TEXT: The Saga of the Boot
  A Seldom Spring Adventure
  Introduction: In the caves below a deserted orc lair, the party may intervene in a
  standoff between rival forces: a small clan of mad derro, with an unhealthy boot
  obsession, faces a new threat in the form of grimlock slavers.
  An adventure for 3rd level characters
  by Barry Dore
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and 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. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission 
  under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2019 by Barry Dore and published under the Community Content Agreement for 
  Dungeon Masters Guild.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  The Saga of the Boot
  1
  
  The Saga of the Boot
  When you swear vengeance in the name of all that you 
  hold sacred and dear, no matter what the cost, it's only 
  right that you accept the consequences.
  —Brunthor Kettlegrip
  Introduction
  This adventure is designed for a party of 3rd level 
  characters. It is set in the Forgotten Realms.
  In the caves below a deserted orc lair, the party may 
  intervene in a standoff between rival forces: a small 
  clan of mad derro, with an unhealthy boot obsession, 
  faces a new threat in the form of grimlock slavers.
  Background
  The Ripped Beard
  Even before War Chief Hartusk led the orcs of Many-
  Arrows into outright war, orcish aggression threatened 
  the lives of civilized folk throughout the North.
  The Ripped Beard were an especially nasty tribe, led by a
  daring and brutal chieftain named Shurkan. He led his 
  forces on numerous raids, striking small outposts deep 
  within settled lands.
  One such assault was on a small dwarven monastery 
  dedicated to the goddess Berronar Truesilver. The 
  dwarves put up a brave fight, but were greatly 
  outnumbered and unprepared. They were butchered 
  without mercy.
  The atrocity was discovered by Brunthor Kettlegrip, a 
  devout paladin who had undergone his religious 
  indoctrination on that very site. Outraged by what he 
  found, he swore an oath of vengeance upon Shurkan and 
  his people.
  With the aid of his adventuring companions, Brunthor 
  discovered the lair of the Ripped Beard and led a brutal 
  attack of his own, culminating in single combat with the 
  orc chieftain.
  The battle was quick and bloody. Brunthor lost much of 
  his left leg to a vicious slice of Shurkan's greataxe, yet 
  still emerged victorious.
  The mighty orc fell with a shattered skull, even as the 
  dwarf collapsed in agony and his severed limb tumbled 
  into the orcs' garbage chute.
  Brunthor and his companions withdrew, vengeance taken,
  and the lair was soon abandoned by the remnants of the 
  tribe...
  The Lost Boot
  When Brunthor's lower leg and booted foot dropped 
  down the orcs' garbage chute, it soon came into the 
  possession of a derro savant called Diinit. Captivated by 
  this oddity, Diinit weaved it into the mad ramblings of his
  clan narrative.
  Selecting one of his people, he made a big spectacle of 
  empowering this chosen one with spider climb and 
  sending them on a quest up the chute in search of another 
  boot.
  The derro soon returned triumphantly to the rapturous 
  cheers of his kin. So began a joyous time, this new ritual 
  becoming a regular feature of their deranged existence, 
  and the gathered boots becoming cherished relics.
  Throughout the clan's time in the region, the derro have 
  been at peace with a local myconid colony. The caverns 
  in which these plant-folk dwell are also home to 
  numerous non-sentient fungi, which they are happy for 
  their neighbors to eat.
  The Orc Slave
  Recent events were set in motion even before the arrival 
  of Brunthor and his companions.
  An orc explorer by the name of Thrakk ventured down 
  the chute to see where it might lead. When he failed to 
  return, the other orcs assumed him dead and made him 
  the subject of ridicule.
  As it happens, Thrakk outlived most of his kin, albeit as a
  mind flayer's slave. Recently however, this cruel master 
  gave Thrakk to an intellect devourer, tasking the vile 
  creature with locating his tribe and enslaving as many 
  orcs as possible.
  To this end, it devoured Thrakk's mind, learning the paths
  that he took as he explored the Underdark all those years 
  ago. With Thrakk as its host, the intellect devourer led a 
  band of grimlocks toward the surface.
  This mission hit a snag as the grimlocks approached the 
  myconid colony. The all-pervasive fungal spores 
  saturating the area overwhelmed their keen nasal senses, 
  driving them into a crazed frenzy. The grimlocks soon 
  drew the nearby derro into their battle, but both parties 
  were subdued by the myconids and forced to withdraw.
  With the grimlocks back under control, Thrakk went on 
  ahead to scout the orc lair. However, all he found was an 
  ogre, which he was careful to avoid.
  Tired from his climb and wary of the ogre, Thrakk left 
  the orc caves and set up camp outside, and that is where 
  the party will encounter him.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  The Saga of the Boot
  2
  
  Overview
  The derro and grimlocks are now in a standoff, awaiting a
  change of fortunes to tip the balance.
  The derro have stripped the old orc lair clean of boots, 
  resulting in the disappointing failure of recent rituals. 
  Worse still, the latest champion to ascend the chute did 
  not return at all, having been eaten by an ogre.
  Meanwhile, the grimlocks have suffered unexpected 
  losses of their own while awaiting the return of the 
  intellect devourer, whose mission seems doomed to 
  failure.
  Both groups have need of the player characters, but with 
  very different goals in mind.
  Adventure Hooks
  This adventure is intended to follow an introduction from
  Brunthor Kettlegrip at Seldom Spring, but the following 
  are just a few alternative options.
  
  Characters seeking access to the Underdark may 
  discover information predating the orc presence, 
  indicating that these caves offer such access.
  
  The party encounter Thrakk by chance during 
  their travels. His tale of grimlock slavers should 
  rouse heroic characters into action.
  
  The characters encounter a traveler who claims 
  that undead stole his boots while he slept. He 
  will gladly give directions to the location of this 
  atrocity.
  Seldom Spring Adventures
  This is the third in a series of loosely connected scenarios, to
  which the party may be introduced in Seldom Spring.
  Seldom Spring is free to download at 
  https://www.dmsguild.com/product/251013/Seldom-Spring.
  However, each scenario can be played independently of the 
  others and without the use of that document.
  If you plan to incorporate Seldom Spring into your 
  campaign, I recommend allowing your players to read its 
  contents at their leisure, prior to running this adventure.
  The following player introduction is a continuation of the
  Dwarven Boot entry found in Seldom Spring.
  Player Introduction
  Brunthor rests his tray on your table and passes a bowl of 
  hot stew to each of you. Then rather unexpectedly, he takes 
  a seat.
  “Here's your bread,” Jambiya chirps as she places a bowl of
  fresh rolls where each of you can reach it.
  “Thanks my dear,” replies Brunthor quietly, watching her 
  depart before turning to face you.
  “You eat, I'll talk,” he says, waiting for you to start your 
  meal before he begins.
  “Dirk suggested I come talk to you. It's about my boot.”
  “I lost it in battle with an orc chief some years ago, and the 
  blasted thing fell down a hole.”
  “We couldn't retrieve it at the time, and I've never been 
  back, but something in my gut tells me it's still down there 
  somewhere.”
  “Now Dirk thinks you might like to go find it,” he says, his 
  gaze turning to the boot above the fire, “to reunite the pair.”
  “If he's right, and you can retrieve that which I lost, you'll 
  be welcome to have its partner too,” he concludes, turning 
  back to face you.
  Though it felt like he was talking about his foot as much as 
  his boot for a moment there, you're pretty sure that it's just 
  his lost boot that he wants you to find.
  “Think about it,” he says, rising from the chair, his metal 
  joints grinding as he stands upright.
  “You'll know where to find me if you're interested,” he 
  says, turning towards the kitchen and walking awkwardly 
  away.
  Preparations
  If the characters are interested, Brunthor will provide 
  directions to the old orc lair. He will encourage them to 
  take plenty of rope and appropriate light sources.
  He'll prepare a suitably hearty meal to help them on the 
  first leg of their journey.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  The Saga of the Boot
  3
  
  Thrakk
  The intellect devourer's goal is now to lure the party back
  to its grimlock allies in Area 10 and enslave as many of 
  the characters as possible.
  If questioned, the intellect devourer will endeavor to 
  mask its deception in a shroud of truth.
  Thrakk will relate how he was enslaved by a mind flayer 
  and eventually forced to reveal the whereabouts of his 
  tribe. He will even tell the party about the grimlocks that 
  he led through the Underdark. However, he will claim to 
  have escaped from them just before arrival, in order to 
  warn his tribe of their approach. Now that the orcs are 
  gone, he speculates that the grimlocks will surely look 
  further afield, posing a threat to this whole region.
  If Thrakk is attacked, he will attempt to surrender, 
  unless close to his allies, in which case he will try to 
  flee and join them.
  If Thrakk is killed, the intellect devourer will attempt to 
  flee. It is not built for climbing, so if unable to reach its 
  allies, it will try to stay at a safe distance using Detect 
  Sentience and wait for an opportunity to attack the party
  while it's vulnerable.
  In addition to his weapon and shield, Thrakk carries a 
  hempen rope, a climber's kit, 3 days rations, a half-full 
  waterskin, a tinderbox, and a vial of antitoxin.
  Thrakk, Intellect Devourer Host
  Medium humanoid (orc), lawful evil
  Armor Class 15 (hide armor, shield)
  Hit Points 15 (2d8 + 6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 12 (+1) 16 (+3) 12 (+1) 11 (+0) 10 (+0)
  Skills Athletics +5
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Deep Speech, Orc, telepathy     
  60 ft.
  Challenge 1/2 (100 XP)
  Detect Sentience. The intellect devourer can sense the 
  presence and location of any creature within 300 feet of 
  it that has an Intelligence of 3 or higher, regardless of 
  interposing barriers, unless the creature is protected by a
  mind blank spell.
  Actions
  War Pick. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 7 (1d8 + 3) piercing damage.
  Intellect Devourer
  Tiny aberration, lawful evil
  Armor Class 12
  Hit Points 21 (6d4 + 6)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  14 (+2) 13 (+1) 12 (+1) 11 (+0) 10 (+0)
  Skills Perception +2, Stealth +4
  Damage Resistance bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Condition Immunities blinded
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 12
  Languages understands Deep Speech but can't speak, 
  telepathy 60 ft.
  Challenge 2 (450 XP)
  Detect Sentience. See above.
  Actions
  Multiattack. The intellect devourer makes one attack 
  with its claws and uses Devour Intellect.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) slashing damage.
  Devour Intellect. The intellect devourer targets one 
  creature it can see within 10 feet of it that has a brain. 
  The target must succeed on a DC 12 Intelligence saving
  throw against this magic or take 2d10 psychic damage. 
  Also on a failure, roll 3d6: If the total equals or exceeds 
  the target's Intelligence score, that score is reduced to 0.
  The target is stunned until it regains at least one point of
  Intelligence
  Body Thief. The intellect devourer initiates an Intelligence 
  contest with an incapacitated humanoid within 5 feet of it that 
  isn't protected by protection from evil and good. If it wins the 
  contest, the intellect devourer magically consumes the target's 
  brain, teleports into the skull, and takes control of the body. 
  While there, the intellect devourer has total cover against 
  attacks and other effects originating outside its host. The 
  intellect devourer retains its Intelligence, Wisdom, and 
  Charisma scores, as well as its understanding of Deep Speech,
  its telepathy, and its traits. It otherwise adopts the target's 
  statistics. It knows everything the creature knew, including 
  spells and languages. If the host body dies, the intellect 
  devourer must leave it. A protection from evil and good spell 
  cast on the body drives the intellect devourer out. The intellect
  devourer is also forced out if the target regains its devoured 
  brain by means of a wish. By spending 5 feet of its movement,
  the intellect devourer can voluntarily leave the body, 
  teleporting to the nearest unoccupied space within 5 feet of it. 
  The body then dies, unless its brain is restored within 1 round.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  The Saga of the Boot
  4
  
  Orc Lair
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  The Saga of the Boot
  5
  
  1. Ravine
  You have entered a wide shallow ravine flanked by the 
  derelict shells of primitive wooden structures. Skeletal 
  humanoid remains in ragged clothing litter the ground. The 
  rusted blades and warped shafts of their weapons still lay 
  among them.
  Further along the ravine, a lone hooded figure sits hunched 
  beside a smoldering fire. Seemingly sensing your approach,
  it raises its head to glance in your direction. Having 
  acknowledged your presence, the figure returns its attention
  to the fire.
  A dark cave mouth forms an opening in the ravine wall, a 
  short distance behind this hooded stranger.
  Characters examining the remains in detail should have 
  little trouble identifying them as orcish, even if they 
  didn't already know they were walking into an old orc 
  camp. The bodies have been stripped of all valuables, and
  footwear.
  The hunched figure is that of Thrakk, the orc now serving
  as host to an intellect devourer. He will show no further 
  interest in the characters unless they engage him in 
  conversation, in which case he will respond with an 
  impassive tone.
  2. Common Chamber
  After descending a short distance, the tunnel levels out and 
  opens into a broad cavern with three exits on the far wall. 
  There are more skeletons here, and filth everywhere, but 
  nothing of obvious value or interest.
  If anyone checks for tracks, they will identify large 
  footprints crossing the area in all directions, plus a 
  single set of bootprints leading towards the surface. 
  While the bootprints clearly belong to Thrakk, success 
  at a DC 8 Wisdom (Survival) check indicates that the 
  footprints were laid by a single Large creature over the 
  preceding tenday, and a successful DC 13 Intelligence 
  (Nature) check indicates that they were made by an 
  ogre.
  Note that favored enemy: giants grants advantage on 
  both of these checks.
  The right-hand tunnel leads to a secondary surface exit.
  3. Kitchen
  The tunnel ends in a high-ceilinged cave. A large cooking 
  pot stands crookedly over a central fire pit, while refuse 
  covers much of the remaining floor and a yellowish mold 
  grows up the far wall.
  The cooking pot shows signs of recent use, with a few 
  unidentifiable chunks of bone and gristle left floating in 
  a foul-smelling stew. This is all that remains of the last 
  derro to undertake their sacred ritual. There is nothing 
  of value here. The mold is harmless, unless eaten.
  4. Audience Chamber
  The tunnel opens into a spacious cavern, on the far side of 
  which a raised ledge supports a crude stone chair. A large 
  hole descends into the cavern floor on its right-hand side, 
  just before the ledge, while an opening on the left wall leads
  into another dark passage. The area is strewn with a 
  repugnant blend of skeletal remains, refuse and excrement.
  The raised ledge is about two feet above the level of the
  cavern floor. The stone chair once served as the orc 
  chief's throne, but it is really little more than a pile of 
  rocks.
  If anyone checks for tracks here, success on a DC 10 
  Wisdom (Survival) check will reveal the passage of the 
  ogre to and from Area 5.
  The hole forms a shaft approximately 100 feet deep, the
  sides of which are coated with all manner of filth. 
  Climbers will find numerous handholds, but also many 
  things they'd rather not touch. Characters can safely 
  traverse this shaft at one third of their normal speed, or 
  half their normal speed if using a rope. However, should
  a character attempt to Dash while climbing, or take any 
  action requiring a free hand, they must first make a 
  successful DC 10 Strength (Athletics) check to avoid 
  falling, or DC 5 if using a rope. Fortunately, a large 
  heap of refuse awaits at the bottom of the shaft, 
  reducing damage to 1d6 bludgeoning per 20 feet fallen, 
  to a maximum of 3d6.
  Complications
  If the party begins its descent before encountering the 
  ogre from Area 5, it will turn up and attack once 
  approximately half the party has begun to climb.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  The Saga of the Boot
  6
  
  5. Chief's Chamber
  The tunnel widens before you, forming a long narrow cave 
  strewn with old soiled rugs and patches of garbage.
  A single ogre resides within this cave. It will attack 
  intruders on sight.
  The ogre carries 2 javelins in addition to its greatclub.
  It wears a backpack, strapped to its head like a leather 
  helm, with 13gp, 8sp, 56cp, and 2 chunks of blue quartz
  (worth 10gp each) tucked inside.
  Ogre
  Large giant, chaotic evil
  Armor Class 11 (hide armor)
  Hit Points 59 (7d10 + 21)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  8 (-1)
  16 (+3)
  5 (-3)
  7 (-2)
  7 (-2)
  Senses darkvision 60 ft., passive Perception 8
  Languages Common, Giant
  Challenge 2 (450 XP)
  Actions
  Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 13 (2d8 + 4) bludgeoning damage.
  Javelin. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 +
  4) piercing damage.
  6. Garbage Cave
  At the base of the shaft, a large pile of refuse attests to its 
  past life as a garbage chute. The surrounding cave is largely
  featureless, but a narrow passage offers a clear path 
  onward.
  See map on following page.
  There is nothing of value here. Not even a magic boot!
  7. Myconid Lair
  The passage descends into a sprawling cavernous area, 
  thick with fungal vegetation and aglow with the light of 
  luminescent spores. A large pool of water fills a dip in the 
  cavern floor, while a host of stalactites loom high overhead.
  The spores conceal almost as much as they illuminate, but it
  appears that some of the larger fungi are moving.
  The luminescent spores provide a natural source of dim 
  light throughout this area, which is home to a colony of 
  myconids.
  The myconids will attempt to greet peaceful visitors and
  will gladly converse with them. They are happy for 
  travelers to gather food and water, and to rest here.
  If the party asks about other creatures in the area, two 
  spore servants will shuffle into view. The first, a derro, 
  will point towards a passage leading to the west, while 
  the other, a grimlock, will point to an eastern exit. 
  These humanoids were clearly killed by weapons akin 
  to those that they carry. They both have bare feet.
  A single flumph hides among the stalactites, only 
  revealing itself to strangers if they appear to be friendly.
  If the PCs are accompanied by Thrakk, and they appear 
  to be peaceful, the flumph will send them a telepathic 
  warning, “Beware, your companion is not what it 
  seems. Its mind is not its own.”
  The water in the pool is clear, cool, and safe to drink. 
  The non-sentient fungi are edible and mostly harmless, 
  though some may cause mild nausea.
  There is nothing else of value here.
  Myconid Traits
  All myconids have the following traits.
  Distress Spores. When the myconid takes damage, all other 
  myconids within 240 feet can sense its pain.
  Sun Sickness. While in sunlight, the myconid has 
  disadvantage on ability checks, attack rolls and saving 
  throws. The myconid dies if it spends more than 1 hour in 
  direct sunlight.
  Myconid Action
  Rapport Spores. A radius of spores extends from the 
  myconid. These spores can go around corners and affect 
  only creatures with an intelligence of 2 or higher that aren't 
  undead, constructs, or elementals. Affected creatures can 
  communicate telepathically with one another while they are 
  within 30 feet of each other. The effect lasts for 1 hour.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  The Saga of the Boot
  7
  
  Caves Below Lair
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  The Saga of the Boot
  8
  
  Complications
  The myconids do not tolerate violence in their domain. 
  They will attempt to pacify or subdue all aggressors, 
  even those fighting among themselves. They will not 
  strike to kill unless repeatedly pressed into combat.
  Myconid Sovereign
  Large plant, lawful neutral
  Armor Class 13 (natural armor)
  Hit Points 60 (8d10 + 16)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 10 (+0) 14 (+2) 13 (+1) 15 (+2) 10 (+0)
  Senses darkvision 120 ft., passive Perception 12
  Languages -
  Challenge 2 (450 XP)
  Actions
  Multiattack. The myconid uses either its Hallucination 
  Spores or its Pacifying Spores, then makes a fist attack.
  Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 8 (3d4 + 1) bludgeoning damage plus 7 
  (3d4) poison damage.
  Animating Spores (3/day). The myconid targets one 
  corpse of a humanoid or a Large or smaller beast within
  5 feet of it and releases spores at the corpse. In 24 
  hours, the corpse rises as a spore servant. The corpse 
  stays animated for 1d4 + 1 weeks or until destroyed, 
  and it can't be animated again in this way.
  Hallucination Spores. The myconid ejects spores at 
  one creature it can see within 5 feet of it. The target 
  must succeed on a DC 12 Constitution saving throw or 
  be poisoned for one minute. The poisoned target is 
  incapacitated while it hallucinates. The target can repeat
  the saving throw at the end of each of its turns, ending 
  the effect on itself on a success.
  Pacifying Spores. The myconid ejects spores at one 
  creature it can see within 5 feet of it. The target must 
  succeed on a DC 12 Constitution saving throw or be 
  stunned for 1 minute. The target can repeat the saving 
  throw at the end of each of its turns, ending the effect 
  on itself on a success.
  Rapport Spores (30 ft. radius). See sidebar.
  Myconid Adult (x12)
  Medium plant, lawful neutral
  Armor Class 12 (natural armor)
  Hit Points 22 (4d8 + 4)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 10 (+0) 12 (+1) 10 (+0) 13 (+1)
  7 (-2)
  Senses darkvision 120 ft., passive Perception 11
  Languages -
  Challenge 1/2 (100 XP)
  Actions
  Fist. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 5 (2d4) bludgeoning damage plus 5 (2d4) 
  poison damage.
  Pacifying Spores (3/Day). The myconid ejects spores at
  one creature it can see within 5 feet of it. The target 
  must succeed on a DC 11 Constitution saving throw or 
  be stunned for 1 minute. The target can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a success.
  Rapport Spores (20 ft. radius). See sidebar.
  Myconid Sprout (x8)
  Small plant, lawful neutral
  Armor Class 10 (natural armor)
  Hit Points 7 (2d6)
  Speed 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  10 (+0) 10 (+0)
  8 (-1)
  11 (+0)
  5 (-3)
  Senses darkvision 120 ft., passive Perception 10
  Languages -
  Challenge 0 (10 XP)
  Actions
  Fist. Melee Weapon Attack: +1 to hit, reach 5 ft., one 
  target. Hit: 1 (1d4 - 1) bludgeoning damage plus 2 (1d4)
  poison damage.
  Rapport Spores (3/Day; 10 ft. radius). See sidebar.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  The Saga of the Boot
  9
  
  Grimlock Spore Servant
  Medium plant, unaligned
  Armor Class 11
  Hit Points 11 (2d8 + 2)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 12 (+1) 12 (+1)
  2 (-4)
  6 (-2)
  1 (-5)
  Condition Immunities blinded, charmed, frightened, 
  paralyzed
  Senses blindsight 30ft. (blind beyond this radius), 
  passive Perception 8
  Languages -
  Challenge 1/4 (50 XP)
  Actions
  Spiked Bone Club. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning 
  damage plus 2 (1d4) piercing damage.
  Derro Spore Servant
  Small plant, unaligned
  Armor Class 13 (leather armor)
  Hit Points 13 (3d6 + 3)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 14 (+2) 12 (+1)
  2 (-4)
  6 (-2)
  1 (-5)
  Condition Immunities blinded, charmed, frightened, 
  paralyzed
  Senses blindsight 30 ft. (blind beyond this radius), 
  passive Perception 8
  Languages -
  Challenge 1/4 (50 XP)
  Actions
  Hooked Spear. Melee Weapon Attack: +2 to hit, reach  
  5 ft., one target. Hit: 3 (1d6) piercing damage.
  Flumph
  Small aberration, lawful good
  Armor Class 12
  Hit Points 7 (2d6)
  Speed 5 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  15 (+2) 10 (+0) 14 (+2) 14 (+2) 11 (+0)
  Skills Arcana +4, History +4, Religion +4
  Damage Vulnerabilities psychic
  Senses darkvision 60ft., passive Perception 12
  Languages understands Undercommon but can't speak, 
  telepathy 60ft.
  Challenge 1/8 (25 XP)
  Advanced Telepathy. The flumph can perceive the 
  content of any telepathic communication used within 60
  feet of it, and it can't be surprised by creatures with any 
  form of telepathy.
  Prone Deficiency. If the flumph is knocked prone, roll a
  die. On an odd result, the flumph lands upside-down 
  and is incapacitated. At the end of each of its turns, the 
  flumph can make a DC 10 Dexterity saving throw, 
  righting itself and ending the incapacitated condition if 
  it succeeds.
  Telepathic Shroud. The flumph is immune to any effect
  that would sense its emotions or read its thoughts, as 
  well as all divination spells.
  Actions
  Tendrils. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 4 (1d4 + 2) piercing damage plus 2 
  (1d4) acid damage. At the end of each of its turns, the 
  target must make a DC 10 Constitution saving throw, 
  taking 2 (1d4) acid damage on a failure or ending the 
  recurring damage on a success. A lesser restoration 
  spell cast on the target also ends the recurring acid 
  damage.
  Stench Spray (1/Day). Each creature in a 15-foot cone 
  originating from the flumph must succeed on a DC 10 
  Dexterity saving throw or be coated in a foul-smelling 
  liquid. A coated creature exudes a horrible stench for 
  1d4 hours. The coated creature is poisoned as long as 
  the stench lasts, and other creatures are poisoned while 
  within 5 feet of the coated creature. A creature can 
  remove the stench on itself by using a short rest to bathe
  in water, alcohol, or vinegar.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  The Saga of the Boot
  10
  
  8. Circular Cave
  The passage enters a small circular cave, occupied by 
  several sizable fungi. Patches of yellow-green ooze cover 
  the floor of the cave and lead down a fresh passage beyond.
  These fungi are harmless, as is the ooze. In bright light,
  it should be clear that they are not myconids.
  In fact, the ooze was scooped from the innards of the 
  fungi by derro, four of whom now lurk within the 
  hollow remains. They will burst out to attack intruders, 
  gaining advantage on Dexterity (Stealth) checks made 
  to surprise the party.
  However, these derro are more interested in stealing 
  boots than in causing serious harm. Furthermore, they 
  have developed a special skill, tested primarily on dead 
  orcs, which allows them to quickly remove footwear 
  with the aid of their hooked spears. They shall therefore
  focus on knocking down intruders and using this Sole 
  Stealer ability to relieve them of their boots. Any derro 
  that makes successful use of this bonus action will 
  attempt to flee to Area 9 with its prize.
  Derro (x4)
  Small humanoid (derro), chaotic evil
  Armor Class 13 (leather armor)
  Hit Points 13 (3d6 + 3)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 14 (+2) 12 (+1) 11 (+0)
  5 (-3)
  9 (-1)
  Skills Stealth +4
  Senses darkvision 120 ft., passive Perception 7
  Languages Dwarvish, Undercommon
  Challenge 1/4 (50 XP)
  Magic Resistance. The derro has advantage on saving 
  throws against spells and other magical effects.
  Sole Stealer. When the derro hits a creature with a 
  melee attack on its turn, and that creature is prone 
  following the attack, the derro can take a bonus action 
  to attempt to steal an item of footwear from that 
  creature. The creature must succeed on a DC 10 
  Dexterity saving throw or lose the target item, which 
  the derro immediately stashes on its person.
  Sunlight Sensitivity. While in sunlight, the derro has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Actions
  Hooked Spear. Melee Weapon Attack: +2 to hit, reach  
  5 ft., one target. Hit: 3 (1d6) piercing damage. If the 
  target is Medium or smaller, the derro can choose to 
  deal no damage and knock it prone.
  9. Derro Lair
  The ooze-splattered passage leads into a large cave unlike 
  any you've ever seen. A band of small, degenerate, dwarf-
  like creatures dwells here. They are a wild-eyed rabble, led 
  by a wiry elder bearing a staff topped with an upturned 
  skeletal foot.
  But what makes this cave so different are the boots. Lining 
  every inch of the base of the wall, countless boots stand 
  proudly, both adorned and filled with all manner of what 
  would best be described as junk. Like hallowed shrines to 
  some unknown deity, each boot stands testament to a 
  zealotry born of madness.
  A small derro clan lives in this cave, under the mad 
  leadership of their savant, Diinit.
  If any derro made it back from Area 8, add them to the 
  eight indicated below.
  If he gets the chance, Diinit will greet the mighty boot-
  wearer characters and attempt to parley. He is prepared 
  to give them the clan's most sacred relic, Brunthor's lost
  boot, but first they must prove themselves worthy by 
  vanquishing the grimlocks in Area 10. He sees the 
  arrival of the PCs as a blessed sign, and a chance to 
  complete this chapter of his clan's epic tale.
  If language proves to be a barrier, he will attempt to 
  explain through hand gestures. If all else fails, the 
  myconids could facilitate communication with their 
  rapport spores; but Diinit should only suggest this, 
  through hand gestures, as a last resort.
  Diinit requests seven grimlock heads as proof of the 
  party's deeds. If the PCs do as he asks, he will declare a 
  blessed victory and conclusion to the saga of the boot, 
  and lead his clan away, leaving all of the boots and their
  contents behind.
  If the party attacks, the derro will retaliate. Diinit will 
  use his most lethal spells, with little regard for his kin. 
  Meanwhile, the remaining derro will pursue their mad 
  obsession with the acquisition of boots. This will limit 
  the threat that they pose to the party, as they focus on 
  knocking characters prone to steal their footwear.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  The Saga of the Boot
  11
  
  Anyone attempting to identify which boot belonged to 
  Brunthor, without detect magic, must succeed on a DC 
  20 Intelligence (Investigation) check. The current state 
  and surroundings of the boot have masked its dwarven 
  features, but other clues may lead a keen mind to the 
  prize. However, if the party interferes with any of the 
  clan's sacred boots, the derro will attack.
  Treasure
  A magical shortsword (see below) stands upright in 
  Brunthor's boot, itself adorned with other odds and 
  ends, amid a collection of smaller treasures: 4pp, 33gp, 
  10ep, 4 chunks of obsidian (worth 10gp each), a large 
  moonstone (worth 80gp), a platinum ring bearing the 
  emblem of the Harpers (worth 50gp), 6 silvered sling 
  bullets, and a stick of red chalk.
  Collectively, the other boots contain the following 
  treasures, hidden among numerous worthless trinkets: 
  1pp, 8gp, 6ep, 90sp, 213cp, 3 small pieces of turquoise 
  (worth 5gp each), a chunk of bloodstone (worth 50gp), 
  a pair of silver bracelets (worth 3gp each), a single 
  silvered crossbow bolt, a holy symbol of Myrkul (a 
  silver amulet inset with obsidian; worth 50gp), a potion 
  of healing (labeled in Common), and a potion of animal
  friendship (labeled in Elvish).
  Tymora's Grace
  Weapon (shortsword)
  The symbol of Tymora, a face-up coin, is embedded in 
  the pommel of this finely crafted weapon.
  When you roll a 1 or a 2 on a damage die for an attack 
  you make with this magic weapon, you can reroll the 
  die and must use the new roll, even if the new roll is a 1
  or a 2.
  Diinit, Derro Savant
  Small humanoid (derro), chaotic evil
  Armor Class 13 (leather armor)
  Hit Points 36 (8d6 + 8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  14 (+2) 12 (+1) 11 (+0)
  5 (-3)
  14 (+2)
  Skills Stealth +4
  Senses darkvision 120 ft., passive Perception 7
  Languages Dwarvish, Undercommon
  Challenge 3 (700 XP)
  Magic Resistance. The derro has advantage on saving 
  throws against spells and other magical effects.
  Spellcasting. The derro savant is a 5th-level spellcaster.
  Its spellcasting ability is Charisma (spell save DC 12, 
  +4 to hit with spell attacks). The derro knows the 
  following sorcerer spells:
  Cantrips (at will): acid splash, mage hand, message, 
  prestidigitation, ray of frost
  1st level (4 slots): burning hands, chromatic orb, sleep
  2nd level (3 slots): invisibility, spider climb
  3rd level (2 slots): lightning bolt
  Sunlight Sensitivity. While in sunlight, the derro has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Actions
  Quarterstaff. Melee Weapon Attack: +1 to hit, reach     
  5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage.
  Derro (x8)
  Small humanoid (derro), chaotic evil
  Armor Class 13 (leather armor)
  Hit Points 13 (3d6 + 3)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 14 (+2) 12 (+1) 11 (+0)
  5 (-3)
  9 (-1)
  Skills Stealth +4
  Senses darkvision 120 ft., passive Perception 7
  Languages Dwarvish, Undercommon
  Challenge 1/4 (50 XP)
  Magic Resistance. The derro has advantage on saving 
  throws against spells and other magical effects.
  Sole Stealer. When the derro hits a creature with a 
  melee attack on its turn, and that creature is prone 
  following the attack, the derro can take a bonus action 
  to attempt to steal an item of footwear from that 
  creature. The creature must succeed on a DC 10 
  Dexterity saving throw or lose the target item, which 
  the derro immediately stashes on its person.
  Sunlight Sensitivity. While in sunlight, the derro has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Actions
  Hooked Spear. Melee Weapon Attack: +2 to hit, reach  
  5 ft., one target. Hit: 3 (1d6) piercing damage. If the 
  target is Medium or smaller, the derro can choose to 
  deal no damage and knock it prone.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  The Saga of the Boot
  12
  
  10. Grimlock Camp
  The passage's high walls open into a wide rock-strewn 
  cave, with two further exits on the far side.
  Six grimlocks are here, waiting impatiently for Thrakk 
  to return. They are all that remain of his group, 
  following further losses in his absence.
  The keen smell of these grimlocks has been temporarily
  neutralized by their proximity to the myconid lair, but 
  their hearing remains as sharp as ever. They will 
  attempt to hide from the party if they hear it approach, 
  and ambush the characters once they enter the cave.
  These grimlocks have no treasure, being little more than
  slaves themselves. They do however carry limited water
  and rations, plus lengths of rope for securing captives. 
  They are armed with primitive clubs and axes.
  Complications
  If the party has agreed to Diinit's terms, they will come 
  up one head short here. However, they may be able to 
  retrieve another elsewhere.
  There is one available in Area 12, or if they ask the 
  myconids for permission, they can remove the head 
  from the grimlock spore servant in Area 7.
  Thrakk
  If Thrakk is still with the party, he will make enough 
  noise to alert the grimlocks as the party approaches, 
  providing ample time for them to hide.
  If he's been discovered, but made it back ahead of the 
  party, he will alert the grimlocks and attempt to hide as 
  well.
  If Thrakk is defeated, the intellect devourer will make 
  its last stand here. As long as Thrakk or the intellect 
  devourer survives, PCs reduced to 0 hit points will be 
  knocked out for enslavement; unconscious but stable.
  If the entire party is incapacitated, the grimlocks will 
  remove obvious weapons from the characters and 
  secure them with rope. With so few grimlocks left to 
  escort them deeper into the Underdark, it should only be
  a matter of time before the party escapes.
  Grimlock (x6)
  Medium humanoid (grimlock), neutral evil
  Armor Class 11
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 12 (+1) 12 (+1)
  9 (-1)
  8 (-1)
  6 (-2)
  Skills Athletics +5, Perception +3, Stealth +3
  Condition Immunities blinded
  Senses blindsight 30ft. or 10ft. while deafened (blind 
  beyond this radius), passive Perception 13
  Languages Undercommon
  Challenge 1/4 (50 XP)
  Blind Senses. The grimlock can't use its blindsight 
  while deafened and unable to smell.
  Keen Hearing (only). The grimlock has advantage on 
  Wisdom (Perception) checks that rely on hearing.
  Stone Camouflage. The grimlock has advantage on 
  Dexterity (Stealth) checks made to hide in rocky terrain.
  Actions
  Spiked Bone Club. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning 
  damage plus 2 (1d4) piercing damage.
  Stone Handaxe. Melee or Ranged Weapon Attack: +5 
  to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 
  (1d6 + 3) slashing damage.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  The Saga of the Boot
  13
  
  11. Empty Cave
  Three passages converge here to form a small nondescript 
  cave.
  There is nothing of interest or value here. Not one thing.
  12. Ambush
  As you proceed along this broad tunnel, you come upon the
  partial remains of a mutilated humanoid. A torn arm rests in
  a pool of blood, and, is that a head?
  Before you can examine further, a large creature drops from
  a hidden cavity in the ceiling, revealing itself to be a 
  vulture-headed beetle with long hooked claws!
  This hook horror slew a pair of grimlocks that came to 
  investigate the clacking noises it was making. Only an 
  arm and a head remain.
  The monstrosity has used the element of surprise to 
  position itself within reach of the party, so roll for 
  initiative before proceeding with combat.
  Hook Horror
  Large monstrosity, neutral
  Armor Class 15 (natural armor)
  Hit Points 75 (10d10 + 20)
  Speed 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 10 (+0) 15 (+2)
  6 (-2)
  12 (+1)
  7 (-2)
  Skills Perception +3
  Senses blindsight 60ft., darkvision 120ft., passive 
  Perception 13
  Languages Hook Horror
  Challenge 3 (700 XP)
  Echolocation. The hook horror can't use its blindsight 
  while deafened.
  Keen Hearing. The hook horror has advantage on 
  Wisdom (Perception) checks that rely on hearing.
  Actions
  Multiattack. The hook horror makes two hook attacks.
  Hook. Melee Weapon Attack: +6 to hit, reach 10 ft., one
  target. Hit: 11 (2d6 + 4) piercing damage.
  13. Chasm
  The passage leads onto a rough ledge overlooking a vast 
  chasm. A treacherous looking path, hugging the chasm 
  wall, descends out of view. Distant flickers of light hint at 
  signs of life in the distance, but this dark expanse could 
  take days or even weeks to traverse, taking you far into the 
  deeper reaches of the Underdark.
  This area provides access to the Underdark, should your
  party need it, but goes beyond the scope of this 
  adventure.
  Aftermath
  If the characters were searching for Brunthor's boot and 
  they successfully return it to him in Seldom Spring, 
  everyone at the inn will be eager to hear about their 
  adventure.
  Brunthor will reward the party with the reunited pair of 
  boots, plus a fine meal with drinks on the house.
  The characters will become minor celebrities in Seldom
  Spring, at least for a little while, with particular interest 
  being shown in whoever wears the boots.
  Brunthor's Boots
  Wondrous item (requires attunement)
  These masterfully crafted dwarven boots are reinforced
  with fine chain and steel plates, yet don't impede the 
  wearer's movement.
  While you wear these boots, you can use a bonus action
  to move up to your speed toward a hostile creature that 
  you can see.
  While you wear these boots with heavy armor, you gain
  a +1 bonus to AC.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  The Saga of the Boot
  14
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/The Saga of the Boot.pdf