check	finds	the	crate	with	
  three	silk	rolls	in	it.	Each	spider-silk	brocade	is	five	
  feet	long,	three	feet	wide,	weighs	5	pounds,	and	is	
  worth	100	gp.	
  Area C. Marthammor’s Shrine 
  Read	or	paraphrase	the	following	description:	
  This spacious room is made in the grandiose style of dwarves 
  and stretches high above to a vaulted ceiling. There are 
  murals on the floor, walls, and ceiling of dwarven heroes. 
   
  The southern side of the great hall appears to have been 
  undergoing expansion but was never finished.  
   
  There are numerous alcoves along the walls. Within each 
  recess is a detailed dwarf statue emblazoned with copper. 
  Runes are carved at the base of each sculpture.  
   
  A beautiful altar of glittering quartz stands at back of the 
  room. Upon it sits an unlit silver lantern and a stone tablet. 
  The altar’s front is also adorned with sigils. Sitting on a ledge 
  behind the altar is a small stone box. 
   
  There are multiple doors and an open passage along the 
  north side of the chamber as well as double doors on the 
  south side. These doors are open. 
  Anyone	capable	of	reading	Dwarvish	can	identify	
  that	the	statues	are	depictions	of	Moradin	and	
  the	dwarven	pantheon.	Otherwise,	a	successful	DC	
  10	Intelligence	(Religion)	check	will	identify	the	
  statues.	
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SFBAY-04-02 Under Earth & Stone 
   
   
  10 
  The Silver Lantern	
  The	lantern	is	unlit,	and	does	not	have	an	oil	
  reservoir.	On	a	successful	DC	15	Intelligence	
  (Investigation)	skill	check,	the	subtle	markings	of	a	
  glyph	of	warding	can	be	seen	upon	the	lantern.	
  Trap. Glyph of Warding 
  Magical Trap (Levels 5-10 dangerous threat) 
  This lantern is protected by a glyph of warding, and radiates 
  both abjuration and evocation magic. 
   
  Trigger. A sentient creature touching the lamp without 
  having sung the hymn to Marthammor Duin, or dispelling the 
  glyph, triggers the trap. 
   
  Effect. A thunderous boom erupts in a 20-foot-radius 
  sphere centered on the lamp, destroying the lamp. Each 
  creature in the area must make a DC 15 Dexterity save. A 
  creature takes 6d8 thunder damage on a failed save, or half 
  damage on a successful save. The explosion alerts the 
  residents of the Duindelve. 
   
  Countermeasures. Singing the hymn carved upon the altar 
  will dispel the glyph. Otherwise, a successful DC 16 
  Intelligence (Arcana) skill check or dispel magic can 
  deactivate the glyph of warding. 
  Riddle	
  Inscribed	in	Dwarvish	on	the	front	of	the	altar	is	a	
  well-known	hymn	to	Marthammor	Duin,	the	
  dwarven	god	of	travelers.	Singing	the	hymn	with	a	
  successful	DC	13	Charisma	(Performance)	skill	check	
  causes	a	continual	flame	to	begin	burning	within	the	
  lantern.	It	also	deactivates	the	glyph	of	warding	upon	
  the	lantern.	
  The Stone Tablet	
  The	stone	tablet	bears	the	liturgy	and	creed	of	
  Marthammor	Duin,	which	is	written	in	Dwarvish,	
  elegantly	carved,	and	weighs	20	pounds.	
  Treasure	
  The	finely-wrought	lantern	is	worth	250	gp,	and	
  the	continual	flame	lasts	until	dispelled.	The	stone	
  tablet	is	worth	150	gp	to	an	interested	buyer,	such	
  as	a	library,	art	collector,	or	historian.	The	small	
  stone	box	contains	a	scroll	of	speak	with	animals.		
  Area D. The Fireseed Distillery 
  Tracks:	A	successful	DC	14	Survival	(Wisdom)	check	
  identifies	dwarven	tracks	entering	the	shrine	and	
  going	into	the	distillery.	They	lead	to	a	rack,	which	
  has	several	missing	bottles.	The	tracks	then	head	out	
  and	go	north,	towards	the	mine.	
  The stone doors on the south side of the great shrine hall are 
  ornate and adorned in copper and portray dwarves brewing. 
  There is a huge sigil on the doors. One of the doors is open. It 
  leads through a short hall to a main section filled with copper 
  distilling equipment: pipes, vats, furnaces, and holding tanks 
  weave a metallic jungle through the interior.  
   
  Connected the distillery is a warehouse of sorts filled with 
  dozens of racks, some holding dusty bottles. 
  The	sigil	warns	that	no	fire	should	be	brought	
  beyond	this	point	under	threat	of	severe	
  punishment.	
  	 The	vats	and	tanks	are	empty	and	ring	with	a	dull	
  echo	if	disturbed.	There	are	ten	remaining	bottles	of	
  aged	fireseed	liquor	on	the	racks,	dated	from	871.	
  The	Duingrim	had	planned	to	return	home.	The	
  drink	is	quite	strong	and	flavorful,	and	a	dwarven	
  favorite.	
  Treasure	
  Each	of	the	ten	bottles	of	aged	fireseed	liquor	
  weighs	5	pounds	and	is	worth	20	gp.	
  Area E1. The Larder 
  The	stone	door	is	locked.	A	successful	DC	14	thieves’	
  tools	check	opens	it,	or	a	DC	20	Strength	(Athletics)	
  check.	
  There is a copper Dwarvish sigil on the door. 
   
  The room seems unnaturally chill and hooks hang from the 
  ceiling. There are also shelves carved into the stone, a few 
  jars and pots rest in them. The room otherwise appears 
  empty. 
  For	those	who	speak	Dwarvish,	the	sigil	indicates	
  food	storage.	A	successful	DC	14	Intelligence	
  (Arcana)	recalls	that	evocation	magic	is	used	to	chill	
  larders	such	as	this.	Detect	magic	identifies	a	faint	
  evocation	magic	pervading	the	room	to	keep	it	cold.	
  Area E2. The Kitchen 
  The door has a Dwarvish sigil in copper engraved on it. 
   
   
  The room has several counters and tables. Against one 
  wall is a large iron stove for backing beside a large fireplace 
  for roasting. There are a number of rotting wooden 
  cupboards and shelves. 
  For	those	who	speak	Dwarvish,	the	sigil	indicates	
  feasting.	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
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  11 
  	 This	room	has	entrances	to	both	the	north,	
  connecting	with	adjoining	passages,	and	south,	
  connecting	with	the	shrine.	Neither	door	is	locked	
  and	both	doors	hold	the	same	Dwarvish	sigil	in	
  copper.		
  Treasure	
  A	DC	12	Intelligence	(Investigation)	check	finds	20	
  gp	worth	of	silver	cutlery	(actual	silver).	Any	
  character	declaring	that	he	or	she	searches	the	
  drawers	automatically	finds	these	items.	
  Area E3. The Restrooms and 
  Bathhouse 
  This door is made of marble and has no lock. The depiction 
  on the surface is that of an underground waterfall. The door 
  is heavy but slides open with ease. 
   
  The first thing you notice is the gurgle of running water 
  and a damp coolness on your skin. A natural spring pours 
  from the east wall and runs along a decorative channel on 
  one side of the room before it drains into a grate in the 
  corner.  
   
  The room is quite large and the stone is ornamented with 
  quartz and marble. There are two large but empty baths. 
  Against the north wall is a heavy iron boiler with pipes going 
  into the ground beneath the baths. Against the south wall are 
  four toilets separated by folding screens. 
  While	the	room	is	gorgeous,	there	is	nothing	of	
  value.	
  	 There	are	disguised	mechanisms	to	control	and	
  channel	the	water,	to	empty	and	fill	the	baths,	toilets,	
  and	boiler.	A	DC	10	Wisdom	(Perception)	check	finds	
  the	mechanisms.	The	adventures	can	play	with	the	
  water	and	pump	system	if	they	wish.	The	water	is	
  fresh	and	cold.	
  Entrance to Hallway of E4 and E5  
  Read	or	paraphrase	the	following:	
  At the entrance to this hallway are two fearsome looking 
  statues made in the likeness of giant dwarven warriors. 
  Between them is a plaque that bears Dwarvish runes and an 
  image of a stone pick. Below the plaque on a plinth is a 
  shallow basin formed of strange, dimly glowing metal. 
   
  This long hallway itself is inscribed with carvings showing 
  stories of dwarven mythology, heroes battling dragons and 
  giants atop mountains. The eyes of the figures seem to glitter 
  and shine. The images are decorated with polished quartz. 
   
  There are five doors within the hall, two on each side and 
  one at the end. The door at the end is copper-plated. The 
  four doors along the walls all carry the same dwarf sigil while 
  the copper-plated door at the end has a different one. 
  	Carved	into	the	plaque	is	a	saying	in	Dwarvish:	“I	
  hold	the	traveler’s	heart;	enter	not	upon	pain	and	
  death.”	The	plaque	contains	a	clue	on	how	to	avoid	
  the	dormitory	guardians.	
  	 The	dwarves	of	the	Duindelve	did	not	leave	their	
  home	undefended	all	these	years.	The	two	basalt	
  statues	are	stone	golems	tasked	with	defending	the	
  settlement	against	all	non-dwarf	interlopers.	
  	 If	a	non-dwarf	enters	any	of	the	dormitories	(Area	
  E4	and	E5),	the	two	stone	golems	animate	and	
  attack.	If	any	of	the	adventurers	are	carrying	the	
  Traveler’s	Heart	(the	stone	of	controlling	earth	
  elementals	from	the	adjacent	mine),	the	stone	
  golems	do	not	animate.	
  	 Once	activated,	the	stone	golems	follow	and	
  continue	to	attack	until	the	entrance	of	the	
  Duindelve	mine.	Once	all	non-dwarves	have	left	the	
  area,	the	golems	return	to	their	resting	stations	
  outside	the	dormitories,	but	will	immediately	
  reactivate	to	attack	invaders	who	return	into	the	
  Duingrim	living	complex.	If	attacked,	the	stone	
  golems	activate	and	defend	themselves.	
  	 If	the	Traveler’s	Heart	is	placed	within	the	basin,	
  read	the	following:	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
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  12 
  A cloud of yellow vapor streams from the eyes and mouths of 
  the basalt statues standing guard in the hall. At the same 
  time, the statues briefly glow. The vapor wafts out of the hall. 
  After	this,	the	golems	are	deactivated.	This	makes	
  the	residential	halls	safe	for	inhabitation.	
  	 If	the	party	returns	to	Ani	Kuleimatt	with	the	
  Traveler’s	Heart	without	deactivating	the	golems,	
  the	Diaspora	can	find	the	deactivation	method.	
  	 If	the	golems	are	deactivated	by	the	adventurers	
  without	destroying	them,	award	each	character	
  1,000	experience	points	instead	of	the	combat	
  experience	for	the	golems.	
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  Very Weak or Weak: One of the golems will no longer 
  activate. Remove one stone golem. 
  The Metal Basin 
  On	a	successful	DC	15	Intelligence	(History)	check,	
  the	basin	is	identified	as	forged	from	meteoric	ore.		
  	 This	meteoric	ore	is	identical	to	the	metal	that	the	
  Traveler’s	Heart	is	forged	from.	It	is	affixed	to	the	
  plinth,	but	can	be	broken	loose	with	a	DC	20	
  Strength	(Athletics)	check.	The	basin	ceases	to	
  function	if	removed.	This	means	that	if	the	basin	is	
  broken	loose	before	the	golems	are	deactivated,	they	
  can	no	longer	be	deactivated	via	this	method.	
  However,	placing	the	plinth	back	into	place	and	
  casting	mending	repairs	it.	
  Tricks of the Trade 
  Stone Golems. The golems are a deadly fight, and direct 
  combat may result in one or more characters dying. As 
  DM, don’t be afraid to take this step. The party has options 
  to avoid this battle and/or deactivate the golems. 
  Area E4. The Silver Quarters 
  The	doors	to	the	four	common	rooms	are	not	locked.	
  Each	room	is	empty	save	for	the	furniture.	
  Each room appears to be the sleeping residence of a family. 
  Old wooden bunks separated by silken drapes are still 
  present as well as dressers, desks, mirrors, bookshelves, and 
  the various comforts of a well-furnished room. Unlike the 
  wooden structures outside, these have borne the passage of 
  time well. 
  For	those	who	speak	Dwarvish,	the	sigil	indicates	a	
  place	of	rest	and	family.	
  	
  Treasure	
  The	silken	drapes,	while	worn,	can	be	sold.	They	
  weigh	25	pounds	each	and	are	worth	50	gp	apiece.	
  There	are	two	in	each	room	for	a	total	of	eight	
  between	all	the	silver	dorms.	
  Area E5. The Gold Quarter 
  The	stone	door	is	locked.	A	successful	DC	14	thieves’	
  tools	check	unlocks	it,	or	a	DC	20	Strength	
  (Athletics)	check.	
  Once, long ago, this chamber must have been magnificent in 
  its rich furnishings. There is finally made furniture and silken 
  tapestries and rugs covering the walls and floor. A silent 
  fireplace looks out darkly over the room. On a shelf, next to 
  an old lamp, is a jewelry case. 
  For	those	who	speak	Dwarvish,	the	sigil	indicates	
  the	burden	of	governorship.	This	chamber	was	home	
  to	the	ruling	family	of	the	Duingrim.		
  Treasure	
  Within	the	jewelry	case	are	18	quartz	dragon-eye	
  beads	worth	10	gp	apiece.	They	appear	to	be	pieces	
  being	readied	to	decorate	the	murals	and	statues	of	
  the	Duindelve.	
  Area G. The Mine Entrance 
  Read	or	paraphrase	the	following:	
  
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  13 
  The massive cavern leading north from the landing has been 
  worked by tools but had yet to be carved into proper 
  dwarven tunnels for homes and businesses. Two stone pillars 
  heavy with copper iconography stand within the tunnel 
  leading to the true entrance of the mine. A number of 
  messages are scrawled across the metal plates. 
  The	Dwarvish	runes	read	“Duindelve,”	which	
  translates	to	“The	Traveler’s	Mine”	in	Common.	
  Below	that	is	the	mine’s	motto:	“The	traveler’s	
  heart	shines	brightly	for	our	kin.”	The	copper-plated	
  pillars	also	tell	the	story	of	the	Duindelve	and	the	
  Duingrim’s	finding	of	the	place	and	their	discovery	
  and	breeding	of	the	docile	spiders.	It	even	mentions	
  the	spiders	attempting	to	mimic	the	sound	of	the	
  string	instruments	the	dwarves	would	play.	There	is	
  much	space	left	on	the	pillars	as	the	dwarves	
  thought	their	story	would	go	on	for	much	longer.	
   
  
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  14 
  Part 3. The Duindelve Mine 
  Estimated	Duration:	45	minutes	
  The	Duindelve	mine	stretches	into	the	hillside.	It	
  used	to	be	a	functioning	copper	mine	and	yielded	a	
  fair	amount	of	ore	before	the	mine	was	shortened	
  and	converted	to	rearing	spiders	and	growing	
  mushrooms.	
  	 Inside	the	mine	are	feral	giant	spiders	dominated	
  by	a	clan	of	ettercaps.	When	the	dwarves	lived	here,	
  the	spiders	were	livestock,	taken	care	and	bred	for	
  their	valuable	silk.	The	spiders	proved	to	be	oddly	
  intelligent	and	could	repeat	stringed	instrumentals	
  by	playing	the	specialized	strands	within	their	webs.		
  	 Currently,	the	mine	is	filled	with	spider	webs,	
  giving	the	spiders	and	spider-kin	an	edge.	
  	 The	ettercaps	are	led	by	a	hulking	ettercap	
  nicknamed	Shrull.	While	the	spiders	are	not	
  immediately	hostile,	Shrull	and	the	ettercaps	
  attempt	to	attack	with	surprise.	If	the	ettercaps	are	
  defeated,	the	spiders	will	cease	attacking	unless	
  pursued.	
  General Features 
  The mine is heavily infested with giant spiders and ettercaps. 
  Unless otherwise noted, all areas within the mine are filled 
  with webs. 
   
  Terrain. Past the entrance, the interior of the mine is filled 
  with spider webs. The webs are difficult terrain and lightly 
  obscure the area. All creatures with web sense are 
  immediately aware of intruders that touch any webbing 
  unless precautions are made, such as a druid wild shaping 
  into a spider. 
   
  Each creature that starts its turn in the webs or that enters 
  them during its turn must make a DC 11 Dexterity saving 
  throw. On a failed save, the creature is restrained as long as it 
  remains in the webs or until it breaks free. A 
  creature restrained by the webs can use its actions to make 
  a DC 11 Strength check. If it succeeds, it is no 
  longer restrained. 
   
  The webs are flammable. Any 5-foot cube of webs exposed 
  to fire burns away in 1 round, dealing 2d4 fire damage to any 
  creature that starts its turn in the fire. 
   
  Weather. The dwarf mine is underground. It is cold and 
  damp inside. 
   
  Light. The inside of the Duindelve is dark. Adventurers 
  cannot see without darkvision or a light source. 
   
  Smells and Sounds. Slight rustling and chittering can be 
  heard. This is the arachnids and ettercaps. On a successful DC 
  15 Intelligence (Nature) check, the sounds can be identified 
  as arachnids. The sounds of the ettercaps are not 
  distinguishable from giant spiders. The giant spiders, unless 
  frightened or hurt, play special silk strands woven to sound 
  like a harp. They are mimicking a song passed down from 
  their mothers, a song learned from the dwarves. 
  Area A. Into the Mine 
  A	successful	DC	14	Wisdom	(Survival)	or	
  Intelligence	(Investigation)	check	reveals	the	
  following:	
  • There	are	disturbances	in	the	webs	with	fresh	
  ones	woven	to	replace	the	damaged	or	broken	
  strands.	
  • On	the	dusty	floor	of	the	mine	are	boot-prints	
  heading	deeper	in.	
  Read	or	paraphrase	the	following:	
  The passage is narrow and follows a set of large stairs 
  descending deep into the stone. 
   
  There are thick web strands crossing from floor to ceiling 
  and from wall to wall. 
  Environmental Effects	
  The	strands	of	web	slow	down	movement.	Treat	the	
  area	as	difficult	terrain	that	lightly	obscure	the	
  area.	
  	 A	successful	DC	16	Intelligence	(Arcana)	check	
  identifies	faint	amounts	of	faerzress,	a	magical	
  radiation	from	the	Underdark	caused	by	elven	
  mythals	put	into	place	to	keep	the	sinister	creatures	
  of	that	realm	from	teleporting	out.	Over	time,	the	
  mythals	have	bled	magic	into	the	land.	
  Area B. The Old Copper Mine 
  Read	or	paraphrase	the	following:	
  The passage opens into an immense space 100 feet across, 
  150 feet long, and 50 feet tall.  
   
  The webs continue clogging the ceiling and draping the 
  walls. Strands cross your path. Overhead, the webs are so 
  think in places it looks like clouds hugging the roof. 
   
  A breeze flows through the cave, disturbing the webs. You 
  can swear you hear harp music coming from within the mine. 
  The longer you spend here, the clearer the harp sound 
  becomes, drifting throughout the tunnels.  
   
  There is a section of destroyed webs and blood-stained 
  stones. Nearby are two dead creatures that look to be the 
  cross between a spider and a man. 
  A	DC	12	Intelligence	(Nature)	check	identifies	these	
  dead	creatures	as	ettercaps.	
  	 This	is	where	the	ettercaps	ambushed	and	killed	
  Osgrim	and	his	companions.	Osgrim	dispatched	two	
  ettercaps	before	he	was	overwhelmed.	The	first	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
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  15 
  scout	group	was	taken	quickly	without	any	ettercap	
  losses,	but	Osgrim	was	fiercer.	
  	 A	DC	16	Intelligence	(History)	check	reveals	the	
  sound	to	be	part	of	a	dwarven	folksong.	Dwarves	
  make	this	check	with	advantage.	
  Area C. The Spider Den 
  Read	or	paraphrase	the	following:	
  The webs are so dense here that you cannot see the stone of 
  the cave, not even the floors or walls. It is like the whole 
  passage is that of some great funnel web spider’s nest, not 
  but a tunnel of woven silk.  
   
  The eerie, throbbing music ceases as you grow closer. 
  There	are	seven	giant	spiders	in	this	room,	as	well	
  as	three	swarms	of	insects.	The	swarms	are	
  composed	of	giant	spider	hatchlings.	
  	 Two	giant	spiders	are	creating	harmonic	music	
  using	strings	of	spider	silk.	These	were	learned	long	
  ago	and	passed	down	through	mimicry	by	the	
  spiders.	A	DC	14	Intelligence	(Religion	or	History)	
  check	identifies	this	as	the	string	section	of	an	
  altered	dwarven	folksong.		
  	 The	current	matriarchs	do	not	understand	its	
  connection	to	the	old	dwarven	handlers.	However,	
  the	spiders	do	have	a	positive	association	with	the	
  images	of	dwarves	and	dwarves	themselves	as	well	
  as	drow	as	that	has	been	magically	bred	into	them	
  long	ago	by	their	first	caretakers,	the	drow	of	
  Maerimydra.		
  	 The	giant	spiders	initially	attempt	to	hide	within	
  the	recesses	of	the	spider	webs,	and	do	not	attack	
  unless	an	ettercap	from	Area	D	commands	them	to	
  do	so,	or	the	spiders	are	attacked	or	take	damage.	
  Feral Spiders 
  The	giant	spiders	in	Area	C	are	the	feral	descendants	
  of	Duindelve’s	domesticated	spiders.	The	dwarves	
  who	lived	here	raised	giant	spiders	for	their	spider	
  silk.	These	silky	threads	were	used	in	the	trade	
  post’s	looms,	and	produced	beautiful	textiles.	
  The	spiders	are	not	innately	hostile	and	seem	almost	
  friendly	towards	any	dwarves	or	drow.	
  • Once	the	ettercaps	are	eliminated,	remaining	
  spiders	will	attempt	to	hide	or	flee.	
  • If	combat	hasn’t	ensued,	the	spiders	can	
  potentially	be	relocated	or	domesticated.	On	a	
  successful	DC	15	Wisdom	(Animal	Handling)	
  check,	the	giant	spiders	and	spider	swarms	can	be	
  guided	to	leave	their	abode.	If	adventurers	can	
  speak	with	the	spiders,	they	can	also	convince	the	
  arachnids	to	become	silk-weavers	for	the	Diaspora	
  dwarves.	Dwarves	and	drow,	or	anyone	with	a	
  background	involving	the	Underdark,	make	this	
  check	with	advantage.		
  • Anyone	making	a	DC	15	Wisdom	(Insight)	check	
  realizes	that	the	spiders	were	once	domesticated,	
  and	pose	less	of	a	threat	than	other	residents	of	
  the	mine.	
  Roleplay Opportunity	
  The	spiders	are	still	docile.	The	drow	had	magically	
  bred	it	into	this	species	hundreds	of	years	ago	and	it	
  still	runs	strong	from	generation	to	generation.	Two-
  legged	creatures	easily	imprint	on	the	arachnids	as	
  ‘friendly.’	
  Speaking with the Spiders 
  Adventurers	using	speak	with	animals	(such	as	the	
  scroll	found	near	Marthammor’s	shrine)	or	similar	
  magic	can	speak	with	the	spiders.	Dwarves,	drow,	
  druids,	and	rangers	have	advantage	on	social	rolls	
  with	the	spiders.	The	adventurers	can	convince	the	
  spiders	to	leave	the	mine	or	become	domesticated	
  for	the	Diaspora	dwarves.	They	also	learn	the	
  following:	
  • There	are	big	stone	beings	in	the	mine.	They’re	
  usually	quiet	as	far	as	walking	rock	goes.	Touching	
  the	mushroom	forest	makes	them	mad.	
  • The	two-legged	spiders	are	the	masters	of	the	web	
  (this	is	about	the	ettercaps	in	Area	D).	
  • Stout	two-legged	creatures	with	wagging	beards	
  came	to	our	home	not	long	ago.	The	ettercaps	
  ambushed	and	ate	them.	We	hid.	We	do	not	like	
  violence	with	two-legged	creatures.	We	are	fond	of	
  those	who	walk	on	two	legs.	We	always	have	been.	
  It	is	a	memory	in	our	blood.	
  Developments 
  If	the	adventurers	parlay	peaceful	with	the	spiders	
  and	either	convince	them	to	leave	or	work	for	the	
  Diaspora,	award	each	character	500	experience	
  points	instead	of	the	combat	experience	points.	
  Tricks of the Trade 
  Domesticated Spiders. Combat is an option here, but 
  encourage the players to think outside the box a bit. Give a 
  gentle nudge towards non-hostile resolution, or perhaps 
  drop hints about the spider’s more passive nature. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
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  16 
  Negotiating with the Spiders. Using speak with animals or 
  other communicative spells or abilities may be beneficial 
  when dealing with the spiders. In case of excellent role-
  playing, grant advantage on Animal Handling checks to 
  convince the spiders to relocate or work with the Diaspora. 
  Area C1. Spider’s Larder 
  The	spider’s	cocoons	are	stored	here.	Read	or	
  paraphrase	the	following:	
  A dozen or more cocoons hang from the webbing here. They 
  range in size. Some are cat- or dog-sized, while others are as 
  large as an ox. None of the cocoons are the shape of that a 
  dwarf would make, at least you hope. 
  Within	the	cocoons	are	a	dozen	various	dead	and/or	
  paralyzed	wild	animals.	Notable	paralyzed,	but	still	
  alive,	animals	include	four	giant	fire	beetles	and	
  two	giant	bats.	These	animals	will	recover	from	
  their	paralysis	given	enough	time.	
  	 Cutting	the	animals	free	does	not	provoke	attacks	
  from	the	spiders,	but	it	does	immediately	alert	the	
  ettercaps,	who	will	attempt	to	stealthily	attack	the	
  party	(see	Area	D	for	details).	
   
  Area D. Shrull and the Ettercaps 
  Read	or	paraphrase	the	following:	
  The webs here take on a slightly different appearance and 
  the cocoons here have an unnerving shape, a familiar shape, 
  the shape of dwarves.  
   
   
  A soft, repetitive ‘shh-roll’ sound can be heard, but the 
  source is not immediately apparent. 
  The	sound	that	the	adventurers	hear	is	the	chitin	
  plates	of	the	hidden	ettercap	alpha,	nicknamed	
  ‘Shrull,’	rasping	together.	
  	 There	are	six	ettercaps,	led	by	this	ettercap	
  alpha,	in	Area	D.	If	the	adventurers	have	touched	
  any	webs	throughout	the	mine,	the	ettercaps	are	
  aware	of	the	intruders.	In	this	case,	they	attempt	to	
  hide	and	launch	an	ambush.	Any	ettercap	has	
  advantage	on	Dexterity	(Stealth)	checks	because	of	
  the	webs.	
  	 Within	the	cocoons	are	six	dead	dwarves	including	
  the	shriveled	body	of	Osgrim.	He	carries	a	silver	
  warhammer,	a	crossbow,	and	an	ornate	quiver	
  with	10	bolts	+1.	Around	his	neck	is	a	silver	
  pendant	of	Moradin.	These	dwarves	were	liquefied	
  and	sucked	dry	days	ago,	so	raise	dead	or	other	
  restorative	magic	fails.	
  Ettercap Alpha 
  The ettercap alpha is an ettercap with 72 hit points. 
  	
  Treasure	
  The	dwarf’s	non-magical	ornate	quiver	is	worth	50	
  gp,	and	his	silver	pendant	is	worth	50	gp.	His	silver	
  warhammer	is	still	serviceable	and	is	worth	70	gp	if	
  sold.	
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  Very Weak: Remove two ettercaps.  
  Weak: Remove one ettercap. 
  Strong: Add two ettercaps. 
  Very Strong: Add one ettercap alpha. Add two ettercaps. 
  Developments 
  Once	combat	ensues,	the	ettercap	alpha	will	
  attempt	to	order	an	attack	from	any	remaining	giant	
  spiders	and/or	swarms	of	insects	from	Area	C.	If	
  the	adventurers	and	spiders	had	a	positive	
  encounter,	the	spiders	do	not	heed	the	orders	of	the	
  ettercaps.	However,	if	the	adventurers	missed	that	
  
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  CCC-SFBAY-04-02 Under Earth & Stone 
   
   
  17 
  encounter,	or	treated	the	spiders	poorly,	both	the	
  giant	spiders	and	swarms	follow	the	commands	of	
  the	ettercap	alpha	and	attack	the	party.	
  	 If	more	than	half	the	ettercaps	or	spiders	are	slain,	
  the	giant	spiders	and	swarms	will	attempt	to	flee,	
  balking	the	ettercap’s	commands.	
  Tricks of the Trade 
  Ettercaps. The ettercaps have an Intelligence of 7, so should 
  be played as cunning, but they’re not master tacticians. At 
  the same time, play to their strengths by using webs in 
  combination with the poisonous bite. Things become more 
  hazardous if the adventurers haven’t properly dealt with 
  the spiders in Area C. 
  Negotiating with the Ettercaps. Ettercaps do not speak any 
  languages and are not beasts, so speak with animals or 
  other communicative spells won’t work. 
  Area E. The Elementals and the 
  Mushroom Farm 
  Read	or	paraphrase	the	following:	
  The cavern is massive and stretches more than 100 feet with 
  a roof that is 60 feet high. The floor of the chamber is damp 
  soil with a great forest of mushrooms growing from it. 
  Strangely, the forest is lined in neat rows. Each mushroom is 
  a dozen feet tall and must weigh several hundred pounds. 
   
  What looks like an animated pile of rubble in the shape of 
  a dwarf stands between the rows of giant mushrooms and 
  appears to be gently trickling water on them.  
  These	three	earth	elementals	were	once	
  summoned	to	help	with	prospecting	and	mining,	but	
  after	the	mine	was	closed,	the	dwarves	put	the	
  elementals	to	work	on	the	mushroom	gardens.	Even	
  after	the	dwarves	left,	these	elementals	remained	
  here,	bound	because	of	the	power	of	the	Traveler’s	
  Heart.	The	device’s	power	is	greatly	magnified	by	the	
  nexus	of	runes	woven	into	the	Chamber	of	the	Heart	
  (Area	G)	by	the	dwarven	priests.	This	allowed	them	
  to	summon	multiple	elementals	for	an	indefinite	
  amount	of	time.	
  	 Area	E	is	not	filled	with	webs,	because	of	the	
  occasional	movement	of	the	elementals.	The	other	
  residents	of	the	mine	learned	many	decades	ago	to	
  not	bother	the	elementals.	
  	 At	this	point,	the	elementals	have	slowly	toiled	for	
  six	centuries	and	have	kept	the	mushroom	gardens	
  in	good	health,	protecting	and	tending	to	them.	The	
  earth	elementals	are	angry	because	of	their	lengthy	
  servitude,	and	will	attack	if	threatened	or	if	the	
  mushrooms	gardens	are	interfered	with	without	
  permission	from	the	elementals.	Otherwise,	the	
  elementals	continue	their	labor.	
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  Very Weak: Remove two earth elementals. 
  Weak: Remove one earth elemental. 
  Strong: Add one earth elemental. 
  Very Strong: Add two earth elementals. 
  Roleplay Opportunity	
  The	elementals	are	stern	and	stoic	but	also	rigidly	
  polite.	They	are	friendly	to	dwarves,	gnomes,	or	
  clerics	of	a	deity	associated	with	earth	or	stone.	They	
  give	fair	warning	to	intruders	not	to	damage	the	
  mushroom	gardens.	
  	 If	anyone	speaks	Primordial,	Terran,	or	any	other	
  elemental	dialect,	the	elementals	politely	explain	the	
  following	in	a	deep,	rumbling	voice:	
  • The	elementals	are	bound	to	the	mine	by	a	magic	
  stone	that	conjured	them	from	the	Plane	of	
  Elemental	Earth	many	years	ago.	The	patron	god	
  of	the	mine	is	an	ally	of	an	earth	prince	these	
  beings	serve.	
  • The	elementals	have	been	in	the	mine	for	so	long	
  tending	to	fungi,	which	they	don’t	fully	
  understand,	that	they	would	be	grateful	for	
  release.	However,	a	successful	DC	16	Charisma	
  (Persuasion)	roll	can	convince	the	elementals	to	
  remain	and	help	the	Mulmaster	Diaspora.	
  Dwarves	or	any	earth-oriented	clerics	or	druids	
  gain	advantage	on	this	roll.	While	they	owe	
  nothing	to	the	Diaspora,	seeing	these	new	dwarves	
  safely	settled	here	would	complete	their	duties	to	
  the	missing	Duingrim.		
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SFBAY-04-02 Under Earth & Stone 
   
   
  18 
  • Their	master,	one	of	the	dwarves	from	the	trade	
  post,	told	them	to	‘wait	and	protect	and	tend	to	the	
  gardens,’	but	then	she	never	returned.	
  • They	also	warn	the	adventurers	to	not	disturb	
  their	work.	
  If	asked	about	the	music	or	what	else	is	inside	the	
  mine,	the	elementals	respond	with:	
  • The	music	comes	from	large	spiders	attempting	to	
  mimic	the	string	instruments	the	dwarves	used	to	
  play.	
  • Cracks	in	the	seals	to	the	lower	levels	have	let	in	a	
  number	of	strange	creatures,	but	they	are	often	
  eaten	by	the	nest	of	spider-men.	
  	
  If	asked	about	the	dwarven	scouts	or	Osgrim,	the	
  elementals	are	unaware	of	the	scouts	as	the	dwarves	
  never	made	it	this	far	into	the	mine.	They	ettercaps	
  ambushed	them	before	they	reached	this	chamber.	
  Developments 
  If	the	Traveler’s	Heart	is	removed	from	Area	G,	the	
  earth	elementals	continue	to	toil	in	the	mushroom	
  garden.	The	adventurers	will	have	an	opportunity	to	
  parlay	with	them	(see	Roleplay	Opportunity,	
  above).	Aggressive	actions	or	meddling	in	the	fungal	
  garden	will	be	met	with	unchecked	elemental	fury.	
  	 If	the	adventurers	convince	the	earth	spirits	to	
  stay	and	assist	the	Diaspora,	they	remain	in	the	
  gardens	working.	
  	 If	the	elementals	are	released	or	allied	with	
  instead	of	being	destroyed,	
  award	each	character	750	
  experience	points	instead	
  of	the	combat	experience	
  points.	
  Area F. Heart’s 
  Door 
  Beyond	the	stone	entrance	
  door	of	Area	E	is	the	home	
  of	the	Traveler’s	Heart,	a	
  stone	of	controlling	earth	
  elementals	that	binds	the	
  mine’s	elemental	and	golem	
  protectors.	
  	 Read	or	paraphrase	the	
  following:	
  You stand before a towering archway holding massive basalt 
  doors. The double-doors bear a single sigil at their center and 
  a stone rod as thick as a dwarf’s leg lays across them like a 
  bar across gates before a siege. 
  Opening the Heart’s Chamber 
  The	sigil	is	a	Dwarvish	rune	that	reads	
  “Zanderonn,”	which	translates	to	“Traveler’s	Heart”	
  in	Common.	
  	 Opening	the	door	to	Area	E	requires	an	DC	25	
  Strength	(Athletics)	check.	Using	a	crowbar	or	other	
  appropriate	tool	gives	advantage.	Otherwise,	a	
  combined	Strength	of	40	can	dislodge	the	stone	rod.	
  Either	brute-force	method	requires	1	minute	per	
  attempt.	
  	 A	successful	DC	18	check	with	thieves’	or	mason’s	
  tools	will	find	the	fulcrum	point	and	open	the	door.	
  	 Other	entrance	methods	could	include	a	knock	
  spell,	oil	of	slipperiness,	a	chime	of	opening,	or	other	
  applicable	spells	or	effects.	
  Tricks of the Trade 
  The Door. The adventurers should not be thwarted by the 
  door. It’s meant to be a small challenge, not an adventure 
  ending doorway. 
  Adjusting the Difficulty. If the adventurers do not have a 
  combined Strength of 40, and have no other resources to 
  open the door, the DM should adjust the combined 
  Strength requirement as needed. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SFBAY-04-02 Under Earth & Stone 
   
   
  19 
   
  Area G. Chamber of the Heart 
  Read	or	paraphrase	the	following:	
  As the basalt doors silently open, there is a rush of air into 
  the room beyond. Apparently, the chamber has not been 
  opened for some time. 
   
  There are no spider webs in the domed chamber beyond. 
  The smooth walls, floor, and ceiling are covered with carved 
  runes and pictographs. These sigils begin to pulse with a 
  sapphire light. 
   
  In the center of the half-domed chamber is a plinth. Upon 
  the plinth is a perfect sphere of strange metal about the size 
  of a shotput or orange. The sphere pulses a blue glow in 
  rhythm with the other light. 
  The	dwarves	of	Duindelve	did	not	leave	the	
  Traveler’s	Heart	unprotected.	The	Chamber	of	the	
  Heart	contains	a	crisscrossing,	invisible	mesh	of	
  light	beams,	and	if	the	beams	are	crossed,	a	glyph	of	
  warding	will	activate.	
  	 This	room	is	free	of	the	webs	that	fill	the	
  Duindelve,	and	is	lit	with	bright	light	because	of	the	
  glowing	runes.	
  The Light Beam Trap 
  The	sigils	and	runes	emit	an	invisible	mesh	of	light	
  beams.	Any	creature	or	object	physically	crossing	a	
  beam	activates	the	glyph	of	warding	embedded	into	
  the	floor	and	walls.	
  Trap. Glyph of Warding 
  Magical Trap (Levels 5-10 deadly threat) 
  The chamber is protected by runes that activate a glyph of 
  warding, and radiates both abjuration and evocation magic. 
   
  Trigger. Any creature or object that crosses one of the 
  invisible beams triggers the trap. Note that using mage hand 
  to move the stone of controlling earth elementals will trigger 
  the glyphs if any beam is crossed. 
   
  Effect. A series of fiery explosions detonate in the 
  chamber, reaching past the doorway. The explosions fill all of 
  Areas F and G. Each creature in the area must make a DC 18 
  Dexterity save. A creature takes 10d8 fire damage on a failed 
  save, or half damage on a successful save. The explosion 
  alerts any remaining residents of the Duindelve. The 
  explosion does not harm the stone of controlling earth 
  elementals, but drains the wall’s runes, which dim but remain 
  glowing. 
   
  The glyph of warding remains even if the Traveler’s Heart 
  is removed from the plinth. 
   
  Once activated, the glyph is exhausted. It is the last barrier 
  of defense for the Traveler’s Heart, and can only be activated 
  once. 
   
  Countermeasures. If the invisible beams can be perceived 
  via see invisibility magic, a lantern of revealing, fog cloud, or 
  similar spell or effect, then an DC 18 Dexterity (Acrobatics) 
  check will allow an adventurer to reach the plinth without 
  activating the glyphs. Another DC 18 Dexterity (Acrobatics) 
  check is required to return safely from the plinth. 
   
  If an adventurer cannot see the invisible beams, but 
  suspects there is a trap and moves with caution, allow a DC 
  18 Dexterity (Acrobatics) check with disadvantage. 
   
  A successful DC 16 dispel magic can deactivate the glyph of 
  warding (cast as a 6th level spell slot). 
  Tricks of the Trade 
  Light Beam Trap. The trap is a variant of the classic spy 
  movie laser beam hallway, where the spy needs to evade a 
  mesh of invisible laser beams. If the party wafts chalk dust, 
  sand, or creates mist or fog, the beams are visible. Walking 
  into the chamber may result in severe damage or death, 
  but savvy adventurers should be naturally suspicious. 
  Treasure: The Traveler’s Heart 
  The	pulsing	sphere	on	the	plinth	is	the	Traveler’s	
  Heart,	a	stone	of	controlling	earth	elementals	and	the	
  magical	force	that	binds	the	earth	elementals	and	
  stone	golems	protecting	the	Duindelve.	
  	 The	stone	is	not	affixed	to	the	plinth,	and	can	be	
  picked	up	or	dislodged	freely.	It	is	made	of	meteorite	
  ore,	weighs	5	pounds,	and	radiates	a	dim	sapphire	
  glow.	
  	 Once	removed	from	the	plinth,	the	stone’s	glow	
  ceases.	The	rest	of	the	runes	and	glyphs	in	Area	G	
  remain	active	and	continue	to	emit	light.	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SFBAY-04-02 Under Earth & Stone 
   
   
  20 
  	 See	Player	Handout	2	for	a	description	of	the	
  Traveler’s	Heart.	
  The Chamber’s Runes 
  The	runes	are	in	Dwarvish,	Giant,	and	pictographs.	
  Being	fluent	in	either	language,	or	a	DC	12	
  Intelligence	(History)	check,	allows	an	adventurer	to	
  learn	Duindelve’s	story:	
  • The	runes	include	tales	of	Marthammor	Duin	and	
  his	adventures	before	and	after	he	became	a	
  dwarven	god.	On	a	DC	12	Intelligence	
  (Investigation)	check,	the	adventurer	notices	the	
  repetitive	phrase	of	“stepping	through	beams	of	
  light.”	
  • On	a	successful	DC	18	Intelligence	(Arcana)	skill	
  check,	adventurers	realize	that	the	runes	are	
  emitting	a	magical	ward	composed	of	invisible	
  beams,	and	that	the	wards	trigger	an	explosion.	
  • Knowledge	of	Duindelve’s	spiders.	The	arachnids	
  initially	were	exterminated	on	sight,	but	
  eventually	the	dwarves	realized	the	spiders	had	
  been	domesticated	already	for	their	silk.	The	
  dwarves	captured	the	remaining	spiders	for	
  breeding.	
  • The	spiders	demonstrated	an	ability	to	mimic	
  sounds	by	playing	web-strands	like	a	harp.	Several	
  dwarves	dedicated	themselves	to	being	‘spider	
  wranglers’	and	discovered	the	arachnids	could	
  learn	and	repeat	simple	music.	
  • The	runes	in	Giant	are	a	litany	of	frost	giants	that	
  the	dwarven	warriors	of	Duindelve	slew	over	
  several	centuries.	
  Development 
  If	the	stone	of	controlling	earth	elementals	is	
  obtained	without	activating	the	explosive	glyphs,	
  award	each	character	500	experience	points.	
  	
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SFBAY-04-02 Under Earth & Stone 
   
   
  21 
  Conclusion (assuming 
  success) 
  Estimated	Duration:	5	minutes	
  The	adventurers	return	to	the	Diaspora	with	good	
  news:	the	Duindelve	has	been	located	and	secured,	
  as	well	as	a	source	of	food—the	giant	mushrooms.	
  	 Sadly,	Osgrim	and	the	others	did	not	live,	but	they	
  have	been	avenged.		
  	 Ani	cannot	thank	you	enough.	Yours	and	Osgrim’s	
  visages	will	be	added	to	the	Duindelve.	You	are	true	
  heroes.	
  	 If	the	fireseed	is	mentioned,	the	dwarves	shed	a	
  few	tears	and	lick	thirsty	lips.	
  	
  	
  	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SFBAY-04-02 Under Earth & Stone 
   
   
  22 
  Rewards 
  Make	sure	players	note	their	rewards	on	their	
  adventure	log	sheets.	Give	your	name	and	DCI	
  number	(if	applicable)	so	players	can	record	who	
  ran	the	session.	
  Experience 
  Total	up	all	combat	experience	earned	for	defeated	
  foes,	and	divide	by	the	number	of	characters	present	
  in	the	combat.	For	non-combat	experience,	the	
  rewards	are	listed	per	character.	
  Combat Awards 
  Name of Foe 
   
   
  XP Per Foe 
  Earth elemental  
   
  1,800 
  Ettercap  
   
   
  450 
  Ettercap alpha 
   
   
  700 
  Giant spider 
   
   
  200 
  Stone golem 
   
   
  5,900 
  Swarm of spiders  
   
  100 
  Non-Combat Awards 
  Task or Accomplishment  
  XP Per Character 
  Activating the silk looms  
  200 
  Deactivating the stone golems 
  1,000 
  Not activating the Heart’s glyphs 
  500 
  Releasing the earth elementals 
  750 
  Working with the spiders  
  500 
  The	minimum	total	award	for	each	character	
  participating	in	this	adventure	is	2,250	experience	
  points.	
  	 The	maximum	total	award	for	each	character	
  participating	in	this	adventure	is	3,000	experience	
  points.	
  Treasure 
  The	characters	receive	the	following	treasure,	
  divided	up	amongst	the	party.	Treasure	is	divided	as	
  evenly	as	possible.	Gold	piece	values	listed	for	
  sellable	gear	are	calculated	at	their	selling	price,	not	
  their	purchase	price.		
  Treasure Awards 
  Item Name 
   
   
  GP Value 
  Aged Fireseed Liquor 
   
  200 
  Ani Kuleimatt’s reward 
   
  250 
  Dorm’s dragon-eye beads  
  180 
  Loom’s spider-silk brocade 
  300 
  Osgrim’s ornate quiver 
   
  50 
  Osgrim’s silver pendant 
   
  50 
  Osgrim’s silver warhammer 
  70 
   
  Shrine’s finely-wrought lantern 
  250 
  Shrine’s stone tablet 
   
  150 
  Silver Dorm’s silk drapes  
  400 
  Silverware 
   
   
  20 
  	 Consumable	magic	items	should	be	divided	up	
  however	the	group	sees	fit.	If	more	than	one	
  character	is	interested	in	a	specific	consumable	
  magic	item,	the	DM	can	determine	who	gets	it	
  randomly	should	the	group	be	unable	to	decide.		
  	 Permanent	magic	items	are	divided	according	to	
  a	system	detailed	in	the	D&D	Adventurers	League	
  Dungeon	Master’s	Guide.	
  Traveler’s Heart (Stone of Controlling 
  Earth Elementals) 
  Wondrous	item,	rare	
  If	the	stone	is	touching	the	ground,	you	can	use	an	
  action	to	speak	its	command	word	and	summon	
  an	earth	elemental,	as	if	you	had	cast	the	conjure	
  elemental	spell.	The	stone	can't	be	used	this	way	
  again	until	the	next	dawn.	The	stone	weighs	5	
  pounds.	
  	 The	Traveler’s	Heart	is	a	perfectly	smooth	sphere	
  the	size	of	a	small	shotput	or	orange,	forged	of	
  meteorite	iron.	The	person	attuned	to	the	Traveler’s	
  Heart	has	the	Delver	ability	while	holding	the	stone:	
  While	underground,	the	bearer	of	this	item	always	
  knows	the	item's	depth	below	the	surface	and	the	
  direction	to	the	nearest	staircase,	ramp,	or	other	
  path	leading	upward.	
  	 This	item	can	be	found	in	Player	Handout	2.	
  Scroll of Speak with Animals 
  Scroll,	uncommon	
  This	item	can	be	found	in	the	Dungeon	Master’s	
  Guide.	
  Crossbow Bolts +1 
  Ammunition,	uncommon	
  This	item	can	be	found	in	the	Dungeon	Master’s	
  Guide.	
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SFBAY-04-02 Under Earth & Stone 
   
   
  23 
  Downtime Activities 
  During	this	adventure,	the	characters	may	earn	
  access	to	the	following	downtime	activity:	
  	 The	Silk	Trade.	For	a	cost	of	5	downtime	days	and	
  25	gp,	the	adventurer	may	have	either	fine	silk	
  clothing	or	a	spider-silk	rope	made	in	Duindelve.	
  	 The	silk	clothing	is	dyed	in	bright	colors	and	is	the	
  highest	quality.	While	wearing	these	clothes,	any	
  Charisma	(Persuasion)	check	made	against	non-
  hostile	commoners	is	made	with	advantage.	
  	 The	non-magical	spider-silk	rope	is	50	feet	long,	
  has	the	same	tensile	strength	as	hemp	rope,	and	
  weighs	2	pounds.	
  	 More	information	can	be	found	in	Player	
  Handout	1.	
  Renown 
  Each	character	receives	one	renown	at	the	
  conclusion	of	this	adventure.	
  DM Reward 
  In	exchange	for	running	this	adventure,	you	earn	DM	
  Rewards	as	described	in	the	D&D	Adventurers	
  League	Dungeon	Master’s	Guide	(ALDMG).	
  	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SFBAY-04-02 Under Earth & Stone 
   
   
  24 
  Appendix. Dramatis 
  Personae 
  The	following	NPCs	are	featured	prominently	in	this	
  adventure:	
  	 Ani	Kuleimatt	(ANEE	KUEL-e-mat).	Ani	Kuleimatt	
  is	a	dwarven	historian	and	priestess	who	lived	in	
  Mulmaster.	She	wants	to	re-establish	Duindelve	as	a	
  dwarven	trade	outpost	and	home	for	the	Mulmaster	
  Diaspora.	
  	 Duindelve	(due-in-DELV).	A	centuries-old	copper	
  mine	north	of	Thar.	Duindelve	means	“Traveler’s	
  Mine,”	and	it	was	a	trading	hub	for	textiles	and	ore.	
  	 Mulmaster	Diaspora.	The	Diaspora	is	a	loose	
  confederation	of	refugees	from	Mulmaster.	These	
  Mulmasterites	left	the	city	because	of	war	and	other	
  troubles,	and	seek	to	relocate	elsewhere.	
  	 The	Traveler’s	Heart.	A	sphere	forged	of	sky-
  fallen	(meteorite)	ore.	It	harbors	great	magic,	and	
  controls	the	mine’s	elemental	guardians.	Proper	
  name	in	Dethek	is	“Zanderonn.”	
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SFBAY-04-02 Under Earth & Stone 
   
   
  25 
  Appendix. Monster/NPC 
  Statistics 
  	
  Earth Elemental 
  Large elemental, neutral 
  Armor Class 17 (natural armor) 
  Hit Points 126 (12d10 + 60) 
  Speed 30 ft., burrow 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   20 (+5) 
  8 (-1) 
  20 (+5) 
  5 (-3) 
  10 (+0) 
  5 (-3) 
   
  Damage vulnerabilities thunder 
  Damage resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Damage immunities poison 
  Condition immunities exhaustion, paralyzed, petrified, 
  poisoned, unconscious 
  Senses darkvision 60 ft., tremorsense 60 ft., passive 
  Perception 10 
  Languages Terran 
  Challenge 5 (1,800 XP) 
  Earth Glide. The elemental can burrow through 
  nonmagical, unworked earth and stone. While doing 
  so, the elemental doesn't disturb the material it moves 
  through. 
  Siege Monster. The elemental deals double damage to 
  objects and structures. 
  Actions 
  Multiattack. The elemental makes two slam attacks. 
  Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., 
  one target. Hit: 14 (2d8 + 5) bludgeoning damage. 
  Ettercap 
  Medium monstrosity, neutral evil  
  Armor Class 13 (natural armor)  
  Hit Points 44 (8d8+8) 
  Speed 30 ft., climb 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  15 (+2) 
  13 (+1) 
  7 (-2) 
  12 (+1) 
  8 (-1) 
   
  Skills Perception +3, Stealth +4, Survival +3 
  Senses darkvision 60 ft., passive Perception 13 
  Languages - 
  Challenge 2 (450 XP) 
  Spider Climb. The ettercap can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check. 
  Web Sense. While in contact with a web, the ettercap 
  knows the exact location of any other creature in 
  contact with the same web. 
  Web Walker. The ettercap ignores movement 
  restrictions caused by webbing. 
  Actions 
  Multiattack. The ettercap makes two attacks: one with 
  its bite and one with its claws. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) 
  poison damage. The target must succeed on a DC 11 
  Constitution saving throw or be poisoned for 1 minute. 
  The creature can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a 
  success. 
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) slashing damage. 
  Webs. Ranged Weapon Attack: +4 to hit, range 30/60 
  ft., one Large or smaller creature. Hit: The creature is 
  restrained by webbing. As an action, the restrained 
  creature can make a DC 11 Strength check, escaping 
  from the webbing on a success. The effect ends if the 
  webbing is destroyed. The webbing has AC 10, 5 hit 
  points, vulnerability to fire damage, and immunity to 
  bludgeoning, poison, and psychic damage. 
  Ettercap Alpha 
  The ettercap alpha is an ettercap with 72 hit points. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SFBAY-04-02 Under Earth & Stone 
   
   
  26 
  Giant Spider 
  Large beast, unaligned  
  Armor Class 14 (natural armor)  
  Hit Points 26 (4d10+4) 
  Speed 30 ft., climb 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  16 (+3) 
  12 (+1) 
  2 (-4) 
  11 (+0) 
  4 (-3) 
   
  Skills Stealth +7 
  Senses blindsight 10 ft., darkvision 60 ft., passive 
  Perception 10 
  Languages - 
  Challenge 1 (200 XP) 
  Spider Climb. The spider can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check. 
  Web Sense. While in contact with a web, the spider 
  knows the exact location of any other creature in 
  contact with the same web. 
  Web Walker. The spider ignores movement restrictions 
  caused by webbing. 
  Actions 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 7 (1d8 + 3) piercing damage, and the 
  target must make a DC 11 Constitution saving throw, 
  taking 9 (2d8) poison damage on a failed save, or half 
  as much damage on a successful one. If the poison 
  damage reduces the target to 0 hit points, the target is 
  stable but poisoned for 1 hour, even after regaining hit 
  points, and is paralyzed while poisoned in this way. 
  Webs. Ranged Weapon Attack: +5 to hit, range 30/60 
  ft., one creature. Hit: The target is restrained by 
  webbing. As an action, the restrained target can make 
  a DC 12 Strength check, bursting the webbing on a 
  success. The webbing has AC 10, 5 hit points, 
  vulnerability to fire damage, and immunity to 
  bludgeoning, poison, and psychic damage. 
  Stone Golem 
  Large construct, unaligned  
  Armor Class 17 (natural armor)  
  Hit Points 178 (17d10+85) 
  Speed 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   22 (+6) 
  9 (-1) 
  20 (+5) 
  3 (-4) 
  11 (+0) 
  1 (-5) 
   
  Damage immunities poison, psychic; bludgeoning, 
  piercing, and slashing from nonmagical attacks that 
  aren't adamantine 
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned 
  Senses darkvision 120 ft., passive Perception 10 
  Languages understands Dwarvish, Giant, and Common 
  but doesn’t speak 
  Challenge 10 (5,900 XP) 
  Immutable Form. The golem is immune to any spell or 
  effect that would alter its form. 
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects. 
  Magic Weapons. The golem’s weapon attacks are 
  magical. 
  Actions 
  Multiattack. The golem makes two slam attacks. 
  Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 19 (3d8 + 6) bludgeoning damage. 
  Slow (Recharge 5-6). The golem targets one or more 
  creatures it can see within 10 feet of it. Each target 
  must make a DC 17 Wisdom saving throw against this 
  magic. On a failed save, a target can't use reactions, its 
  speed is halved, and it can't make more than one 
  attack on its turn. In addition, the target can take 
  either an action or a bonus action on its turn, not both. 
  These effects last for 1 minute. A target can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a success. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SFBAY-04-02 Under Earth & Stone 
   
   
  27 
  Swarm of Insects (Spiders) 
  Medium swarm of tiny beasts, unaligned  
  Armor Class 12 (natural armor)  
  Hit Points 22 (5d8) 
  Speed 20 ft., climb 20 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   3 (-4) 
  13 (+1) 
  10 (+0) 
  1 (-5) 
  7 (-2) 
  1 (-5) 
   
  Damage Resistances bludgeoning, piercing, slashing 
  Condition Immunities charmed, frightened, paralyzed, 
  petrified, prone, restrained, stunned 
  Senses blindsight 10 ft., passive Perception 8 
  Languages -- 
  Challenge 1/2 (100 XP) 
  Swarm. The swarm can occupy another creature's 
  space and vice versa, and the swarm can move through 
  any opening large enough for a Tiny insect. The swarm 
  can't regain hit points or gain temporary hit points. 
  Actions 
  Bite. Melee Weapon Attack: +3 to hit, reach 0 ft., one 
  target in the swarm's space. Hit: 10 (4d4) piercing 
  damage or 5 (2d4) piercing damage if the swarm has 
  half of its hit points or fewer. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SFBAY-04-02 Under Earth & Stone 
   
   
  28 
  Map. Trade Post 
  (Entrance outside of map) 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SFBAY-04-02 Under Earth & Stone 
   
   
  29 
  Map. Duindelve Mine 
  	
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SFBAY-04-02 Under Earth & Stone 
   
   
  30 
  Player Handout 1. 
  Downtime Activity 
  During	this	adventure,	the	characters	may	earn	
  access	to	the	following	downtime	activity.	
  Downtime Activity 
  The	Silk	Trade.	For	a	cost	of	5	downtime	days	and	
  25	gp,	the	adventurer	may	have	either	fine	silk	
  clothing	or	a	spider-silk	rope	made	in	Duindelve.	
  	 The	silk	clothing	is	dyed	in	bright	colors	and	is	the	
  highest	quality.	
  	 The	non-magical	spider-silk	rope	is	50	feet	long,	
  has	the	same	tensile	strength	as	hemp	rope,	and	
  weighs	2	pounds.	
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SFBAY-04-02 Under Earth & Stone 
   
   
  31 
  Player Handout 2. Magic 
  Item 
  During	this	adventure,	the	characters	may	find	the	
  following	permanent	magic	item:	
  Traveler’s Heart (Stone of 
  Controlling Earth Elementals) 
  Wondrous	Item,	rare	
  If	the	stone	is	touching	the	ground,	you	can	use	an	
  action	to	speak	its	command	word	and	summon	
  an	earth	elemental,	as	if	you	had	cast	the	conjure	
  elemental	spell.	The	stone	can't	be	used	this	way	
  again	until	the	next	dawn.	The	stone	weighs	5	
  pounds.	
  	 The	Traveler’s	Heart	is	a	perfectly	smooth	sphere	
  forged	of	meteorite	iron,	the	size	of	a	small	shotput	
  or	orange.	The	person	attuned	to	the	Traveler’s	
  Heart	has	the	Delver	ability	while	holding	the	stone:	
  While	underground,	the	bearer	of	this	item	always	
  knows	the	item's	depth	below	the	surface	and	the	
  direction	to	the	nearest	staircase,	ramp,	or	other	
  path	leading	upward.	
  	 This	item	can	be	found	in	the	Dungeon	Master’s	
  Guide.	
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/FarWest MiniCon (SFBAY)/CCC-SFBAY-04-02 - Under Earth and Stone.pdf