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  1 | E n c o u n t e r s  i n  t h e  S a v a g e  U n d e r d a r k            T a b l e  o f  C o n t e n t s  
   
   
   
   
   
  
   
  2 | E n c o u n t e r s  i n  t h e  S a v a g e  U n d e r d a r k            T a b l e  o f  C o n t e n t s  
   
   
   
  Encounters in the Savage Underdark 
   
  Background: 
  Nimgyu 
   
  Cover Artist: 
  Dante Ezio Cifaldi 
   
  Internal Art: 
  Matt DeMino, Liz Gist, Jean Lorber, Sadie Lowry, George Sutherland, Luiz Prado,  
  Patrick E. Pullen, Ludovico Tellatin, Rick Hershey, Sinereous 
  Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games 
  Cartography: 
  CHGuise, Goose Prints, Peter Harris, Jean Lorber, Jeff C. Stevens,  
  Dyson Logos, Tal Aviezer & Carolyn Fox  
   
  Editor: 
  Christopher Walz 
   
  Produced By: 
  Jeff C. Stevens 
   
  Layouts: 
  Jeff C. Stevens 
   
   
   
   
   
   
   
   
  www.jeffstevensgames.com 
   
  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. 
  ©2016 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. 
  All other original material in this work is copyright [2020] by Jeff C. Stevens and published under the Community Content Agreement for Dungeon Masters 
  Guild 
  
   
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  About this Supplement 
  Welcome to Encounters in the Savage Underdark – a supplement containing encounters and mini-
  adventures for use in your Underdark or subterranean campaign, or when the party decides to explore 
  that mysterious cave they just passed. 
   
  As with the other Savage Encounters supplements, I reached out to writers for encounter submissions.  
  With these supplements, I want to give you a valuable resource for your gaming sessions, and I want to 
  share the imagination, creativity, and the writing styles of various authors with you.   
   
  A huge Thank You goes out to all the writers, artists, cartographers, and everyone else who had a hand 
  in making this product what it is.   
   
  Thanks for purchasing Encounters in the Savage Underdark.  We hope you enjoy the encounters! 
   
  Now – go play D&D! 
  - 
  Jeff C. Stevens 
   
   
  Questions or comments? Find me on Twitter: @jcorvinstevens or send me an email via my website 
  www.jeffstevensgames.com 
   
  Additional Resources 
  Several Dungeon Masters Guild writers have created resources which I think you might find useful: 
  Amarune’s Almanac: The Underdark: gives an overview of Faerûn's "Realm Below"; and its flora, 
  fauna, and some history.  
  Journey Through the Center of the Underdark: The product that inspired me both to start writing 
  DMs Guild material, and to produce the Savage Encounters supplements. A must have! 
  The Mines of Chult: A supplement which details the mines of Chult. 
  Storm King’s Barrows: Tombs and Crypts of the North: Delve into abandoned chapels, 
  beleaguered mines, haunted barrows and demon-infested crypts.  
  Jarlaxle’s Guide to Traps: A collection of vicious traps, maddening hazards, terrifying hauntings, and 
  general lethal nastiness intended to turn greedy dungeon delvers into puree. 
  Puzzles, Riddles, and Traps Set 1: This product is designed with no DCs or XP values purposely so 
  that you can tweak the challenges to your specific needs for your game and campaign. 
  Trinkets of the Underdark: The Underdark is home to many cultures and the sheer volume of 
  trinkets and curiosities to be found in the Underdark is massive. This supplement represents the merest 
  fraction of what one can find while wandering the world below. 
  
   
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  Using this Supplement 
  Although some encounters mention specific 
  locations, with a little adjustment, each could 
  be used in nearly every campaign and setting.  
   
  Text in these yellow boxes is to be read or 
  summarized to players. 
   
  Text in Purple boxes refers to Combat Scaling 
  and Location Features and is intended only 
  for the DM. 
   
  Text in these boxes is additional information 
  for the DM, some of which may be shared with 
  players. 
   
  Most of the creatures in these adventures are 
  found in the 5th Edition Monster Manual.  Page 
  numbers have been included for easy reference 
  but depending on the printing edition of your 
  Monster Manual, they may not match.   
   
  This supplement uses creatures from:  
   
  Out of the Abyss (OotA) 
  Monster Manual (MM)  
  Volo’s Guide to Monsters (VGtM) 
  Tomb of Annihilation (ToA) 
  Mordenkainen’s Tome of Foes (MToF) 
   
  In addition, several new creatures have been 
  created for this supplement. You can find these 
  creature stat blocks at the end of the adventure 
  in which they are mentioned. 
   
  Unless otherwise noted, all NPCs have the stats 
  of a commoner. 
   
   
  Average Party Level 
  The Average Party Level (APL) can be used to 
  calculate the appropriate challenge level for 
  your party. To calculate the APL, add the total 
  levels of all characters and divide the sum by 
  the number of characters (rounding up for .5 or 
  greater). 
   
  Skill Checks and Saving Throws 
  Specific DCs are written for each of the 
  encounters. You may wish to change these DCs 
  based on the APL of the adventuring party. We 
  suggest the below range: 
   
  APL 
  Check / Save DC 
  1st thru 3rd 
  11 
  4th thru 6th 
  13 
  7th thru 9th 
  16 
  10th thru 12th 
  19 
  13th thru 15th 
  22 
   
  In addition, if you feel a skill check or save is too 
  low or too high, feel free to adjust the DC as 
  you wish. 
   
  Maps 
  Unless otherwise noted, for all maps:  
  1 square = 5 feet. 
   
  You Are Empowered 
  As mentioned above, you do not have to run 
  these encounters as written. You (as the DM) 
  are empowered to make changes as you wish – 
  adjusting the encounters as the game is played, 
  if you like. You are part of the collaborative 
  storytelling that is Dungeons & Dragons and you 
  know best how to adjust the encounters so that 
  your adventurers get the most out of the 
  session and story.  
   
   
  
   
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  Table of Contents 
   
   
  Title 
  Character Level  
  Author 
  Page 
  Annarei's Garden 
  Any 
  Tony Petrecca 
  6 
  Breastplate 
  Any 
  Jeff C. Stevens 
  24 
  Cause & Effect 
  4 to 6 
  Joshua Barbeau 
  27 
  City of Blades 
  Any 
  Hiten Dave 
  33 
  The Derro Devourer 
  4 to 6 
  Hiten Dave 
  37 
  Gracklstugh’s Zeitgeist 
  6 to 10 
  Hiten Dave 
  41 
  Dark Dealings 
  10 to 12 
  Peter Harris 
  48 
  Dr. Plposclopski's Monster Mash 
  5 to 10 
  Drew Dawes 
  55 
  Far from Moonlight 
  6 to 10 
  Catherine Evans 
  64 
  Feydark Filch 
  Any 
  Jimmy Meritt 
  70 
  Fire Fest 
  1 to 5 
  Jessica Marcrum 
  76 
  The Fleeing Market 
  3 to 10 
  Andrew Bishkinskyi 
  84 
  Forgotten 
  5 
  Christopher Walz 
  92 
  Hauntspore Hollow 
  10 
  JVC Parry 
  97 
  The Itsy-Bitsy Spider 
  6+ 
  Michelle Churchill 
  100 
  The King's Highway 
  6 to 8 
  Paul Bimler 
  107 
  Larry, the Insane Aboleth 
  7 
  Joshua Barbeau 
  117 
  The Long Salt Tavern 
  1 to 8 
  Drop the Die 
  124 
  Lost Beauty 
  7 
  Rae Pietrzak 
  128 
  The Mutated Drider 
  4 to 6 
  Christian Eichhorn 
  133 
  One Thing About the Underdark… 
  5+ 
  Jimmy Meritt 
  136 
  Sapricot's Caravan 
  1 to 3 
  Christian Eichhorn 
  140 
  Serpent Kings 
  5 to 10 
  Sadie Lowry 
  144 
  Through the Devil's Veins 
  4 
  Tal Aviezer 
  150 
   
   
   
   
   
   
   
  
   
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  Annarei’s Garden 
  By Tony Petrecca 
  Artist: Matt DeMino & Luiz Prado 
  Cartography: CHGuise 
   
  Estimated run-time: 2 to 3 Hours 
   
  Annarei’s Garden is a demiplane that wanders 
  the Underdark seeking refugees and misfits. An 
  Underdark settlement with a dark twist, 
  Annarei’s Garden can provide a welcome 
  respite for open-minded adventurers of any 
  level who are journeying through the center of 
  the Underdark. Those with violent intent, 
  however, should be powerful indeed — or have 
  a fool proof escape plan — to have any hope of 
  surviving an assault on the enclave.  
   
  DMs Note: 
  Annarei and the Garden first appeared, in noticeably 
  less powerful forms, in the Out of the Abyss 
  supplement Journey Through the Center of the 
  Underdark. Here, we explore what Annarei’s Garden 
  is like after the Rage of Demons. 
   
  Background 
  During the chaos of The Rage of Demons, the 
  succubus Annarei established a colony of misfits 
  amongst a gorgeous, crystal-infused fungal 
  forest set within a large limestone gallery. The 
  cavern, naturally lit by phosphorescent fungi, 
  fire beetles, and glowing crystals, became 
  known by its residents as Annarei’s Garden, and 
  attracted a menagerie of Underdark refugees. 
  Unbeknownst to Annarei at the time, dark 
  forces already infused the faerzress within the 
  cavern, charging the crystals with wickedly 
  chaotic energy. Furthermore, Annarei’s 
  pendant, The Gift of Graz’zt, brought with it the 
  penetrating energy of The Dark Prince, while 
  the power of Orcus crept into the ruins of the 
  temple at the center of the cavern.  
   
  When a group of heroes drove the invading 
  Demon Lords to destroy each other, chaotic 
  forces surged throughout the Underdark and 
  into Annarei’s pendant. From there, the surge 
  flowed into and through the crystals of the 
  garden, and the cavern broke loose from reality, 
  with Annarei at its helm.  
   
  Tethers of reality remain, anchoring this 
  demiplane to the Underdark… for now. 
   
  The Garden is a Demiplane 
  When the Demon Lords were banished, abyssal 
  energy surged throughout the Underdark. The 
  crystals within Annarei’s Garden acted as foci 
  for her pendant, The Gift of Graz’zt, and the 
  explosive power of the Dark Prince tore the 
  cavern and a 100-foot-thick layer of 
  surrounding crystal-infused granite from the 
  Material Plane, giving control of it to Annarei. 
  Now a demiplane that serves as Annarei’s 
  native plane of existence, The Garden is 
  tethered to the Material by its Welcoming 
  Tunnel, its front door anchored to the 
  Underdark. 
   
  Annarei, who is permanently attuned to the 
  cavern, can move the Welcoming Tunnel’s 
  entrance from one Underdark point to another. 
  To do so, she must sit atop her mushroom 
  home and meditate. After one minute of 
  concentration, the Welcoming Tunnel’s current 
  connection to the Underdark closes, and then 
  reopens one minute later at a new location 
  within the Underdark. This new location must 
  be a cavern or tunnel wall of sufficient size to 
  bear a 10-foot round hole but can otherwise be 
  wherever Annarei chooses. If Annarei does not 
  choose a suitable location within one minute, it 
  reopens in its previous location.  
   
  In addition to the ability to move the Garden’s 
  entrance, Annarei can scry at will on any 
  location within the Garden, and on any 
  creature, regardless of location, who is attuned 
  to one of Annarei’s Gifts. Further, Annarei can 
  cast banishment at will, expelling unwanted 
  creatures from her garden. Note that for all 
  inter planar purposes Annarei is now a native of 
  the demplane Annarei’s Garden.  
  
   
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  Annarei looks forward to a time when the 
  Welcoming Tunnel permanently breaks its ties 
  to the Underdark.  
   
  Faerzress 
  Named by the drow, faerzress is a strange magical 
  energy that can be found in pockets small and large 
  throughout the Underdark. During the Rage of 
  Demons, the faerzress was tainted by the chaotic 
  energies of the demon lords. The faerzress that 
  infused parts of Annarei’s Garden was consumed by 
  the chaotic forces that broke the Garden loose from 
  reality.   
   
  For more information on faerzress, see Out of the 
  Abyss. 
   
  Death and the Capture of Souls in the 
  Garden 
  Any creature who dies within Annarei’s Garden, 
  must make a successful DC 20 Charisma saving 
  throw or have their soul captured by the 
  crystalline structures surrounding the garden. 
  These souls become crystal wraiths (see below) 
  who serve Annarei while fueling the growing 
  power of the demiplane. When 666 souls have 
  been captured, the plane’s anchor to the 
  Underdark will be severed. Annarei believes 
  that when that happens, her Garden will be free 
  to travel the multiverse, and her loyal followers 
  celebrate that eventuality. How close she might 
  be to that goal, and whether the end result is 
  freedom or descent into the Abyss, remains a 
  mystery for you to decide. 
   
  Souls can be rescued from this fate with the 
  proper casting of raise dead, reincarnate, 
  resurrection, revivify or wish. It should be noted, 
  however, that longtime residents of the Garden 
  are willing participants, eager to join Annarei in 
  an eternity of pleasure seeking throughout the 
  multiverse.  
   
  So why doesn’t Annarei have her followers reap 
  souls for her, moving from point to point in the 
  Underdark and taking unwilling sacrifices 
  wherever they might be found? Because 
  Annarei refuses murder to advance her goals. 
  She is patient and quite comfortable using 
  kindness and pleasure to gather willing 
  participants to her side. To rule a plane of 
  existence, she supposes, is to become a 
  goddess… and she would prefer to be a goddess 
  of pleasure, not pain. Of course, she shows no 
  remorse for guests of the Garden who kill each 
  other, or invaders who die while residents 
  defend themselves. 
   
  Who is Annarei? 
  Despite being both a succubus and a disciple of 
  Graz’zt, Annarei is a genuinely kind matron to 
  her residents and guests. A gregarious free 
  spirit, she enjoys the company of others as 
  much as she enjoys her wine, pipe weed, and 
  mushrooms. Adored by her followers, the 
  residents of the garden call her “Princess.” 
   
  Though she’s grown quite powerful since her 
  attunement to the Garden, she uses that power 
  sparingly. Graz’zt’ explosive departure from the 
  Material Plane gave Annarei the greater gift, 
  her own plane of existence, which she rules in a 
  laissez faire manner. People are free to do as 
  they will within her garden, so long as they do 
  no harm to any residents. Guests who do harm 
  to the Garden or its residents face banishment 
  from the demiplane or death and rebirth as a 
  crystal wraith. 
   
  Her gorgeous, gargantuan mushroom home is 
  her sanctuary. Residents respect her privacy 
  and have rarely seen the inside of her home, 
  while garden guests are never invited in. 
   
  The Residents and Life of the 
  Garden 
  At any given time Annarei’s Garden is home to a 
  wide array of willing souls all eager to partake 
  of the plentiful food, drink, and bacchanalia.  
   
   
   
   
   
  
   
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  While some long-time residents have created 
  homes within the Garden, as detailed below, 
  most are quite comfortable lounging about and 
  lying their head wherever they might be when 
  tired. With a thoroughly communal lifestyle, all 
  the refreshments and pleasures of the Garden 
  are shared freely amongst everyone. 
   
  At the moment, in addition to the NPCs detailed 
  below, the guests include six goblins, five 
  svirfneblin, eight orcs, four drow, three kuo-toa, 
  and a more-or-less permanently passed out 
  stone giant named Nivram. Many of these 
  residents have happily accepted Annarei’s Gift 
  (see new magic item sidebar below). Of course,  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  you are free to add to or adjust that guest list as 
  befits your campaign.  
   
  All the guests are free to come and go as they 
  please, and are under no obligation nor 
  coercion from Annarei, nor do any owe her a 
  debt of any kind. Should they choose to die 
  elsewhere, and not join Annarei in her future 
  journeys, that is entirely up to them. All choose 
  to stay and enjoy the slothful, intoxicating 
  pleasures that abound within. 
   
  Commerce in the Garden 
  The storerooms beneath Area 4 have a 
  significant assortment of goods that are shared 
  freely within the Garden. Outsiders in need, 
  however, must reasonably negotiate. Annarei 
  
   
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  grants herself sole authority to discuss the 
  buying and selling of goods the community 
  relies upon. At your discretion, any manner of 
  commonplace goods found in the Players 
  Handbook might be available for sale at the 
  listed price. 
   
  Gresyl and Gresyl Wine 
  Long ago, Annarei was bequeathed a simple 
  recipe for creating a hallucinogenic intoxicant 
  made from the distilled caps of otherwise 
  poisonous Timmask mushrooms. The distillate, 
  known as Gresyl, mixes well with wine or can be 
  ingested directly. Though there’s a nearly 
  limitless supply of ingredients within the 
  Garden, her recipe is fiercely guarded, thus the 
  Gresyl supply to the outside world is tightly 
  controlled. The Garden’s most lucrative export, 
  drow traders eagerly pay 10 gp per dose of 
  Gresyl, and 50 gp per bottle of Gresyl wine.  
   
  A single dose of pure Gresyl, or a single glass of 
  Gresyl wine, is mildly intoxicating for 1d3 hours. 
  Consuming more can produce severe 
  impairment, hallucinations, and potential 
  madness, though the effects are quite 
  exhilarating, and euphoria accompanies 
  overindulgence.  
   
  Creatures who consume more than one dose of 
  Gresyl in an hour must succeed on a DC 10 
  Constitution saving throw or become poisoned. 
  The DC increases by one for every dose beyond 
  the second. Any creature that consumes doses 
  equal to their Constitution score falls 
  unconscious, passing into a hallucinogenic 
  dream state that lasts for 2d8 hours. At the end 
  of such a trip the creature must make a 
  successful DC 10 Wisdom saving throw or 
  suffer a long-term madness effect. See pages 
  258-260 of the Dungeon Master’s Guide for 
  madness details. 
   
   
   
   
  Prominent NPCs in the Garden 
  While many folks come and go, a few have 
  carved out a permanent home and are 
  steadfast disciples of Annarei. Each of the 
  following NPCs has eagerly received Annarei’s 
  Gift and will die defending their mistress. 
   
  Giggles the Ogre 
  An aberration of her kind, Giggles the Ogre is an 
  exceptionally intelligent and exceptionally large 
  ogre driven mad by the presence of the demon 
  lords. Once a member of the Society of 
  Brilliance, Giggles went mad when she came 
  face to face with Demogorgon and has been 
  giggling uncontrollably since. Regular 
  indulgence in Gresyl hasn’t done her mind any 
  favors, and she spends most of her time 
  chalking cryptic phrases and formulae in various 
  languages on the walls of her cavern, or curled 
  up on her bed ranting to herself. A nervous tick, 
  an effect of the long-term madness she has 
  suffered, causes her to giggle uncontrollably, 
  often at inappropriate times.   
   
   
   
   
   
   
  
   
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  She is a gentle giant but will defend herself or 
  any residents of the garden with an unmitigated 
  fury should the need arise. Soon after her 
  encounter with Demogorgon she found herself 
  imprisoned in an illithid asylum. Before she 
  could be subjected to ceremorphosis or worse, 
  she broke her chains and used them as 
  weapons in her escape.  She has kept them on 
  since. 
   
  Given her massive size, represent Giggles with 
  the stats of a hill giant (CR 5; MM, p 155), 
  increasing her intelligence to 18, and add 
  Abyssal, Common, Draconic, Infernal, Orcish, 
  Primordial and Umber Hulk to her known 
  languages, and re-flavor her greatclub as chains 
  with the same in game statistics.   
   
  The Society of Brilliance 
  The Society of Brilliance are a group of remarkably 
  intelligent monsters who have allied to investigate 
  and solve problems in the Underdark. During the 
  Rage of Demons, the society posited that the 
  Underdark’s demonic incursion and the tainting of 
  the faerzress might be related. They were correct. 
   
  For more information on the Society, see Out of the 
  Abyss. 
   
  Suortin  
  The umber hulk (CR 5; MM, p 292) Suortin is 
  Annarei’s most loyal follower. Utterly and 
  irrevocably smitten with Annarei, Suortin strives 
  to please Annarei with his cooking, and will 
  defend her with his life. Suortin enjoys amusing 
  willing residents with its confusion ability, an 
  effect Annarei is particularly fond of. With the 
  utterance of a quick “Suortin, hit me!” the 
  umber hulk obliges, hitting the willing 
  participant with its Confusing Gaze and stepping 
  back to watch the antics, stepping in to restrain 
  anyone who might hurt themselves or others 
  while so confused. 
   
  A spectacular gourmet, Suortin routinely 
  prepares feasts for all the Garden. Suortin is 
  also the Garden’s chief Gresyl cook, and 
  regularly spikes cases of wine with doses of the 
  intoxicant. 
   
  Zeks and Edsel 
  Primary scouts for the Garden, Zeks and Edsel 
  are a pair of rebellious elite duergar crawler 
  commandos (see below) who have gone AWOL 
  from the armies of Gracklstugh. Kind, 
  welcoming, and gregarious, they are polar 
  opposites of typical dour grey dwarves. 
  Frequently garbed in bright, colorful clothing 
  that can best be described as hippy, the pair 
  had no place in proper duergar society, and 
  were welcomed in the Garden.  
   
  Routinely dispatched to scout the real world 
  when the Welcoming Tunnel moves, Zeks and 
  Edsel are often the first residents of the Garden 
  that outsiders encounter. Note that the effects 
  of Annarei’s Gift are written in to Zeks and 
  Edsel’s stat blocks below. 
   
   
  
   
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  Annarei’s Gift 
  Wonderous item, very rare (requires attunement)  
   
  Cut from the crystals of Annarei’s Garden, this 
  beautiful pendant belies a sinister fate.  
   
  You gain a +1 bonus to AC and saving throws while 
  wearing this pendant.  
   
  Once per day while wearing this pendant, you can 
  use an action to summon a crystal wraith. The wraith 
  appears in an unoccupied space you choose within 
  120 feet of you. It remains with no concentration 
  required for up to one hour, until it drops to 0 hit 
  points, or until it is dismissed by you.  
   
  While summoned, the wraith is friendly to you and 
  your companions. It obeys any commands you give 
  it, no matter what language you use. If you fail to 
  command it, the wraith defends itself against 
  attackers but takes no other actions. 
   
  If you die while wearing Annarei’s Gift, your soul is 
  captured by the crystal and sent to rest in Annarei’s 
  Garden, reforming into a crystal wraith. Only raise 
  dead, reincarnate, resurrection, revivify, or wish can 
  rescue your soul from this fate. 
   
  Annarei’s Curse Once attuned, you may not remove 
  the gift. A remove curse or wish spell removes this 
  effect from you if you received the gift directly from 
  Annarei. If you stole the gift, or created your own, 
  only a wish spell is powerful enough to remove this 
  curse. 
   
  SPECIAL NOTE – Any creature with an Intelligence of 
  6 or greater can create Annarei’s Gift. All they must 
  do is to chisel out a small sample of the crystals 
  within Annarei’s Garden, set it as a pendant, and 
  attune it. Of course, doing so might create an eternal 
  commitment to Annarei. 
   
   
   
   
   
   
   
  Fungi of The Garden 
  The Underdark is home to a spectacular array of 
  fungal growths, and many specimens have been 
  cultivated within Annarei’s Garden. Natives of 
  the Underdark are typically familiar with 
  Underdark flora, but for surface dwellers, a 
  successful DC 15 Intelligence (Nature) check is 
  required to properly identify a given shroom. 
  Below is an incomplete list of fungi farmed and 
  cultivated within the Garden. 
   
  Bluecap 
  Also known as the “grain of the Underdark,” the 
  spores of a bluecap can be ground into a 
  nutritious flour. Bread made from bluecap flour 
  is known as bluebread and is quite tasty when 
  properly baked by a skilled chef such as Suortin. 
   
  Ripplebark 
  Resembling rotting flesh, this massive shelf 
  fungus isn’t particularly appetizing to look at, 
  but its surprisingly tasty. Roasted ripplebark is a 
  delicious treat.  
   
  Timmask 
  These dangerous 2-foot-tall toadstools feature 
  orange and red stripes across their beige caps. 
  Timmask spores are poisonous and uprooting or 
  destroying a timmask creates a dangerous 15-
  foot radius cloud of spores. Creatures in the 
  area must succeed on a DC 14 Constitution 
  saving throw or be poisoned. While poisoned in 
  this way, the creature is under the effect of a 
  confusion spell with a duration of 1 minute. 
  When the spell effect ends, the poisoned 
  condition ends as well. 
   
  Cultivated for the distillation of the intoxicant 
  Gresyl, timmasks are abundant in Annarei’s 
  Garden.  
   
  Trillimac 
  These 4 to 5-foot-tall mushrooms feature broad 
  gray-green caps above a light gray stalk. The 
  caps are prized for their use as leathery 
  parchment, and the stalks are quite edible with 
  minimal prep. 
  
   
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  Zurkhwood 
  The giants of the Underdark, these mushrooms 
  typically grow to a height of 30 to 40 feet, with 
  some specimens growing significantly larger. 
  Their large spores are edible, but zurkhwood’s 
  are most prized as the Underdark’s primary 
  source of hardwood timber.  
   
  Further information on these fungi can be 
  found in various sources, including B Simon 
  Smith’s expansive Plants and Fungi of the 
  Realms and James Houlcroft’s gorgeously 
  illustrated pay-what-you-want Fungi of the 
  Underdark: An Illustrated Guide, both available 
  on the DMs Guild.    
   
  The Welcome Wagon 
  As mentioned above, the Welcoming Tunnel 
  can be anywhere in the Underdark. At a time 
  and place of your choosing, have the tunnel 
  appear in front of the party. When this 
  happens, read or summarize the following:  
   
  Without a sound, a 10-foot round opening 
  suddenly appears in the cavern walls, revealing 
  a new Underdark passageway. The newly 
  formed tunnel is dimly lit with its own purple 
  glow, and tiny crystalline formations shimmer in 
  its walls. 
   
  The silence of the tunnel is broken as a voice 
  speaks from within. 
   
  “Come on Zeks, let’s go check out where she 
  parked us,” the voice says with a twang. 
   
   
   
   
   
   
   
   
  Two silhouettes darken the tunnel beyond, as a 
  pair of large mounted creatures crawl along the 
  tunnel walls. Carrion crawlers with duergar 
  riders approach, addressing the characters: 
   
  “Well lookie here Edsel, looks like we got 
  company. Howdy folks! How ya’ll doin’? Don’t 
  suppose any of ya have seen any fire beetles 
  around here, have ya?”  
   
  The two riders are Zeks and Edsel, elite crawler 
  commandos (see below) and Annarei’s best 
  scouts. They each ride a trained carrion crawler 
  (CR 2; MM, p 37) and are dispatched by Annarei 
  to get the lay of the land. They are a friendly 
  duo who happily engage in banter with the PCs 
  if given the opportunity. Brightly dressed unlike 
  typical duergar, Zeks wears a purple tie-dyed 
  tunic over his armor, while Edsel clothes himself 
  in a patterned serape over his. Both wear a 
  pendant of unknown crystal around their necks. 
   
  If asked about the tunnel, they point out that it 
  leads to Annarei’s Garden, and that all are 
  welcome. 
   
  “You’re in luck, the party’s about to begin. Go 
  on in and enjoy the hospitality. Tell ‘em Zeks 
  and Edsel sent ya.” 
   
  Should the party be aggressive toward the 
  duergar, the pair and their mounts will turn 
  invisible and retreat immediately to alert 
  Annarei and the citizens that trouble is at the 
  front door. 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  General Features of the Demi-Plane 
   Terrain. A foundation of crystal-encrusted 
  limestone, stone, and dirt filled profusely with 
  tended and wild gardens of beautiful fungal growth. 
   Light. Unless otherwise noted, Annarei’s Garden is 
  dimly lit by phosphorescent fungi, fire beetles, and 
  glowing crystals, providing ever shifting, colorful 
  light throughout. Likewise, collections of glowing 
  crystals and caged fire beetles provide dim light 
  within residences as well. 
   Streams. The streams within theGarden are 
  roughly 10 feet wide and 1–3 feet deep. Easily 
  fordable anywhere, there are ample spots where 
  stones have been arranged to provide a dry crossing. 
   Smells and Sounds. Annarei’s garden smells 
  remarkably fresh and pleasant, with an ever-present 
  hint of earthy wine and pipe smoke. The 
  mouthwatering aroma of Suortin’s meals permeates 
  the cavern when the umber hulk cooks. The faint 
  sound of a waterfall can be heard over the frequent 
  sounds of party going reverie, and occasionally an 
  ogre giggles. 
   
   
  Area 1 – The Garden of Welcome 
  As the party enters Area 1, read or summarize 
  the following: 
   
  Beyond the glittering tunnel is a wondrous 
  cavern. Massive in size, the gallery is filled with 
  glowing, multi-colored crystalline formations, 
  phosphorescent fungi, and giant mushrooms. 
  Fire beetles crawl upon the 150-foot-tall ceiling, 
  the glow of their lights adding to that of the 
  crystals and fungi to create an impressive light 
  show. 
   
  Several formations of 15-foot-tall glowing 
  crystals create a welcoming courtyard in the 
  cavern’s entry, while walling off much of the 
  view beyond. A closer view of the crystalline 
  formations reveals subtly fluctuating lighting 
  and coloration emanating from within each. 
   
  Beyond the immediate crystalline walls can be 
  seen a massive, 80-foot-tall purple mushroom, 
  its cap every bit as wide as it is tall. Descending 
  down from the ceiling above this mushroom is a 
  dense formation of crystals that pulse with a 
  greater intensity than others in the chamber. 
   
  Taking wing from the top of this mushroom is 
  yet another surprising sight—a woman with 
  magnificent leathery wings swoops down from 
  on high and lands within the crystal court. Her 
  wings tucked behind her, a long slender tail and 
  two gleaming obsidian horns betray a 
  pleasantly beautiful woman of timeless age. 
  Kind, blue eyes greet beneath parted black locks 
  that flow past lightly freckled cheeks. Garbed in 
  a flowing black dress, a glorious obsidian 
  pendant hangs from her neck.  
   
   
  Continued next page… 
   
  
   
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  A massive beetle-like biped, with hulking 
  carapace and confusing eyes, wearing a single 
  crystal pendant, emerges from beyond the 
  courtyard to stand by her side, and a purple 
  worm emerges from a pit nearby to the west. 
   
  “I am Annarei. Welcome to my garden. Please, 
  enjoy our hospitality, and join us for a meal.” 
   
  Annarei is warm and welcoming, offering her 
  hospitality to all who treat her and her Garden 
  residents with respect. After welcoming the 
  characters, she bids them free to roam and 
  enjoy her garden’s pleasures. She warns that 
  they should not eat the timmask but points out 
  that otherwise no harm should come within her 
  garden to those who intend no ill will.  
   
  “Dinner will be ready soon. After you have 
  settled, please join us atop the ruins for a 
  marvelous feast!”  
   
  See Area 4 below for the evening’s exciting 
  dinner activity. 
   
  What if my party goes aggro? 
  So, you’ve got an underpowered party who takes 
  one look at a succubus and gets aggressive, but you 
  don’t want a TPK. No worries! Fight the fight, and 
  have the defending residents of the Garden choose 
  to knock the characters unconscious, drag them to 
  the exit, and kick them to the curb. And remember, 
  with paralyzing carrion crawlers, a confusing umber 
  hulk, Annarei’s charms, banishment, and lair actions, 
  there are ample non-lethal methods for the Garden 
  to repel intruders. 
   
  Also note that lair actions do not require nor break 
  concentration, and Annarei can scry anywhere in the 
  Garden at will. Annarei needn’t be present to harass 
  enemies in the Garden with lair actions.  
   
   
   
   
   
  Area 2 – Purple Worm Lair 
  To the west of the Garden of Welcome is the 
  lair of the purple worm (CR 15; MM, p 255) 
  Ecnirp. Zeks and Edsel found the beast horribly 
  wounded after a run in with several galeb duhr 
  and rushed to its assistance. They fetched 
  Annarei, who used healing potions and 
  Keoghtom’s ointment to nurse it to health, and 
  it followed them home.  
   
  Ecnirp has made itself a massive burrow in the 
  100-foot-thick crystal and granite crust of the 
  demiplane, and the 30-foot-wide entrance to 
  said burrow lies here. The worm’s tunnels twist 
  in all directions and, somehow, occasionally 
  pierce the edge of the demi-plane and scrape 
  the Material. 
   
  Ecnirp is fiercely loyal to Annarei, Zeks, and 
  Edsel, and would fight to the death defending 
  them. Despite being a natural enemy of umber 
  hulks, Suortin and Ecnirp get along quite well, 
  and, on occasion, Ecnirp enjoys giving Suortin a 
  ride. 
   
  Area 3 – Giggle’s Lair 
  When it became clear that Giggles could use 
  some semblance of privacy, Suortin gladly 
  carved out this 20-foot-high cavern. The walls of 
  the cavern are littered with the chalk scrawls of 
  an insane genius. Eldritch symbols and 
  unknown formulae in numerous languages fill 
  the walls like graffiti. Should they be translated, 
  they are naught but meaningless ramblings. 
   
  A large, unkempt bed is the only furnishing 
  within the cavern.  
   
  Treasure 
  Giggles is never quite far from her wine. A half-
  consumed case of Gresyl wine, holding six 
  bottles worth 50 gp each, sets haphazardly at  
  the foot of her bed.  
   
   
   
  
   
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  Area 4 – The Ruins 
  The center of the cavern features what was 
  once a grand drow structure, an ancient ruin of 
  chiseled black granite. Stairs on all four sides of 
  the ruin ascend six feet to its rectangular black 
  granite floor 40 feet wide and 70 feet long. 
  Ruined obelisks carved in bas-relief sit at the 
  four corners of the structure. The carvings 
  depict a proud drow house at war with azer, 
  salamanders, and fire elementals.  
   
  This ancient ruin has become the center of 
  social life in the garden. Sitting atop the ruin is a 
  zurkhwood dinner table. At the head of the 
  table is a grand zurkhwood chair shaped like an 
  inverted egg, while eight toad stool seats are 
  arranged about the table. 
   
  Dinner and the Dance of the Fallen 
  If the party has accepted Annarei’s dinner 
  invitation, the feast is held here. The umber 
  hulk Suortin is a master chef and serves a buffet 
  style meal featuring roasted ripplebark, boiled 
  fire beetles, blackened darklake bass, stir-fried 
  mushrooms, and freshly baked bluebread. 
  Intoxicating wine flows generously, and citizens 
  of the garden join and depart the revelry as 
  they see fit. Annarei sits at the head of the 
  table, sipping her wine and enjoying small talk 
  with her citizens and her guests, until she 
  deems it the appropriate moment for a speech, 
  and a spectacle.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  When appropriate, read or summarize the 
  following:  
   
  Annarei stands and clinks her fork to her wine 
  glass, calling for silence. As the revelers calm, 
  she raises her glass high and speaks: 
   
  “Welcome friends, old and new, and thank you 
  for once again providing me with such a 
  precious gift – the gift of friendships long lived! 
  But, we cannot properly share this wonderful 
  meal today without giving thanks to those who 
  have fallen to provide our bounty, past, 
  present, and future. Call them! Call them, my 
  friends, to join us now as we raise our glasses in 
  their honor!” 
   
  For just a moment all revelers fall silent, and the 
  pendants upon their chests pulse. Suddenly, the 
  air fills with shadowy swirls that flit to and fro. 
  The shadows coalesce into a dozen or more 
  beings, each appearing as an apparition dancing 
  about the table. Around the massive cavern, 
  dozens more flit about, seeming to emerge 
  from the crystalline formations to join the 
  macabre dance.   
   
  These apparitions are crystal wraiths (see 
  below), summoned by the living members of 
  the garden to join in the reverie. The wraiths 
  will do no harm unless harm befalls any wraith 
  or Garden resident. For an hour, the wraiths 
  dance about as the Garden’s residents 
  overindulge in Gresyl wine. And then, as 
  suddenly as they appeared, they disappear, 
  fading back into the crystals from which they 
  came. 
   
  If asked, any resident or Annarei herself are 
  open about what the wraiths are, and the 
  existence they represent. All are thrilled at the 
  prospect of someday breaking free from their 
  tether to reality, to explore the multiverse with 
  
   
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  their Princess Annarei at the helm. 
   
  Treasure 
  Beneath the ruin lies an ancient, formerly 
  haunted four-chamber crypt that Annarei and 
  her flock now use as storage. The entrance is a 
  secret door at ground level on the northern face 
  of the ruin. Frequently used, the secret door 
  can be spotted with a successful DC 15 Wisdom 
  (Perception) check. Inside, the tomb is packed 
  with barrels of wine, kegs of ale, crates of dried 
  goods and jerky, clothing, non-magical weapons 
  and ammunition, and a myriad of other goods. 
  A successful DC 20 Intelligence (Investigation) 
  check reveals three cases of Gresyl wine, each 
  containing 12 bottles worth 50 gp each, and a 
  small crate whose lid is ajar. Within this crate 
  are 12 potions of superior healing. 
    
  Area 5 – Annarei’s Mushroom 
  Home 
  Towering over the center of the cavern is 
  Annarei’s mushroom home. A massive 
  zurkhwood mushroom 80 feet tall, with a 
  mushroom cap 80 feet in diameter and 30 feet 
  thick at the trunk, this glorious purple and grey 
  fungus is truly a sight to behold.  
   
  The entrance to Annarei’s home is a door on 
  the center stalk immediately beneath the 
  mushroom cap, making flight almost a necessity 
  for entrance. An intrepid adventurer bent on 
  climbing the mushroom to gain access to her 
  home must succeed on a DC 20 Strength 
  (Athletics) check to scale the trunk of the 
  mushroom. Annarei, who eagerly shares the 
  garden’s bounty with citizens and guests alike, 
  is fiercely private about her home, and always 
  keeps the door locked. A successful DC 20 
  Dexterity check using thieves’ tools is required 
  to pick the lock. Alternatively, the door can be 
  forced with a successful DC 20 Strength check. 
   
  A flight of stairs leads up from the door to a 
  large, open living room ideal for lounging about. 
  Filled with plush sofas, overstuffed chairs and 
  ottomans, several small tables, a wet bar, and 
  two large but mostly empty wine racks, the 
  living room is clearly built for comfort. As 
  Annarei never has company from this plane of 
  existence in her abode, the places looks quite 
  lived in, with empty wine bottles and used wine 
  glasses often left strewn about.  
   
  A trap door in the 12-foot-tall ceiling of the 
  living room leads to her plush, but often 
  unkempt, bedchamber. Though the trap door 
  can by closed and locked, requiring a successful 
  DC 20 Dexterity check with thieves’ tools to 
  open, Annarei tends to leave this door open. No 
  stair or ladder ascends to the opening, leaving 
  those who are flightless challenged to gain 
  access. 
   
  Within the bedchamber is a massive, black, six 
  post bed with an incredibly plush, pillow 
  covered mattress dressed in sheets of purple 
  silk and blankets of exotic furs. The six posts of 
  the bedframe are carved to resemble fingers, 
  and the entire bed, a shrine to the demon lord 
  Graz’zt, appears to be an upturned six fingered 
  hand cradling the mattress in its palm. Two 
  beautiful black marble nightstands, worth 1,000 
  gp each, flank the bed, each adorned with a 1-
  foot-tall black sapphire statue of a six-fingered 
  hand with nails filed to a sharp point. Each 
  statue is worth 2,500 gp to the right collector. 
   
  Treasure 
  In addition to the nightstands and black 
  sapphire statues, the many exotic furs upon the 
  bed are worth 2,500 gp. Furthermore, A large 
  secret compartment is hollowed out within the 
  wrist like pedestal of the bed. Either a 
  successful DC 25 Wisdom (Perception) or 
  Intelligence (Investigation) check is required to 
  notice the compartment’s door at the foot of 
  the bed. Inside can be found 5,000 gp, 1,000 pp, 
  a collection of precious jewelry worth 15,000 
  gp, a pair of dimensional shackles, two jars of 
  Keoghtum’s ointment, an immovable rod, a rope 
  of entanglement, a ring of regeneration, and 
  four vials of oil of slipperiness. 
   
  
   
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  Area 6 – Suortin’s Pad 
  To the north of Annarei’s mushroom is the 
  entrance to the umber hulk (CR 5; MM, p 292) 
  Suortin’s home. Stocky and squat, this 
  mushroom is 40-foot-tall with a 50-foot-
  diameter cap and a thick 30-foot-wide stalk.  
   
  The area surrounding Suortin’s home serves as 
  the garden’s kitchen. Three fire pits have large 
  roasting spits installed above them, with a 
  fourth permanently dedicated to boiling 
  timmask in a massive caldron for the distillation 
  of Gresyl. Steel grills and massive stew pots sit 
  nearby showing signs of regular use, and a case 
  or two of wine are typically somewhere in the 
  clutter, awaiting the added ingredient Gresyl. 
  Smooth granite tables provide chopping 
  surfaces, and the mushroom stalk’s exterior is 
  riddled with niches Suortin has carved out to 
  store pots, pans, cooking utensils, serving 
  platters and the like. 
   
  A 10-foot round, south facing opening at the 
  base of the stalk grants easy and unfettered 
  access to Suortin’s sleeping chamber. This 
  thirty-foot diameter cavity carved out by the 
  umber hulk is a sparse affair. The beast has 
  carved itself a large zurkhwood bed with a 
  straw mattress, with two oversized chairs being 
  the only other furniture within. Two 
  bookshelves are filled with cookbooks, and a 
  large wooden chest sits between the shelves. 
   
  Treasure 
  The chest is locked and is protected by a 
  powerful gift from a former guest, a resetting 
  glyph of warding etched under the lid of the 
  chest. The lock can be picked with a successful 
  DC 20 Dexterity check using thieves’ tools. 
  However, any creature who isn’t Suortin that 
  opens the chest triggers the glyph. Triggering 
  the glyph sets off an alarm spell that alerts both 
  Suortin and Annarei, and the creature opening 
  the chest is targeted by otto’s irresistible dance 
  (DC 17 spell save). 
   
  The chest contains Suortin’s most treasured 
  possessions, an exotic spice collection worth 
  1,000 gp. The spices are kept in glass jars, thus 
  smashing the chest open will ruin the collection, 
  and undoubtedly incur Suortin’s wrath. 
    
  Area 7 – Waterfall and Pond 
  A stream flowing out of a fissure 80 feet off the 
  floor of the cavern cascades down in a beautiful 
  waterfall to provide the garden’s primary 
  source of fresh water and humidity. The pool 
  itself is 20 foot deep at its deepest depths, and 
  is surprisingly well stocked with what seems to 
  be an endless supply of fresh water game fish – 
  bass, catfish, pike, salmon and the like 
  somehow routinely find their way to this extra 
  planar pond. Residents of the Garden can often 
  be found fishing upon its banks, while Suortin is 
  known to do the dishes near the mouth of the 
  stream at the eastern edge of the pond. 
   
  Curious adventurers who attempt to climb the 
  rocks to the top of the waterfall may do so with 
  a successful DC 15 Strength (Athletics) check. 
  They will discover that the stream appears to 
  flow out of a solid wall of rock. No fissure nor 
  crack can be found at the water’s source. 
  Similarly, the streams flow out of the Garden 
  through solid walls. 
   
  Area 8 – Zeks and Edsel’s pad 
  Zeks and Edsel, elite duergar crawler 
  commandos (see below), reside in this red and 
  brown giant zurkhwood mushroom. With 
  Suortin’s help they have carved out a two-story 
  townhome style structure in the stalk and cap 
  of the 40-foot-high shroom.  
   
  A pleasant red zurkhwood door grants entrance 
  to a furnished first floor sitting area, with a stair 
  spiraling up the edge of the chamber to the 
  bedroom above.  
   
  To the north of their home is an open-air pen 
  where they tether eight trained carrion 
  crawlers (CR 2; MM, p 37) that they use as 
  mounts. The crawlers are well fed and well 
  
   
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  cared for, understand and obey verbal 
  commands from Zeks, Edsel, or Annarei, and 
  are never aggressive toward other residents of 
  the garden. 
   
  Conclusion 
  The multiverse may be the limit to where 
  Annarei’s future lies. As for the characters, their 
  future likely depends on their behavior within.  
   
  If they remained peaceful and respectful, they 
  may have earned friends and allies whom they 
  might call upon in a future time of need. 
  Annarei has ways of knowing when her name is 
  called and can steer her Garden to any place in 
  the Underdark, after all. And if any character 
  received Annarei’s Gift, then they have a 
  telepathic bond and she might come to the 
  rescue in the Underdark when called. 
   
  If the characters misbehaved, if they stole 
  valuables or turned violent, then hell truly hath 
  no fury like a budding goddess scorned. 
   
  Can the Garden be Destroyed? 
  As long as the Garden has willing souls 
  contributing to its existence, the Garden itself 
  shall continue to exist. However, if the 
  characters are intent on doing so, destroying 
  Annarei’s Garden should involve purging it of all 
  its captured souls and shattering every crystal, a 
  challenging quest that is not in the purview of 
  this adventure. 
   
  Hey Waitaminute Tony, Where’s 
  the Action?!?! 
  I know I know—my strong point as an author is 
  typically action-packed tactical fights, and I’ve 
  given you none in here. Well, Annarei’s Garden 
  is intended to be an interesting setting, or the 
  lair of a powerful entity, but not necessarily a 
  place for a fight. Besides, while only very 
  powerful characters could survive an assault on 
  the Garden itself, I’ve written this as a place 
  suitable for adventurers of all levels to visit, 
  which makes picking monsters intended for a 
  fight quite a challenge. 
   
  With that said, the possibility for armed conflict 
  certainly exists, especially if actual enemies 
  invade the Garden. Here’s a few thoughts: 
   
  • 
  An invading force enters the welcoming 
  tunnel when most of the Garden’s 
  residents are passed out from excess 
  drink. The characters must save the 
  day. This force should be CR 
  appropriate for your party. Some 
  suggestions include duergar looking for 
  their AWOL soldiers, drow intent on 
  conquest, gnolls on a violent rampage, 
  or my favorite: a mixed group of 
  adventuring murder hobos. Use a level-
  appropriate mix of NPCs from the 
  appendices of the Monster Manual and 
  Volo’s Guide to Monsters for the 
  murder hobos. 
  • 
  A level-appropriate group of xorn or 
  similar elementals busting through an 
  outer wall near the characters, having 
  somehow been trapped within the crust 
  of the Garden.  
  • 
  A group of level-appropriate chuul or 
  other water-based creatures get sucked 
  into the waterfall from their own realm, 
  and splash into the pond while the 
  characters are nearby. They are angry, 
  and no Garden residents are nearby to 
  help the characters.  
  • 
  The characters stumble upon an 
  inquisitive arcanaloth while wandering 
  the garden. Its mission is to gather as 
  much information as possible of the 
  phenomenon within the Garden 
  without alerting Annarei. It attempts to 
  interrogate the characters.  
   
  Do remember that Annarei prefers peace and 
  hopes to make friends and recruit new 
  residents. While she certainly appreciates any 
  action taken to repel invaders, she’s especially 
  impressed if invaders are turned into friends.   
   
   
  
   
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  Annarei  
  Medium fiend (shapechanger), neutral evil 
   
  Armor Class 18 (natural armor) 
  Hit Points 135 (18d8 + 54) 
  Speed 30 ft., fly 60 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 18 (+4) 16 (+3) 15 (+2) 16 (+3) 20 (+5) 
  Saving Throws Dex +9, Con +8, Wis +8, Cha +10 
  Skills Deception +10, Insight +8, Perception +8, Persuasion 
  +10, Stealth +9 
  Damage Resistance cold, fire, lightning, poison; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks 
  Senses darkvision 120 ft., truesight 120 ft., (in the Garden 
  only), passive Perception 18 
  Languages Abyssal, Common, Infernal, Undercommon, 
  telepathy 60 ft. (unlimited range in the Garden) 
  Challenge 16 (15,000 XP) 
   
  Innate Spellcasting. Annarei’s spellcasting ability is 
  Charisma (spell attack +10, spell save DC 18). Annarei can 
  innately cast the following spells, as if using 5th level spells 
  slots, requiring no material components: 
  At will: banishment, dispel magic, misty step, scrying 
  (limited to areas within the Garden or creatures attuned to 
  Annarei’s Gift), tongues (self only), vicious mockery 
  3/day each: counter spell, cure wounds, hellish rebuke, 
  hold person, mirror image, shield, witch bolt 
  1/day each: globe of invulnerability, greater restoration, 
  time stop 
   
  Legendary Resistance (3/Day). If Annarei fails a saving 
  throw, she can choose to succeed instead.  
   
  Rejuvenation. If a single crystal exists within Annarei’s 
  Garden, Annarei cannot be destroyed. If Annarei is 
  destroyed, she reforms in an unoccupied space within the 
  Garden within 1d10 days, regaining all her hit points and 
  becoming active again.  
   
  Telepathic Bond. Annarei ignores the range restriction on 
  her telepathy when communicating with a creature she 
  has charmed, or a creature attuned to an Annarei’s Gift. 
  The two don’t even need to be on the same plane of 
  existence.  
   
  Shapechanger. Annarei can use her action to polymorph 
  into a Small or Medium humanoid, or back into its true 
  form. Without wings, Annarei loses her flying speed. Other 
  than her size and speed, her statistics are the same in each 
  form. Any equipment she is wearing or carrying is 
  transformed. 
   
  Actions 
  Multiattack. Annarei makes two attacks with her claws. 
   
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 +3) slashing damage. 
   
  Charm. One humanoid Annarei can see within 30 feet of 
  her must succeed on a DC 18 Wisdom saving throw or be 
  magically charmed for 1 day. The charmed target obeys 
  Annarei’s verbal or telepathic commands. If the target 
  suffers any harm or receives a suicidal command, it can 
  repeat the saving throw, ending the effect on a success. 
  Annarei can have up to three targets charmed at a time. If 
  she charms a 4th, the effect on a previous target of her 
  choice ends. 
   
  Draining Kiss. Annarei kisses a creature charmed by her or 
  a willing creature. The target must make a DC 18 
  Constitution saving throw against this magic, taking 41 
  (6d10 + 8) psychic damage on a failed save, or half as 
  much damage on a successful one. The target’s hit point 
  maximum is reduced by an amount equal to the damage 
  taken. This reduction lasts until the target finishes a long 
  rest. The target dies if this effect reduces its hit point 
  maximum to 0. 
   
  Etherealness. Annarei magically enters the Ethereal Plane 
  from her Demi Plane or the Prime Material Plane, or vice 
  versa. 
   
  Gift of Graz’zt (1/Day).  Six summoned crystal wraiths 
  appear in an unoccupied space within 60 feet of Annarei 
  and act as an ally of Annarei for one hour, until they or 
  Annarei dies, or until Annarei dismisses them as an action. 
   
  Legendary Actions 
  Annarei can take 3 legendary actions, choosing from the 
  options below. Only one legendary action option can be 
  used at a time and only at the end of another creature’s 
  turn. Annarei regains spent legendary actions at the start 
  of her turn. 
   
  Innate Spellcasting. Annarei casts her choice of available 
  spell from her innate spellcasting list. 
   
  Charm (Costs 2 Actions). Annarei uses her Charm action. 
   
  Lair Actions 
  On initiative count 20 (losing initiative ties), Annarei can 
  take a lair action to cause one of the following magical 
  effects; Annarei can’t use the same effect two rounds in a 
  row: 
   
  • 
  The Garden shakes violently. Each creature on 
  the ground in the Garden must make a DC 18 
  
   
  21 | E n c o u n t e r s  i n  t h e  S a v a g e  U n d e r d a r k            T a b l e  o f  C o n t e n t s   
   
   
  Dexterity saving throw. On a failed save, the 
  creature is knocked prone. Each creature on the 
  ground that is concentrating must make a DC 18 
  Constitution saving throw. On a failed save, the 
  creature loses concentration. 
  • 
  Fungal spores burst in a 20-foot radius centered 
  on any point in the Garden that Annarei chooses. 
  Each creature in that area must make a DC 18 
  Constitution saving throw, taking 19 (3d8 + 5) 
  poison damage on a failed save, or half as much 
  damage on a successful one.  
  • 
  Crystals emit a dizzying array of lighting effects in 
  a 20-foot radius centered on any point in the 
  Garden that Annarei chooses. Each creature in 
  that area must make a DC 18 Wisdom saving 
  throw or be Stunned for one minute. At the end 
  of each of its turns, an affected target can make 
  a DC 18 Wisdom saving throw. If it succeeds, this 
  effect ends for that target.
   
  The Greater Gift of Graz’zt 
  Wonderous item, legendary (requires attunement)  
   
  A beautiful onyx pendant gifted to Annarei by the 
  Dark Prince himself, this item was altered by the 
  eldritch forces that tore through it to create the 
  demi-plane. Annarei never takes it off, and her stats 
  above reflect its presence, but it is presented here in 
  case a character foolishly steals it. 
   
  Once per day while wearing this pendant, you can 
  use an action to summon 2d4 crystal wraiths. The 
  wraiths appear in an unoccupied space you choose 
  within 120 feet of you. They remain with no 
  concentration required for up to one hour, until they 
  drop to 0 hit points, or until dismissed by you.  
   
  While summoned, the wraiths are friendly to you 
  and your companions. They obey any commands you 
  give them, no matter what language you use. If you 
  fail to command them, the wraiths defend 
  themselves against attackers but take no other 
  actions. 
   
  The Curse of Graz’zt.  If you are not Annarei and you 
  attune the Gift it becomes cursed. It cannot be 
  removed by any means other than a wish or a 
  cleric’s Divine Intervention. Once per day, at 
  midnight, the Curse of Graz’zt automatically 
  summons 2d4 Crystal Wraiths, who are immediately 
  hostile to the you. The wraiths remain for one hour, 
  until they drop to 0 hit points, or until they have 
  successfully slain you.  
   
  
   
  22 | E n c o u n t e r s  i n  t h e  S a v a g e  U n d e r d a r k            T a b l e  o f  C o n t e n t s   
   
   
  Zeks and Edsel 
  Elite Duergar Crawler Commando  
  Medium humanoid (dwarf), neutral 
   
  Armor Class 17 (Breastplate, Annarei’s Gift) 
  Hit Points 39 (6d8 + 8) 
  Speed 25 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 14 (+2) 16 (+3) 14 (+2) 16 (+3) 14 (+2) 
  Saving Throws Str +4, Dex +6, Con +4, Int +3, Wis +4, 
  Cha +6 
  Skills Animal Handling +6, Athletics +6, Perception 
  +6, Stealth +5, Survival +6.  
  Damage Immunity paralysis 
  Senses darkvision 120 ft., passive Perception 16 
  Languages Dwarvish, Common, Undercommon 
  Challenge 5 (1800 XP) 
   
  Annarei’s Gift (1/day). A summoned crystal wraith 
  appears in an unoccupied space within 60 feet of the 
  duergar and acts as an ally of for one hour, until it 
  the duergar dies, or until the duergar dismisses it as 
  an action. 
   
  Cavalry Training. When the crawler commando hits 
  a target with a melee attack while mounted on a 
  carrion crawler, the crawler can make a melee attack 
  against the same target as a reaction.  
   
  Crawler Commando. The duergar has advantage on 
  Wisdom (Animal Handling) checks relating to carrion 
  crawlers. Mounting carrion crawlers costs the 
  commando 5 feet of movement, rather than half its 
  speed. Special saddles and harnesses allow the 
  duergar to guide the crawler without his hands, 
  leaving his hands free for weapon and shield use. 
  These harnesses keep the duergar mounted even if 
  the crawler is upside down.  
   
  Duergar Resilience. The duergar has advantage on 
  saving throws against poison, spells, and illusions, as 
  well as to resist being charmed. 
   
  Sunlight Sensitivity. While in sunlight, the duergar 
  has disadvantage on attack rolls, as well as on 
  Wisdom (Perception) checks. 
   
  Actions 
  Multiattack. The duergar makes two weapon 
  attacks. 
   
  Warhammer. Melee Weapon Attack: +6 to hit, reach 
  5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage 
  or 12 (2d8 + 3) bludgeoning damage while enlarged. 
  Javelin. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 
  + 3) piercing damage or 9 (2d6 + 3) piercing damage 
  while enlarged.  
   
  Enlarge (Recharges after a Short or Long Rest). For 1 
  minute, the Duergar and its mount magically 
  increases in size, along with anything it is wearing or 
  carrying. While enlarged, the duergar is Large, 
  doubles its damage dice on Strength-based weapon 
  attacks (included in the attacks), and makes Strength 
  checks and Strength saving throws with advantage. If 
  the duergar lacks the room to become large, it 
  attains the maximum size possible in the space 
  available. 
   
  Invisibility (Recharges after a Short or Long Rest). 
  The duergar and its mount magically turn invisible 
  until either attacks, casts a spell, or uses its Enlarge, 
  or until its concentration is broken, up to 1 hour (as 
  if concentrating on a spell). Any equipment the 
  duergar wears or carries is invisible with it. 
   
   
   
  Annarei, Suortin, Zeks, Edsel, Giggles and the Garden first 
  appeared, in noticeably less powerful forms, in Journey 
  Through the Center of the Underdark.  
   
   
  
   
  23 | E n c o u n t e r s  i n  t h e  S a v a g e  U n d e r d a r k            T a b l e  o f  C o n t e n t s   
   
   
  Crystal Wraith 
  Medium fiend, neutral evil 
   
  Armor Class 14  
  Hit Points 90 (12d8 + 36) 
  Speed 0 ft., fly 60 ft. (hover) 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   6 (-2) 
  18 (+4) 16 (+3) 12 (+1) 14 (+2) 15 (+2) 
  Damage Resistances acid, cold, fire, lightning, 
  thunder; bludgeoning, piercing, and slashing from 
  nonmagical attacks 
  Damage Immunities necrotic, poison 
  Condition Immunities charmed, exhaustion, 
  grappled, paralyzed, petrified, poisoned, prone, 
  restrained 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Abyssal, Common, Infernal, Telepathy 60 
  ft. 
  Challenge 6 (2300 XP) 
   
  Incorporeal Movement: The wraith can move 
  through other creatures and objects as if they were 
  difficult terrain. It takes 5 (1d10) force damage if it 
  ends its turn inside an object.  
   
  Light Sensitivity. While in bright light, the wraith has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.  
   
  Actions 
  Life Drain. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 30 (6d8 + 3) necrotic damage. 
  The target must succeed on a DC 14 Constitution 
  saving throw or its hit point maximum is reduced by 
  an amount equal to the damage taken. This 
  reduction lasts until the target finishes a long rest. 
  The target dies if this effect reduces its hit point 
  maximum to 0. 
   
  
   
  24 | E n c o u n t e r s  i n  t h e  S a v a g e  U n d e r d a r k            T a b l e  o f  C o n t e n t s   
   
   
  Breastplate 
  By Jeff C. Stevens 
  Artist: George Sutherland 
   
  Estimated run-time: 15 minutes upwards 
   
  This encounter is designed for a party of any 
  level and can occur randomly in any 
  subterranean setting. It involves a magical 
  breastplate infused with energy from the Far 
  Realm: a realm beyond the known multiverse 
  containing energy that warps and mutates life. 
   
  Background  
  Brianna Hammerfist, a dwarf cleric of Tymora, 
  met with a horrible demise while traversing the 
  Underdark with her adventuring comrades. 
  Though her fellow adventurers fell prey to an 
  aboleth many tunnels away, some may say they 
  were better off than poor Brianna. The 
  adventurers found a magical breastplate in a 
  mass of living vegetation several weeks ago; 
  they all thought it to be a lucky find and gave 
  the cleric the enhanced armor. Little did they 
  know that the metal the item was fashioned 
  from was infused with energy from the Far 
  Realm, known to have adverse effects on the 
  living.  
   
  It started slowly for Brianna, a wart here, a 
  small sore there, and a little itch here. 
  Eventually, these things grew into small 
  appendages, unusable nubs, and gaping 
  wounds. No healing magic could stave off these 
  effects, and no one determined that the new 
  armor was the cause.  Poor Brianna, useless and 
  too mutated to move, found herself rejected by 
  the adventurers she had called family for nearly 
  a year.  
   
  She died in the dark, alone. 
   
   
  
   
  25 | E n c o u n t e r s  i n  t h e  S a v a g e  U n d e r d a r k            T a b l e  o f  C o n t e n t s   
   
   
  The Vegetation Attack 
  Mutated vegetation feeds off Brianna’s 
  remains. It began as a small algae, but mutated 
  due to the Far Realm energy from Brianna’s 
  remains and the breastplate, which is now 
  tangled within the mass of vines.  
   
  When the characters near the vegetation, read 
  or summarize the following, adjusting as 
  needed for where you place the encounter. 
   
  A mass of thick vines fills a corner of the tunnel. 
  The glint of something metallic flashes from 
  within the tangled mass. 
   
  Sensing a fresh food source, the vegetation 
  doesn’t move or attack until a creature comes 
  within range.  
   
  As the party battles the vegetation (see Scaling 
  the Battle below for statistics), Brianna’s bones, 
  now intermixed within the vines and mass, 
  crack and break, with pieces and chunks flying 
  about.  
   
  The breastplate is noticeable by any creature 
  within 10 feet of the mass. It is clean and shiny 
  and radiates enchantment magic if targeted by 
  the detect magic spell. The mutating Far Realm 
  energy is not detectable by any spell. 
   
  Scaling the Battle 
  In all cases, each creature’s attack range is changed to 15 
  ft. reach. 
  Levels 1-3: The vegetation has the statistics of a mimic (CR 
  2; MM, p 220)  
  Levels 4-6: The vegetation has the statistics of a roper (CR 
  5; MM, p 261) 
  Levels 7-8: The vegetation mass is so large that it 
  comprises two separate creatures: a mimic and a roper.  
  Levels 9-10: The vegetation mass is so large that it 
  comprises two ropers, each with 130 hit points. 
   
   
   
   
   
  The Remains 
  Searching through the mass reveals several of 
  Brianna’s bones. A successful DC 14 Wisdom 
  (Medicine) check reveals the bones to be 
  abnormal, with a twist or bend, or too small for 
  the body they were attached to.  
   
  If the party attempts to reassemble Brianna’s 
  skeleton, which requires a successful DC 16 
  Wisdom (Medicine) check, they see a dwarf 
  skeleton with an extra arm protruding from her 
  left hip, a left hand with seven fingers, a small 
  leg growing from her right shoulder socket, and 
  a second, smaller mouth forming along the right 
  cheek. 
   
  The Treasure 
  Though it takes a little work cutting vines away 
  from the breastplate, the item is easily 
  retrievable. In addition, a successful DC 12 
  Wisdom (Perception) check reveals more 
  treasure in the vines: a holy symbol to Tymora 
  and a small coin purse containing 40 gp and two 
  small diamonds, each worth 50 gp.  
   
  Scaling the Treasure 
  Feel free to make changes to the below suggestions. 
  Levels 1-2: breastplate with resistance to slashing damage  
  Levels 3-4: breastplate +1 
  Levels 5-6: breastplate +1 with resistance to slashing 
  damage 
  Levels 7-8: breastplate +2 
  Level 9-10: breastplate +2 with resistance to fire damage 
   
  The Breastplate  
  The Far Realm energy doesn’t affect a healthy 
  creature, but its strange effects manifest when 
  the wearer is healed. When the wearer is 
  injured, the energy mutates the healing, at first 
  creating a small nub around the healing wound. 
  The nub begins to grow over the course of 
  hours or days, until finally becoming another 
  appendage or orifice. These effects are 
  irreversible while in the vicinity of the Far Realm 
  energy (see below for ways to cure the effects), 
  in this case, the breastplate.  
  
   
  26 | E n c o u n t e r s  i n  t h e  S a v a g e  U n d e r d a r k            T a b l e  o f  C o n t e n t s   
   
   
  Far Realm Energy Effects 
  Whenever a creature wearing the breastplate, 
  or a creature within 10 feet of the breastplate 
  heals (rests, spends Hit Dice, is targeted by 
  healing magic, and so forth) roll a d6. On a 
  result of 1-5, the creature begins to mutate. On 
  a result of 6, nothing happens this time.  
   
  Mutation Suggestions 
  A creature may have more than one mutation 
  at a time. In all cases, these mutations begin as 
  small nubs or warts and continue to grow over 
  the course of 1d8 hours or 1d4 days, decided 
  however you like.  
   
  The below table are only a few mutation 
  suggestions. Feel free to come up with your 
  own ideas. You have a better knowledge of 
  what mutations will impact your table. 
   
  D8 
  Result 
  Mutation 
  1 
  A second, smaller nose which might grant 
  advantage to perception checks based on 
  smell. 
  2 
  A toe with a toenail that grows an inch a 
  day.  
  3 
  A second mouth that hangs open and 
  drools profusely. 
  4 
  A lolling tongue hanging from somewhere 
  on the body. 
  5 
  A smaller arm, perhaps growing from an 
  elbow or thigh, that can be used to hold a 
  simple item like a torch. 
  6 
  A long, useless leg that drags the ground. 
  7 
  Extra toes that make walking painful, 
  especially if they are in a metal boot. 
  8 
  A finger that sporadically twitches. 
   
   
   
   
   
   
   
   
  Death by Mutation 
  If the armor isn’t removed and the mutations 
  continue, a creature could die. Here’s a 
  mechanic if you’d like to use this option: 
  While mutated, after each long rest the 
  creature must succeed on a DC 12 Constitution 
  saving throw. On a failed save, the creature 
  loses one Hit Die. Once the creature loses all of 
  its Hit Dice, it dies. If the armor is removed, the 
  creature regains one lost Hit Die after 
  completing a long rest, until all of the lost Hit 
  Dice are recovered. 
   
  Reversing the Effects 
  Once the wearer removes the breastplate, the 
  additional appendages and orifices begin to 
  dissolve as the body’s natural systems take 
  over. This may incapacitate the creature for a 
  period of time, leaving them bedridden for 1d4 
  + 1 days with body aches and fever. If a 
  creature decides to forgo bedrest, they are 
  considered to have 4 levels of exhaustion until 
  the healing is complete, with one level of 
  exhaustion being cured each day.  
   
  A creature recovering from the effects can 
  benefit from the greater restoration spell once 
  per day. Doing so removes 1 day of bedrest and 
  1 level of exhaustion. 
   
   
  
   
  27 | E n c o u n t e r s  i n  t h e  S a v a g e  U n d e r d a r k            T a b l e  o f  C o n t e n t s   
   
   
  Cause & Effect 
  By Joshua Barbeau 
  Artist: Sinereous 
   
  Estimated run-time: 90 minutes upwards 
   
  Cause & Effect is a dynamic encounter that 
  mixes combat, social, and puzzle elements. It is 
  designed for characters of 6th level, but can 
  easily be adjusted to accommodate higher or 
  lower level parties. The run-time can vary 
  greatly depending on how many times the 
  sequence is repeated (see below), but it is 
  designed to be played in a single session. 
  Background 
  In Faerûn, there are a handful of permanent 
  portals through time, known as the Time Gates. 
  Not much is known about these ancient 
  artifacts, which predate even the coming of the 
  dwarves. It is said that anyone who walks 
  through one of these gates can step into the 
  past, to a time of their choosing, but in truth 
  few who live today know for sure. The only 
  surviving knowledge of the gates is contained 
  within ancient texts of Mystryl, the former god 
  of magic, thrice dead, reborn as Mystra’s 
  current form. 
   
  One such gate is located in the Underdark (its 
  exact position can be wherever you need it to 
  be). Nearly one thousand years ago a group of 
  high elf mages went on an expedition to find 
  the artifact, but became lost and disagreed on 
  what path to pursue next. One of the mages, 
  named Günther Liadon, was so convinced his 
  way was right that he broke off from the group 
  and ventured down a different path. He was 
  never heard from again… 
   
  Until now. 
   
   
   
   
  Plot Hook 
  This side-quest is designed to be dropped into 
  your Underdark adventure anywhere you like as 
  a random encounter. It doesn’t require a plot 
  hook; one is created by purview of the 
  characters stumbling upon a lost elf in distress. 
   
  If you wish to provide outside motivation for 
  getting involved, you can have an NPC in a 
  nearby town mention that they saw a curious 
  but dead elf lying in a tunnel while traveling. 
  The NPC would have looted the corpse 
  themselves, but they were too afraid that 
  whatever killed the elf might still be nearby. The 
  NPC can give the characters directions to where 
  they saw the dead elf, so that finding their way 
  is not difficult.
  
   
  28 | E n c o u n t e r s  i n  t h e  S a v a g e  U n d e r d a r k            T a b l e  o f  C o n t e n t s   
   
   
  A Note on Mystryl 
  In the Forgotten Realms, Mystryl was the 
  goddess of time and magic. When she died and 
  was reborn as Mystra, goddess of magic, the 
  portfolio of time was left behind. It is theorized 
  by some scholars that Mystryl created the laws 
  of time from the Weave itself and bound them 
  to it, such that no god need hold sway over its 
  dominion. The fact that her name isn’t lost to 
  time (as the names of some other dead gods 
  have been) might stand as evidence of that. 
    
  If you aren’t playing in the Forgotten Realms, 
  any deity who governs time could be 
  substituted for Mystryl in all the places she 
  would be referenced here. If your campaign 
  doesn’t have a god of time, any deity with both 
  the arcana and knowledge domains will do. 
   
  According to Legend… 
  The ancient texts reference the location of three 
  Time Gates. The first lies hidden upon the back of 
  the mountains, where the ice and rocks touch the 
  summer sky of Amaunator's belt. The second was 
  said to be north of Novularond, shining bright upon 
  Misken's Peak at Highsummer. The third was atop 
  Andrio's Peak near the Garden of Eldath. All of these 
  locations are lost to the ravages of time, so the 
  gates, thought to be indestructible, could turn up 
  anywhere. 
   
  A fourth gate is spoken of in legend that was never 
  mentioned in the ancient texts, and beyond that the 
  exact number of gates are unknown. The one found 
  in this adventure could be one of the four known 
  gates, collapsed into the Underdark, or a new one 
  never before discovered. That’s up to you. 
  Resetting the Loop 
  Günther is trapped in a closed time loop 
  because of an ancient curse. He is unaware of 
  his predicament. To him it is still 404 D.R. (as 
  opposed to whatever date you set your game 
  in, likely 1,489 D.R. or later). No matter what he 
  does, Günther is doomed to repeat the same 
  four hours over and over again unless your 
  players solve the puzzle of the loop. 
  When the characters become trapped by the 
  same curse, they aren’t unaware of the curse 
  like Günther. They retain their memories from 
  one loop to the next, and even their injuries and 
  equipment show no signs of resetting to the 
  state they were in four hours prior. They are not 
  cursed in the way Günther is, they are merely 
  stuck in his temporal bubble. 
    
  Each time you have to reset the loop, start the 
  characters back at the moment they find 
  Günther (see “Out of Time” below). To the 
  characters there is no noticeable sensation of 
  being displaced. They could be walking down a 
  tunnel away from the action, and suddenly find 
  they are right back in it. Going back in time is so 
  disorienting that characters are unable to 
  discern the moment it happens. 
    
  Resource management will likely be a problem 
  for characters who end up repeating the loop 
  too many times. Because each loop is no more 
  than four hours, long rests are not an option. 
  Even elves who only require four hours for a 
  long rest don’t have enough time because they 
  are unable to pinpoint the exact moment a loop 
  is reset. The players will have to rely on short 
  rests and other means of recovery until they 
  can break the curse. 
   
  General Features of the Area 
   Terrain. The tunnels surrounding the Time Gate 
  have all been warped by temporal magic. None of 
  the traditional fungus from the Underdark grows 
  here, and the walls, floors, and ceilings are all 
  smooth as if blasted by sand for over a millenia. The 
  rock is comprised of dark obsidian and the ceilings 
  range in height from 20 to 30 feet. 
   Light. The caves are dark, illuminated only by the 
  sources of light brought with those who enter them. 
   Smells and Sounds. The air is dry and utterly still. 
  There is a faint smell of magnesium in the air. 
   
   
   
   
  
   
  29 | E n c o u n t e r s  i n  t h e  S a v a g e  U n d e r d a r k            T a b l e  o f  C o n t e n t s   
   
   
  Out of Time 
  When you are ready to have the party discover 
  Günther, read or summarize:  
  The cave walls in this area are comprised of 
  smooth obsidian. The illuminated fungus that 
  has lit your path up to now recedes away. The 
  tunnel ahead is dark save for an orange glow. 
   
  Round the bend you see an elven mage battling 
  it out with something that at first you don’t see, 
  but after a moment the assailant, a swirling 
  mass of green wind, appears. It has a pair of 
  vaguely visible, menacing eyes. “Help,” the elf 
  cries. “This thing is trying to kill me!”  
    
  The victim is Günther Liadon (N high elf mage 
  with History + 9 and Survival +6), an 
  archaeologist who has been trapped down here 
  for a thousand years, cursed to relive the same 
  four hours over and over again for eternity. The 
  creature attacking him is an angry time 
  elemental (see below), that is drawn to 
  Günther because of his displacement in time. 
    
  The elemental fights to the death or until 
  Günther is slain. It prioritizes its attacks against 
  Günther until others get in the way, causing it 
  to attack them. 
  Adjusting Difficulty 
  For a weak party, reduce the time elemental’s hit 
  points to 86. For a strong party, use 2 time 
  elementals. Do not reduce difficulty if NPCs are 
  fighting alongside the characters. 
  Development  
  If the party defeats the elemental and saves 
  Günther, he is grateful for them for the rescue. 
  Günther rightly believes he would have been 
  killed had they not intervened. Realizing the 
  danger of these caves, he asks the party if they 
  would accompany him on his quest to find a 
  Time Gate, suggesting that the appearance of 
  the time elemental must mean they are close. If 
  altruism is not one of their strong suits, Günther 
  can offer to pay the characters up to 5 pp each 
  for their trouble, with perhaps more later if 
  they find the Time Gate. 
   
  If the party fails to rescue Günther from the 
  elemental, reset the loop. 
   
  Roleplaying Günther 
  Günther is an overconfident high elf scholar with all 
  of the usual trappings therein. He’s sure of himself 
  and more than just a little bit condescending, but 
  not intentionally so or out of malice. He should strike 
  the characters as odd being that he is a thousand 
  years out of date with his patterns of speech, but 
  perhaps not so odd that they might not mistake his 
  unusual mannerisms for something other than just a 
  cultural barrier. Feel free to have characters make a 
  DC 13 Wisdom (Insight) check to pick up that 
  something is not quite right about him (and maybe 
  give high elf characters advantage on the check). 
  Günther would normally be suspicious about 
  sharing his research but given his rescue, he is 
  more trusting and answers questions honestly. 
  He is a thoroughly educated (albeit outdated) 
  archaeologist and a mage, and there is much 
  knowledge he can impart to the players if you 
  need him to (anything about Mystryl or the 
  Time Gates, for starters, is easily within his 
  repertoire). That said, he has no reason to 
  suspect the characters aren’t from his century, 
  and likely doesn’t bring up the current year (or 
  rather, his interpretation of it) without 
  prompting from the characters first. 
   
  Though Günther knows perhaps as much as 
  anyone about Mystryl, the first goddess of 
  magic, he has gaps in his knowledge where her 
  replacements are concerned. He knows of 
  Mystra, who replaced Mystryl following her 
  sacrifice in -339 D.R., but not that Mystra 
  herself has died twice since then, nor would he 
  have knowledge of the Spellplague following 
  her most recent death. These obvious gaps 
  provide your players with clues to uncover the 
  mystery in fewer resets. 
   
   
  
   
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  Searching for the Gate 
  Once the party is on board with helping 
  Günther find his Time Gate, the next step is 
  actually finding it. If the characters helped 
  Günther find the gate in one of the previous 
  loops, they can quickly lead him straight to it. If 
  this is the first loop, or they haven’t yet found 
  the gate for one reason or another, they must 
  help search for it. 
   
  Provided he has spell slots remaining, Günther 
  judiciously casts detect magic, following the 
  aura put off by the gate to its source. 
  Characters wishing to help him track it down 
  can make a DC 20 Intelligence (Arcana) or 
  Wisdom (Survival) check, which they can do 
  with advantage if they have access to the detect 
  magic spell (they don’t have to cast it, they just 
  need to have access to it). A single success is 
  necessary to find the gate before time runs out 
  and the loop resets, but if two or more succeed 
  allow it to be found quickly, resulting in enough 
  time to both find the gate and take a short rest. 
  School of Chronomancy 
  Characters who cast detect magic themselves 
  can sense the presence of strong magic 
  permeating throughout the entire network of 
  tunnels nearby. The aura is of a school they 
  wouldn’t likely recognize (chronomancy, a long 
  forgotten school), but the sensation can be 
  described as somewhere between conjuration 
  and transmutation. 
  Guardian of Yesterday 
  When the characters locate the Time Gate for the 
  first time, read or summarize: 
  As you enter this chamber your senses are 
  blasted with brilliant colorful light! On a raised 
  dais the Time Gate stands more magnificent 
  than even Günther imagined. Rainbow streams 
  of energy flow across the portal within, shining 
  outward and reflecting off the obsidian walls. 
  But you’re not alone. In front of the gate stands 
  a large, regal creature, with the head of a 
  humanoid female, the body of a lion, and the 
  wings of an eagle. It is adorned with ornate 
  headdress that bears the markings of the 
  goddess of magic. 
  The creature standing watch over the Time Gate 
  is a gynosphinx (CR 11; MM, p 282) named 
  Persemone. Mystryl directly appointed her as 
  the gate’s guardian, where she has been for 
  over three thousand years. 
    
  The Time Gate’s chamber acts as Persemone’s 
  lair, which grants her access to an assortment of 
  time manipulation lair actions. A direct 
  confrontation with the sphinx would likely end 
  in failure for the party, but fortunately 
  Persemone has no desire to kill. If your players 
  decided to attack her, she’ll simply reset the 
  time loop forcing them to try again. 
   
  Roleplaying Persemone 
  Persemone is friendly, coy, and supremely 
  intelligent, but she has a soft spot for riddles and 
  well-thought-out jokes which can make her giggle 
  like a child. At first meeting them, she is excited at 
  the prospect to make new friends. Despite her 
  outward demeanor, Persemone is fiercely protective 
  of her divine charge and allows no one to approach 
  the gate. She is especially kind to Günther, who she 
  treats almost like a favoured pet. 
   
   
  
   
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  Riddle Me This 
  Access to the Time Gate is strictly forbidden by 
  the laws of Mystryl, but Persemone is allowed 
  to let anyone through who can prove their 
  worth by correctly answering a riddle. 
    
  Tell your players they can work together to 
  solve the riddles, but they have to get one right 
  for each character who wants to enter the gate. 
  Furthermore, let your players make as many 
  guesses as they like. After all, Persemone 
  doesn’t care how many times you answered 
  incorrectly as long as you answered correctly at 
  least once. That said, do keep track of how 
  many attempts are made. After ten guesses, 
  regardless of how many are right or wrong, 
  their time is up and the loop resets. If they 
  reached the gate quickly (see “Searching for the 
  Gate”), but did not stop to take a short rest, let 
  them make twenty guesses instead. 
   
  Persemone knows thousands of riddles and 
  never repeats the same one twice. Even after 
  resetting a loop and coming back, the riddles 
  are different each time. You can find fantasy 
  riddle generators online: 
   
  https://www.fantasynamegenerators.com/riddl
  e-generator.php 
   
  The Truth About Love and Time Travel 
  When the players first become aware of the 
  time loop, it is likely they think the Time Gate is 
  responsible. In fact, the gate has nothing to do 
  with it. Persemone herself has kept Günther 
  locked in a perpetual state of temporal 
  dysplasia. 
   
  After two thousand years of nothing, the sphinx 
  grew bored of her duties. Then, suddenly, along 
  comes a charming young elf—the first 
  companionship she has had in over a millenia. 
  Finally, a chance for something fun, she 
  thought. She parlayed with him and watched 
  him struggle against her riddles with sublime 
  amusement, but eventually he solved them all. 
  Faced with the choice to go back to likely years 
  of boredom, or break her one rule, she snapped 
  and placed Günther in a time loop where he has 
  been ever since. 
   
  In her own weird way, Persemone is in love 
  with Günther. And even though each time they 
  meet he doesn’t remember her, in her mind 
  they have a thousand-year relationship 
  between them. She isn’t going to so easily give 
  that up. 
   
  Development  
  Whether they overcome the riddles and pass 
  through the gate or not, no amount of deviation 
  from their course will break Persemone’s hold 
  over them. Eventually, the characters might 
  realize it doesn’t seem to matter what they do. 
  If they don’t figure it out on their own, after 
  about four loops you can have them make a DC 
  15 Wisdom (Insight) check to tell them that 
  Persemone is really attached to Günther, and 
  might know more than she’s letting on about 
  their predicament. From there, any attempt to 
  appeal to her that uses her love for Günther as 
  an argument to why she shouldn’t hold you 
  captive is successful in getting her to come 
  clean about the whole plot. What happens next 
  is up to you. 
   
  Happily Ever-After… Or Not? 
  After coming clean, Persemone releases her 
  hold on Günther and the characters, telling 
  them they may all leave if they wish. Günther is 
  conflicted, being that he has worked his whole 
  life to get here and while he doesn’t necessarily 
  share Persemone’s affections he does recognize 
  he could learn much from her. He asks the 
  characters what they think, and based on what 
  they say he either stays with Persemone 
  willingly, or leaves with them. 
    
  If the characters wish to use the Time Gate, 
  Persemone asks them to what end. It is up to 
  you if you want to let them use the gate or not, 
  but make sure they understand that if they do it 
  is a one-way trip. Regardless of the outcome, 
  once they leave the characters are never able to 
  find the Time Gate again. 
   
  
   
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  Time Elemental 
  Large elemental, neutral 
  Armor Class 15 
  Hit Points 114 (12d10 + 48)) 
  Speed 0 ft., fly 30 ft. (hover) 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   10 (+0) 20 (+5) 18 (+4) 
  7 (-2) 
  10 (+0) 
  5 (-3) 
  Skills Stealth +8 
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Damage Immunities poison 
  Condition Immunities exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained, 
  unconscious 
  Senses darkvision 60 ft., passive Perception 10 
  Languages - 
  Challenge 5 (1,800 XP) 
  Limited Invisibility. The elemental is invisible to all 
  creatures who are more than 30 feet away from it. 
   
  Teleport. The elemental teleports up to 30 feet to a  
  space it can see 
   
  Time Form. The elemental can pass through solid 
  objects as long as it doesn’t end its turn in them. In 
  addition, the elemental can enter a hostile creature's 
  space and stop there. The first time it enters a 
  creature's space on a turn, that creature takes 5 
  (1d10) radiant damage and ages 1d10 years. 
  Actions 
  Multiattack. The elemental makes two touch 
  attacks. 
   
  Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 11 (2d6 + 5) radiant damage. If the 
  target is a creature, it must make a DC 15 
  Constitution saving throw or suffer one level of 
  exhaustion and be aged 2d10 years. 
   
  Rewind. The elemental regains 1d10 + 4 hit points 
  and can take an additional reaction this round. 
  Reactions 
  Temporal Distortion Wave. When the elemental is 
  hit by a melee attack, it can use its reaction to 
  unleash a wave of temporal feedback subjecting its 
  attacker to a random magical effect (spell save DC 
  15) that lasts until the end of their next turn. Roll 
  1d10 and consult the below table. The attacker 
  suffers all effects of the listed spell: 
   
  1-3: haste 
  4-6: slow 
  7-9: hold person 
  10: time stop spell (attacker only) 
   
  
   
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  City of Blades 
  Designed by: Hiten Dave 
  Cartography: Jean Lorber 
   
  The following encounters take place in an 
  Underdark city known as Gracklstugh (or “City 
  of Blades”). This town features prominently in 
  the Out of the Abyss campaign, however you do 
  not need that adventure to run these 
  encounters. The section below provides a brief 
  overview of the city to help you set a suitable 
  hook for the encounters and inspire further 
  adventures. If you are running Out of the Abyss, 
  you may find these encounters helpful in spicing 
  up the characters’ visit to the City of Blades.  
   
  Gracklestugh Overview 
  Gracklstugh is famous for its blacksmithing and 
  slave-driving, as well as the ruthlessly pragmatic 
  work ethic and dour disposition of its 
  inhabitants: the duergar (MM p 122). While not 
  the friendliest of cities, it has the potential to be 
  a safe haven from the rest of the Underdark. 
  The myriad of trade caravans that go in and out 
  of the city also provide the chance to re-stock 
  lost supplies and potentially gain some allies for 
  the remainder of an Underdark journey.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  Reasons the Party is in Gracklstugh:  
       Enslaved Prisoners. This can happen in several 
  different ways. The simplest is a straight-forward 
  encounter with duergar (either on the surface or in 
  the Underdark), where the party loses and is 
  knocked unconscious and taken captive. 
  Alternatively, if the party faced a total-party-kill from 
  another intelligent enemy, their unconscious bodies 
  may have been traded to the duergar, who brought 
  them to Gracklstugh.  
       Diplomats or Traders. The characters might be 
  arriving in Gracklstugh as representatives of the 
  Zhentarim—a well-known faction that frequently 
  trades with the duergar. Alternatively, perhaps 
  recent reports of demon lord sightings have put 
  nearby settlements on high alert. The characters 
  may receive a diplomatic mission from the deep 
  gnomes of Blingdenstone, dwarves of Gauntlgrym, 
  or drow of Menzoberranzan to join forces with 
  Gracklstugh and repel the demonic incursion, lest 
  the marauding demons destroy all their settlements.  
       Seeking Refuge. The characters might have found 
  themselves in the Underdark for another reason and 
  are now seeking a path back to the surface. They 
  might have gone through a treacherous journey 
  navigating the Underdark’s tunnels or driving a 
  canoe through the Darklake, hoping to find some 
  assistance in Gracklstugh.  
   
  Arriving in Gracklstugh  
  There are two primary methods to enter the 
  City of Blades:  
   
  Via the Darklake. Characters who traversed the 
  treacherous Darklake arrive at the city’s docks. 
  If the characters arrive here, refer to the 
  Darklake Docks section below.  
   
  Via City Gates. If arriving by land, the 
  characters may enter through one of the main 
  gates built inside the numerous tunnels 
  surrounding the city. The gates are manned at 
  all times by two visible and 1d4 + 3 invisible 
  duergar (CR 1; MM, p 122). Characters who 
  arrive through the main gates must convince 
  the guards that they are on a legitimate 
  diplomatic or trade mission. Producing any sort 
  of documentation (such as a letter of 
  recommendation) or showcasing valuable trade 
  goods suffices. If the characters have neither 
  but manage to come up with a convincing lie, 
  have them make a DC 20 Charisma (Deception) 
  check. On a failure, the guards attack and 
  attempt to arrest the characters (see Overlake 
  Hold below).  
   
  Gracklstugh: General Features  
       Light. The hellish-red glow of Gracklstugh’s forges 
  illuminates most of the city in dim light. 
       Noise. The clang of metal on metal rings 
  throughout the City of Blades. Wisdom (Perception) 
  checks that rely on hearing are made with 
  disadvantage.  
       Buildings. The duergar construct their buildings 
  with utmost pragmatism, not wanting to waste any 
  precious raw material just for vanity. Most buildings 
  are made from stone and are 1d4 x 10 feet high. A 
  typical building has AC 18 and 100 hp per 5-foot 
  square, with a damage threshold of 10 and immunity 
  to poison and psychic damage.   
   
  Locations in Gracklstugh 
  This section contains essential information for 
  each location marked on the map. Knowing 
  some of these details might help you run the 
  encounters that follow more effectively, or it 
  can serve as a template for further adventuring. 
  If you are running Out of the Abyss, you might 
  find this section useful as concise DM notes for 
  chapter 4. For a more detailed overview, see 
  chapter 4 of Out of the Abyss.  
   
  The Darklake  
  The Darklake is a large, subterranean body of 
  water that flows through many tunnels, canals, 
  and caverns, extending over a hundred miles. It 
  can be used for expeditious travel between the 
  eastern and western parts of the Underdark. 
  The cavern that houses Gracklstugh is located 
  on its southwestern shore. See chapter 3 of Out 
  of the Abyss for more details on the Darklake.  
   
  Darklake District 
  This region is the hub of commercial activity in 
  Gracklstugh, and the most populated. Among 
  the duergar guards and merchants are traders 
  
   
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  and slaves of various ethnicities: derro, drow, 
  surface dwarves, goblinoids, orcs, svirfneblin, 
  and so on.  
   
  The wide roads accommodate merchant 
  caravans, and the air is thick with acrid smog.  
  Below are some of the most prominent 
  locations in the Darklake District.  
   
  Darklake Brewery 
  This decrepit-looking building is where the 
  duergar brew alcohol; more for commerce than 
  pleasure. The most prominent export is a 
  beverage called Darklake Stout, which is made 
  from the petrified stems of Underdark 
  mushrooms. Non-duergar are not welcome at 
  the Darklake Brewery.  
   
  Darklake Docks 
  This is the most likely point of arrival for 
  visitors, if they travelled by boat over the 
  Darklake (a dangerous journey in and of itself, 
  but quicker than navigating through the 
  Underdark’s tunnels). Visitor boats are docked 
  at the easternmost inlet, close to Ghohlbron’s 
  Lair. 
   
  Multiple invisible duergar are stationed here to 
  monitor incoming boats. When outsiders arrive, 
  four duergar turn visible and approach to ask 
  them their business in the city. If combat breaks 
  out, 1d4 additional duergar join the fight each 
  round as necessary, trying to subdue and arrest 
  the insubordinates.   
   
  Overlake Hold 
  This massive stalagmite doubles as both a 
  center of government and a temple of 
  Laduguer, the duergar god of magic and slavery. 
  It also contains numerous cells to hold 
  prisoners, before they are either executed or 
  forced into slavery.  
   
  The Shattered Spire 
  This tavern is built from the stalks of fungi. It is 
  connected to the mainland by a bridge woven 
  out of rothé wool. The tavern welcomes 
  outsiders who want to enjoy a drink and 
  interact with each other.  
   
  Ghohlbron’s Lair  
  This inn is the only establishment where non-
  duergar are permitted to stay while not trading 
  in the Blade Bazaar or lounging in the Shattered 
  Spire. The rooms here are far from comfortable, 
  as the duergar don’t want outsiders making 
  themselves too comfortable and lingering.    
   
  Laduguer’s Furrow  
  This 200-foot-deep, 500-foot-wide rift along the 
  middle of the city is the remains of an 
  earthquake that occurred long ago. Most of 
  Gracklstugh’s residential buildings are built 
  along the top parts of either side of the chasm. 
  This zone of the city and the areas south of it 
  are beyond the Darklake District. As such, non-
  duergar are generally unwelcome here.  
   
  The rift extends beyond the cavern that houses 
  the city, stretching into the walls that surround 
  it. As a result, large, guarded gates have been 
  built on either end to guard against intruders 
  and threats coming from adjoining tunnels 
  (such as tunneling derro or burrowing umber 
  hulks, bulettes, and purple worms).  
   
  West Cleft and East Cleft Districts 
  These areas are where the derro of Gracklstugh 
  reside. The West Cleft District has been a derro 
  settlement for many years, while East Cleft was 
  only more recently settled. Both are ramshackle 
  and haphazardly arranged.  
   
  A treaty between the duergar Deepking and the 
  derro Council of Savants forbids all duergar 
  from entering this area.  
   
  Hall of Sacred Spells 
  This stalagmite has a central chamber that 
  contains a temple of Diirinka, the derro god of 
  magic and cruelty. Ordinary derro can only go 
  as far as the temple, which can be accessed 
  through smaller tunnels in the West Cleft 
  District. Hidden in other parts of the structure 
  
   
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  are luxurious quarters where the derro savants 
  Council of Savants reside.  
  A treaty between the duergar Deepking and the 
  Council of Savants forbids all duergar from 
  entering this building, and ordinary derro have 
  no means of accessing the savants’ magically-
  warded quarters, even if they tried. Only 
  teleportation magic, such as a dimension door 
  spell, allows access into the quarters.  
   
  Themberchaud’s Lair 
  This structure contains the hold of the 
  Deepking, the monarch of Gracklstugh. The 
  current Deepking is Horgar Steelshadow V.  
   
  Cairngorm Cavern 
  This cavern is home to a tribe of stone giants 
  known as Clan Cairngorm, who are bound by an 
  ancestral oath that requires them to protect the 
  duergar Deepking. They live in relative isolation, 
  and only emerge if they have to help the city 
  fight off a threat.  
   
  Themberchaud’s Lair 
  This large cavern is the lair of Themberchaud, 
  an adult red dragon who keeps Gracklstugh’s 
  forges alight (thus earning him the nickname 
  “Wyrmsmith”).   
   
  A faction of duergar known as the Keepers of 
  the Flame are assigned to keep Themberchaud 
  satiated, but also to ensure that he is swiftly 
  dispatched and replaced with a newborn 
  wyrmling before he grows too powerful.  
   
   
  
   
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  City of Blades Encounter: 
  The Derro Devourer 
  By Hiten Dave 
   
  This encounter is designed for four to six 
  characters between levels 4 and 6 and features 
  a new monster called a cesspit ooze (see 
  Creatures and NPCs below). The default 
  location presented here is the duergar city of 
  Gracklstugh. However, the encounter can easily 
  be adapted to any major city of your choice. 
  Perhaps less spoken about is how a certain 
  segment of the population, the derro, have 
  been pushed to the fringes of the city and made 
  to live in relative squalor.  
   
  Before running this encounter, consider 
  reviewing the “Duergar” entry in the Monster 
  Manual (MM, p 122), and the “Derro” entry in 
  Mordenkainen’s Tome of Foes (MToF, p 158) to 
  get a good sense of their outlook and lifestyle. 
  Stat blocks for monsters not available in the 
  Monster Manual are provided in the Creatures 
  and NPCs section below.  
   
  Background 
  The derro are a shunned part of Gracklstugh’s 
  population, dismissed as too volatile and 
  mercurial to function in duergar society. As a 
  result, they have been allotted their own land 
  on the fringes of the city, where most of them 
  live in squalor. Some derro are fortunate to be 
  blessed with spellcasting powers and are the de 
  facto rulers of the derro in the West Cleft and 
  East Cleft Districts. These derro savants handle 
  any necessary communication with their 
  duergar neighbors.  
   
  An old treaty struck between the derro Council 
  of Savants and the duergar Deepking states that 
  the derro and duergar will never cross into each 
  other’s territories. Part of this treaty requires 
  the savants to do what they can to prevent an 
  uprising from the ordinary derro populous. In 
  return, the Deepking bestows the savants with 
  lavish gifts to adorn their luxurious quarters in 
  the Hall of Sacred Spells.  
    
  The savants spend most of their days 
  performing various arcane experiments to 
  amuse themselves, frequently tinkering with 
  Underdark mushrooms and other newly 
  discovered flora from their excavations. 
  Unfortunately, despite the savants’ arcane 
  prowess, they aren’t actually smarter or wiser 
  than common derro. They are driven more by a 
  lust for novelty than a desire to discover 
  something useful. As such, their experiments 
  tend to be poorly curated and the by-products 
  have warped the Weave around the West Cleft 
  District.  
   
  This arcane pollution has given rise to an ooze 
  with a sadistic sentience. It hides in in a tunnel 
  branching out from West Cleft, emerging 
  occasionally to strike passing derro and 
  magically rile them into a frenzied rage before 
  retreating and letting the crazed humanoids 
  slaughter one another.  
  Encounter Hook 
  The screams of the derro are filtering beyond 
  their borders a lot more frequently now, 
  drowning out the sounds of Gracklstugh’s 
  forges. The duergar Stone Guard are worried 
  that the derro may be close to launching a full-
  blown riot, which is not something that the 
  guard wants to deal with. Their attempts to 
  reach out to the derro Council of Savants have 
  been futile, as the spoiled savants could not 
  care less if the lesser derro slaughter one 
  another. In addition, the Stone Guard are 
  unwilling to risk diplomatic ties with the Council 
  of Savants by mounting a raid into their 
  territory, especially if this is just a temporary 
  phase of peak madness in the derro. They are 
  on the lookout for visiting adventurers to 
  investigate the situation.  
   
  
   
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  Part 1: Meeting with Captain 
  Errde Blackskull 
  An ideal time to begin this encounter is a short 
  time after the characters arrive in Gracklstugh, 
  after having talked to the guards at a city gate 
  or the Darklake Docks. If you are playing Out of 
  the Abyss, this can occur after the Rampaging 
  Giant encounter.  
   
  A squad of three duergar stone guard confront 
  the adventurers and “request” that the captain 
  wishes to speak with them. Putting up a fight is 
  not likely to go well for the characters, as 
  combat is will draw lots of back-up.  
   
  The characters are escorted to Overlake Hold, 
  where they are confronted by Captain Errde 
  Blackskull, the commander of the Stone Guard. 
  She states that the she has a task for them, with 
  the only incentive being “it would be better for 
  outsiders in Gracklstugh if the Stone Guard 
  owes you one, rather than for you to risk owing 
  us one.”   
   
  If the characters agree to the quest, Captain 
  Blackskull shares the following information:  
  “Our ‘friends’ on the fringes of the city, the 
  despicable derro, are growing louder and louder 
  by the day.”  
   
  “The sounds indicate that many of them are 
  succumbing to a murderous frenzy; a new name 
  is shouted in an each day.  
  Our sages speculate that there may be some 
  kind of sinister extraplanar entity at work here, 
  preying upon the gullible and anger-prone 
  minds of the derro.”  
   
  “We need you to enter derro territory and look 
  for what might be instigating this behavior; a 
  longstanding treaty prevents duergar from 
  entering derro territory. In addition, the West 
  Cleft District is warded against effects that 
  allows our guards to conceal themselves. You 
  will need to be skillful and resourceful when 
  entering and navigating the district.”  
   
  Errde commissions five duergar stone guards to 
  escort the party until they enter the West Cleft 
  District. If the characters are in clear need of 
  better equipment, Errde gives each a choice of 
  350 gp worth of armor, weapons, and 
  equipment from the Stone Guard’s armory (see 
  chapter 5 of the Player’s Handbook).  
   
  Into the West Cleft District 
   
  West Cleft District General Features:  
  The West Cleft District has the following general 
  features:  
       Smell. The air is extremely malodorous and reeks 
  of squalor.   
       Sounds. The sound of the deranged muttering of 
  the derro fills the streets. Occasionally, a group of 
  rioting derro chanting expletives at the Council of 
  Savants are heard as well.   
       Buildings. Houses here are hovels of crudely-
  carved rock or simply holes. There is no discernible 
  order to their arrangement.  
    
  Navigating Derro Territory  
  The derro are too preoccupied with their own 
  thoughts and ramblings to immediately take 
  notice of newcomers. If the group moves slowly 
  and succeeds on a group DC 10 Dexterity 
  (Stealth) check every hour, they avoid a derro 
  attack. The characters can also avoid detection 
  by flying, climbing along the walls, or using any 
  illusion magic other than an invisibility spell or 
  effect (as Captain Blackskull explained).  
    
  If the characters do not take measures to avoid 
  detection or fail their Stealth check, roll a d4 at 
  the end of each hour. On a roll of 1, a group of 
  2d4 derro attack. The sounds of combat have a 
  50% chance of drawing an additional derro 
  every time one is killed. 
    
  The party might also wish to approach the derro 
  diplomatically to ask them about the monster. 
  However, getting any useful information from 
  these mad humanoids is incredibly difficult. A 
  character talking to a derro must spend five 
  
   
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  minutes and succeed on a DC 15 Charisma 
  (Persuasion) check to obtain any useful 
  information (revealed in broken Dwarvish or 
  Undercommon). If the check fails by 5 or more, 
  or if the characters use Intimidate, the derro 
  screams (possibly attracting reinforcements) 
  and attacks.  
   
  Finding the Ooze’s Tunnel 
  After one hour of searching the West Cleft 
  District, have the characters make a group DC 
  15 Intelligence (Investigation) or Wisdom 
  (Survival) check. On a success, they notice a 
  cluster of hovels with “MAGICKY SLIMY 
  DOOM!” graffiti haphazardly scribbled on it 
  using blood, written in Dwarvish and 
  Undercommon. A character who succeeds on a 
  DC 12 Intelligence (Investigation) check also 
  spots some oddly placed scraps of clothes and 
  moldy boxes between the cluster of hovels. 
  Moving them aside reveals a narrow fissure in 
  the chasm wall. The fissure is wide enough for a 
  Medium creature to squeeze through the first 
  10 feet. The 5-foot-wide path continues in a 
  downward sloping tunnel for another 50 feet. 
  There are multiple 1-inch-diameter holes along 
  the walls of the tunnel.  
   
  The Cesspit Ooze Attacks 
  Once the characters have travelled 20 feet into 
  the tunnel, the cesspit ooze emerges from one 
  of the small holes and attacks. 
   
  The Cesspit Ooze’s Tactics 
  Unlike most other oozes, the cesspit ooze 
  possesses a competent intellect and deep 
  malice. It utilizes the 1-inch-diameter holes 
  well, crawling out of one, trying to surprise the 
  characters and crawling back into one after 
  enraging an enemy within reach (see stat 
  block). The holes connect to each other via 
  small pathways in the walls of the main tunnel; 
  the ooze can move through them freely, 
  attacking hard-to-reach characters.  
   
  Aftermath 
  Scattered along the tunnel are partially 
  destroyed suits armor, weapons, and a heap of 
  other mundane equipment. If you are running 
  Out of the Abyss, the tunnel continues into Area 
  1 of the Whorlstone Tunnels. Otherwise, it ends 
  at a dead-end.  
   
  If the characters return to Errde with the news 
  of the ooze and their success, she waits a few 
  days to see if the derro riots simmer down 
  (which it does). She offers to replace any 
  damaged equipment the characters have and 
  permits them to leave Gracklstugh if they wish. 
  She gives each character a giant lizard mount 
  (CR 1/4; MM p 326; “Spider Climb” variant) 
  complete with barding and 60 days of feed, and 
  as many rations and waterskins as the party can 
  carry. You can hold off on this reward if you 
  wish to keep the players in Gracklstugh for a 
  while, and she may have additional tasks for 
  them (see Out of the Abyss).   
   
   
   
  
   
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  Cesspit Ooze 
  A cesspit ooze is an amalgamation of urban 
  sewage and warped arcane energies, possessing 
  a sinister sentience that reinforces the despair 
  and frustration of impoverished regions in large 
  cities. Their touch can stoke a creature into a 
  frenzied rage, which often turns an individual 
  against their own, leading to exponential 
  slaughter.  
   
  Cesspit Ooze 
  Large ooze, chaotic evil 
   
  Armor Class 9 
  Hit Points 161 (19d10 + 57) 
  Speed 30 ft., climb 30 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   16 (+3) 13 (+1) 13 (+1) 
  7 (-2) 
  12 (+1) 
  8 (-1) 
  Saving Throws Con +7, Wis +4, Cha +4 
  Skills Perception +8 
  Damage Immunities acid, cold, lightning, poison, 
  slashing 
  Damage Vulnerabilities radiant 
  Condition Immunities blinded, charmed, grappled, 
  deafened, exhaustion, frightened, paralyzed, 
  poisoned, prone, stunned, restrained, unconscious 
  Senses blindsight 60 ft., passive Perception 18 
  Languages understands Undercommon but can’t 
  speak   
  Challenge 9 (5,000 XP)  
   
  Amorphous. The ooze can move through a space as 
  narrow as 1 inch wide without squeezing. 
   
  Aura of Wild Magic. The ooze magically warps the 
  area around it with its presence. If a spell is cast 
  within 30 feet of the ooze, roll a d20. On a result of 
  1, roll on the Wild Magic Surge table in chapter 2 of 
  the Player’s Handbook to trigger a random magical 
  effect.  
   
  Corrosive Form. A creature that touches the ooze or 
  hits it with a melee attack while within 5 feet of it 
  takes 9 (2d8) acid damage. Any nonmagical weapon 
  made of metal or wood that hits the ooze corrodes. 
  After dealing damage, the weapon takes a 
  permanent and cumulative −1 penalty to damage 
  rolls. If its penalty drops to −5, the weapon is 
  destroyed. Nonmagical ammunition made of metal 
  or wood that hits the pudding is destroyed after 
  dealing damage. 
  The ooze can eat through 2-inch-thick, nonmagical 
  wood or metal in 1 round. 
   
  Death Burst. When the ooze dies, it explodes in a 
  burst of acid. Each creature within 5 feet of it must 
  succeed on a DC 15 Dexterity saving throw, taking 21 
  (6d6) acid damage on a failed save, or half as much 
  damage on a successful one.  
   
  Spider Climb. The ooze can climb difficult surfaces, 
  including upside down on ceilings, without needing 
  to make an ability check. 
   
  Stench. Any creature that starts its turn within 30 
  feet of the ooze must succeed on a DC 15 
  Constitution saving throw or be poisoned until the 
  start of the creature’s next turn. On a successful 
  saving throw, the creature is immune to the ooze’s 
  stench for 1 hour. 
   
  ACTIONS 
  Multiattack. The ooze makes two attacks.  
   
  Acidic Slam. Melee Weapon Attack: +8 to hit, reach 
  5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning 
  damage plus 18 (4d8) acid damage, and the target 
  must succeed on a DC 15 Wisdom saving throw or 
  become enraged for 1 minute. While enraged, the 
  target must use its action each turn to make as many 
  melee weapon attacks as possible against a random 
  target other than the ooze that it can see (moving as 
  necessary to complete these attacks). A lesser 
  restoration spell or similar magic removes this effect. 
  On a successful save, the target is immune to this 
  effect from any cesspit ooze for 24 hours’  
   
  In addition, nonmagical armor worn by the target is 
  partly dissolved and takes a permanent and 
  cumulative −1 penalty to the AC it offers. The armor 
  is destroyed if the penalty reduces its AC to 10. 
  Reactions 
   
  Split. When an ooze that is Medium or larger is 
  subjected to lightning or slashing damage, it splits 
  into two new oozes if it has at least 10 hit points. 
  Each new ooze has hit points equal to half the 
  original ooze’s, rounded down. New oozes are one 
  size smaller than the original ooze. 
  
   
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  City of Blades Encounter: 
  Gracklstugh’s Zeitgeist  
  By Hiten Dave 
  Artist: Matt DeMino 
   
  This encounter is very multi-faceted and is likely 
  to vary greatly according to the group and what 
  you choose to emphasize. Only characters of 
  11th level or higher are likely to overcome the 
  combat portion of this encounter without 
  assistance. However, characters of 5th-10th 
  level may survive if they avoid combat and 
  focus on escaping.  
   
  Gracklstugh’s Zeitgesit features a new monster 
  called a zeitgeist (see Creatures and NPCs). The 
  default location presented here is the duergar 
  city of Gracklstugh in the Underdark, but can 
  easily be adapted to any city of your choice. 
  Gracklstugh is known for its blacksmithing and 
  slave-driving, as well as the ruthlessly pragmatic 
  work ethic and dour disposition of its duergar 
  inhabitants. Before running this encounter, 
  review the Duergar entry in the Monster 
  Manual (MM p 122) to get a good sense of their 
  outlook and lifestyle.  
   
  Background 
  The demon lords’ presence in the Underdark 
  has warped the landscape, sowing madness in 
  intelligent creatures and wreacking havoc in 
  their path. Gracklstugh has suffered many 
  losses as a result of the spreading madness and 
  demonic raids.  
   
  The duergar are taking extreme measures to 
  keep their city protected. The forges of 
  Gracklstugh now burn brighter than ever, their 
  blacksmiths and slaves being made to toil 
  endlessly to craft a mighty armory that can fend 
  off any future incursions. Insubordination is met 
  with twice the brutal punishments; the 
  atmosphere is even more ruthless and dour 
  than ever before. 
  Plot Hook 
  Perhaps an unintended side effect of this, the 
  gray dwarves are now more reluctant to leave 
  their city in trade caravans, worried that 
  demonic attacks on their merchants would 
  further disrupt their economy. As such, they are 
  welcoming outside merchants in even greater 
  numbers. This could be how the characters find 
  themselves here. However, they are still as 
  xenophobic as ever, and are happy to lay waste 
  to any outsider who abuses the privilege of 
  getting to trade in the City of Blades.   
   
  Part 1: Slave Revolt 
  For this area’s features, refer to the 
  Gracklstugh: General Features box above. 
  The characters are most likely to be in the vast 
  marketplace known as the Blade Bazaar. While 
  here, they come across 2d6 duergar (CR 1; MM, 
  p 122) unloading a cart full of unarmed slaves, 
  including other duergar; see Gracklstugh’s 
  Slaves below. Vile merchants, who would love 
  more hands working their forges, unshackle the 
  slaves, preparing to inspect them.  
   
  One of them, an aging unarmed duergar named 
  Drongar Steelshadow (see Gracklstugh’s 
  Slaves), spits on one of the slavers and utters 
  the following remark:  
   
  “After putting in a good word for you lot with 
  the Stone Guard, this is the thanks I get?”  
   
  Drongar was once a prominent blacksmith in 
  Gracklstugh with a strong reputation among all 
  the duergar clans. He was recently framed for 
  theft, and the madness corrupting the city’s 
  inhabitants resulted in him being 
  unceremoniously stripped of his position and 
  forced into a life of slavery.  
   
  His shackles have runes for an antimagic field 
  cast on it, and as such he cannot use his 
  Invisibility or Enlarge actions while restrained by 
  the shackles. 
   
   
  
   
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  As punishment for this insubordination, the 
  duergar slavers begin beating the grizzled-
  looking slave. If the characters don’t 
  immediately intervene, the other slaves lash 
  out. 
  Part 2: The Zeitgeist Rises 
  When you are ready to begin the encounter, 
  read or paraphrase the following: 
  The screams, clashing of blades, and 
  hammering of the city’s forges is drowned by 
  the sounds of crumbling rock, and your noses 
  are assailed by smog far more acrid than usual. 
  You turn to look at a gathering of flames, 
  smoke, steam, and scrap metal, coalescing into 
  a single, towering figure of rolling smoke. 
   
   
   
   
   
   
  
   
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  The Zeitgeist 
  The rebellion has given rise to this living 
  embodiment of Gracklstugh’s pollution. It seeks 
  to help placate the uprising, which it deems to 
  be endangering the rigorous daily operations 
  and productivity of the city.   
   
  Since the skirmish is taking place within the city 
  walls and involves some duergar fighting 
  against their own, it treats both sides as a 
  threat to the city, attacking indiscriminately. 
  While it is trying to act in the best interests of 
  the city, the zeitgeist cares less for the damage 
  it causes to specific buildings and people, so 
  long as its destruction doesn’t destroy the 
  entire city.  
   
  The Zeitgeist’s Tactics 
  The zeitgeist is mainly looking to placate the 
  fighting, it spends most of its time simply 
  moving about the city and letting its Choking 
  Presence and Living Pollution traits debilitate 
  everyone around it. It occasionally uses Smoke 
  Cloud on concentrated areas of fighting. It 
  reserves its Fiery Slam and Suffocate for 
  creatures that deal damage to it, or those who 
  seem resistant to its other traits.  
   
  The zeitgeist might attack some buildings if 
  people within it fire at it. Its Fiery Slam lights 
  buildings on fire and potentially collapses them. 
  A building that is set on fire takes 11 (2d10) fire 
  damage at the start of each of the zeitgeist’s 
  turns, collapsing entirely if reduced to below 
  half its hit points. Adjudicate the effects of 
  fallen buildings and structures based on the 
  earthquake spell.  
   
  To add more drama to the encounter, consider 
  rolling a d100 whenever the characters are next 
  to a burning building at the start of the 
  zeitgeist’s turns. On a roll of 1-50, the fire 
  spreads to an adjacent building.  
   
   
   
   
  The Characters’ Role 
  The characters might be inclined to help defeat 
  the zeitgeist or rescue slaves while this 
  destruction occurs. The options presented 
  below are not necessarily mutually exclusive.  
   
  Option 1: Fight the Zeitgeist  
  Direct combat with the zeitgeist is likely to be a 
  deadly encounter. However, characters of this 
  level tend to have several means to cure and 
  prevent disease and poison. If the characters 
  require more assistance, you can have one or 
  more of them come across a gas mask (see  
  sidebar) or have Themberchaud provide 
  assistance (see Themberchaud to the Rescue 
  below).  
   
  Gracklstugh’s Defences 
  While the City of Blades is well equipped to deal 
  with invading armies of drow, surface dwarves, 
  and the monstrosities of the Underdark, they 
  have never had to face an enigma quite like 
  this.  
   
  The guards keep their distance and attack from 
  range, while most are pre-occupied with 
  stopping escaped slaves or suffering from the 
  zeitgeist’s Choking Presence. In addition, not all 
  of them have access to magical ranged 
  weapons. As such, their defenses progressively 
  weaken over the course of combat. In order to 
  simplify this, assume that the militia deals the 
  following amount of flat damage to the 
  zeitgeist, in order, at the end of each round: 20, 
  15, 10, 5, 0.  
   
   
   
   
   
   
   
   
   
   
  
   
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  Themberchaud, the Wyrmsmith 
  Themberchaud is an adult red dragon (CR 17; 
  MM, p 98) and the city’s Wyrmsmith, who has 
  long been used to light the city’s forges in 
  exchange for placating gifts of treasure and a 
  cozy lair in the city. He suspects that the 
  duergar are scheming to get rid of him and 
  replace him with a new hatchling, lest he grow 
  too powerful and claim the city as his own. Pick 
  one of the following options for how he might 
  come into play:  
   
  Themberchaud’s Freedom. Themberchaud 
  finally wants his freedom and uses this 
  opportunity to add to the chaos before trying to 
  fly away. He sets fire to all buildings and kills 
  indiscriminately. He keeps his distance from the 
  zeitgeist.  
   
  Themberchaud to the Rescue. Themberchaud 
  still harbors some loyalty to the city and comes 
  out to heroically defend Gracklstugh. He soon 
  discovers that his attacks are ineffective against 
  the zeitgeist, but might also notice that the 
  characters are the only ones fighting bravely 
  against it. To save his lair, he might 
  begrudgingly allow a character to ride him, or 
  just distracts the zeitgeist in other ways (via the 
  Help action, for example).  
   
  Option 2: Rescue and Escape 
  The characters might choose to focus their 
  attention on helping slaves escape the city. For 
  simplicity, assume that it takes 10 rounds to 
  navigate the city and facilitate egress either via 
  boats on the Darklake, or through one of 
  Gracklstugh’s gates.  
   
  Below are some examples of obstacles the 
  characters may face while attempting to ferry 
  the slaves (or themselves) out of Gracklstugh: 
  • 
  The battle between the duergar, rioting 
  slaves, and deranged zeitgeist can result 
  in residual damage. On initiative count 
  20 of each round, a creature of your 
  choice within 30 feet of the zeitgeist 
  must make a DC 15 Dexterity saving 
  throw or take 10 (3d6) bludgeoning 
  damage from a stray attack.  
  • 
  A DC 15 Dexterity (Acrobatics) check is 
  needed to dash across 60 feet of one of 
  Gracklstugh’s streets or open 
  marketplaces without taking damage 
  from stray attacks. On a failed save, a 
  creature takes 10 (3d6) bludgeoning 
  damage. One creature can make this 
  check to lead a group of four others 
  through such terrain, but does so with 
  disadvantage. On a failed check, a 
  random person in the sortie takes 10 
  (3d6) bludgeoning damage.  
  • 
  Charismatic and compassionate 
  characters might try to calm down a 
  panicked group of slaves hiding in an 
  alley or building. Without the calm 
  emotions spell, a successful DC 18 
  Charisma (Persuasion) check is needed 
  to calm them down. On a failed check, 
  the slaves stay put and are unconvinced 
  in the characters’ ability to take them to 
  freedom.  
  • 
  The party comes across a creature 
  trapped underneath some rubble. The 
  creature that it limp or has an internal 
  injury (see the Lingering Injuries table in 
  chapter 9 of the Dungeon Master’s 
  Guide). At your discretion, a character 
  without magical healing can make a DC 
  15 Wisdom (Medicine) check to 
  suppress the effects for 1 minute.  
  • 
  The party comes across a section of the 
  city that has been set on fire, resulting 
  in random falling rubble. A DC 15 
  Intelligence (Nature) check is needed to 
  accurately predict the nature of falling 
  rubble and to circumvent any dangers.   
  • 
  The party’s escape is blocked by 3d6 
  invisible and enlarged duergar guards 
  (CR 1; MM, p 122).  
  • 
  If you own Mordenkainen’s Tome of 
  Foes or Out of the Abyss, use the variant 
  duergar statistics presented there to 
  give the party a Hard encounter, 
  according to the encounter design 
  
   
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  guidelines in the Dungeon Master’s 
  Guide (p 81). 
   
  Gracklstugh’s Slaves  
  Below are some slaves that the characters 
  might come across. Feel free to come up with 
  some of your own as well:  
   
  Beliss Gemcutter – a neutral female deep 
  gnome (CR 1/2; MM, p 164) with immunity to 
  poison damage and the poisoned condition. 
  Beliss was apprehended many years ago during 
  a trade mission to Mantil-Derith. The duergar 
  slaughtered her companions but admired her 
  knowledge of rare gems and enslaved her as a 
  gemcutter for Gracklstugh’s wealthy merchants. 
  She has been made to travel in and out of the 
  city, back-and-forth from nearby mines.  
   
  If kept alive and with the party during the 
  escape, reduce the time it takes for the party to 
  escape by one round for each round that she is 
  not incapacitated (see Rescue and Escape 
  above). If she escapes, she hopes to return 
  home to Blingdenstone.  
   
  Willow Wildheart – a lawful good female shield 
  dwarf knight (CR 3; MM, p 347) with dreadlocks 
  and a scarred and worn face. Willow joined 
  Gauntlgrym’s armed services many years ago 
  and led a fight against invading duergar forces 
  until she was captured and forced into working 
  the forges.  
  During an escape, she is able to rally other 
  prisoners effectively and grants party members 
  advantage on Charisma (Persuasion) checks 
  made to convince other prisoners to take a risky 
  course of action. If she escapes, she returns to 
  her home in Gauntlgrym.  
   
  Saabak Mur Talaan – a lawful good hobgoblin 
  captain (CR 3; MM, p 186) who was separated 
  from his legion at a very young age. He has 
  grown up a slave and has known no other life. 
  However, he has formed strong friendships with 
  some of his fellow slaves, especially Willow, and 
  fights bravely during the rebellion.  
  He provides the same benefit to the party as 
  Willow but concedes leadership to her as long 
  as she is alive and with the group. If he escapes, 
  he seeks to go to Gauntlgrym and pledges 
  allegiance to King Bruenor Battlehammer.  
   
  Toolooga – a neutral kuo-toa whip (CR 1/4; 
  MM, p 200) who was captured by a duergar 
  patrol a few weeks ago after fleeing from 
  Demogorgon, who had destroyed the kuo-toa 
  city of Sloobludop. The duergar have been using 
  his Otherwordly Perception trait to detect any 
  signs of slacking or rebellious duergar 
  blacksmiths, as well as invisible demons.  
   
  He is happy to tag along with any escape but 
  does not put up much of a fight if cornered by 
  enemies. If he escapes, he follows whoever was 
  nicest to him, willing to serve them for eternity. 
  If the characters turn him down, he seeks out 
  the myconid settlement of Neverlight Grove, 
  hoping to gain refuge there.  
   
  Drongar Steelshadow – a duergar (CR 1; MM, p 
  122). He is very familiar with the city and can 
  prove quite useful in the escape.  
  If kept alive and with the party during the 
  escape, reduce the time it takes for the party to 
  escape by one round for each round that he is 
  not incapacitated (see Rescue and Escape 
  above). 
   
  Karg – an orog (CR 2; MM, p 247) who lost his 
  tribe to the recent demonic incursion in the 
  Underdark. While escaping the demons, he was 
  apprehended by a wandering duergar patrol 
  and forced to serve Gracklstugh’s blacksmiths. 
  During his time here, he has become infatuated 
  with the military might and cunning of the 
  duergar, as well as the efficiency of their forges.  
   
  During an escape, he feigns exhaustion and 
  doesn’t fight much, thinking that if the escape 
  party gets swarmed by guards, he can use the 
  opportunity to turn against the group and 
  ingratiate himself with the duergar. Having lost 
  his tribe, he aspires to join the mighty forces of 
  Gracklstugh.   
   
  
   
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  Option 3: Raid Abandoned Market 
  Stalls 
  The City of Blades is a goldmine for all sorts of 
  treasure. This encounter is likely to leave the 
  marketplace in ruins, which damages some of 
  its goods but still provides ample opportunities 
  for someone to loot the remains.  
   
  For simplicity, assume that there are 2d20 
  abandoned market stalls available to loot. If a 
  character searches the remains of an 
  abandoned or destroyed market stall, roll a d6. 
  On a roll of 1 or 2, the character finds no 
  salvageable items. On a roll of 3 or 4, the 
  character finds any weapon, armor, or 
  adventuring gear mentioned in chapter 5 of the 
  Player’s Handbook. On a roll of 5 or 6, the 
  character finds more valuable items and 
  magical loot determined by a roll on the 
  Treasure Hoard: Challenge 11 – 16 table in the 
  Dungeon Master’s Guide (p 138).  
   
  At your discretion, a character might uncover a 
  gas mask, which could help them endure the 
  encounter. See the Gas Mask sidebar below.   
  Characters who choose this option must escape 
  Gracklstugh as soon as possible, or risk having 
  their theft discovered.  
   
  Gas Mask 
  This contraption was invented by skilled duergar 
  who grew concerned that the pervasive smog 
  around their city was hampering productivity. Gas 
  masks haven’t been fully developed to repel all bad 
  air, but the models available can still come in handy.  
  A creature who wears this item has advantage on 
  Constitution saving throws against smoke, smog, and 
  other industrial pollution. This includes the 
  zeitgeist’s Choking Presence and Living Pollution 
  traits.  
   
  Aftermath 
  Successful Escape 
  If the characters escape, you can this 
  opportunity to play out an Underdark journey 
  similar to that outlined in chapter 2 of Out of 
  the Abyss, especially if they decide to escort the 
  escaped slaves to their homes. 
   
  If it isn’t stopped, the zeitgeist continues its 
  rampage until it senses that the city has calmed 
  down, after which it simply dissipates. Since the 
  duergar have not faced such a threat before, 
  their defense forces are unlikely to stop firing 
  and the slaves are unlikely to stop rioting. The 
  zeitgeist might “accidentally” destroy the entire 
  city—and itself.  
   
  If you want to randomize the aftermath, roll a 
  d100. On a roll of 1-50, the zeitgeist manages to 
  lay the entire city unconscious within an hour 
  and dissipates on its own without destroying 
  the city. On a roll of 51-100, the zeitgeist 
  manages to set fire to a sufficient number of 
  buildings that spread through to the entire city 
  after an hour.  
   
  Zeitgeist Defeated 
  If the zeitgeist is defeated, Grackstugh’s 
  remaining forces make quick work of the slave 
  riot and bring it back under control. The duergar 
  laud the heroes for their efforts and monetarily 
  incentivized to remain in the city to protect it 
  from further incursions.  
   
  If Themberchaud turned against the city and is 
  still alive, the remaining duergar forces turn 
  their attention to slaughtering him. The dragon 
  promptly escapes, if he can. In any case, a new 
  red dragon wyrmling (CR 9; MM, p 98) hatches 
  from a clutch of eggs in his lair and is appointed 
  the new Wyrmsmith of Gracklstugh.  
   
  Mixed Outcome 
  The characters may defeat the zeitgeist and 
  manage to escape the city with a contingent of 
  slaves (either at the same time with ranged 
  attacks while running away, or after the 
  zeitgeist’s defeat). If the escape occurs after the 
  zeitgeist is defeated, there is a 30% chance each 
  round that the escape party is confronted by 
  3d6 duergar guards.   
   
   
  
   
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  Zeitgeist  
  Huge fey, chaotic neutral 
   
  Armor Class 16 (natural armor) 
  Hit Points 340 (10d8 + 40) 
  Speed 0 ft., fly 60 ft. (hover)  
     STR          DEX         CON        INT           WIS          CHA 
  23 (+6)   19 (+4)    23 (+6)    5 (-3)       21 (+5)     18 (+4) 
  Saving Throws Wis +12, Cha +11 
  Skills Perception +19 
  Damage Immunities acid, fire, poison; bludgeoning, 
  piercing, and slashing from nonmagical attacks 
  Condition Immunities blinded, deafened, 
  exhaustion, grappled, paralyzed, petrified, poisoned, 
  prone, restrained, stunned, unconscious 
  Senses truesight (city-wide), passive Perception 29 
  Languages all languages that inhabitants of the city 
  know, telepathy 5 miles (only within the city) 
  Challenge 23 (50,000 XP)  
   
  Choking Presence. Any creature that starts its turn in 
  the same space as the zeitgeist or within 30 feet of it 
  must make a DC 21 Constitution saving throw. On a 
  failed save, the creature spends its action that turn 
  retching and reeling. Creatures are affected even if 
  they hold their breath or don’t need to breathe.  On 
  a successful save, the creature is immune to the 
  zeitgeist’s Choking Presence for 24 hours.  
   
  Flyby. The zeitgeist does not provoke opportunity 
  attacks when it flies out of an enemy’s reach.  
   
  Legendary Resistance 3/Day. If the zeitgeist fails a 
  saving throw, it can choose to succeed instead.  
   
  Living Pollution. The zeitgeist is composed of a 
  noxious combination of pollutants that is typical of 
  an industrious city (fire, smoke, steam, and smog). 
  The zeitgeist can enter a hostile creature’s space and 
  stop there, and can move through a space as narrow 
  as 1 inch wide without squeezing.  
   
  Its presence in a city causes the entire city to be 
  engulfed in smoke and smog, making the area lightly 
  obscured. In addition, any breathing creature that 
  starts its turn outdoors within the city walls must 
  succeed on a DC 15 Constitution saving throw 
  against disease. On a failed save, the creature gains 
  one level of exhaustion. If a creature’s exhaustion 
  level reaches 6 as a result of this trait, it is 
  unconscious but stable.  
   
  Siege Monster. The zeitgeist deals double damage to 
  objects and structures.  
   
  ACTIONS 
  Multiattack. The zeitgeist makes two attacks with its 
  fiery slam and hurls one scrap metal ball.  
   
  Fiery Slam. Melee Weapon Attack: +13 to hit, reach 
  10 ft., one target. Hit: 17 (3d6 + 7) bludgeoning 
  damage plus 35 (10d6) fire damage. If the target is a 
  nonmagical object that is not being worn or carried, 
  the object is set on fire.  
   
  Scrap Metal Ball. The zeitgeist coalesces the scrap 
  metal components within its form into a giant ball 
  and hurls it a point it can see within 60 feet of it. 
  Each creature within 10 feet of that point must 
  succeed on a DC 19 Dexterity saving throw, taking 21 
  (6d6) bludgeoning damage and 21 (6d6) fire damage 
  on a failed save, or half as much damage on a 
  success.   
   
  LEGENDARY ACTIONS 
  The zeitgeist can take 3 legendary actions, choosing 
  from the options below. Only one legendary action 
  option can be used at a time and only at the end of 
  another creature’s turn. The zeitgeist regains spent 
  legendary actions at the start of its turn. 
   
  Move. The zeitgeist moves up to its speed.  
   
  Smoke Cloud (Costs 2 Actions). The zeitgeist  
  discharges a billowing cloud of smoke and embers 
  that fills a 60-foot cube. The cloud lasts until the end 
  of the zeitgeist’s next turn, and creatures within it 
  other than the zeitgeist are blinded and cannot be 
  seen. The cloud can be dispersed by a strong wind, 
  such as the gust of wind spell.  
   
  Suffocate (Costs 3 Actions). The zeitgeist targets one 
  creature of its choice within 120 feet of it, assailing it 
  with choking smoke and steam. The target must 
  make a DC 21 Constitution saving throw. On a failed 
  save, the target drops to 0 hit points and is dying. On 
  a successful save, the target can’t breathe or speak 
  until the start of its next turn. 
  
   
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  Dark Dealings 
  By Peter Harris 
  Artist: Matt DeMino 
  Cartography: Peter Harris 
   
  Dark Dealings is a short encounter designed for 
  four to five characters of level 10 thru 12.  
   
  Background 
  Long ago, a cloister of flumphs was threatened 
  by a behir. A party of adventurers heeded their 
  call for aid, and defeated the behir in combat. 
  Rather than kill it, they enslaved it, and since 
  then it has been forced to defend the creatures 
  it once attempted to consume. 
   
  Now, another evil creature has turned its 
  attention to the flumph cloister. A night hag 
  named Missy Dreamlurk has taken up residence 
  nearby. For a time, she was content to set up a 
  false identity for herself and lure in 
  unsuspecting travelers. But since learning of the 
  nearby cloister, she has been plotting ways to 
  eliminate the behir and open the way to the 
  tasty flumphs beyond its lair.  
   
  So far, Missy has been unsuccessful, but she has 
  been keeping a wary eye for anybody who 
  might tip the scales in her favor. 
   
  Part 1 - Meeting Missy 
  Dreamlurk 
  This encounter begins when the characters 
  come across a large cavern and hear the sound 
  of weeping coming from within. 
   
   
   
   
   
   
   
   
  Read or summarize: 
   
  A large cavern opens up before you, glowing 
  with the eerie diffuse light of faerzress. Patches 
  of blue luminescence dot the ceiling like 
  starlight, illuminating a plot of land about an 
  acre in size. In the gloom you can make out a 
  zurkhwood cottage and shed, along with several 
  neatly-laid-out fields of edible fungus. From a 
  patch of ripplebark to your north, you can hear 
  the soft sound of someone sobbing. 
   
  General Features 
       Size. The cavern is about an acre in size, with a 
  50-foot-high ceiling. There are tunnel entrances to 
  the east and north.  
       Light. The entire cavern is suffused with faerzress. 
  Additional pale blue light comes from lichen growing 
  on the walls and ceiling of the cavern. This light 
  glitters off natural formations of dark quartz that are 
  half-buried in the rock. 
      Cottage. Missy Dreamlurk’s home is a simple 
  oblong building made of zurkhwood. Its roof is made 
  of wide, overlapping sheets of fungus that glow with 
  a pale orange luminescence. Inside the spartan 
  cottage is a cot, cooking fire, a small pantry 
  containing food and cooking equipment, and a 
  locked chest containing a few sets of clothes and 
  personal items. There is a small shrine to Lolth in one 
  corner of the room. 
       Herd shed. Behind the cottage is a simple shed, 
  also made of zurkhwood, that houses her herd of 
  rothé. It has room for up to 12 of the beasts, but 
  currently contains only 6. (Note that this number 
  may change depending on party strength. See 
  “Adjusting the Encounter” in Part 3 for more 
  information).  
       Fields. The rest of the cavern is filled with a series 
  of fields filled with cultivated barrelstalk, ripplebark, 
  and bluecap. These areas count as difficult terrain. 
   
  A night hag called Missy Dreamlurk is kneeling 
  in a ruined field of cultivated ripplebark, 
  disguised as a drow woman. She introduces 
  herself as Miz’zi Dirztana, a carefully crafted 
  alter-ego that Missy uses to lure unsuspecting 
  travelers to their doom. 
  
   
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  Though “Miz’zi” immediately pulls herself 
  together and puts on a haughty air, her puffy 
  eyes make it clear that she has been crying. She 
  invites the characters into her cottage for 
  fungus tea and conversation. 
    
  • 
  The reason for her distress is that her 
  homestead has been under attack by a 
  terrible monster. The creature has been 
  sneaking into the cavern at night, 
  stealing her rothé and trampling her 
  crops. 
  • 
  The rothé and her modest farm are her 
  only means of livelihood—what she 
  doesn’t eat herself, she trades to 
  travelers for other necessities. 
  • 
  She doesn’t have the strength to deal 
  with such a monster on her own. But if 
  the attacks continue, before long her 
  herd and crop will be gone and she will 
  be left to starve.  
  • 
  The monster has the head of a dragon, 
  but crawls along the ground like an 
  insect.  
   
  Scene of the Crime 
  At first glance, it appears that Missy’s livestock 
  has been killed and eaten by a huge creature, 
  and a wide area of her crops destroyed. In 
  reality, Missy has carefully crafted this scene to 
  trick travellers into assisting her. Characters 
  who succeed at a DC 20 ability check (as 
  indicated below) realize that there is more to 
  the devastation than meets the eye.  
  Characters who make these checks retroactively 
  after killing the behir do so with advantage, as 
  they are now familiar with the creature’s body 
  and the kind of damage it can do.  
  • 
  Carcass (Investigation, Medicine, 
  Nature, or Perception). All that is left of 
  Missy’s slain rothé are a few hunks of 
  flesh, broken bones, and a lot of blood. 
  A successful check reveals that despite 
  the carnage, bite marks on the flesh and 
  bones appear to have been made by a 
  Medium-sized creature.  
  • 
  Trampled crops (Investigation, 
  Perception, or Survival). A wide swathe 
  of ripplebark has been scattered and 
  crushed as though by a huge creature, 
  rendering it inedible. A successful check 
  reveals that although the damage is 
  widespread, each fungus seems to have 
  been crushed individually, rather than 
  en masse. 
  • 
  Behir tracks (Investigation, Nature, 
  Perception, or Survival). Huge tracks 
  lead to and from the scene of the 
  attack, clearly made by a creature with 
  huge claws. A successful check reveals 
  that the tracks are spaced in an 
  inconsistent way, as though the 
  creature has a strangely unnatural gait. 
   
  • 
  After laying out the scope of her 
  problem, Miz’zi begs for the characters’ 
  assistance. If they slay the behir, she is 
  eternally grateful to them. Though she 
  
   
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  doesn’t have much, she offers to supply 
  them with a week’s-worth of grain and 
  meat. If further persuasion is needed, 
  she speculates that a creature that 
  resembles a dragon might also keep a 
  horde of treasure. 
   
  Roleplaying Missy Dreamlurk  
  Of late, Missy’s all-consuming passion project has 
  been to find a way to destroy a nearby cloister of 
  flumphs. She believes that these flumphs will make 
  the perfect, most succulent addition to her stew, 
  and sees the characters as an opportunity to get rid 
  of the behir that is magically bound to protect the 
  cloister.  
   
  In her disguise as Miz’zi, the night hag is as haughty 
  and proud as any drow noblewoman. She works 
  hard to keep a dignified mask, despite her apparent 
  distress, and avoids questions about her background 
  in such a way that suggests she is living in exile or 
  disgrace.  
   
  On a successful DC 25 Wisdom (Insight) check, 
  characters realize that there is an additional layer of 
  deception beneath this mask, and that her distress is 
  itself an act. Otherwise, they believe her cover story 
  and assume that her reticence is due to shame and 
  pride.  
   
  Without her disguise, Missy Dreamlurk is hideous, 
  cruel, and vain. She delights in the pain and suffering 
  she has inflicted on both the characters and the 
  behir, and is beside herself with glee at the prospect 
  of feasting on the characters and the flumph cloister 
  they have left defenseless.  
   
  In addition to the usual languages known by a night 
  hag, Missy Dreamlurk speaks Undercommon.  
   
  Cottage Clues 
  Though Missy’s disguise is robust, there are 
  small discrepancies. A cursory look in the right 
  places is enough to uncover the following hints 
  of her true nature:  
  • 
  A close inspection of the foodstuffs in 
  Missy’s pantry reveals that everything is 
  stale or on the verge of rotting. She 
  does not eat this food, preferring 
  instead to feast on unwary travelers 
  and the occasional rothé.  
  • 
  The shrine to Lolth in Missy’s cottage 
  seems like it hasn’t been used in a long 
  time, and the religious symbol is 
  covered in a fine layer of dust. 
   
  If characters find themselves alone in Missy’s 
  cottage, they can search it more thoroughly: 
   
  • 
  Missy’s heartstone and soul bag are 
  hidden in a secret compartment inside 
  her locked chest. To find this 
  compartment, characters must succeed 
  at a DC 18 Wisdom (Perception) or 
  Intelligence (Investigation) check while 
  searching the open chest.  
  • 
  Characters who succeed at a DC 20 
  Wisdom (Perception) or Intelligence 
  (Investigation) check find a patch of 
  flooring underneath her cot that sounds 
  as though it’s covering a hollow space. 
  A successful DC 15 Strength (Athletics) 
  check is required to break through the 
  floorboards and access a 20-foot shaft 
  leading to her secret hag lair (see 
  “Missy’s Lair” in Part 3).  
   
  If the characters see through Missy’s deception 
  before tackling the behir, or refuse to aid her, 
  she drops her disguise and attacks them. For 
  details of this combat, proceed directly to Part 3 
  - Confronting Missy. 
   
  Part 2 - To the Lair of the 
  Behir 
  If the characters agree to help her, Missy points 
  out the northern tunnel entrance, and says that 
  the creature comes from that direction. 
  Characters can follow the creature’s tracks for 
  half a mile before the surface gives way to bare 
  rock and tracking becomes impossible. 
   
  
   
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  Corrupting Dreams 
  Throughout this part of the adventure, Missy 
  Dreamlurk follows the party in the Ethereal Plane. If 
  the party stops to take a long rest, she uses her 
  Nightmare Haunting ability on one of the characters. 
  She fills their mind with visions of betrayal and 
  carnage, hoping to get the character to turn on their 
  fellow party members.  
   
  Fortunately, the tunnel continues with very few 
  branches. You traverse wide, glittering caverns 
  and claustrophobic passages, fording 
  underground rivers and picking your way 
  through mazes of stalagmites. Fortunately, the 
  way ahead remains clear, and after six hours of 
  travel you find the tunnel widening again. A 
  deep pit opens up in front of you. 
   
  General Features 
       Material. The walls, floors, and ceilings of these 
  areas are made of rock. 
       Light. A formation of luminescent crystals covers 
  the ceiling unless otherwise specified, bathing the 
  areas in dim light.  
   
  Area A: The Pit 
  This area is a wide, deep pit 120 feet in 
  diameter. From base to ceiling, the pit is 100 
  feet deep. A sloping path runs along the 
  perimeter of the pit in a spiral, leading to the 
  bottom. A wide entrance at the bottom leads to 
  the behir’s lair (Area B). The behir itself lies in 
  wait in one of the many side tunnels that worm 
  through the surrounding rock (see Tactics, 
  below).  
   
  Path 
  Most of the pathway that descends into the pit 
  is hard rock, worn smooth by centuries of use 
  by the behir. The edges of the path that face 
  the pit, however, are still lined with thick 
  clusters of stalagmites. Characters must 
  squeeze through them to reach the edge 
  leading to the next-lower tier of the path 
   
  Ledges 
  The pit-facing edges of the path end in sheer  
  30-foot-tall cliff faces. To climb up or down, 
  characters must succeed at a DC 10 Strength 
  (Athletics) check or fall the remaining distance 
  to the path below. 
   
  Tunnels 
  Lining the outer edge of the path are 20-foot-
  wide openings leading to a warren of 
  completely dark tunnels. The behir uses these 
  tunnels to stalk and ambush its prey. Inside, the 
  rocky floor, walls, and ceiling have all been 
  worn smooth by decades of the behir’s passage. 
    
  
   
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  Adjusting the Encounter 
  For strong parties, or for an additional challenge, 
  increase the behir’s hit points to 256 and add a flock 
  of 4 stirges that are attracted by the sounds of battle 
  and attack the characters after 1 round.  
  For weaker parties, reduce the behir’s hit points to 
  80.  
   
  Tactics 
  Though the behir’s lair is in a cave at the 
  bottom of the pit, the creature itself lies in wait 
  in any of the side tunnels, hiding and waiting for 
  the characters to pass.  
  Indentured Protector 
  The behir wears a thick iron collar around its neck. 
  Long ago, it was defeated by a party of adventurers 
  sent to protect the flumph cloister. Rather than kill 
  the behir, they decided to spare its life and put it to 
  work. The collar functions as a geas, forcing the 
  behir to defend the cloister with its life (see the 
  section Aftermath for a description of the collar).  
  The behir is too hungry and hateful to attempt 
  negotiating. However, if it is driven back to its lair in 
  Area 5, it taunts the characters in Draconic, calling 
  them hag-slaves and claiming that they are just as 
  much puppets as the behir itself.  
   
  Characters attempting to parley with the behir must 
  make a DC 18 Charisma (Persuasion) check. If the 
  character or their allies have already attacked the 
  behir, this check is made with disadvantage. On a 
  success, the behir warily holds off attacking, and tells 
  the characters of its duty. It can also reveal Missy 
  Dreamlurk’s true nature, as she has visited its lair 
  several times trying to find a way past it.  
  If the characters are persuaded to remove the 
  behir’s geas collar (see Appendix A), the behir 
  attacks the characters before turning on the flumph 
  cloister.  
   
   
   
   
   
   
  Once combat begins, the behir attempts to 
  grapple a character and move back into the 
  tunnels to devour them at its leisure. As a Huge 
  creature, the behir can move up to its normal 
  speed while grappling a creature of Medium 
  size or smaller. If it encounters more resistance 
  than expected, the behir retreats into the 
  tunnels and moves around to another opening, 
  hiding again for another ambush.  
   
  If the behir drops below 60 hp, it retreats to its 
  lair (Area B).  
   
  Area B: The Lair 
  The majority of this large cave is taken up by a 
  rancid pile of bones, packed earth, and 
  discarded scraps of clothing and armor. The 
  behir nests atop this detritus. Stalagmites and 
  columns of rock are dotted around the floor; 
  the ceiling is 30 feet high. To the east side of the 
  cave is a pool of stagnant water.  
   
   
  
   
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  Nest Pile 
  This area counts as difficult terrain. Characters 
  who succeed at a DC 12 Wisdom (Perception) 
  or Intelligence (Investigation) check discover a 
  leather pouch containing rare gems worth a 
  total of 200 gp among the rotting scraps.  
   
  Pool 
  This pool of stagnant water contains no 
  treasure, but does carry the risk of disease. Any 
  character making contact with the water must 
  succeed at a DC 11 Constitution saving throw 
  or contract sewer plague (see chapter 8 of the 
  Dungeon Master’s Guide).  
   
  Pathway 
  Hidden behind a cluster of tall stalagmites at 
  the north end of the cave is an archway that 
  leads to a 5-foot-wide passage. This leads to the 
  flumph cloister in Area C. The archway and 
  passage are clearly artificial, and are meant to 
  prevent the behir from accessing the cloister.  
   
  Arcane Protection 
  A wall of force blocks the archway leading to 
  the cloister and the entire radius around the 
  cloister itself. Characters who succeed at a DC 
  12 Intelligence (Arcana) check discern that it 
  can be dispelled with a disintegrate spell. A 
  successful DC 15 Wisdom (Perception) check 
  also reveals a set of runes carved on the inside 
  of the arch. If these runes are destroyed, the 
  wall of force dissipates and the flumph colony is 
  left defenseless.  
   
  Area C: The Cloister 
  The flumph cloister is a huge, sealed network of 
  caverns that glow brightly with luminescent 
  gems and fungus. The flumphs’ homes are 
  open-air shelters made of woven nightlight 
  mushroom stalks. When characters first enter 
  the cloister, they are greeted by curious 
  flumphs thrilled to meet the first visitors in 
  centuries. They offer the characters every 
  hospitality, and ask them how they were able to 
  get past their protector.  
   
  Gracious Hosts 
  If the characters admit that they killed the 
  behir, the flumphs are troubled, but no less 
  kind. They offer the characters a meal and the 
  opportunity to spend the night in relative 
  comfort.  
   
  
   
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  Missy’s Opportunity 
  If the characters agree to stay overnight, 
  Missy—having followed the characters in the 
  Ethereal Plane—takes the opportunity to 
  kidnap a flumph for her cooking pot. When the 
  characters awaken, the flumphs are distressed 
  that one of their number have gone missing. 
  They ask the characters, politely but firmly, to 
  leave before they bring further ruin to their 
  home.  
   
  Part 3 - Confronting 
  Missy 
  After killing the behir, the characters are free to 
  return to Missy. When they arrive, she eagerly 
  asks whether the party were able to kill the 
  creature attacking her herd. If the characters 
  have not yet realized her true nature, she revels 
  in the deception for a little longer before 
  transforming and gloating about her victory. 
   
  When combat begins, Missy calls on her herd of 
  six rothé, which attack the characters in a 
  maddened frenzy. 
   
  Tactics 
  Missy Dreamlurk is familiar with the party’s 
  makeup and general tactics, having watched 
  them battle the behir from the Ethereal Plane. 
  She singles out the strongest character and 
  targets them with ray of enfeeblement before 
  attacking with her claws and magic missile. The 
  rothé attack the characters indiscriminately.  
   
  If Missy drops below 40 hp, she enters the 
  Ethereal Plane and retreats to her underground 
  lair, stopping only to collect her soul bag from 
  the chest in her cottage. 
   
  Adjusting the Encounter 
  For weaker parties, remove 2 rothé. 
  For strong parties, add 2 rothé and increase Missy’s 
  hit points to 165 hp.  
  For an even greater challenge, Missy can be working 
  as part of a coven, instead of alone. As the fight 
  begins, have her call on her sisters, Granny 
  Brittletooth and Mammy Sewersip. They materialize 
  from the ethereal plane during the first round of 
  combat. Do not include the rothé in this combat if 
  using the coven.  
   
  Missy’s Lair 
  Underneath Missy’s cottage is a space more 
  true to her hag nature. The only physical 
  entrance to this lair has long since been 
  boarded over—Missy simply accesses it through 
  the Ethereal Plane. The lair is a 40-foot-square 
  room containing a cookfire and massive 
  cauldron, shelves of alchemical reagents and 
  potions, and a locked chest containing treasure 
  collected from her victims. The floor is 
  completely covered with the bones of creatures 
  great and small, and the air smells of smoke and 
  rotted blood.  
   
  Flumph Captive 
  If Missy was able to kidnap a flumph from the 
  cloister, the characters find it here in a small 
  wooden cage, awaiting its demise. If it hears the 
  characters searching the cottage above, it calls 
  out for help telepathically.  
   
  Treasure 
  Two potions of greater healing and a potion of 
  poison can be found on the shelves in this 
  room. Missy herself carries her heartstone, soul 
  bag (if she was able to recover it from the 
  locked chest in the cottage), and a silver key.  
   
  Locked Chest 
  This chest can be unlocked with the silver key 
  on Missy’s person. If characters do not have the 
  key, they must succeed at a DC 20 Dexterity 
  check using thieves’ tools. Inside the chest are 
  1d8 trinkets (PHB, p 160-161), 400 gp in 
  assorted currency, and an enduring spellbook.  
  
   
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  Dr. Plopsclopski’s 
  Monster Mash 
  By Drew Dawes 
  Artist: Matt DeMino 
  Cartography: Dyson Logos 
  Modified Gauntlet of Flintcrowned Ghouls 
  Modified The Red Descent 
   
  Estimated run-time: 60 to 75 minutes 
   
  Dr. Plopsclopski’s Monster Mash is a short 
  Underdark adventure designed for four 
  characters of 8th level. Scaling instructions are 
  included to run the adventure for characters 
  from 5th to 10th level. 
   
  Background 
  A deranged-yet-brilliant kuo-toa called Dr. 
  Plopsclopski is creating horrific monster 
  mashups from Underdark creatures. Cast out 
  from Slubludop as a heretic for his belief that 
  the kuo-toan goddess Blibdoolpoolp is just a 
  giant lobster surgically grafted to a human 
  woman, he established a hidden laboratory 
  deep in the Underdark.  
   
  In order to exact revenge on the whips that 
  exiled him, the doctor is obsessed with creating 
  new hybrid creatures to lay waste to 
  Blibdoolpoolp’s followers. The failed attempts 
  from these experiments now wreak havoc in 
  this corner of the Underdark. Worst yet, Dr. 
  Plopsclopski’s next experiment requires a 
  humanoid test subject… 
   
  When to Use this Encounter 
  For maximum tension, use this encounter during an 
  ongoing campaign on a week when a regular player 
  cannot attend due to scheduling conflicts. The 
  characters may be especially motivated to rescue 
  their own adventuring party member. Be sure to ask 
  the player for permission before using their 
  character in the plot. 
   
  If your campaign does not have scheduling conflicts, 
  use one of Dr. Plopsclopski’s extra arms and pat 
  yourself on the back.  
  Plot Hook 
  Ah! How convenient. Volunteers for Dr. 
  Plopsclopski’s greatest experiment yet! After 
  camping for a long rest in the Underdark 
  wilderness, the characters awake to find one of 
  the party members missing. Choose one NPC 
  humanoid travelling companion, or for added 
  dramatic effect, one of the characters and read 
  or summarize: 
   
  After another frigid rest deep in the 
  inhospitable Underdark, something seems to be 
  missing… (INSERT CHARACTER NAME!) 
   
  Anywhere in the Underdark 
  This encounter can take place anywhere in the 
  Underdark. As the characters explore Dr. 
  Plopsclopski’s laboratory and surrounding 
  caves, keep in mind the following features.  
   
  General Features 
   Light. Unless specified, the tunnels are completely 
  dark, which doesn’t hinder Dr. Plopsclopski or any of 
  his creations.  
   Rockfall. The cavern itself is expanding as the 
  umbercers (see below) burrow freely. This makes 
  the entire area highly unstable. Rocks and fragments 
  of stalactites are constantly falling from above.  
   Thunder damage or any other extraordinarily loud 
  sound (such as the voice amplification of 
  thaumaturgy) triggers a rockfall in a 10-foot-radius 
  area of the cavern.  
   Each character must attempt three DC 12 
  Dexterity saving throws, taking 10 (3d6) bludgeoning 
  damage on each failed save. Any incapacitated 
  creature not moved out of the area is buried under 
  rubble, taking an additional 1d6 bludgeoning 
  damage at the end of each of its turns until the 
  creature is dug out. 
   Failed Experiments. In addition to the monstrous 
  mashups, the area is littered with discarded halves 
  of underground beasts, such as bats, rats, and fish. 
  The volume of carcass halves increases with 
  proximity to the laboratory (Area 4). A successful DC 
  10 Intelligence (Investigation or Medicine) check 
  reveals that these creatures were carefully 
  dissected. 
   
  
   
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  Area 1: Carrion Crawler Trail 
  Obvious tracks from the missing person’s last 
  known location lead into a nearby natural 
  cavern. Any adventuring gear or equipment not 
  worn during the long rest remains at camp. A 
  successful DC 12 Wisdom (Survival) check 
  reveals the tracks belong to a carrion crawler 
  (CR 2; MM, p 37). The trail runs cold upon 
  arriving at a three-pronged fork in the cavern 
  tunnels.  
   
  Area 1a: Umbercer Migration 
  Route 
  The trail was clearly headed southwest towards 
  a wide cavern (Area 4), but the path is blocked 
  with loose rubble from a recent cave in. 
  Clearing the cave in by hand would take a group 
  of four characters 40 hours. Cave ins are a 
  common occurrence due to a pack of 
  umbercers (CR 1/2; Appendix), mindless, slow 
  creatures with the climbing instincts of a piercer 
  and the burrowing abilities of an umber hulk.  
   
  A dozen fresh umbercer tunnels branch out 
  above the cavern, leading nowhere. Two larger 
  tunnels winding outward from this area are 
  unaffected by the cave in (Areas 2 and 3).  
   
  Area 2: Gricktator Hunting 
  Grounds 
  As the party enter Area 2, read or summarize: 
  Sounds of unnatural screams and monstrous 
  growls echo from the western tunnel. As 
  pebbles rain from the unstable cave, a chunk of 
  sharp rock flies down directly ahead and hits 
  the ground with a loud, sickening splat! 
   Judging by its putrid eyeball and elongated, 
  curved pincers, this is no ordinary rock.  
  Don’t Look Up! 
  A disgusting umbercer lies prone on the tunnel 
  floor ahead. The lone creature was attempting 
  to use its Drop attack on the characters and 
  missed. Any interaction with the creature 
  causes it to attempt to burrow into the ground. 
  A successful DC 15 Intelligence (Nature) check 
  identifies both the umber hulk and piercer body 
  parts.  
  General Features 
   Gricktater Nest. This mated pair of gricktaters 
  made a nest from the entrails of Dr. Plopsclopski’s 
  failed experiments. They were literally made for 
  each other.  
   Uphill. The entire area is a gradual uphill slope. 
  The nest is 30 feet higher than the cave opening to 
  Area 1a.  
   Ceiling. The rocky ceiling is roughly 60 feet high 
  throughout the area, making the umbercer’s drop 
  attack less effective deeper into the cavern. 
   Rock Plateau. A stalagmite cluster in the center of 
  the room forms a plateau ledge 20 feet high. 
   
  It is feeding time for the two gricktators (CR 3; 
  Appendix) feasting on six umbercers on the far 
  side of the natural rock plateau in the center of 
  the cave. When the characters arrive, all 
  creatures turn their attention towards the fresh 
  meat.  
   
  Playing the Pillars 
  Here are some suggestions for this encounter: 
   Combat. Gricktators use their paralyzing ray to 
  move in for a bite to eat with their beak attack. They 
  don’t like fast food. Umbercers immediately burrow 
  after using a drop attack. Anytime one burrows 
  below, another takes its place above.  
   Exploration. The characters could climb up on the 
  rock plateau and attack from range… but so could 
  the gricktators.  
   Social. Umbercers are infesting the area, greatly 
  increasing the chance of a rockfall. Characters need 
  to use their indoor voices, or they may trigger a cave 
  in.  
   
  Dim red light ripples off the walls of the cave 
  mouth to the south, leading to Dr. 
  Plopsclopski’s Laboratory (Area 4). The faint 
  
   
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  sound of repetitive music is heard in the 
  distance. 
   
  Treasure 
  The gricktators have collected shiny items that 
  caught their eyes. Their nest contains 2d6 sp, 
  1d8 gp, and 1d4 trinkets (PHB; p 160) 
  Scaling the Battle 
  Levels 5-7: Remove one gricktator and two of its eye ray 
  options.  
  Levels 9-10: Add three umbercers and 30-feet to the 
  ceiling height.  
   
  Area 3: Chuuloaker Cliff 
  Remains of assorted creatures litter the floor of 
  this looming narrow chamber. This cave is now 
  the territory of Dr. Plopsclopski’s greatest 
  creation to date: the chuuloaker (CR 6; 
  Appendix).  
   
  The chuuloaker is still adjusting to its new life. 
  As the brains of both creatures were left intact, 
  its instincts are often at odds between flying or 
  swimming. It can no longer walk. It feeds off the 
  doctor’s many failed experiments and has not 
  yet devoured the hand that feeds. Or in Dr. 
  Plopsclopski’s case, hands.  
   
  General Features 
   
  High Ceilings. The ceiling ranges from 80 to 100 feet 
  high. Large stalactites drip from the humidity of the area.   
   
  Downhill. The entire area is a gradual downhill slope. 
  The base of the cliff wall is 30 feet lower than the cave 
  opening to Area A1.  
   
  Cliff Wall. The chuuloaker’s perch is at the top of an 80-
  foot smooth cliff wall of dense red rock. It has no 
  footholds and is tough to pierce. It is difficult terrain for 
  climbing.  
   
  Bioluminescent Algae. The floor is coated in colorful 
  glowing algae. The algae provides 30 feet of dim light.  
   
  Area 3a: Chuuloaker Perch 
  A large nest of bones and dried entrails is 
  perched upon a ledge high above the cave. 
  Above the nest, the cave ceiling splits into an 
  open-air ravine hundreds of feet high. This 
  allows the chuuloaker easy access to fly to a 
  similar perch in Dr. Plopsclopski’s laboratory 
  (Area 4). 
  If the characters enter this area before entering 
  Area 2, there is a 50% chance the chuuloaker is 
  in its nest finishing off a fresh snack, and a 50% 
  chance it is in the laboratory (Area 4). If the 
  characters already engaged the creatures in 
  Area 2, the chuuloaker hears the sounds of 
  combat and retreats to the lab.  
  Playing the Pillars 
  Here are some suggestions for this encounter: 
   
  Combat. The chuuloaker is a formidable foe for the 
  characters, but it isn’t looking for a fight. If its Sense Magic 
  trait senses anything magic on the characters, it visibly 
  retreats, flying though its passage to Area 4.  
   
  Exploration. Characters walking in the cave leave 
  obvious footprints in the bioluminescent algae. Any 
  characters with a passive Perception of 14 or higher 
  notice there are no other tracks on the ground.   
   
  Social. The chuuloaker lost much of the cloaker’s 
  intelligence, but still understands its languages. If a 
  character attempts to communicate with it in Deep Speech 
  or Undercommon, the chuuloaker allows the characters to 
  leave the area peacefully with a successful DC 18 Charisma 
  (Persuasion) or Wisdom (Animal Handling) check. 
  
   
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  Treasure 
  There is nothing of intrinsic value in this area—
  only bones. A successful DC 17 Intelligence 
  (History) check recalls that a noted osteologist 
  in Waterdeep named Haitham Mosheyev pays 
  50 gp for interesting intact skulls. There are 
  1d12 intact skulls on the cave floor, and 1d12 
  more in the chuuloaker perch.  
   
  Scaling the Battle 
  Levels 5-7: The chuuloaker was recently wounded by a 
  carrion crawler. The chuuloaker has half its total hit points. 
  Levels 9-10: The chuuloaker recently attacked a carrion 
  crawler. The carrion crawler is present in the nest with half 
  its total hit points.  
  Area 4: Dr. Plopsclopski’s 
  Laboratory 
   
  Dr. Plopsclopski’s Plan 
  A humanoid half will make a much more obedient 
  creature than his past creations. Once the kuo-toa 
  fools in Slubludop get their eyes on this specimen 
  and the destruction it brings, they will have no 
  choice but to believe in the doctor’s brilliance. 
  Forget Blibdoolpoolp. DR. PLOPSCLOPSKI will be 
  their new god! 
   
  As the party enter Area 4, read or summarize: 
  Bright light shines from the depths of a blood-
  tainted pond, filling the cavern with an ominous 
  red glow. The missing companion is lying 
  motionless atop a rusted metal table on a small 
  rock island, as is a giant crustacean. A 
  silhouetted shadow with four arms dominates 
  the cave walls. Repetitive off-key musical notes 
  linger in the air. 
   “The doctor will see you now…”  
  Dr. Plopsclopski is a kuo-toa archpriest (CR 6, 
  MM, p 200) with four arms, allowing him to 
  attack or cast spells and continue operating at 
  the same time; two of his arms were surgically 
  attached. He welcomes his guests and is 
  pleased to elaborate on his greatest creation  
  yet: combining their friend with a giant crab (CR 
  ⅛; MM, p 324).  
   
  If the doctor shares his plan, a successful DC 16 
  Intelligence (Religion) check recalls information 
  about the kuo-toan goddess Blibdoolpoolp. 
   
  General Features 
   
  Pond. The naturally warm pond is 20 feet deep. It is 
  murky from discarded bits of former experiments and 
  tinged red with blood. An underground creek flows just 
  beneath the pond, keeping the water level perpetually full.  
   
  Island. A massive stalagmite plateau in the center of the 
  pond forms an island in the center of the cave.  
  This is the operating room for the doctor's creations.  
   
  Light. Four bright glass lights shine from the island 
  walls. Underwater is bright light. The rest of the cavern is 
  cast in dim light.  
   
  Ascending Ledge. A rock shelf lines the cavern gradually 
  rising clockwise from the southwest. A chuuloaker nest 
  (leading to Area 3a) is at the top of the ledge, 80 feet 
  above the pond floor.  
   
  Underwater Passage. A passageway on the southern 
  wall of the pond slopes up 15 feet to the doctor’s office 
  (Area 4a).  
  
   
  59 | E n c o u n t e r s  i n  t h e  S a v a g e  U n d e r d a r k            T a b l e  o f  C o n t e n t s   
   
   
  The Lab Assistants 
  A carrion crawler (CR 2; MM, p 37) is 
  rummaging in the chuuloaker nest at the top of 
  the ledge. It climbs the wall directly towards the 
  characters once they enter the area. The doctor 
  trained it to use its tentacles to paralyze 
  creatures for experimentation. 
     
  Unless the characters already dealt with the 
  chuuloaker in Area 3, it is present here. It can’t 
  decide if it would rather fly or swim. It takes 
  some coercing by the doctor with the promise 
  of a tasty meal for the chuuloaker to attack.  
  Three kuo-toa (CR 1/4; MM; p 199) swim in the 
  pond and attack on the doctor’s command. 
  Their heads were replaced with the heads of an 
  eel, a giant sea horse, and oddly enough, a fish.  
   
  Playing the Pillars 
  Here are some suggestions for this encounter: 
   Combat. Dr. Plopsclopski’s main focus is 
  completing the operation. He casts sanctuary and 
  shield of faith on himself and calls for allies to deal 
  with the characters. When the characters reach the 
  operating room island, he casts spirit guardians.  
   Exploration. Characters attempting to remove 
  their companion stuck to the operating table must 
  succeed on two DC 11 Strength checks. A successful 
  DC 15 Intelligence (Nature) check reveals this is the 
  same substance kuo-toa use to coat their sticky 
  shields. 
   Social. The doctor is more than happy to talk 
  about his history or any of his creations. If characters 
  attempt to negotiate for the release of their 
  companion, Dr. Plopsclopski offers to return the 
  head and one arm once the operation is complete.  
   
  Area 4a: Dr. Plopsclopski’s Office 
  An underwater passage slopes upward from the 
  pond and leads up to a locked metal door. The 
  doctor carries the key stuck to his belly with 
  sticky goo. The lock can be picked with a 
  successful DC 15 Dexterity check using thieves’ 
  tools. The door’s hinges can be knocked loose 
  from the wall with a successful DC 20 Strength 
  (Athletics) check.  
   
  The first room contains Dr. Plopsclopski’s 
  equipment and medical notes on all the 
  creatures. Despite his mad demeanor, it 
  appears to be a neatly-kept facility.  
   
  The far room is the doctor’s living quarters, 
  littered in a disarray of kuo-toa sticky goo and 
  paranoid writings on the cave walls in blood.  
   
  A parchment written in Undercommon 
  prominently displayed appears to be a wanted 
  poster with sketch of Dr. Plopsclopski. A leather 
  sack of valuables can be found among the chaos 
  with a successful DC 13 Wisdom (Perception) 
  check.  
   
  Treasure 
  Dr. Plopsclopski’s scalpel is a rare magic weapon 
  requiring attunement (see Appendix). 
  He carries a small music box that plays the same 
  discordant tune for eight hours before needing 
  to be rewound.  
   
  A key adhered to his belly with sticky goo 
  unlocks the metal door to Area 4a. 
   
  If the characters spend 10 minutes ransacking 
  the research room in Area 4a, they find enough 
  supplies to assemble five healer’s kits.  
   
  The leather sack in the doctor’s living quarters 
  contains two potions of healing and one potion 
  of greater healing. 
   
  If translated from Undercommon, the 
  parchment reads: 
  “REWARD (5000 gp) for the capture, dead or 
  alive, of the heretic known as Doctor 
  Plopsclopski. For the crime of blasphemy 
  against The Sea Mother Blibdoolpoolp. The 
  reward will be paid in Slubludop for the capture 
  or positive proof of his death. DEAD OR ALIVE! 
  DR. PLOPSCLOPSKI” 
   
   
   
  
   
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  Scaling the Battle 
  Levels 5-7: The chuuloaker does not listen to the doctor’s 
  orders to attack. It appears both heads are struggling 
  internally for control of their body. It does not attack the 
  characters unless provoked.  
  Levels 9-10: Three more kuo-toa arrive from Area 4a in a 
  later round. Their heads were replaced with the heads of 
  different species of anglerfish.  
   
  Development 
  Dr. Plopsclopski is criminally insane and has 
  plenty of support from his monster mashups—
  and he’s always looking for new interns! If the 
  doctor defeats the characters, he stabilizes 
  them and leaves their unconscious bodies in 
  Area 4a stuck to each other with kuo-toa sticky 
  goo. The metal door is locked from the outside. 
  The doctor will return once he finds interesting 
  new heads for them.  
   
  Overjoyed by his incredible success, Dr. 
  Plopsclopski takes off in the direction of 
  Slubludop, calling for his new creation to follow. 
  The companion-giant crab mashup is no longer 
  paralyzed after one hour.  
   
  The humanoid body now has the giant crab 
  carapace fused with its torso. One humanoid 
  arm was replaced with a dominant giant crab 
  claw. Leftover body parts from both creatures 
  are tossed into the pond. The humanoid’s head 
  was left intact and keeps all of its mental 
  abilities and memories, including memories of 
  this fateful day.  
   
  Conclusion 
  Once the characters defeat Dr. Plopsclopski, a 
  successful DC 12 Charisma (Intimidation) check 
  causes the rest of the creatures to flee. The 
  characters are then free to release their 
  companion and the giant crab.  
   
  Perhaps the characters will travel through the 
  Underdark to bring evidence of his death to 
  Slubludop and claim the reward. Or perhaps 
  they will sleep with one eye open from now on 
  and never speak of this again.  
  Operation Complete! 
  In the event that Dr. Plopsclopski completes his 
  operation, it could mean big changes for the missing 
  character. If this is something you would like to 
  include in your game, discuss the following new 
  character options with the player prior to the 
  session: 
   
   Natural Armor. Your AC is 15. You cannot gain the 
  benefit of wearing any armor. 
   Claw Attack. You are proficient with your 
  unarmed claw strike, which deals 1d6 bludgeoning 
  damage on a hit, and the target is grappled. The 
  escape DC is 8 + your Strength modifier + your 
  proficiency bonus. 
   One Good Hand. You cannot be proficient with 
  two-handed weapons.  
   Monstrous Appearance. You make all Charisma 
  (Persuasion) checks with disadvantage. You make all 
  Charisma (Intimidation) checks with advantage.  
   Transplant Rejection. Your body is constantly in 
  turmoil in this unnatural state. Every day you do not 
  receive magical healing, you suffer one level of 
  exhaustion.  
   
  In the event that you and the player would both like 
  to add these character options to your game, by the 
  time Dr. Plopsclopski is defeated, the operation is 
  complete.  
   
  If you would not like to use any new character 
  options, the character suffers four levels of 
  exhaustion until receiving the benefit of greater 
  restoration or similar magic. 
   
  In the event that you and all players would like to 
  add these character options to your game, Dr. 
  Plopsclopski could be revived and would gladly 
  accept new volunteer test subjects! Giant bats, giant 
  spiders, giant toads..the Underdark is home to all 
  kinds of giant beasts for new monster mashups! 
   
  
   
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  Dr. Plopsclopski’s Lair 
  Area 1: Carrion Crawler Trail 
  Area 1a: Umbercer Migration Route 
  Area 2: Gricktator Hunting Grounds 
  Area 3: Chuuloaker Cliff 
  Area 3a: Chuuloaker Perch 
  Area 4: Dr. Plopsclopski’s Laboratory 
  Area 4a: Dr. Plopsclopski’s Office 
   
   
  
   
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  Gricktator 
  Medium monstrosity, neutral 
   
  Armor Class 14 (natural armor) 
  Hit Points 27 (6d8) 
  Speed 30 ft., climb 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 14 (+2) 11 (+0) 
  3 (-4) 
  14 (+2) 
  5 (-3) 
  Skills Perception +6 
  Damage Resistances bludgeoning, piercing, and 
  slashing damage from nonmagical weapons 
  Senses darkvision120 ft., passive Perception 16 
  Languages -- 
  Challenge 3 (700 XP) 
  Stone Camouflage. The gricktator has advantage on 
  Dexterity (Stealth) checks made to hide in rocky 
  terrain. 
   
  Actions 
  Multiattack. The gricktator makes one attack with 
  its tentacles. If that attack hits, the gricktator can 
  make one beak attack against the same target.  
   
  Tentacles. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 8 (2d6 + 2) slashing damage. 
   
  Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage. 
   
  Eye Rays. The gricktator shoots up to two of the 
  following magical eye rays at one or two creatures it 
  can see within 990 feet of it. It can use each ray only 
  once a turn.  
  ● Confusion Ray. The target must succeed on a DC 
  13 Wisdom saving throw, or it can’t take 
  reactions until the end of its next turn. On its 
  turn, the target can’t move, and uses its action 
  to make a melee or ranged attack against a 
  randomly determined creature within range. If 
  the target can’t attack, it does nothing on its 
  turn 
  ● Paralyzing Ray. The target must succeed on a DC 
  13 Constitution saving throw or be paralyzed 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. 
  ● Fear Ray. The target must succeed on a DC 13 
  Wisdom saving throw or be frightened for 1 
  minute. The target can repeat the saving throw 
  at the end of each of its turns, with 
  disadvantage if the gricktator is visible to the 
  target, ending the effect on itself on a success. 
  ● Wounding Ray. The target must succeed on a DC 
  13 Constitution saving throw, taking 16 (3d10) 
  necrotic damage on a failed save, or half as 
  much damage on a successful one.  
   
  Reactions 
  Spell Reflection. If the gricktator makes a successful 
  saving throw against a spell, or a spell attack misses 
  it, the gricktator can choose another creature 
  (including the spellcaster) it can see within 30 feet of 
  it. The spell targets the chosen creature instead of 
  the gricktator. If the spell forced a saving throw, the 
  chosen creature makes its own save. If the spell was 
  an attack, the attack roll is rerolled against the 
  chosen creature.  
   
  Umbercer 
  Medium monstrosity, unaligned 
  Armor Class 15 (natural armor) 
  Hit Points 22 (3d8 + 9) 
  Speed 5 ft., climb 5 ft., burrow 5 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 13 (+1) 16 (+3) 
  1 (-5) 
  7 (-2) 
  3 (-4) 
  Skills Stealth +5 
  Senses blindsight 30 ft., darkvision 60 ft., passive 
  Perception 8 
  Languages -- 
  Challenge 1/2 (100 XP) 
   
  False Appearance. While the umberercer remains 
  motionless on the ceiling, it is indistinguishable from 
  a normal stalactite. 
   
  Spider Climb. The umbercer can climb difficult 
  surfaces, including upside down on ceilings, without 
  needing to make an ability check. 
   
  Tunneler. The umbercer can burrow through solid 
  rock at its full burrowing speed and leaves a 5-foot-
  wide, 5-foot-tall tunnel in its wake.  
   
  Actions 
  Drop. Melee Weapon Attack: +3 to hit, one creature 
  directly underneath the umbercer. Hit: 3 (1d6) 
  piercing damage per 10 feet fallen, up to 21 (6d6). 
  Miss: The umbercer takes half the normal falling 
  damage for the distance fallen and immediately 
  burrows away.  
  
   
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  Chuuloaker 
  Large aberration, chaotic neutral 
  Armor Class 15 (natural armor) 
  Hit Points 93 (11d10 + 33) 
  Speed fly 40 ft., swim 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 13 (+1) 16 (+3) 
  7 (-2) 
  12 (+1) 10 (+0) 
  Skills Perception +5 
  Damage Immunities Poison 
  Condition Immunities Poison 
  Senses darkvision 60 ft., passive Perception 15 
  Languages understands Deep Speech and 
  Undercommon but can’t speak 
  Challenge 6 (2300 XP) 
  Amphibious. The chuuloaker can breathe air and 
  water. 
  Sense Magic. The chuuloaker senses magic within 
  120 feet of it at will. This trait otherwise works like 
  the detect magic spell isn’t itself magical.  
  Damage Transfer. While attached to or grappling a 
  creature, the chuuloaker takes only half damage 
  dealt to it (rounded down), and that creature takes 
  the other half. 
   
  Actions 
  Multiattack. The chuuloaker makes two attacks:  
  one with its bite and one with its pincer, or two with 
  its pincers. If the chuuloaker is attached to or 
  grappling a creature, the chuuloaker can also use its 
  tentacles once. 
   
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 11 (2d6 + 4) piercing damage. If the 
  target is Large or smaller, the chuuloaker attaches to 
  it. If the chuuloaker has advantage against the 
  target, the chuuloaker attaches to the target’s head, 
  and the target is blinded and unable to breath while 
  the chuuloaker is attached. While attached, the 
  chuuloaker can make this attack only against the 
  target and has advantage on the attack roll. The 
  chuuloaker can detach itself by spending 5 feet of its 
  movement. A creature, including the target, can take 
  its action to detach the chuuloaker by succeeding on 
  a DC 16 Strength check.  
   
  Pincer. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 11 (2d6 + 4) bludgeoning damage. 
  The target is grappled (escape DC 14) if it is a Large 
  or smaller creature and the chuuloaker doesn’t have 
  two other creatures grappled. 
   
  Tentacles. One creature grappled by the chuuloaker 
  must succeed on a DC 13 Constitution saving throw 
  or be poisoned for 1 minute. Until this poison ends, 
  the target is paralyzed. The target can repeat the 
  saving throw at the end of each of its turns, ending 
  the effect on itself on a success.  
   
  Moan. Each creature within 60 feet of the 
  chuuloaker that can hear its moan and that isn’t Dr. 
  Plopsclopski or one of his monster mashups must 
  succeed on a DC 13 Wisdom saving throw or become 
  frightened until the end of the chuuloaker’s next 
  turn. If a creature’s saving throw is successful, the 
  creature is immune to the chuuloaker’s moan for the 
  next 24 hours.  
  
   
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  Far from Moonlight 
  By Catherine Evans 
  Artist: Liz Gist 
   
  Estimated run-time: 90+ minutes 
   
  Far from Moonlight is a social encounter 
  designed for characters between 6th-10th level. 
  The run-time of this adventure varies widely: a 
  party who enjoys interacting in depth with NPCs 
  could spend more than one game session on 
  Far from Moonlight. 
  Background 
  The drow city of Faenar and the high elf 
  settlement of Ilaamvir have been at war for 
  generations. The conflict is ruining both 
  societies, so they have finally, tentatively, 
  agreed to a peace treaty. The details are to be 
  agreed at a secret meeting, facilitated by 
  Jaelryn Quarrym. As a drow priestess who left 
  the Underdark years ago to serve a good-
  aligned goddess, Jaelryn is the only negotiator 
  acceptable to both factions.  
   
  NPCs 
  There many NPCs introduced in this encounter. 
  Please familiarize yourself with the Dramatis 
  Personae section at the end of this encounter. 
   
  Plot Hook 
  Jaelryn hired the party to provide her with 
  security during the meeting at the An-Tireth 
  caves. She turned to the party, as reliable 
  mercenaries, to help her keep the peace.  
   
  The characters have been paid handsomely in 
  advance, but Jaelryn also appealed to their 
  better nature: there are human, halfling, and 
  gnomish villages in the area where the two 
  factions wage war, and peace would allow them 
  to prosper and live safely.  
   
   
   
  Jaelryn’s Goddess 
  In the Forgotten Realms, Jaelryn’s goddess is 
  Eilistraee. Otherwise, a deity of the moon or 
  stars works just as well.  
  Order of Events 
  Several events can take place that threaten to 
  disrupt the negotiation and have the meeting 
  end in bloodshed.  
   
  Each event is detailed below, but in summary:  
   
  1. Jaelryn opens the negotiations. 
  2. Thais challenges Sylnafein to a duel to 
  the death. 
  3. Heian has a premonition of doom, and 
  the high elf delegation threatens to 
  leave. 
  4. Ilisse poisons Jaelryn. 
  5. Human mercenaries hired by Ilisse 
  attack.  
  6. Sylnafein attempts to sneak away.  
  Circumventing Events 
  The characters can circumvent many events by 
  learning what the NPCs know/want (see 
  Dramatis Personae) through good roleplaying 
  and/or appropriate ability checks.  
  ● Any NPC: Tells the characters that Jaelryn is 
  related to all of the drow present, and that 
  they surely harbor some resentment towards 
  her for leaving the Underdark.  
  ● Thais: Characters can learn of her grievance 
  against Sylnafein, and talk her out of acting 
  on it (Event 2). 
  ● Heian: Characters who enquire about Heian’s 
  role or practices can learn of the possibility 
  that a powerful vision could do him harm, 
  making it easier to help him (Event 3).  
  ●  Sylnafein: Characters who treat Sylnafein 
  with respect and sympathy learn that he is 
  eager to escape from his relatives and join 
  Jaelryn on the surface; after Heian’s vision 
  (Event 3) he tells someone he trusts of Ilisse’s 
  plot (Event 4) in exchange for protection. If he 
  does not trust any of the characters, he says 
  
   
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  nothing, and he does not know how Ilisse 
  plans to deliver the poison.  
  ● Ilisse: Ilisse reveals nothing of her motives or 
  plans without the use of magic.  
  Chaedi and Imrae have no information relevant 
  to the events outlined below. 
  An-Tireth Caves 
  The meeting between drow and surface-elves 
  takes place in a cluster of caves behind a 
  waterfall. As the party descend into the caves, 
  read or summarize:  
  However far you descend into these twisting 
  passages, you can hear the whisper of the 
  waterfall through which you entered. The caves 
  echo oddly, sounds from above, below, and all 
  around you carrying to your ears better than 
  the footsteps of your companions.  
   
  The faint lavender glow of fungus on the walls 
  lights your way, and there is no doubting that 
  you are walking into the drow’s domain.  
  General Features 
   Terrain. The caves have smooth floors, curved 
  walls, and ceilings 20 to 30 feet high. 
   Light. The caves are dimly lit by the fungus on the 
  walls and ceiling. 
   Smells and Sounds. The air is damp, the fungus 
  emits a faint, sweet smell, and the sounds of 
  underground rivers and the waterfall far above 
  provide soothing background noise. 
  Event 1: Inaugural Address 
  When the party arrives in the caves, read or 
  summarize: 
  Clustered in the round, central cavern, two 
  groups of elves await: one brown skinned and 
  golden haired, the other a group of red-eyed 
  drow. They keep as much distance from one 
  another as they can, and all watch Jaelryn and 
  yourselves as you enter. 
   
  Jaelryn bows deeply, and they exchange formal 
  greetings in Elvish. And then she sings, in a low, 
  sweet voice that makes the cave feel less 
  enclosed and oppressive, and that surrounds 
  her with faint, silvery moonlight. For a moment, 
  there’s hope: as they listen, both groups of 
  elves momentarily lose their tension. But only 
  for a moment.   
   
  After the hymn, Jaelryn gives a small speech on 
  the importance of dignity, and how easily it is 
  lost through hardship and conflict. She 
  introduces each group present to the others, 
  and announces that she, Chaedi, and Imrae will 
  retreat to begin their discussions.  
   
  She takes one of the characters aside and asks 
  them to break the ice with the others: nothing 
  would ruin the negotiation faster than some 
  quarrel between the two groups.  
   
  Initially, Ilisse goes with the trio to serve drinks 
  and take notes but returns before any of the 
  events below commence.  
   
   
   
   
   
   
   
   
   
   
  
   
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  Event 2: Bad Debt 
  To start this event, read or summarize: 
  “Son of a hellhound’s rancid aunt!”  
   
  Thais’ voice rings out across the cave, rapidly 
  followed by Sylnafein’s soft, musical laughter. 
  The high elf woman slaps the drow hard across 
  his cheek, and draws her rapier.  
   
  “Tonight you pay, Sylnafein Quarrym. You pay 
  for the Moonweaver lives you cut short!” 
  Duel to the Death 
  Thais initiates a duel with Sylnafein, as 
  vengeance for the death of many of her friends 
  and loved ones, especially her sibling Anais, at 
  the hands of Sylnafein’s soldiers.  
  Development 
  The characters either physically separate Thais 
  and Sylnafein or talk them down with successful 
  DC 15 Charisma (Persuasion or Intimidation) 
  checks. 
  Event 3: Premonition of Doom 
  To start this event, read or summarize: 
  The male surface-elf, Heian, is meditating 
  quietly, in a nook where the sound of running 
  water is stronger. In an instant, he goes from 
  serene to wild, his eyes rolled back in his head 
  and a seizure overtaking him.  
  A Vision 
  Heian is doing his job: reading omens in the 
  sound of running water to ensure that there is 
  no danger to Chaedi. A successful DC 15 
  Wisdom (Medicine) check is needed to prevent 
  him from passing out from the intensity of his 
  latest vision. If Heian passes out, he regains 
  consciousness in ten minutes. 
   
  Thais or Chaedi explain that visions sometimes 
  overcome Heian. He comes around, but by then 
  it may be too late to act on what he saw.  
   
  Heian awakes if magically healed for at least 1 
  hit point.   
   
  If a character is closely observing Heian, or even 
  working with him, they can intervene and avert 
  the seizure without a check. 
  Development  
  When Heian comes around, he declares that 
  there is danger coming, arriving within the 
  hour. He is referring, though he does not know 
  it, to Forgiveness and his mercenaries, who 
  have just entered the cave network through the 
  waterfall.  
   
  Thais insists that the surface delegation leave 
  unless the characters succeed on a DC 17 
  Charisma (Intimidation or Persuasion) check or 
  promise to interrogate the drow about the 
  source of the danger.  
   
  Imrae is displeased by attempts to blame the 
  drow for the impending danger, and the 
  characters must defuse an argument between 
  
   
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  Imrae and Chaedi to prevent the negotiation 
  from collapsing.  
   
  If they can soothe Imrae’s pride with a 
  successful DC 18 Charisma (Persuasion) check 
  and are allowed to question Ilisse, they may 
  discover her plan with a successful DC 16 
  Charisma (Intimidation or Persuasion). 
    
  Event 4: Bad Blood 
  To start this event, read or summarize: 
  Jaelryn walks out of the meeting cave with her 
  head high and her back stiff. She comes directly 
  to you, and grasps one of your shoulders so 
  hard you realize it’s the only thing holding her 
  upright. 
   
  “Help me,” she whispers.    
  Intervention 
  Jaelryn has been poisoned. Moments after 
  speaking, she becomes poisoned and 
  incapacitated (though still semi-conscious, she 
  can neither speak coherently nor take any 
  actions or reactions): she will die in 1d10 
  minutes if the poisoned condition is not 
  removed via administering antitoxin or 
  targeting Jaelryn with a spell such as lesser 
  restoration. 
   
  Both Chaedi and Imrae confirm that moments 
  before she got ill, Jaelryn drank from a cup of 
  water given to her by Chaedi.  
   
  Characters who succeed on a DC 15 Wisdom 
  (Perception) check identify a faintly sour scent 
  and traces of a shimmering substance on the 
  rim of the cup. A successful DC 14 Intelligence 
  (Medicine or Nature) check identifies it as a 
  poison; a result of 18 or more identifies it as 
  specifically made from the rilithein fungus, 
  which grows only in the Underdark.  
  If any of the characters have made a good 
  impression on Sylnafein, he warns them in 
  advance of Ilisse’s plan.  
  Development 
  Whether the party saves Jaelryn or not, she is 
  too ill to continue facilitating the negotiations: 
  the burden now falls on the characters to 
  successfully conclude the meeting. 
   
  Chaedi and Imrae want the same outcome, and 
  the characters’ main duty is to get them to 
  actually agree to the terms Jaelryn has 
  proposed: a truce lasting one hundred-and-one 
  years. However, Forgiveness’ arrival may make 
  this impossible.  
   
  Event 5: Forgiveness 
  To start this event, read or summarize: 
  It’s hard to hide the sounds of a dozen 
  creatures walking on a rock floor, but down 
  here it’s harder to tell where those sounds are 
  coming from.   
  Early Intervention 
  Characters who successfully interrogate Ilisse 
  know that she has hired Forgiveness and his 
  ‘Angels of Mercy’ mercenary company (2 
  
   
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  master thieves, CR 5, VGtM, p 216; 2 archers, 
  CR 3, VGtM, p 210). They may also explore the 
  upper caves as a precaution after Heian’s vision. 
  Either way, they may stop Forgiveness before 
  he and his team arrive in the deeper caves.  
   
  In this case, Forgiveness freely admits that he is 
  working for Ilisse. Unless the characters offer to 
  pay him off (half of the reward they have been 
  promised), or can convince him with a DC 14 
  Charisma (Persuasion) check that his troops will 
  take heavy losses if they attack the elves, 
  Forgiveness attacks them. He and the Angels of 
  Mercy fight until half their number are dead or 
  incapacitated, or Forgiveness is reduced to 
  fewer than 30 hit points.  
   
  Adjusting Difficulty 
  For a weak party, replace the master thieves with 
  bandits and reduce Forgiveness’ hit points to 100. 
  For a strong party, use 3 archers and 3 master 
  thieves. Do not reduce difficulty if NPCs are fighting 
  alongside the characters. 
  Too Little Too Late 
  If Forgiveness and his troops reach the main 
  cavern, combat ensues. Following Ilisse’s 
  orders, the Angels of Mercy attack the drow. 
  The elves and adventurers should deal with the 
  mercenaries relatively easily (see above for 
  when and why they retreat). The elves blame 
  each other. Old enmities flare up and only the 
  characters can prevent the two sides from 
  fighting to the death.  
  Conclusion 
  If the characters successfully avert the various 
  crises and lead the negotiations to a successful 
  conclusion, the surface-elves are grateful and 
  the drow respectful. This leads to new surface-
  elf allies and safe passage in the Underdark.  
   
  If the characters are unsuccessful, war rages 
  throughout the region more fiercely than ever. 
  Characters might be employed to fight on one 
  side or the other, or to defend settlements 
  caught between warring factions of elves.  
   
  Dramatis Personae 
  Jaelryn Quarrym she/her, NG 
  (drow priest*, CR 2, MM, p 348), *Charisma 18 
  Who she is: The appointed facilitator 
  overseeing the negotiations. 
  What she wants: Peace between the elves.  
  Roleplaying Jaelryn: Soft-spoken, empathetic, 
  in-charge. 
  Sylnafein Quarrym he/him; CN 
  (drow house captain, CR 9, MToF, p 184)  
  Who he is: Jaelryn’s brother; bodyguard to 
  Imrae.  
  What he wants: To escape from his family. He 
  knows Ilisse plans to poison Jaelryn and will 
  use this secret to buy his freedom if he can.   
  Roleplaying Sylnafein: Cautious, dry-
  humored, deferential 
  Illisse Quarrym she/her; CE 
  (drow priestess of Lolth, CR 8, MM, p 129)  
  Who she is: Jaelryn’s sister, and assistant to 
  Imrae in the negotiations. Her official title is 
  “Second Voice,” which galls her greatly. 
  What she wants: To make her sister and aunt 
  look like fools, and to cement her power by 
  keeping the war going.  
  Roleplaying Ilisse: Businesslike, cold, short-
  tempered 
  Imrae Quarrym she/her; CE 
  (drow priestess of Lolth, CR 8, MM, p 129)  
  Who she is: The appointed drow delegate and 
  negotiator. 
  What she wants: Peace between the drow 
  and the surface-elves; to gain as many 
  concessions from Chaedi as possible.  
  Roleplaying Imrae: Powerful, commanding, 
  intelligent 
   
   
   
   
   
   
  
   
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  Chaedi Riverrun they/them; NG 
  (high elf war priest, CR 9, VGtM, p 218)  
  Who they are: Member of Ilaamvir’s High 
  Council, representative of the surface-elves. 
  What she wants: Peace; to ensure the 
  surface-elves don’t lose too much in the 
  negotiation.  
  Roleplaying Chaedi: Reserved, 
  condescending, dignified 
  Heian Moonweaver he/him; LG 
  (high elf diviner, CR 8, VGtM, p 213) 
  Who he is: A member of Chaedi’s security 
  team. A century-long veteran of the fight 
  against the drow.  
  What he wants: To ensure Chaedi, Thais, and 
  he survive the meeting.  
  Roleplaying Heian: Suspicious, perceptive, 
  considerate 
  Thais Moonweaver she/her; CG 
  (high elf champion, CR 9, VGtM, p 212)  
  Who she is: Bodyguard to the Chaedi, wife of 
  Heian. 
  What she wants: To settle an old score with 
  Sylnafein, who killed her brother—and many 
  of her friends.  
  Roleplaying Thais: Brash, good-humored, 
  impulsive 
  Forgiveness he/him; NE 
  (tiefling champion, CR 9, VGtM, p 212)  
  Who he is: Mercenary secretly hired by Imrae 
  to disrupt proceedings. 
  What he wants: To get paid. He’s not picky 
  about whose money it is: he will double cross 
  Imrae in a heartbeat.  
  Roleplaying Forgiveness: Self-satisfied, cruel, 
  selfish 
   
   
  
   
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  Feydark Filch 
  By Jimmy Meritt 
  Cartography: Goose Prints 
   
  A river of gold flows through a kingdom where 
  the Underdark meets the Feydark. A direct 
  attack is suicide, but a clever crew pulling a 
  daring heist can bring in quite the payday. 
   
  DM’s notes 
  This adventure is a heist! One of the main 
  differences between heist adventures and a 
  more conventional encounter or dungeon crawl 
  is a feeling of player empowerment. Players get 
  all of the information they need up front to 
  make a plan; when DMing this adventure, I 
  strongly encourage a loose, improvisational 
  style. Say “Yes” to players’ ideas, and create 
  opportunities to let them be sneaky and feel 
  like they are getting away with something.  
   
  Because the players are creating the plans and 
  then following through, they may have 
  narrative control than you are used to—that’s 
  great! Let the players run the show, just stay 
  aware of NPC motivations and location 
  complications. In a conventional adventure, if 
  things are going too smoothly for the 
  characters, it’s often tempting to add another 
  problem for the sake of boosting the challenge, 
  but if the players have adequately 
  accommodated for issues in the planning phase, 
  let it be a huge success for them—a slick heist 
  can create incredibly memorable games. Just 
  make sure to hit them hard next session!   
   
  Background 
  A Fomorian Lord, the cruel King Domill, rules 
  over the underground Kingdom of Inbharann, a 
  crossroads where the Underdark crosses over 
  with the Feywild, colloquially known as the 
  Feydark. Inbharann is the wealthiest fomorian 
  kingdom, primarily due to a river of gold that 
  flows through it. This river is mined by duergar 
  and overseen by cyclops guards before being 
  delivered to eladrin slaves. These eladrin, under 
  heavy guard, deliver the gold to dwarven 
  blacksmiths in exchange for weapons, armor, 
  and mercenaries.  
   
  The kingdom is well defended. So, while a direct 
  attack is inadvisable, stealth and trickery could 
  be used to steal some of this liquid gold. 
   
  The Plan 
  Characters are hired by Dukar Coinborn (NG 
  dwarf noble, he/him), a former prisoner of King 
  Domill. While serving as a slave, Dukar was able 
  to observe the mining procedure and defenses. 
  While he has no wish to re-enter Inbharann, he 
  is willing to share what information he knows 
  with the adventurers, and help them with a bit 
  of planning, in exchange for a cut of the gold. 
  However, his main motivation is to get one over 
  on King Domill, as revenge for his enslavement. 
   
  To help keep the planning session focused, 
  Coinborn proposes three broad approaches: the 
  loud way, the quiet way, and the violent way. 
   
  The Loud Way 
  Rival fomorian kingdoms are always on the 
  lookout for any opportunity to invade. If 
  Inbharann seems vulnerable, a rival army will 
  invade. This attack would shift the guards and 
  miners away from the river, as focus turns to 
  repelling the invasion. 
   
  Dukar knows a rival kingdom will attack if the 
  following two qualifications are met:  
   
  Inbharann’s primary defenses (aside from the 
  hundreds of cyclopian guards sworn to its 
  service) are a series of towers known as the 
  Eyes Unblinking. The peak of each of these 
  towers has a ritually enlarged eye from previous 
  fomorian rulers. These eyes function as alarms, 
  arcane weapons, and enchant the defenders. If 
  these towers were sabotaged, rival kingdoms 
  would see this as a sign of weakness  
  King Domill is obsessed with a prophecy of his 
  death—oracles have predicted that he will die 
  
   
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  by fire. If a large enough fire is started within his 
  kingdom, King Domill will panic. Rival kingdoms 
  know this, and will take advantage of any chaos 
  caused by a blaze.  
   
  The Quiet Way 
  Especially stealthy characters may be able to 
  sneak into the kingdom towards the river of 
  gold, abscond a fair bit of it, then sneak out. If 
  characters are opting for a stealth-based 
  approach, Coinborn encourages them to come 
  up with the following contingencies:  
   
  The Eyes Unblinking will alert guards if intruders 
  are spotted attempting to enter the kingdom. 
  Coinborn encourages the characters to find 
  ways to boost their odds of getting through—
  perhaps either by camouflaging themselves, or 
  creating some sort of disguise that will convince 
  guards they are supposed to be there.  
  The liquid gold is usually taken out from the 
  kingdom in a minecart, but sneaking out a large 
  cart would be extraordinarily difficult. Coinborn 
  suggests they find another way to smuggle out 
  the liquid gold.  
   
  Once they reach the river, the characters will 
  have to figure out a way to deal with the 
  guards—bribery, trickery, or fast violence with 
  an escape plan. 
   
  The Violent Way 
  Once the gold leaves the kingdom and moves 
  into the Underdark proper, it could be taken by 
  force. The prize is heavily guarded, but a well-
  planned ambush could help things go in the 
  characters’ direction. To execute an ambush, 
  the following needs to happen:  
   
  To prevent ambushes, the gold moves along 
  one of three different routes every time it 
  leaves the kingdom. Characters must find a way 
  to push the gold along a prescribed route 
  without creating suspicion. If the gold convoy 
  gets “spooked,” they will return to Inbharann. 
  Coinborn recommends one complex methods: a 
  cave in can block off one tunnel, but some form 
  of deception should be used to convince the 
  convoy away from the second. 
   
  Allow the characters the time to make their 
  plan. As they plot, remember that Coinborn’s 
  suggestions are just that—suggestions. The 
  characters may decide to combine two ideas 
  (using a distraction from a “Loud” method to 
  assist in stealth, for instance). It is also possible 
  (and likely!) they will come up with something 
  completely out of left field! Err on the side of 
  allowing the characters to have a fair shot, 
  using the information given in the “Heist 
  Encounters” section below to adjudicate. 
   
   
   
   
  
   
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  Heist Encounters 
  While attempting their big score, the characters 
  will likely come across some of the following 
  locations and scenarios. 
   
  The Tunnels Outside Inbharann 
  Characters planning to ambush the delivery 
  need to explore the tunnels outside of the city 
  to find the best choke point. To keep the 
  scenario fast and loose, this is abstracted 
  through an ability check. Finding the best 
  ambush point requires a successful DC 15 
  Intelligence (Investigation or Nature) check.  
   
  Ambush Point Investigation Results: 
   
  ● Success by Ten or More: The characters 
  find the most advantageous ambush 
  point. All opposing creatures are 
  surprised, and characters have 
  advantage on attack rolls for the first 
  round of combat 
  ● Success: The characters find a good 
  ambush point. Opposing creatures are 
  surprised on the first round of combat.  
  ● Failure: The characters have found an 
  adequate ambush point. Roll to 
  determine surprise as normal (opposed 
  Stealth and Perception checks).  
  ● Failure by Ten or more: The characters 
  have found a poor ambush point, and 
  have disadvantage on all rolls for the 
  first round of combat. They are not able 
  to surprise their opponents. 
   
  Once the ambush spot has been determined, 
  the characters must ensure the convoy picks 
  the route leading towards it. Coinborn suggests 
  two obvious methods: causing a tunnel collapse 
  to seal off an alternate route, or using some 
  form of deception to encourage the convoy 
  away from the other. If the same method is 
  used for both, the convoy may become 
  suspicious.  
  The characters can cause a tunnel collapse with 
  a successful DC 13 Strength (Athletics) check if 
  using brute force, or Intelligence (Nature) check 
  if using their knowledge of geology. Allow room 
  for player creativity here—any justified skill or 
  spell should have a chance of success.  
   
  If the characters re-route the convoy through 
  deception, they must come up with a justifiable 
  excuse as to why the convoy should switch 
  tunnels, then succeed on a DC 13 Charisma 
  (Deception) check. Grant advantage for 
  especially clever ruses.  
   
  If the cave-in or deception checks fail, the 
  convoy travels to a less-advantageous ambush 
  point. Go down by one on the Ambush Point 
  Investigation Results table. For example, if the 
  characters succeeded by 10 or more, treat it as 
  a normal success instead. 
   
  The Convoy 
  The convoy itself consists of a mine cart filled 
  with liquid gold (worth 10,000 gp). The cart is 
  guarded by five cyclopes (CR 6; MM, p 45), one 
  duergar (CR 1; MM, p 122) and three winter 
  eladrin (CR 10; MToF, p 197). In combat, the 
  duergar flees if reduced to half of their hit 
  points, not willing to die for the cause. The 
  cyclopes fight to the death, having sworn an 
  oath to their the fomorian king. The eladrin are 
  slaves, overcome with despair at being 
  captured. They do not attack the characters 
  unless attacked first, or one eladrin attacks each 
  time the duergar uses his action to make a 
  successful DC 13 Charisma (Intimidation) check.  
   
  Once the duergar has been killed or has fled, a 
  successful DC 13 Charisma (Intimidation or 
  Persuasion) check convinces the eladrin to fight 
  for their freedom.
  
   
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  Eyes Unblinking  
  The massive kingdom of iron and rock is 
  bordered by a series of fourteen towers. The 
  peak of each tower contains a massive arcane 
  fomorian eye, watching over the approach.  
   
  • 
  Each tower is 20 feet high and can be 
  climbed with a successful DC 13 
  Strength (Athletics) or Dexterity 
  (Acrobatics) check. 
  • 
  The eyes have a passive Perception of 
  15. If the characters have done anything 
  to aid them in sneaking by, grant 
  advantage on their Stealth checks.  
  • 
  The Eyes themselves have an AC of 10 
  and 15 hp. If four Eyes are destroyed, 
  word gets out to rival kingdoms. The 
  Eyes do not observe each other. 
  • 
  If an Eye spots an interloper 
  approaching the kingdom, it triggers an 
  alarm spell. This alarm summons one 
  duergar (CR 1; MM, p 122) and two 
  cyclopes (CR 6; MM, p 45). The 
  duergar’s job is to inform the characters 
  that borders are closed. If the 
  characters have come up with a 
  convincing ruse to allow them into the 
  city, a successful DC 10 Charisma 
  (Deception) check tricks the duergar, 
  who allows them entrance. If combat 
  begins, an additional alarm spell alerts 
  another four cyclopes.  
   
  If combat begins near an Eye Unblinking, they 
  perform one of the following lair actions on 
  initiative count 20:  
  • 
  The Eye triggers another alarm spell, 
  alerting an additional four cyclopses to 
  the battlefield.  
  • 
  The Eye gives a blessing to defenders of 
  Inbharann. All creatures defending 
  Inbharann gain advantage on attack 
  rolls and saving throws until the end of 
  their next turn. 
  • 
  The Eye targets all characters hostile to 
  Inbharann with an arcane blast. The  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  • 
  characters must make a DC 13 
  Constitution saving throw, taking 14 
  (4d6) necrotic damage on a failed save, 
  or half as much damage on a successful 
  one.  
   
  The cyclopes fight to the death, having sworn 
  an oath to the Fomorian Kings, but do not 
  attempt to kill the characters, assuming they 
  have more value as slave labor.  
   
  The Kingdom 
  • 
  If the characters have bluffed their way 
  through the guards, they are allowed 
  free entrance into the kingdom.  
  • 
  If the characters snuck by the gates, the 
  most likely point of entrance is the large 
  iron wall surrounding the kingdom, 
  which can be climbed with a successful 
  DC 13 Strength (Athletics) or Dexterity 
  (Acrobatics) check. On a failure, there is 
  a 10% chance of being spotted by an 
  Eye Unblinking. 
   
  Due to the defenses on the outside of the 
  kingdom, once inside most creatures assume 
  the characters are supposed to be there, and do 
  
   
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  not question them unless any suspicious 
  behavior draws attention.  
   
  A massive iron fortress lies in the middle of the 
  makeshift kingdom, with most other buildings 
  constructed from carved rock. Iridescent 
  mushrooms cover much of the surface and rock 
  walls. A successful DC 10 Intelligence (Nature) 
  check confirms the flammability of these 
  mushrooms. Starting a fire is simple enough, 
  although the characters should be encouraged 
  to find a way to do so subtly.  
   
  The River of Gold 
  A river of liquid gold flows through the kingdom 
  of Inbharann—15 feet of river flows between 
  two narrow tunnels. Six dwarf slaves 
  (commoners) mine the river, watched over by 
  six cyclopes and two duergar.  
   
  • 
  Four cyclopses watch the slaves, while 
  two others keep their eye on any who 
  approach the river. The two duergar 
  (Gremrick and Horace) are idly playing 
  dice. 
  • 
  If combat begins, the six cyclopes fight 
  to the death. Gremrick runs to get 
  additional help, returning in 2 rounds 
  with 1d4 additional cyclopes. Horace 
  fights until reduced to half hit points, at 
  which point he flees. The slaves make a 
  run for it.  
  • 
  If a distraction has driven guards away, 
  the river is instead watched by one 
  duergar (Horace) and two cyclopes. 
  Horace is susceptible to bribes. He 
  allows the characters to steal gold in 
  exchange for a magical item. If combat 
  begins, the two cyclopes fight to the 
  death while Horace attempts to get 
  help—adjudicate on if any Cyclops are 
  available based on how much chaos the 
  characters have caused.   
   
   
   
  Conclusion  
  The characters can have the mine carts of liquid 
  gold valued at the nearest settlement, finding it 
  worth 10,000 gp. Coinborne is satisfied after 
  taking his cut, and may direct the characters to 
  nearby merchants to spend their fortune, or 
  perhaps recruit them for future jobs. 
   
   
  
   
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  Fire Fest 
  By Jessica Marcrum 
  Artist: Luiz Prado 
  Cartography: Jeff C. Stevens 
   
  Estimated run-time: 60 - 90 minutes  
   
  Fire Fest is a short lair adventure designed for 
  five characters of 3rdd level that can be played 
  combat-free. Scaling instructions are included 
  to run the adventure for characters from 1st to 
  5th level. 
  Background 
  The Underdark is a dangerous and vibrant 
  place, full of terrifying creatures that both feed 
  on fire and loathe the light. Some of these 
  creatures have created a temporary peace, 
  though the Underdark is rarely peaceful.  
   
  In the caverns below a bustling Underdark city, 
  all ties of race and creed are cast aside each 
  year in the month-long Festival of Fire. Initially 
  started when a group of nilbogs (CR 1, VGtM, p 
  183) and a group of firenewt warriors (CR ½, 
  VGtM, p 143) decided to drink to their shared 
  prosperity, the celebration has grown to 
  massive proportion, attracting travelers from 
  around the continent and perhaps even further.  
  Plot Hook 
  Vorstung Runnehimmel, a duergar (he/him, CR 
  1, MM, p 122) and his husband Wocket, a 
  svirfneblin (he/him, CR ½, MM, p 164) ask 
  adventurers to stop the noise below their 
  home. Vorstung encourages them to kill 
  everyone making the “racket,” and asks for 
  evidence the deed is done. Wocket asks the 
  adventurers not to kill anyone, noting “they 
  have the good drugs.”  
   
  Neither Vorstung nor Wocket know of the 
  Festival of Fire, though if questioned, Wocket 
  reveals he is friendly with the occasional 
  reveler. In return for stopping the noise, 
  Vorstung offers any two items from his weapon 
  collection (any +1 weapons) plus 20 gp per 
  adventurer.  
  Set the Night on Fire 
  The Festival of Fire is crowded and loud. Any 
  creature not resistant to fire or thunder damage 
  must succeed on a DC 12 Constitution saving 
  throw every hour or take 2 (1d4) fire damage 
  and 2 (1d4) thunder damage. On a character’s 
  third failed saving throw, or if they roll a natural 
  1 on any saving throw, they are deafened and 
  suffer one level of exhaustion.  
   
  Deafness, exhaustion, and environmental 
  damage taken can be alleviated by purchasing 
  snacks, drinks, or substances, or by resting in 
  designated areas at the festival.  
  Fighting in the Festival 
  While the odd fistfight is known to break out at the 
  festival, fights to the death are frowned upon. 
  Attacking staff is grounds for expulsion by the 
  bouncers.  
   
  Feel free to add additional combatants as needed 
  throughout any fight, as the festival is crowded and 
  revelers are constantly moving throughout the 
  rooms.  
   
  Approaching the Bouncers 
  As the party approaches the festival, read or 
  summarize:  
  The cavern beneath Vorstung and Wocket’s 
  home extends much further than expected, 
  opening into a large, roped-off area illuminated 
  by fire beetles. Leaning against the stone walls 
  and blocking the way are two tattoo-covered 
  hobgoblins, laughing heartily.  
  Scraff (they/them) and Gronkles (she/her) are 
  tattooed hobgoblin (CR ½, MM, p 186) 
  bouncers collecting tickets for the festival. They 
  accept bribes of 5 sp or higher for admittance 
  without a ticket, though emphasize the festival 
  is sold out. Flattering their strength and martial 
  prowess or succeeding on a DC 10 Charisma 
  
   
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  (Persuasion) check allows characters to enter 
  the festival for free.  
  General Features 
   Terrain. Stone, dirt, and loose gravel. 
   Weather. Warm in the entrance and exceedingly 
  hot by the massive fires.  
   Light. Unless otherwise noted, the festival is lit by 
  giant fire beetles (CR 0, MM, p 325) wandering the 
  caverns and scattered torches.  
   Smells and Sounds. The caverns pulsate with 
  throbbing music and laughter. The air reeks of 
  smoke, sulphur, and sweat from too many unwashed 
  bodies crammed into a small space.  
   
  Area 1 
  As the party enters Area 1, read or summarize: 
  A small group of five firenewt warriors huddle 
  around a sign written in multiple languages. 
  They appear to be agitated by what they’re 
  reading.  
  The sign reads: Drinks and Coat Check Ahead. 
  VIP Balcony for VIPS ONLY! in Draconic, Goblin, 
  and Ignan.  
   
  Communicating with the firenewts clarifies they 
  are annoyed by the existence of a VIP Lounge as 
  it goes against the founding principles of the 
  Festival of Fire.  
  Area 2 
  As the party enters Area 2, read or summarize: 
  The hall expands into a massive room bustling 
  with firenewts and kobolds. A hobgoblin in a 
  leather apron stands over a massive firepit, 
  roasting meat. Across the room, a nilbog 
  performs acrobatics while hanging up coats.   
  Fiery Flavor 
  Graxundra the hobgoblin (she/her) sells smoked 
  meats amply spiced for 5 sp, roasted nuts for 6 
  cp, and melting cinnamon toffee for 3 cp. Meat 
  is served with bread, which can be used as 
  earplugs providing resistance to thunder 
  damage.  
   
  Eating any of her food cures deafness and one 
  level of exhaustion. Eating smoked meat 
  attunes the eater to a hot environment, making 
  them resistant to fire damage for one hour.  
  
   
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  Coat Check 
  Recnad (they/them) the nilbog cracks jokes at 
  passersby while collecting coats, weapons, and 
  other gear. They charge 3 cp for small items 
  (pack-sized) and 6 cp for large (large weaponry, 
  mounts, etc.).  
   
  Recnad is a thief who steals from anyone who 
  doesn’t tip and has acquired a large collection 
  of assorted items and illicit drugs. Those wishing 
  to peruse Recnad’s wares must succeed on a DC 
  15 Charisma (Persuasion) check.  
   
  Recnad offers small powders, herbs, and 
  pilfered nonmagical jewelry, each for 5 sp. 
  Substances provide the user with an additional 
  2 (1d4) to all Charisma checks for the next hour 
  at the cost of a negative 2 (1d4) to all Wisdom 
  checks.  
  Fighting in Area 2 
  Anyone attacking Graxundra or Recnad must face 
  both, as well as four firenewt warriors and one 
  firenewt warlock of Imix (CR 1, VGtM, p 143).  
   
  If Graxundra or Recnad are killed, the characters can 
  loot a few pieces of food or illegal substances from 
  their areas.  
  Scaling the Battle 
  Levels 1-2: Remove the firenewt warlock of Imix 
  Levels 4-5: Add two additional hobgoblins, nilbogs, 
  and firenewt warlocks of Imix 
   
  Area 3 
  As the party enters Area 3, read or summarize: 
  The cramped walkway becomes difficult to 
  navigate and you struggle not to trip over the 
  fire beetles. The music pounds and the heat 
  increases, while all around you smiling 
  creatures beckon you deeper into the cavern. 
  They divide at a T-intersection, both groups 
  calling to you to follow.  
   
   
  Diverging Paths 
  This area is snug and crammed to the gills with 
  dancing creatures casting spells. Treat this area 
  as difficult terrain.  
   
  Adventurers with a passive Perception of 12 or 
  higher discern the music grows louder in one 
  direction (Area 6) while the heat increases from 
  the other (Area 4). Those with a passive 
  Perception of 14 or higher additionally notice a 
  rumbling from the direction of Area 4.  
   
  The characters see firenewt warriors, kobold 
  inventors (CR ¼, VGtM, p166), and nilbogs 
  heading in one direction while the firenewt 
  warlocks of Imix and kobold scale sorcerers (CR 
  1, VGtM, p 167) go the other way.  
   
  Approaching the Nonmagical Revelers 
  The group heading to Area 6 is interested in 
  dancing and causing a ruckus. They encourage 
  characters to come dance, have some drinks, 
  break stuff, and go to the cuddle corner to rest 
  before rejoining the festivities  
   
  Approaching the Magically Inclined 
  The group heading to Area 4 is interested in the 
  deeper magics of the festival. They purport to 
  know the true meaning behind the festival and 
  encourage characters to join them to see the 
  future of the festival outside the VIP Lounge.  
   
  Fighting in Area 3 
  Depending on when a fight breaks out, the 
  adventurers may fight both groups simultaneously or 
  one at a time.  
   
  Group 1 consists of: 2 firenewt warriors, 2 kobold 
  inventors, and 2 nilbogs.  
  Group 2 consists of: 2 firenewt warlocks of Imix and 
  2 kobold scale sorcerers 
   
  Treasure 
  An acid flask and a vial of alchemist’s fire can be 
  looted from each kobold scale sorcerer.  
  
   
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  Scaling the Battle 
  Levels 1-2: Remove one of each type of creature.  
  Levels 4-5: Add an additional kobold and firenewt to 
  their respective groups.  
   
  Area 4 
  As the party enters Area 4, read or summarize: 
  The heat is almost unbearable and the smell of 
  sulphur stings the senses. A rumble beneath the 
  ground gives way to geysers of lava. The kobold 
  sorcerers cheer from beside it, as the firenewts 
  dive in, swimming to the other side. You see 
  some ride the geyser, rising up in a shower of 
  liquid flames. One kobold winks at you and 
  approaches the lava confidently.  
  Crossing the Lava 
  Hazard. Lava is deadly. The lava flows are 10 
  feet across and may be crossed by succeeding 
  on a DC 25 Strength (Athletics) check to leap 
  across it or by fashioning a rope swing and 
  succeeding on a DC 15 Dexterity (Acrobatics) 
  check. Anyone wishing to cross the lava by foot 
  must either have some form of fire immunity or 
  take 55 (10d10) fire damage.  
  Burning Eyes 
  Burning Eyes (she/her), a kobold scale sorcerer 
  watching the revelry, has glowing yellow eyes 
  and carries a pack full of glowing eggs. If asked, 
  she explains they are unfertilized salamander 
  eggs. By drinking one raw, she plans to make 
  herself immune to fire for a few hours and 
  finally go “upstairs.”  
   
  Adventurers who are interested in Burning 
  Eyes’s eggs must succeed on a DC 15 Charisma 
  (Intimidation or Persuasion) check or pay 
  Burning Eyes 30 gp per egg or 100 gp for five 
  eggs. When cracked open and eaten, the eggs 
  grant immunity to fire damage for 4 hours. The 
  eggs can’t be cooked with heat, but acid can be 
  used as a substitute, caustically frying them. 
  Hatching Ground 
   
   
  Beyond the lava flow, firenewt warlocks frolic 
  and tend to a clutch of fire snakes (CR 1, MM, p 
  265). Several obsidian eggs shake in a massive 
  bonfire, as if more fire snakes are about to 
  hatch. The walls in this cul-de-sac are smooth 
  obsidian and impossible to climb.  
   
  Characters wishing to help with hatching must 
  succeed on a DC 12 Wisdom (Animal Handling) 
  or DC 12 Intelligence (Arcana) check. Those 
  who assist with a hatching may find themselves 
  “adopted” by a newborn fire snakelet.  
  Fighting in Area 4 
  On one side of the lava: 4 kobold scale sorcerers and 
  2 firenewt warlocks of Imix.  
  On the other side: 2 firenewt warlocks of Imix and 3 
  fire snakes.  
  Both sides liberally utilize the lava as an 
  environmental hazard against enemies.   
  
   
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  Scaling the Battle 
  Levels 1-2: Remove the firenewts from the kobold 
  side of the lava and 1 fire snake.  
  Levels 4-5. Add 1 kobold and 2 firenewts to one side 
  and double the firenewts and fire snakes on the 
  other side.  
   
  Area 5 
  As the party approaches Area 5, read or 
  summarize: 
  The lava geyser is an unsteady elevator, as the 
  ground world seems to whip away in a haze of 
  golden heat. Reaching the top, the heat is 
  oppressive. A loud voice bellows beside you in 
  hissing and popping sounds that could be 
  laughter.  
  VIP Lounge 
  The lounge overlooks the hatching ground 
  below. Characters with darkvision can also see 
  occasional sparks from the bar in Area 6. The 
  music is quieter here, though this is the hottest 
  place in the entire area.  
   
   
  Shakasshta 
  Shakasshta (she/her), a massive fire lizard (use 
  salamander; CR 5, MM, p 266), is relaxing 
  beside the lava with three firenewt warlocks of 
  Imix. Her mood depends on how the characters 
  approached the area: if they took an egg from 
  Burning Eyes, she applauds either their 
  diplomacy or their violence. If any of the fire 
  snakes below have been harmed, she is 
  aggressive and demands to know why her 
  children were slaughtered.  
   
  Shakasshta is called to this area by the annual 
  fires. They strengthen her and she has chosen 
  to raise her young in their midst. She has no 
  desire to attack anyone and wants the festival 
  to continue in peace. Only the firenewts and 
  kobold scale sorcerers know of her and her 
  brood’s existence.  
   
  Shakasshta can be convinced the raucous 
  partying is threatening the safety of her 
  children. Those wishing her to reveal herself to 
  the revelers and demand they continue the 
  festival without music must succeed on a DC 15 
  Charisma (Persuasion) check. If the adventurers 
  have killed her children, they have no 
  bargaining chip. Attempting to intimidate 
  Shakasshta turns her hostile.  
  
   
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  Treasure 
  If Shakasshta is killed, the characters can spend 
  time to loot her spear and a handful of her 
  scales worth 20 gp each. High-end substances 
  can be looted from the bodies of the firenewt 
  warlocks. They are twice as powerful as those 
  sold by Recnad.  
  Scaling the Battle 
  Levels 1-2. It’s honestly a bad idea to fight a 
  salamander even at level 3, but to even the odds a 
  bit, the firenewt warlocks are removed by diving 
  down the lava geyser.  
  Levels 4-5: Add 2 additional firenewt warlocks.  
  Area 6 
  As the party enters Area 6, read or summarize: 
  The music is so loud here you can feel the beat 
  deep in your body. On a massive stone stage, 
  firenewts sing and a nilbog band plays to the 
  cheering crowds. Across the room, a laughing 
  kobold pours rows of fiery drinks along a bar.  
  Underdark Bandstand 
  The band consists of five nilbogs playing 
  bagpipes, drums, a dulcimer, a lyre, and a 
  shawm. At the same time, a quartet of firenewt 
  warriors sings a completely different song in 
  Draconic.  
   
  Cheering for the music and dancing are a 
  number of nilbogs, firenewt warriors, and 
  kobold inventors occasionally setting off the 
  odd alchemical explosion in celebration.  
   
  STOP THE NOISE, STOP THE FUNK 
  It is very difficult to get the musicians to stop. 
  Characters who try must succeed on DC 18 
  Charisma (Intimidation) checks against both 
  the band and the quartet. Failing that, they 
  decide to redirect the celebration into 
  something quieter. By succeeding on a DC 15 
  Charisma (Performance) check, the characters 
  may convince revelers that quiet poetry or 
  unaccompanied dance is preferable to 
  boisterous music.  
   
  Anyone who gets on stage and performs at all is 
  cheered as a hero and receives 3 sp, thrown to 
  them from the crowd.  
  Get Crunk 
  The bar is run by Kalama (she/her), a kobold 
  inventor (CR ¼, VGtM, p 166). She performs bar 
  tricks and loves telling jokes. She sells flaming 
  drinks for 2 sp, sparkling drinks for 5 sp, and 
  fresh water for 2 cp.  
   
  Flaming drinks provide fire resistance for an 
  hour, sparkling drinks provide the imbiber with 
  fire resistance and +2 (1d4) to all Charisma 
  checks for an hour, and water removes 
  deafness, one level of exhaustion, and puts out 
  fires.  
   
  If tipped over 20% and treated kindly, Kalama is 
  willing to perform a favor for the characters, 
  including demanding the musicians take a break 
  for refreshments, selling the characters items 
  from her “private stock,” or giving them advice 
  about how best to approach different sections 
  of the festival.  
   
  Kalama’s private stock includes top-shelf 
  versions of her normal drinks, doubling the 
  effects. She also sells substances that boost 
  confidence and increase sensory effects. 
  Characters who choose to partake get an 
  additional 3 (1d6) on Constitution saving throws 
  at the cost of -2 (1d4) on Dexterity saving 
  throws.  
  Fighting in Area 6 
  In addition to the performers, there are 5 kobold 
  inventors, 3 nilbogs, and 4 firenewt warriors around 
  the stage and the same around the bar. 
  Levels 1-2: Fighting here is a bad idea, but reduce 
  the number of combatants in each section by 2 of 
  each type.  
  Levels 4-5: When in doubt, add more kobolds.  
   
   
  
   
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  Area 7 
  When the party enters Area 7, read or 
  summarize: 
  The light ahead is dim. The torches are gone 
  and the fire beetles mill about lazily. The 
  passageway expands into a medium-sized room 
  full of sleeping revelers, cuddled together on 
  sleeping sacks. Awake in the far corner, a one-
  eyed creature blinks at you and puts a finger to 
  their lips.  
  Cuddle Corner 
  When anyone at the festival is too exhausted to 
  party, they go or are taken to the Cuddle Corner 
  to rest and recuperate. Sleeping for three hours 
  here provides the benefits of a long rest and 
  removes all negative conditions.  
   
  At this time, two firenewt warlocks of Imix, 
  four nilbogs, three kobold inventors, and a 
  hobgoblin are all curled up together peacefully.  
   
  Chekket 
  Chekket (he/him), a nothic (CR 2, MM, p 236), is 
  wide awake. He lives in this cavern full-time and 
  while he doesn’t particularly enjoy the festival, 
  he does like to watch the revelers sleep so he 
  can more easily learn their secrets. Chekket 
  encourages the characters to sleep, promising 
  to watch over them while they rest.  
   
  Chekket only becomes hostile if attacked.  
   
  Treasure 
  Anyone wishing to steal from the sleeping may 
  do so by succeeding on a DC 10 Dexterity 
  (Sleight of Hand) check. Chekket merely 
  observes. Anyone successfully robbed has 1-2 
  doses of substances and a handful of coins 
  (2d10 sp).  
   
   
   
  Fighting in Area 7 
  The characters surprise all sleeping creatures.  
  Levels 1-2: Remove the hobgoblin and 1 nilbog.  
  Levels 4-5: Add 1 hobgoblin and 1 kobold inventor.  
   
  Conclusion 
  Adventurers who navigate their way through 
  all, or most, of the festival should have a 
  memorable and unexpected experience. If they 
  successfully convince the revelers to tone it 
  down and be a bit quieter, Vorstung keeps his 
  word and gives them the promised reward. If 
  they provide Wocket with substances, they are 
  given a bonus that Wocket has been working 
  on: a pole of collapsing (XGtE).  
   
  Whether the festival is allowed to continue 
  quietly or not, the adventurers have gained 
  several friends in the Underdark. If they 
  slaughtered everyone and survived, they gain 
  Vorstung’s gratitude but their names are 
  spoken in hushed whispers by kobolds, 
  firenewts, goblinoids, and salamanders alike. 
  May they enjoy their infamy.  
   
   
   
  
   
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  Fire Snakelet 
  Tiny elemental, neutral 
   
  Armor Class 14 (natural armor) 
  Hit Points 11 (3d6) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (0) 
  16 (+3) 
  10 (0) 
  5 (-3) 
  10 (0) 14 (+2) 
  Damage Vulnerabilities cold 
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Damage Immunities fire 
  Senses darkvision 60 ft., passive Perception 10 
  Languages -- 
  Challenge ½ (100 XP) 
   
  Heated Body. A creature that touches the snakelet 
  or hits it with a melee attack while within 5 feet of it 
  takes 2 (1d4) fire damage. 
   
  Actions 
  Multiattack. The snakelet makes two attacks: one 
  with its bite and one with its tail.  
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit: 2 (1d4) piercing damage plus 2 (1d4) 
  fire damage. 
  Tail. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  creature. Hit: 2 (1d4) bludgeoning damage plus 2 
  (1d4) fire damage.  
   
   
  
   
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  The Fleeing Market 
  By Andrew Bishkinskyi 
  Art: Publisher’s Choice Quality Stock Art © 
  Rick Hershey / Fat Goblin Games 
  Map: Created by Andrew Bishkinskyi using 
  Inkarnate Pro 
   
  Estimated run-time: variable 
  The Fleeing Market is a repeatable encounter 
  featuring a traveling merchant caravan. The 
  caravan has three key uses:  
  Supply stop. The caravan carries various goods 
  and can be used to resupply the party during a 
  longer Underdark campaign. 
   
  Rumor mill. The caravan can be used to provide 
  the party with rumors about work or other 
  encounters—including those in this very tome! 
   
  Adventure! Three short scenarios involving the 
  caravan are included and can be used to make 
  encountering it more interesting.
  
   
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  Background 
  Zim von Zeam (LN, human male, swashbuckler, 
  VGtM, p 217) of ZVZ Caravans has made a name 
  for himself in braving the untamed wilds of Thar 
  with his merchant caravans. Presented with an 
  opportunity to create an unprecedented trade 
  route between the drow city of Zethlentyn and 
  the surface, the old merchant jumped at the 
  chance. 
    
  Having established connections with the drow 
  merchants of House Quiltrin and hired drow 
  guards from the Selvetarm-worshipping House 
  Claddatar, trade began to flow.   
   
  All About the Caravan 
  Where to Find the Caravan 
  Zim von Zeam’s original trade route connects a 
  surface passage near the Moonsea city of 
  Melvaunt to Zethlentyn, lying in the Deep 
  Wastes, north of the Moondeep Sea.  
    
  Since founding the initial route, Zim’s caravan 
  can occasionally be found elsewhere in the 
  Underdark, attempting to make further 
  contacts. 
   
  The Caravan Itself 
  Always led by Zim von Zeam himself, the 
  caravan typically consists of five wagons pulled 
  by female steeders (MToF, p 238). The wagons 
  are constructed for quick sealing or 
  disassembly, should the need arise to travel 
  through a tight cave passage or across a vertical 
  surface. Zim purchases specially-bred steeders 
  that are entirely docile and do not easily spook. 
   
  Typically accompanying Zim von Zeam are 2-4 
  guards of different surface races and 2 drow 
  elite warriors of House Claddatar. While the 
  Claddatar warriors are there to ensure the 
  safety of any drow interests, Zim’s guards have 
  worked with him for years and also fulfill other 
  duties. On any given trip, additional drow 
  guards, surface adventurers, or passengers may 
  be traveling along. 
   
  Zim von Zeam 
  Zim is an experienced trader and proprietor of the 
  ZVZ Caravans company. 
   
  Personality. Zim’s matter-of-fact personality and the 
  philosophy of being “useful and neutral” have served 
  him well in life, so he goes out of his way to make as 
  many influential friends as possible. He knows that 
  those he deals with usually have ulterior motives, 
  but so long as these align with his goals, he is happy 
  to go along. 
  Objectives and Goals. Zim’s goal is ultimately profit, 
  but he is also a bit of trailblazer and the challenge of 
  carving out a brand-new route excites him. 
  Ideal. Commerce. The trade must flow. 
  Bond. I am a man of my word and care for those 
  who work for me. 
  Flaw. I do business with just about anyone.  
   
  Trade Goods and Supplies 
  At any given time, the caravan is travelling 
  either from the surface to the Underdark or vice 
  versa. The caravan always carries basic supplies 
  Depending on which direction it is going, it has 
  either primarily surface goods or Underdark 
  goods. Additionally, the caravan is constantly 
  selling goods and as such, some of the goods 
  may be sold out at any given time. 
  
   
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  Please reference the Caravan Tables at the end 
  of this encounter to see what the caravan may 
  hold at any given time. 
   
  Rumor Mill 
  Zim von Zeam and his crew hear and see much 
  on their journeys. Some information is passed 
  for free, while other bits may be more difficult 
  to obtain. Information available at the caravan 
  fits one of 3 categories: Common, Valuable, or 
  Confidential.  
  Common information is available free of charge, 
  though it may sometimes require an inquiry 
  from the characters.  
   
  Valuable information has a specific price, which 
  can typically be negotiated down to half with a 
  DC 13 Charisma (Persuasion) check.  
   
  Confidential information is not so easily shared. 
  A DC 15 Charisma (Persuasion) check is 
  required and the price is not negotiable. 
   
   
  Table 4. Rumors and Information 
  Common Information (Free) 
  Description 
  1 
  Zim has heard of a mystical passage that appears out of thin air and leads to a paradise-like garden. (See: Annarei's Garden) 
  2 
  Zim knows of a location where the fun and festivities never seem to end (See: Fire Fest) 
  3 
  Zim can provide the party with a general description of, and directions to the City of Gracklstugh (See: any Gacklsestugh 
  encounter) 
  4 
  A traveler along with the caravan tells the party that they saw a scene of devastation as they passed a cavern with a homestead 
  and ripplebark farm - there was a lot of recent blood and a rothe carcass. The traveler fled rather than investigating, but believes 
  there may have been treasure or a monster there. (See: Dark Dealings) 
  Valuable Information (Price as Noted) 
  1 
  Price 50 gp. As these things happen, Zim recently purchased a lead to a potential treasure location. A passing underdark 
  adventures had seen what he described as a glorious magical Breastplate that looked to be protected by a plant creature. For a 
  price, he is willing to sell the location. (See: Breastplate) 
  2 
  Price 40 gp. A passing derro merchant saw a dead elf lying in a tunnel while traveling. The derro had looted the corpse 
  themselves, but they were too afraid that whatever killed the elf might still be nearby. He provided the directions to Zim. (See: 
  Cause & Effect) 
  3 
  Price 100 gp. Zim mentions that the Duergar of Gackstugh has been acting strange of late. He is unsure what is going on, but it's 
  been very good for business and he's barely able to bring them enough stock of things. For a price, he is willing to tell them what 
  goods are most needed there and they may be able to make some profit if they make the journey. (See: Grackstugh's Zeitgeist 
  for city scenario, add goods and profits details as relevant). 
  4 
  Price 30 gp. One of the commoners travelling along with Zim conspirationally offers to tell the party where to buy goods cheaper 
  than from Zim. For a small fee, she tell party of Fiddleplitz’s Potions and Balms - another merchant with much more reasonable 
  prices. (See: Forgotten) 
  Confidential Information (Check & Price) 
  1 
  300 gp. One of the caravan guards overheard a pair of adventures talking about a "score of a lifetime". They had been on their 
  way to the surface, to recruit additional allies before taking on the mission, and mentioned "that fool Coinborn" as their contact 
  in the Underdark. He gives them directions to where to find Dukar Coinborn - giving them the chance to beat the others to the 
  punch. (See: Feydark Filch) 
  2 
  200 gp. The drow house of K’gaust has accumulated great wealth by selling rare spell components. If you’re lucky, you might be 
  able to trade with them at their beautiful villa. (See: The Itsy-Bitsy Spider) 
  3 
  100 gp. A fortune teller travelling with the caravan offers to help divine where the party can find powerful magic items. "Red 
  veins and red blades, a new king skitters where an old king crawled. Teeth of a smile and teeth of the earth. A tower at Torog's 
  Teeth holds the key to your desires birth." (See: The King's Highway) 
  4 
  100 gp. A drow named Jhynn Maerdwivyn recently stopped by the caravan and asked for some very specific directions. While 
  she was showing one of the guards a map from her journal to clarify directions, he noticed a note that read, "…transformed into 
  gold!" The guard can provide them with those same directions. (See: Lost Beauty). 
  
   
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  Caravan Encounters 
  This section contains three brief encounters 
  that can be used to make things interesting. 
  A Noble Steeder (Any level) 
  Specially bred to be docile, one of the female 
  steeders used to pull the caravan carts has 
  become bored with the task, and broken free of 
  her harness.  
  A colorful dim light shed by large 
  phosphorescent mushrooms illuminates the 
  strange scene found in this large cavern.  
   
  A circle of five caravan wagons stands camped 
  in the cavern’s center. Moving around it a 
  clearly agitated state are a pair of drow and 
  several humanoids.  
   
  The drow have their crossbows pointed up to 
  the darkness of the cavern’s  ceiling, while an 
  older human can be heard saying, “Careful, 
  don’t harm her!”  
   
  This scene may play out differently based on 
  whether this is the characters’ first encounter 
  with Zim’s caravan, so be prepared to adjust as 
  necessary. 
   
  Once the characters have made contact with 
  Zim, he explains the problem of the runaway 
  female steeder, which is currently crawling 
  around aimlessly 100 feet up on the cavern’s 
  domed ceiling. Zim offers the characters a safe 
  place to rest and 100 gp in goods from the 
  caravan if they are able to retrieve the steeder 
  safely. 
   
  The cavern walls and ceiling are uneven; a 
  character can climb up with 3 DC 12 Strength 
  (Athletics) checks. A failed check results in a fall 
  unless secured.  Other creative methods of 
  getting up should be encouraged.   
  A special DC 13 Charisma (Animal Handling) 
  check is required to coax the steeder into 
  returning. Force can also be used. A DC 12 
  Wisdom (Insight) check also reveals that the 
  steeder has become more self-aware that its 
  behavior in acting out may continue unless it’s 
  allowed to periodically hunt or participate in 
  other “exciting” activities.  
   
  When told about the latter development, Zim 
  proclaims, “So you’re telling me that my bored 
  steeder wants to go adventuring? What’s it 
  gonna want next, a magic sword?” 
   
  If any of the characters were successful in 
  interacting with the steeder, it becomes friendly 
  to them. As a result, Zim offers to let them keep 
  the steeder in lieu of payment, so long as they 
  agree to help get the caravan to its next stop 
  (while this is a trivial task, it can also be 
  converted to lead into another encounter or a 
  visit to a specific location). 
   
  Upon agreement and the fulfillment of these 
  conditions, the steeder becomes a loyal pet or 
  mount for one character. 
   
  What Unearthed?! (Levels 3-10) 
  The party comes upon Zim’s caravan fending off 
  burrowing monsters! 
   
  The sound of rumbling earth echoes from the 
  next cavern, followed by an inhuman roar and 
  chaotic shouts.  
   
  Upon investigation, the characters find a large, 
  but low-ceilinged cavern. The caravan is in the 
  cavern’s far corner, set up in a defensive semi-
  circle. Several of the monster can be seen 
  rushing it as the guards attempt to hold them 
  off.  
   
  As the scene unfolds, two of the monsters can 
  be seen diving into the ground itself and 
  disappearing! Moments later screams from 
  inside the caravan’s defensive position can be 
  heard—the beasts have breached! 
   
  
   
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  Defending the Caravan 
  In addition to Zim, the caravan’s defense force 
  is comprised of guards (CR 1/8; MM, p 347) and 
  drow elite warriors (CR 5; MM, p 128).  Their 
  number varies depending on the encounter’s 
  strength. These eventually prevail over the 
  monsters, but not without heavy casualties. 
  There are also 4 non-drow passengers 
  (commoners) traveling along and taking cover. 
  As such, the characters are able to intervene 
  and make a substantial difference in the fight. 
   
  Scaling the Battle 
  The battle is designed for five level 3-10 characters. 
    
  Levels 3-4: There are 5 ankhegs (CR 2; MM, p 121), 
  of which 3 engage the characters. The caravan’s 
  defense force is 4 guards and 2 drow elite warriors. 
  Levels 5-6: As 3-4, but a bulette (CR 5; MM, p 34) 
  also emerges and ambushes the characters. 
  Levels 7-8: There are 5 bulettes (CR 5; MM, p 34) of 
  which 3 engage the characters. The caravan’s 
  defense force is 2 guards and 4 drow elite warriors.  
  Levels 9-10: As 7-8, but a grick alpha (CR 7; MM, p 
  173) also joins the fray, attacking the characters.  
  Treasure 
  If the characters succeed in helping the caravan, 
  Zim offers them a total of 1,200 gp (levels 3-6) 
  or 2,000 gp (levels 7-10) worth of credit at his 
  shop. The reward offered is reduced by 100 gp 
  for every civilian or guard casualty during the 
  attack. 
  Inspection (Levels 3-10) 
  While interacting with Zim’s caravan, a drow 
  patrol approaches. This encounter takes place 
  when Zim’s caravan is traveling toward the 
  surface. 
  “Someone approaches,” says one of the 
  caravan’s drow guards in heavily accented 
  common. Zim visibly tenses up and his other 
  guards reach to ready their weapons. The drow 
  lifts her ear from the ground and continues, “Six 
  or seven, by riding lizard. A patrol most likely. 
  May not be hostile.”  
  The approaching patrol consists of a drow 
  priestess of Lolth (CR 8; MM, p 128) and 
  several armed drow elite warriors, using giant 
  lizards (CR 1/4; MM, p 326). They are from a 
  nearby drow city and consider this to be their 
  territory.  As servants of Lolth, they despise 
  non-drow and, were the caravan not under 
  drow protection, they would likely have 
  destroyed it and took everyone for slaves. As it 
  is, they are looking for any excuse to interfere 
  or make life difficult. 
   
  The priestess Enteira Marlyth haughtily 
  introduces herself and demands to inspect the 
  caravan’s goods.  
  The priestess oozes malice and corruption with 
  every word and gesture. “This one is handsome 
  for a human,” she says as she runs her finger 
  along the face of one of the guards, “he would 
  make a splendid slave, if we cleaned him. 
  Wouldn’t you now?” 
  Ever-professional, Zim is happy to show off his 
  merchandise, though he senses that these drow 
  are not here to buy.  As he makes his way 
  through the caravan’s third of the five wagons, 
  he visibly slow his demonstration, taking extra 
  time to focus on mundane items that clearly 
  have no significance.  A DC 13 Wisdom (Insight) 
  check here reveals that he is stalling, hoping the 
  drow would be satisfied and leave. A DC 13 
  Wisdom (Perception) check notes that a pair of 
  his human guards are getting particularly 
  nervous and are glancing over at the fifth 
  wagon. 
  The Hidden Cargo 
  Hidden in secret compartments of a pair of 
  weapon crates are two deep gnomes who had 
  been liberated from drow slavery and are being 
  smuggled out to start a new life on the surface. 
  If they are found by worshippers of Lolth, they 
  will be taken back at best. 
   
  While the characters are unaware of the cargo, 
  once they pick up that something may be shifty 
  about the fifth wagon, someone may 
  
   
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  inconspicuously make their way there with a DC 
  13 Dexterity (Stealth) check and learn about it 
  with a DC 13 Intelligence (Investigation) or DC 
  13 Charisma (any appropriate) check. 
   
  Getting Out of the Situation 
  This scenario lends itself to many potential 
  solutions based on character knowledge and 
  capabilities. Creativity and shenanigans are 
  encouraged! Some potential solutions include: 
  • 
  Quietly moving the gnomes from the 
  back wagon. 
  • 
  Distracting the drow from inspecting 
  the back wagon. 
  • 
  Improving the disguise of the secret 
  compartment or the gnomes. 
  • 
  Fighting the drow. 
   
  Scaling the Battle 
  Combat is not a necessary outcome in this situation. 
  If it comes to it, the battle is designed for five level 3-
  10 characters.  
  Zim’s drow elite guards are conflicted about fighting 
  other drow and may not participate in the combat – 
  other than to protect Zim himself. This is reflected in 
  the scaling below.  The drow are considered to have 
  dismounted and so their giant lizards do not 
  participate in combat. 
  Levels 3-4: The drow priestess of Lolth is 
  accompanied by 5 drow (CR; 1/4 MM, p 128). The 
  caravan’s entire defense force of 4 guards and 2 
  drow elite  assist the party. 
  Levels 5-6: The drow priestess of Lolth is 
  accompanied by 5 drow. Only the caravan’s 4 guards 
  assist the party. 
  Levels 7-8: The drow priestess of Lolth is 
  accompanied by 3 drow and 2 drow elite warriors. 
  Only the caravan’s 4 guards assist the party. 
  Levels 9-10: The drow priestess of Lolth is 
  accompanied by 2 drow and 3 drow elite warriors.  
  Only the caravan’s 4 guards assist the party. 
  Treasure 
  If the characters succeed in helping the gnomes 
  avoid detection by the patrol or in protecting 
  them from it, one of the gnomes gives the 
  adventurers her only possession, a stone of 
  good luck (DMG, p 205). 
   
   
  
   
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  Caravan Tables 
  Table One: Basic Supplies 
  The caravan’s inventory is constantly changing as it trades during its trips back-and-forth from the 
  Underdark to the surface. When encountered, roll a d6 and consult the top row of each table. This 
  reflects what the caravan’s current inventory of basic supplies, surface goods, and Underdark goods, 
  which may change each time it is encountered.  
   
  Table Two: Surface Goods 
   
   
   
  Item 
  1-2 
  3-4 
  5-6 
  Price 
  1 
  PHB 149 
  Simple Weapons (random type) 
  6 total 
  3 total 
  1 total 
  phbx2 
  2 
  PHB 149 
  Martial Melee Weapons (random type) 
  2 total 
  1 total 
  sold out 
  phbx2 
  3 
  PHB 150 
  Ammunition (In packs of standard quantity - 
  20/50, etc.) 
  3 of each 
  2 of each 
  1 of each 
  phbx2 
  4 
  PHB 150 
  Antitoxin 
  6 
  4 
  2 
  phbx2 
  5 
  PHB 150 
  Healer's Kit 
  4 
  2 
  1 
  phbx2 
  6 
  PHB 150 
  Holy Water 
  4 
  2 
  1 
  phbx2 
  7 
  PHB 150 
  Lantern (Hooded) 
  2 
  1 
  1 
  phbx2 
  8 
  PHB 150 
  Torch 
  10 
  6 
  4 
  phbx2 
  9 
  PHB 150 
  Grappling Hook 
  2 
  1 
  1 
  phbx2 
  10 PHB 150 
  Climber's Kit 
  2 
  1 
  1 
  phbx2 
  11 PHB 150 
  Rope, Hempen (50ft) 
  4 
  2 
  2 
  phbx2 
  12 PHB 150 
  Rations (1 day) 
  60 
  40 
  20 
  phbx2 
  13 PHB 150 
  Random Other Items from Adventuring Gear Table 
  8 items 
  4 items 
  2 items 
  phbx2 
   
   
  Item 
  1-2 
  3-4 
  5-6 
  Price 
  1 
  DMG258 
  Drow Poison 
  6 
  4 
  2 
  200g 
  2 
  PHB 154 
  Thieves Tools 
  2 
  1 
  1 
  phb 
  3 
  PHB 154 
  Dice Set 
  4 
  2 
  1 
  phb 
  4 
  n/a 
  Braincap Mushroom (Reduces madness level to 
  0, no more than 1/day) 
  4 
  2 
  Sold Out 
  500g 
  5 
  PHB 158 
  Ale (Underdark) 
  12 
  6 
  4 
  phb 
  6 
  XGE 140 
  Magic Item (Minor Common) 
  2 
  1 
  1 
  200gp 
  7 
  XGE 141 
  Magic Item (Minor Uncommon) 
  2 
  1 
  1 
  1000gp 
  8 
  DMG258 
  Wyven Poison 
  2 
  1 
  1 
  1200g 
  9 
  dmg184 
  Oil of Slipperiness 
  2 
  1 
  1 
  500g 
  10 
  dmg187 
  Potion of Climbing 
  4 
  2 
  1 
  100g 
  11 
  dmg213 
  Hand Crossbow +1 
  2 
  1 
  1 
  1000gp 
  12 
  dmg213 
  Scimitar +1 
  2 
  1 
  1 
  1000gp 
  
   
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  Table Three: Underdark Goods 
   
   
   
   
  Item 
  1-2 
  3-4 
  5-6 
  Price 
  1 
  PHB 150 
  Potion of Healing 
  6 
  4 
  2 
  phbx2 
  2 
  PHB 150 
  Spellbook 
  2 
  1 
  1 
  phbx2 
  3 
  PHB 154 
  Playing Card Set 
  4 
  2 
  1 
  phbx2 
  4 
  PHB 158 
  Wine, fine (surface) 
  12 
  6 
  4 
  phbx2 
  5 
  PHB 158 
  Ale (surface) 
  12 
  6 
  4 
  phbx2 
  6 
  XGE 140 
  Magic Item (Minor Common) 
  2 
  1 
  1 
  200gp 
  7 
  XGE 141 
  Magic Item (Minor Uncommon) 
  2 
  1 
  1 
  1000gp 
  8 
  DMG/PHB Random Spell Scroll 1st level 
  3 
  2 
  1 
  100gp 
  9 
  DMG/PHB Random Spell Scroll 2nd level 
  3 
  2 
  1 
  300g 
  10 
  DMG/PHB Random Spell Scroll 3rd level 
  3 
  2 
  1 
  1000gp 
  11 
  dmg213 
  Random +1 weapon  
  1 
  1 
  Sold Out 
  1000gp 
  12 
  dmg213 
  Shield +1 
  1 
  1 
  Sold Out 
  1000gp 
  
   
  92 | E n c o u n t e r s  i n  t h e  S a v a g e  U n d e r d a r k            T a b l e  o f  C o n t e n t s   
   
   
  Forgotten 
  By Christopher Walz 
  Artist: Matt DeMino 
   
  Estimate run-time: 60 to 90 minutes 
   
  This short adventure is designed for five 5th-
  level characters and features social interaction, 
  exploration, and combat. Scaling options are 
  provided for lower and higher-level parties. 
   
  Background 
  The illithids have claimed large swathes of the 
  Underdark as their domain for ages, well-
  hidden from the goodly surface races. Although 
  each large colony answers to only a single elder 
  brain, the mind flayers often build satellite 
  stations to support their twisted research. One 
  such outpost, dedicated to studying the 
  Underdark’s strange flora and fauna, was 
  quickly abandoned by when the mind flayers 
  felt their connection to the elder brain fade; 
  whether the elder brain had been destroyed or 
  merely abandoned its minions, they did not 
  know. In their haste to find a new home, the 
  mind flayers left behind many of their 
  experiments, which continued to grow and 
  learn over the years.
  Now, the former illithid laboratory is inhabited 
  by a giant swarm of cranium rats that refers to 
  itself as Progeny and its oblex ally—a half-
  finished experiment the cranium rats were able 
  to complete. The rats desperately want to 
  reunite with their illithid creators, having been 
  separated for several years. They believe that 
  by showing the mind flayers the completed and 
  loyal oblex they will be welcomed back. 
  Progeny, however, has been unable to locate 
  their creators and have resolved to capturing 
  knowledgeable folk and forcing them to help—a 
  party of hapless adventurers, perhaps. 
   
  The oblex recently stalked and killed a rock 
  gnome alchemist called Fiddleplitz and is using 
  its deceptive abilities to set a trap for any 
  passersby. The oblex plans to use some of the 
  deceased gnome’s less savory goods—poisons 
  hawked to the likes of drow and duergar—to 
  overpower the party and bring them back to 
  Progeny.  
   
  
   
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  Plot Hook 
  Forgotten is best introduced as the characters 
  are traveling along a well-known Underdark 
  road. Perhaps the characters are journeying 
  between dwarven citadels or to-and-from an 
  active mining operation or fungus farm—any 
  high-traffic area is suitable. 
   
  To the side of the road the characters see a 
  merchant’s carriage pulled by two giant lizards, 
  a wild-haired gnome frantically struggling with 
  the wheel. This is, of course, just the bait for the 
  swarm’s plan. 
  Buyer Beware 
  As the characters approach the carriage, read or 
  paraphrase: 
  In the distance a large carriage is illuminated by 
  a pair of fluttering tallow lanterns. The light 
  catches a painted sign hanging from the side: 
  Fiddleplitz’s Potions and Balms. Two giant 
  lizards flick their tongues anxiously in the air as 
  a gnome fusses with a broken wheel, his thick 
  apron covered in soot and sweat and white hair 
  standing on end. 
   
  “Blasted thing! This’ll be the end of ol’ 
  Fiddleplitz—eaten by some damned beastie in 
  the dark!” 
  The gnome is a simulacrum created by an adult 
  oblex (CR 5; MToF, p 218). The oblex is hiding 
  90 feet away from the carriage behind a 
  stalagmite. It has total cover and is in complete 
  darkness. The oblex can speak Common, 
  Draconic, Elvish, Gnomish, and Sylvan. It is also 
  proficient in Arcana, Persuasion, Sleight of 
  Hand, and alchemist’s supplies.  A psychic gray 
  ooze (CR 1/2; MM, p 243), another one of 
  Progeny’s experiments, lies in wait with the 
  oblex. The gray ooze is loyal to the oblex and 
  defends it at all costs. 
   
  Like Flies to Honey 
  The oblex, speaking through Fiddleplitz’s 
  simulacrum, asks the characters to help it lift 
  the carriage and replace the broken wheel. 
  After sorting out the carriage, the simulacrum 
  thanks the characters profusely and offers them 
  each a potion of healing, as well as to look over 
  its wares, which are sold out of the cramped 
  carriage. There are the following items for sale: 
  • 
  Two additional potions of healing, each 
  sold for 50 gp, but the oblex lets go of 
  them for 30 gp, hoping to ingratiate 
  itself to the characters. 
  • 
  A potion of climbing, sold for 40 gp 
  • 
  One potion of resistance for each of the 
  following damage types: acid, fire, and 
  poison, each sold for 60 gp—a price 
  that is, the simulacrum remarks, quite 
  below market value. 
  • 
  A spell scroll of Melf’s acid arrow, sold 
  for 100 gp—another remarkably low 
  price, thanks to the party’s help. 
   
  Feel free to round out Fiddleplitz’s carriage with 
  other sundry goods, such as reagents used in 
  alchemy and magic item creation. 
   
  The Trap is Sprung 
  After conversing for a while, or just as the 
  characters seem about to leave, the simulacrum 
  offers the party to enjoy some gnomish berry-
  bread and glasses of warm mulled cider. If the 
  characters seem hesitant, the oblex casts charm 
  person as a 5th-level spell on the party. 
  Remember that the oblex can cast through its 
  tethered simulacrum and does not require 
  somatic or verbal components. 
   
  If the characters partake in the food and drink, 
  they must pass a DC 15 Constitution saving 
  throw or become poisoned and unconscious for 
  4d6 hours—they have been poisoned with 
  torpor (see chapter 8 of the Dungeon Master’s 
  Guide)! 
   
  At anytime while interacting with the 
  simulacrum a suspicious character can make 
  
   
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  one of the following ability checks. Each check 
  can only be made once by each character. 
  • 
  A DC 16 Intelligence (Arcana) check 
  reveals that there is a faint odor of 
  sulfur around the carriage, but none of 
  the items inside are made with the 
  substance. 
  • 
  A DC 18 Intelligence (Nature) check 
  uncovers that some of the items in 
  Fiddleplitz’s carriage are poisons. 
  • 
  A DC 15 Wisdom (Animal Handling) 
  check allows the character to notice 
  that the giant lizards are uneasy around 
  Fiddleplitz. 
  • 
  A contested Wisdom (Insight) check 
  against the oblex’s Charisma 
  (Deception) of +5 reveals that the 
  gnome desperately wants the 
  characters to stay for food and drink. 
  They feel that something else is afoot. 
  • 
  A DC 20 Wisdom (Perception) check 
  reveals the thin, slimy tendril that 
  extends from the bottom of the 
  gnome’s pants into the darkness. 
   
  If the characters question the simulacrum, it 
  tries to assure them everything is fine, but 
  quickly becomes frustrated and attacks. 
  Tactics 
  The adult oblex attacks through its tethered 
  simulacrum, keeping its main body hidden 90 
  feet from the carriage. If it has not already cast 
  charm person, it does not do so during combat, 
  knowing that the spell would be easily resisted. 
  Instead, it casts hold person on any characters 
  that it has not charmed. After casting its spells, 
  the oblex attacks from the simulacrum using its 
  multiattack. Its goal is to knock the characters 
  unconscious, either through damage or Eat 
  Memories. 
   
  If the oblex is reduced to 30 or fewer hit points 
  it severs the simulacrum’s tether and seeps into 
  a 1-inch-wide crevasse using its amorphous 
  trait. Unless the characters have a means to 
  follow, it escapes using the multilayered tunnels 
  of the Underdark. 
  The psychic grey ooze remains near the oblex’s 
  main body and defends it from attackers. It 
  stays behind to distract the characters if the 
  oblex must escape. 
   
  At any point during the encounter, a character 
  proficient in Arcana can make a DC 18 
  Intelligence (Arcana) check to identify 
  Fiddleplitz as an oblex’s simulacrum and know 
  to follow the tether to the main body. 
   
  Scaling the Encounter 
  Level 4: Remove the psychic grey ooze. 
  Level 5: Add an additional psychic grey ooze 
  Treasure 
  If the characters defeat the oblex or it escapes, 
  they can take any items remaining in 
  Fiddleplitz’s carriage and reclaim their gold. The 
  poisoned food’s potency fades in an hour and is 
  likely not valuable to the characters. 
   
  Characters who pass a DC 15 Intelligence 
  (Investigation) check find a small lockbox 
  containing 127 gp, 62 sp, and a single dose of 
  drow poison (see chapter 8 of the Dungeon 
  Master’s Guide). The key is on Fiddleplitz’ body 
  (see Developments) or the box can be unlocked 
  with a successful DC 15 Dexterity check using 
  thieves’ tools. 
  Developments 
  If the characters conduct a thorough search of 
  the area, they find the body of poor Fiddleplitz 
  stuffed amongst a collection of stalagmites. 
  If the characters defeat the oblex or it escapes, 
  they can track it back to the abandoned illithid 
  laboratory (see A Trail of Slime). 
   
  If the oblex succeeds in overpowering the 
  characters, either through the poisoned food or 
  combat, it creates a group of simulacra to assist 
  it in transporting the characters back to 
  Progeny. The characters will be at quite the 
  disadvantage when meeting the swarm (see 
  One from Many). 
   
  
   
  95 | E n c o u n t e r s  i n  t h e  S a v a g e  U n d e r d a r k            T a b l e  o f  C o n t e n t s   
   
   
  A Trail of Slime 
  If the characters choose to track the oblex, they 
  can attempt to follow the sulfuric blood-colored 
  slime left along its trail. The characters must 
  succeed on a total of three DC 10 Wisdom 
  (Survival) checks. Each time the characters fail a 
  check, the DC increases by 2 to a maximum of 
  18. If the characters fail 2 or more checks or 
  choose to take a short rest, the oblex returns to 
  Progeny. If the characters fail 4 or more checks, 
  they gain a level exhaustion from the constant 
  backtracking. 
   
  If you want to extend the length of this short 
  adventure or feel your players would like more 
  combat, roll on the Underdark Encounters 
  (Levels 5-10) table (XGtE, p 107-108) for each 
  failed Survival check. 
   
  As the characters approach the illithid outpost, 
  read or paraphrase: 
  The trail suddenly turns cold at a wide cavern’s 
  wall. The area is faintly lit by nearby glowing 
  fungi, casting the stalagmites and curtain-like 
  flowstones in a calm purple light. The shadows 
  dance about an opening in the wall above you, 
  large enough for a human to fit through. 
  A character who succeeds on a DC 16 Wisdom 
  (Perception) check notices thousands of tiny 
  scratch marks along the floor and scattered 
  droppings. A successful DC 10 Intelligence 
  (Nature) check reveals they are rat droppings, 
  but must be from hundreds of vermin. 
   
  Gaining Entry 
  The tunnel leading into the outpost is 40 feet 
  above the floor—its former illithid inhabitants 
  levitated to the entrance. The oblex and 
  Progeny use Tiny-sized cracks in the cavern wall 
  to enter from ground level.  
   
  To climb up to the tunnel, the characters must 
  succeed on a group DC 12 Strength (Athletics) 
  check. If at least half of the characters succeed, 
  they are able to make it to the tunnel safely. A 
  character with a climbing or flying speed may 
  Help another character. If the party fails, there 
  is at least one close call during the climb, 
  creating enough noise to alert the creatures 
  inside. 
   
  One from Many 
  General Features 
  The outpost has the following features: 
   
     Lighting. The area is completely dark. The only 
  source of light is Progeny’s Illumination trait, if they 
  choose to use it. 
     Sights, Sounds, and Smells. Discarded mind flayer 
  experiments are scattered about the room, 
  ransacked by Progeny in days past. There is a 
  constant low murmur accented by fervent 
  chittering—Progeny clamoring in the distance. The 
  area smells of old rat dung and rotting meat.  
     Terrain. The walls and floor are smooth, containing 
  only an undulating wave pattern in the stone—
  aftereffects of the illithids’s psionic carving. 
   
  As the characters enter the outpost through the 
  tunnel, read or paraphrase: 
  As you step through the tunnel and onto a 
  smooth staircase, the hairs on the back of your 
  neck stand on end. The silence of the 
  Underdark is quietly broken with a low, dull 
  noise of something moving in the dark. 
  Progeny, a squirming, chittering swarm of 
  cranium rats (CR 5; VGtM, p 133), is in the 
  center of the room. Over the years, Progeny has 
  grown to be a truly massive and learned swarm. 
  They have the following changes: 
  ● They are a Large swarm of Tiny beasts. 
  ● They have 44 (4d10) hit points. 
  ● They are proficient in Arcana, Insight, 
  and Intimidation. 
  ● Their telepathy is increased to 90 feet. 
  If the adult oblex escaped the previous 
  encounter and the characters were delayed 
  discovering the outpost, it is nearby Progeny. 
  
   
  96 | E n c o u n t e r s  i n  t h e  S a v a g e  U n d e r d a r k            T a b l e  o f  C o n t e n t s   
   
   
  Unless the characters have taken many hours to 
  reach the laboratory, it has the same current hit 
  points as when it fled the previous encounter. 
  Show of Force 
   If Progeny is aware of the characters, they 
  immediately cast dominate monster on a 
  particularly strong and brutish-looking 
  character. If the spell succeeds, they force the 
  dominated character to draw their weapons 
  and threaten an ally, preferably a spellcaster. 
  Regardless of if the spell succeeds, Progeny 
  telepathically communicates to the characters. 
  “We do not need to shed blood today. Help us 
  return to our creators and no harm will be 
  done.” See Parley with Progeny below. 
   
  If the characters were brought here by the 
  oblex, they awake a few hours later, unharmed 
  but stripped of their weapons and spellcasting 
  foci.  
   
  As the characters awake read or paraphrase: 
  You quickly awaken as you feel something 
  invade you, as if you were being attacked, but 
  nothing is within reach. You feel your arms and 
  legs strapped to a hard table. Hundreds of red, 
  beady eyes appear in the darkness, a dim light 
  rising from a writhing mass of creatures. The 
  presence inside of you speaks: “We are 
  Progeny. Help us find our makers and you will 
  live. Now, speak.” 
  Any weapons that were not well-hidden on the 
  characters are piled 20 feet away from the 
  exam tables; the oblex guards them, standing 
  within 5 feet of the weapons. A character can 
  attempt to free themselves from their poorly-
  maintained bonds with a DC 13 Strength or 
  Dexterity check. The characters are restrained 
  while strapped to the tables. 
   
  Parley with Progeny 
  No matter how Progeny comes to meet the 
  characters, they first ask for help finding and 
  returning to their illithid creators. The cranium 
  rats state that they have found no trace of the 
  mind flayers in the surrounding area and 
  believe they simply vanished from the outpost, 
  leaving behind what they could not carry. 
  Progeny is truthful in their promise to not harm 
  the characters if they help the cranium rats. 
   
  If the characters choose to help Progeny (or 
  deceive the swarm), they must succeed on 
  either a group DC 12 Charisma (Persuasion) 
  check or Charisma (Deception) check opposed 
  by Progeny’s Wisdom (Insight) of +3. If half of 
  the characters succeed, Progeny releases any 
  dominated character and allows the party to 
  search the outpost. See Left Behind below. 
   
  The oblex is a gift Progeny hopes to give to its 
  illithid creators as a sign of respect. If it is clear 
  the characters killed the oblex, the party makes 
  all Charisma checks against Progeny with 
  disadvantage.  
  Playing Progeny 
  When playing Progeny, note that its telepathic voice 
  sounds like a single shout rising from the low 
  murmur of a crowd. The voice itself often changes 
  tone and inflection. 
   
  Progeny’s goal is to be reunited with its illithid 
  makers, which they have come to view as both a 
  parent and godlike figure. Progeny is calculating and 
  brutal, but willing to make and sustain alliances that 
  work toward its goal. 
  Tactics 
  If the characters attack Progeny, the swarm 
  tries to dominate a strong martial character, if it 
  has not already. It uses the dominated 
  character to attack spellcasters, fearing spells 
  like fireball. If they are unable to dominate a 
  character or lose concentration on the spell, 
  they cast confusion. 
   
  If the adult oblex is present, it casts hold person 
  on targets nearest Progeny, providing an easy 
  meal for the swarm. 
   
  Both Progeny and the oblex fight to the death. 
  
   
  97 | E n c o u n t e r s  i n  t h e  S a v a g e  U n d e r d a r k            T a b l e  o f  C o n t e n t s   
   
   
  Treasure 
  The mind flayers slept in elevated alcoves 
  carved out of the walls. In one of them is an 
  unadorned hardwood box containing a ring of 
  animal influence the illithids used to study 
  animals and a dagger +2 with a pitch-black 
  blade and silver spider pommel. The dagger, 
  taken from a drow captain, loses its magical 
  enchantment if brought into sunlight. 
  Left Behind 
  Progeny is correct that the mind flayers simply 
  vanished—they used plane shift to travel to the 
  Astral Plane, fearing they were being hunted. 
  The mind flayers that created Progeny are long 
  gone and care nothing for their little 
  experiment. Unless the characters have access 
  to magic or resources far outside of their 
  personal abilities, even leading Progeny to the 
  Astral Plane is impossible. 
   
  How you introduce this revelation is up to you. 
  Perhaps the characters find a hidden tablet 
  carved in Qualith, the psionically-resonate 
  illithid language (Progeny can decipher this with 
  comprehend languages), detailing an agreed 
  escape plan. A scholarly character might 
  understand that mind flayers can plane shift 
  and come to realize Progeny was nothing more 
  than an experiment. After some investigation, 
  however, it should become clear that Progeny 
  will not be reunited with their creators. 
   
  If the characters are not tactful in delivering the 
  news, Progeny becomes angry and attacks (see 
  Tactics above). If the characters succeed on a 
  DC 18 Charisma (Persuasion) check, they are 
  able to inform Progeny without angering them.  
   
  If the party proposes that Progeny is now free 
  of their masters and can pursue their own 
  ambitions, or a similar idea, they make the 
  check with advantage.  
   
   
   
  Developments 
  If the characters allow Progeny to live, they tell 
  the party of the treasure hidden in the alcove—
  the swarm has little use for it. The cranium rats 
  are true to their word and allow the characters 
  to leave without harm.  
  Conclusion 
  If Progeny still lives, they begin to experiment 
  on creatures near their lair and eventually learn 
  how to create thralls similar to mind flayers. 
  Should the characters have prolonged contact 
  with the Underdark’s inhabitants, they may 
  hear tales of an entity beginning to amass a 
  loyal group of minions—it calls itself “Genesis.”  
   
   
  
   
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  Hauntspore Hollow 
  By JVC Parry 
   
  Estimate run-time: 60 to 90 minutes 
   
  While traveling to their destination, the 
  characters must traverse Hauntspore Hollow, a 
  death-riddled valley filled with a forest of 
  necrotizing fungus and the undead denizens 
  that lair there. 
  Written for 10th level characters 
  DMs Notes 
  A necrotizing fungus, called Spookstalk, has 
  entirely infested this valley. Spookstalk is a 
  mushroom that grows to a height of five to 
  seven feet, has a black stalk, and a shaggy, 
  turquoise cap. Spookstalks constantly produce a 
  15-foot radius cloud of spores. Humanoids that 
  breathe in the area must succeed on a DC 18 
  Constitution saving throw or have their 
  Constitution score reduced by 1d4. This 
  reduction lasts until the creature finishes a 
  short or long rest. The creature dies if this 
  reduces its Constitution to 0. Its soul rises 1d4 
  hours later as a ghost (CR 4; MM, p 147)) unless 
  it has been revived, and its body as a greater 
  zombie unless it has been destroyed. 
  The creature must repeat the saving throw at 
  the start of each of its turns as long as it 
  remains in the area. On a successful save, the 
  target is immune to the Spookstalk spores for 
  24 hours. 
  Spookstalks can be recognized with a successful 
  DC 20 Intelligence (Nature) check. The check is 
  made with advantage by characters who have 
  spent significant time in, or studying, the 
  Underdark. 
  The valley is several miles wide and long, 
  roughly oval in shape, but is extremely shallow, 
  with a maximum depth of 30 feet. The valley 
  gets its name from the enormous cloud of 
  bioluminescent turquoise spores that fills the 
  airspace. 
  The zombies created by the Spookstalks roam 
  throughout the cavern, unable to escape, 
  searching for food. The ghosts created by the 
  Spookstalks have split into factions and rogue 
  agents, see below. 
  Characters might have the option to avoid the 
  valley, though circumnavigating should 
  seriously slow their progress.  
  The Encounter  
  Enter the Valley 
  The encounter begins when the characters 
  emerge into the dimly lit hollow. 
  The tunnel in which you have been traveling 
  opens up ahead of you, revealing a ghostly vista 
  of a shallow hollow, which you are at the top of. 
  The floor, roughly thirty feet below, is covered 
  with patches of fungi, most notably a black-
  stalked, turquoise-capped mushroom around 
  the height of an adult human. Filling the air are 
  clouds of dimly glowing spores. 
  Characters with a passive Perception of 15 or 
  higher notice that in places the mushrooms 
  seem to tremble and shake as if something is 
  moving through them. 
  Inside Hauntspore Hollow 
  General Features 
  The environment of Hauntspore Hollow is as follows. 
     Sights & Sounds. The air is cold and damp. The only 
  sound is the rustling of mushrooms as the zombies pass 
  through them.  
     Light. The hollow is dimly lit by the spore clouds.  
     Walls and Floors. The walls, floor, and ceiling of the 
  valley are made of jagged stone. Creatures can climb the 
  walls with a successful DC 12 Strength (Athletics) check. 
  Zombie Attack! 
  While travelling through the forest of fungi, the 
  characters are attacked by 2d4 + 2 greater 
  zombies. Characters with a passive Perception 
  
   
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  of 15 or higher hear the zombies approaching 
  them, and can avoid the encounter with a 
  successful DC 16 Wisdom (Survival) check. If 
  the encounter occurs, read or paraphrase the 
  following: 
  Lurching toward you from behind a wall of 
  black-stalked fungi is a decaying humanoid 
  figure. Black fluid pours from its open maw onto 
  its hollow chest, falling onto the exposed ribs 
  with a sickening splatter. 
  These zombies are the remnants of humanoids 
  killed by the Spookstalks. Characters who 
  succeed on a DC 16 Wisdom (Medicine) check 
  can ascertain this information by discovering 
  spores growing in the corpses’ lungs. 
  Ghostly Congregations 
  For each zombie in hauntspore hollow, there is 
  a ghost—a spirit trapped on the Ethereal and 
  Prime Material Planes by the spores of the 
  Spookstalks. Some of these ghosts view their 
  existence as a curse for the misdeeds they 
  committed in life, others believe they have 
  been wronged and seek vengeance, some have 
  been driven insane by their centuries of 
  undeath. 
  Characters moving through Hauntspore Hollow 
  should encounter at least one ghost. Roll on or 
  pick from the following table to determine who 
  they encounter. 
  d6 
  Ghosts 
  1 
  Insane ghost 
  2-3 
  Vengeful ghosts 
  4-5 
  Mournful ghosts 
  6 
  Benevolent ghost 
   
  Insane Ghost. An insane ghost, who is entirely 
  unintelligible and unpredictable, tries to possess 
  one of the characters. If the possession attempt 
  is successful, the character instantly begins 
  acting irrationally, perhaps manifesting a new 
  phobia, paranoia, or multiple personalities. 
  Vengeful Ghosts. A group of 2d4 ghosts attack 
  the characters in a fit of spiteful rage. They feel 
  wronged by their curse of undeath and, united, 
  wish to spread it to others. Characters might be 
  able to convince the ghosts to let them pass 
  with a successful DC 18 Charisma (Persuasion) 
  check. The check is made with advantage if the 
  characters promise to help the ghosts (not 
  covered in this encounter). 
  Mournful Ghosts. A group of 2d4 ghosts across 
  paths with the characters while enraptured by a 
  melancholy languor. They drift pass wailing 
  mournfully and despairing about their current 
  condition. Characters who hear the wailing 
  must succeed on a DC 18 Charisma saving 
  throw or suffer a level of exhaustion. 
  Benevolent Ghost. The characters are 
  approached by a ghost who has come to peace 
  with their undeath, but wishes to help others 
  avoid the same fate. The ghost can bestow a 
  temporary boon upon the characters that 
  removes their need to breathe for 24 hours. 
  The experience of receiving the boon is 
  unpleasant, a feeling of stale dampness 
  overwhelms them, sending shivers down their 
  spine and causing their hair to stand on end.  
  The boon requires the characters to make a DC 
  18 Constitution saving throw. If they fail, either 
  by choice or roll, they no longer need to 
  breathe for 24 hours. If the character resists the 
  boon and succeeds on the saving throw, they 
  are unaffected. 
  Other Encounters 
  Continue to check for random encounters as 
  usual while the characters traverse Hauntspore 
  Hollow. When humanoids are encountered, 
  make sure either to give them a ghostly boon 
  (see above), some method of avoid breathing 
  the spores such as filtering masks (a hand or 
  cloth across the mouth is not enough), or have 
  them appear as undead versions of their 
  previous selves. 
  
   
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  The Itsy-Bitsy Spider 
  By Michelle Churchill 
  Cartography: Jean Lorber 
  Estimated run-time: 1-2 hours. 
   
  The Itsy-Bitsy Spider is a short Underdark travel 
  adventure for five characters of 5th level. 
  Suggestions are provided for scaling for 
  characters of higher levels. While there are 
  opportunities for combat, these encounters are 
  predominantly roleplaying based giving 
  opportunities to further develop the player 
  characters.  
   
  This adventure can be added as part of a larger 
  Underdark campaign, or used as a single session 
  adventure.  
   
  Background 
  The drow house of K’gaust have accumulated 
  great wealth and established their position 
  among drow nobility through their profitable 
  trade of spell components.  
   
  When not engaged in business back in their 
  home city (choose any drow city or settlement 
  that best suits the setting), Matron Elaries and 
  her family holiday at their beautiful villa located 
  in a remote mushroom forest. 
   
  The tunnels leading to the villa are laid with 
  traps and obstacles put in place by Elaries’ 
  consort J’rienz. 
   
  On the journey to the holiday villa, brothers 
  Grinlari and Helberl are put in charge of 
  protecting their little sister Wilenet. Both 
  become bored with the task quickly, and 
  suggest to Wilenet that they play hide-and-
  seek. Their sister hides in a narrow tunnel that 
  leads upward towards the surface. Without 
  warning run-off rainwater pours down the 
  tunnel, washing Wilenet away from the rest of 
  her family. Grinlari and Helberl continue 
  traveling to the holiday villa, assuming Wilenet 
  is hiding among the carts, house guards, and 
  giant lizards that make up the convoy. 
  Plot Hook 
  While exploring tunnels in the Underdark, 
  characters quickly encounter Wilenet, the 
  youngest child of House K’gaust. She is tangled 
  up in a giant spider’s (CR; 1 MM, p 328) web. 
  The spider is asleep in the far corner of the web 
  and hasn’t noticed her. Though Wilenet is not in 
  any danger, she politely asks the characters for 
  assistance. 
   
  As the tunnel bends there is a large spider web. On 
  the ground below the web is an open jar of 
  strawberry preserve, five highly polished copper 
  coins, and a bowl filled with red wine.  
  Tangled up in the web is a young drow girl, dressed 
  in fine traveling clothes. She smiles with a slightly 
  embarrassed look upon her face. 
   
   “I don’t suppose you would be able to offer a little 
  help getting me out of here?” 
   
  Untangling Wilenet 
  Untangling Wilenet from the webbing requires 
  a DC 17 Dexterity (Sleight of Hand) check or the 
  giant spider (CR; 1 MM, p 328) awakens. The 
  spider is hostile towards anyone near the 
  webbing, but shows no interest in harming 
  Wilenet or any drow character. 
   
  If the spider awakes, characters can attempt to 
  calm it with a successful DC 12 Wisdom (Animal 
  Handling) check. This can be made with 
  
   
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  advantage if the characters are drow, offer 
  food, or get Wilenet to help calm the spider. 
   
  A DC 10 Intelligence (History or Nature) check 
  made by drow characters or characters from 
  the Underdark reveals that this spider poses 
  little threat to drow. The open jar of strawberry 
  preserves, bowl of wine, and coins have been 
  purposely placed near the spider web to help 
  lure food into the web. Some drow merchants 
  make similar offerings to spiders they 
  encounter in the hopes Lolth will favor them as 
  they travel through the Underdark. This spider 
  has become accustomed to drow leaving it food 
  or sweets near its web that attracts prey. If any 
  character leaves sweets or coins near the web, 
  the spider assumes the characters are trying to 
  help it and ignores them.  
   
  If the giant spider is provoked it attacks the 
  characters with the exception of Wilenet and 
  any other drow. If the giant spider takes 
  damage in the first round of combat, it is joined 
  by five other giant spiders during the next 
  round. 
   
  Scaling the Battle 
  Levels 6-10: Add 1-3 phase spiders (CR; 3 MM, p 
  334). 
  Levels 11-15: The spider in the web is really a 
  yochlol (CR; 10 MM, p 65). 
   
  If the characters choose not to rescue Wilenet, 
  she eventually untangles herself and rejoins the 
  characters in Part 2. 
   
  To the Holiday Villa 
  If the characters free Wilenet, read or 
  summarize:  
   
  Fixing her hair, the young drow smiles. “Oh, thank 
  you for your assistance, I really must be going—
  Matron will be ever so worried when she realizes I’m 
  missing. I don’t suppose I might get all of you to 
  accompany me, just in case I get a little tangled up 
  along the way.” 
  If the player characters choose not to free 
  Wilenet, read or summarize:  
   
  The young drow sighs heavily wriggling in the 
  webbing. “Well, thank you anyway. Best of luck 
  navigating the tunnels. Be careful, papa has put lots 
  of traps to keep tourists at bay.” 
  General Features 
   
  Terrain. Stone, mushroom, and lichen patches, and 
  loose gravel. 
   
  Weather. Warm and comfortable in the tunnels getting 
  warmer the closer to the K’gaust holiday villa. 
   
  Light. Some dim glowing mushrooms where noted, 
  otherwise total darkness. 
   
  Smells and Sounds. Smell of lichen and mushroom 
  growths. Quiet except for occasional sounds of spiders and 
  other Underdark wildlife. 
   
  Part 1 
  Wilenet is a talkative young drow and asks the 
  characters about their past adventures. She’s 
  eager to share the things she’s overheard about 
  the surface world, and get the characters’ 
  opinions. 
  Small Talk by Class 
  Barbarian: “I heard you folks are just really angry people 
  who just need a good hug. Do you need a hug?” 
  Bard: “Matron says that bards never got enough attention 
  as children, so they spend their lives making up for it.” 
  Cleric: “Do you get to cut hearts out of people?” 
  Druid: “If I was a druid I would be a spider all the time. A 
  big wolf spider like the ones papa takes hunting cave 
  bears.” 
  Fighter: “My brothers are warriors and blademasters. They 
  have really neat crossbows. Do you have a crossbow?” 
  Monk: “So you lost your weapon? Do we need to go find 
  it?” 
  Paladin: “Wait you can be a cleric and a warrior? That’s 
  neat! “ 
  Ranger: “You would like my papa, when we holiday, he 
  goes hunting cave bears with his wolf spiders. “ 
  Rogue: “Matron says when I grow up, I should never 
  officially associate with your type, but unofficially I should 
  hire you as often as I can.” 
  Sorcerer: “But where is your spellbook?” 
  Warlock: “Papa says warlocks are too lazy to become 
  wizards and rely on other people to get magic.” 
  Wizards: “My papa is a wizard. What’s the coolest spell 
  you know?” 
   
  
   
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  If Wilenet is accompanying the characters when 
  they enter Area 1, read or summarize:  
  Wilenet wanders ahead of the group. “We’re going 
  the right way. I know this tunnel. Papa says this is his 
  favorite tunnel.” 
  Watch Your Step!  
  Wilenet’s father has set a number of glyphs of 
  warding (spell save DC 14) on the ground. If 
  asked, Wilenet explains that when they travel 
  this way her father usually leads the way. 
  Wilenet has seen strange marks on the ground, 
  but she does not know what they are.  
  The glyphs of warding do not affect anyone 
  from House K’gaust. 
  There are six glyphs spaced throughout the 
  tunnel. A successful DC 14 Intelligence 
  (Investigation) check is required to detect each 
  glyph. Roll a d6 and consult the below table to 
  determine the type of glyph encountered. 
  D6 
  Result 
  Glyph Effect 
  1 
  Explosive Rune: Acid 
  2 
  Spell Glyph: Fireball 
  3 
  Explosive Rune: lightning 
  4 
  Spell Glyph: Evard’s black tentacles 
  5 
  Explosive Rune: Acid 
  6 
  Spell Glyph: Banishment 
   
   
   
  Scaling Suggestions 
  Levels 6-10:  The spell save DC is 17 and the fireball 
  is 4th level and banishment is 6th level.  
  Levels 14-15: The spell save DC is 18 and the fireball 
  is 5th level and banishment is 6th level. 
  Happy Anniversary 
  Lining the walls of this tunnel are stone statues, 
  each representing the adult members of House 
  K’gaust. Ten carved reliefs on the wall are 
  enchanted with a permanent illusion to appear 
  animated. One depicts the day that J’rienz and 
  Elaries first met, another their wedding day, 
  while others depict the celebrations that 
  followed the birth of each of their children, 
  including Wilenet. The final reliefs depict when 
  their children went to school. A DC 10 
  Intelligence (Investigation) check reveals that, 
  unlike many couples in drow nobility, J’rienz 
  and Elaries are truly in love with one another. 
  They are also devoted parents and care deeply 
  for their children. 
  Wilenet shares that when she is all grown up 
  there will be a statue of her as well. She is very 
  proud of the stone images that depict her.  
  The statue of Wilenet’s mother is a stone golem 
  (CR 10; MM, p 170). The construct will not harm 
  Wilenet and attacks anyone not wearing the 
  house crest.  
  A DC 15 Intelligence (Arcana) check reveals that 
  a verbal password or phrase will cause the 
  stone golem to stop attacking.  
  Wilenet does not know the statue is a golem. 
  However, if asked she reveals the following: 
  “Whenever we passed by the statue papa would 
  always say the most strange mushy things to 
  Matron. Sometimes he would even sing or give her 
  gifts. He always said ‘Happy Animosity’ or something 
  like that.  Matron always said he outdid himself each 
  year. 
   
  
   
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  The phrase to halt the stone golem is “Happy 
  Anniversary.” When the phrase is said the 
  golem returns to its post and stops attacking 
  the characters.  
  Scaling the Scene 
  Levels 6-10: Add 4 iron cobras (CR 4; MToF, p 125). 
  Levels 11-15: Add a stone golem in the shape of 
  Wilenet’s father. 
   
  Part 2 
  General Features 
   
  Terrain. Stone covered in lichen and mushrooms. Larger 
  mushrooms spout up as tall as trees while others clump 
  together in patches all around the cave. There is a shallow 
  stream dividing the cave. 
   
  Weather. Warm and humid. 
   
  Light. Patches of glowing mushrooms illuminate the 
  cave in blue and green. 
   
  Smells and Sounds. The cave smells damp and sweet 
  but not unpleasant. There is a soft echo of water dripping 
  from the cave walls.  
   
  Grove of Tricks 
  If Wilenet is not accompanying the characters, 
  she catches up now, having escaped the spider 
  web.  
   
  The tricks in the grove do not affect Wilenet. 
  She is oblivious to any potential dangers here, 
  beyond warning the characters not to eat the 
  glowing mushrooms as they are toxic. Instead 
  she bombards the characters with questions 
  about where they are from and why they are in 
  the Underdark. A DC 10 Wisdom (Insight) check 
  reveals the young drow has no other motives 
  for asking so many questions beyond her 
  genuine curiosity.  
  Wilenet’s Questions 
  1: Do you have houses where you’re from?  
  2: What do flowers smell like? 
  3: Is it true the sun burns you if you stand out in it too long 
  and your skin falls off? 
  4: I bet you’re much happier here in the Underdark. It is so 
  pretty here isn’t it? 
  5: Is it true that on the surface the riding lizards have fur? 
  6: What’s the best spell you know? 
  7: What’s the scariest monster you’ve fought? 
  8: If you were going to poison a member of the party who 
  would you pick? 
   
  If characters ask Wilenet questions, she is 
  happy to reveal that she is turning ten years old 
  in a tenday; she has asked her matron for her 
  own hand crossbow. She also reveals her family 
  trades in magic components and they live in a 
  large drow city most of the year.  
   
  Tricksters in the Grove 
  Walking through mushrooms sets off Tricks. 
   
   
  Trigger. A living creature enters and area with 
  mushrooms to trigger the effect. 
   
  Effect. A creature within the trap area must succeed on 
  a DC 16 Intelligence saving throw or be affected by the 
  trick. Roll a d4 and consult the below table for a random 
  effect. 
   
  Countermeasures. A successful DC 20 Intelligence 
  (Arcana) check identifies the affected area and reveals its 
  effects. A dispel magic (DC 16) or similar magic removes 
  the field for 8 hours. 
   
  D4 Result: 
  1: 1d6 illusionary displacer beasts appear. They cannot 
  harm the characters, but try to scare them off. 
  2: The mushrooms cast suggestion (spell save DC 16) with 
  the phrase “Those glowing mushrooms are safe and 
  delicious.” If the characters eat a mushroom, they must 
  succeed on a DC 17 Constitution saving throw or be 
  poisoned for 1 hour. 
  3: Small mechanical spiders emerge from the ground. 
  These mechanical spiders are hostile to the characters. 
  Use the statistics for a swarm of spiders (CR ½; MM, p 
  338).  
  4: One character in the area must make a DC 16 Wisdom 
  saving throw or take on the physical appearance of a 
  kobold for 1 hour. The character retains all of their 
  abilities, spells, hit points, armor class, class features, 
  feats, and other defining characteristics for the duration. 
  The effect only impacts outward appearance. 
  1 square = 5 ft. 
  
   
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  Treasure 
  The glowing mushrooms are worth 1 gp each to 
  any merchant dealing with poisons. There are 
  100 intact mushrooms growing in the area.  
  Part 3 
  As the characters enter, read or summarize: 
  Wilenet looks down the tunnel anxiously whispering. 
  “I don’t like this next part.” 
  General Features 
   
  Terrain. Jagged rocks and rubble from the destroyed 
  farmhouse fill much of this cavern, making it difficult 
  terrain. 
   
  Weather. Uncomfortably cold compared to the rest of 
  the caves and tunnels 
   
  Light. The area is in complete darkness. 
   
  Smells and Sounds. The cave smells musty and faintly of 
  ash and sulfur. Whispers, cries for help, and the occasional 
  singing of nursery rhymes echoes throughout the cavern. 
  Crushed Farmhouse 
  Centuries ago, there was a farm on the surface 
  above this section of tunnel run by peaceful 
  halflings. A failed magical experiment caused 
  the farmhouse to be pulled into the Underdark, 
  killing everyone who was inside. Bits and pieces 
  of the destroyed farmhouse are scattered about 
  the area. The area is haunted by two specters 
  (CR; 1 MM, p 279) and a ghost (CR; 4 MM, p 
  147). House K’gaust haven’t driven them out of 
  the area as they provide good cover for their 
  holiday villa.  
  The specters and ghost attack the moment the 
  characters enter the area. Wilenet is afraid of 
  the undead and hides until the combat is over.  
  Scaling the Scene 
  Levels 6-10: Add 1-3 ghosts. 
  Levels 11-15: Replace the ghost with a boneclaw 
  (CR; 12 MToF, p 121) reduce hit points by half if 
  needed.  
  Spellcasting Troubles 
  The experiment that collapsed the halfling farm 
  also caused magic to behave strangely in the 
  area. Any time a cantrip or spell is cast roll to 
  determine the effect. 
   
  
   
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  Search Party 
  Wilenet’s father J’rienz K’gaust and her brothers 
  Grinlari and Helberl have been searching for 
  Wilenet most of the day. The drow are 
  mounted on giant lizards and they have found 
  Wilenet’s lizard, named Webber. The beast is 
  tethered to the lizard J’rienz is riding. They are 
  joined by giant wolf spiders the family keeps as 
  pets. 
   
  As the characters enter the area read or 
  summarize: 
  Ahead faint blue dancing lights can be seen partly 
  illuminating four giant lizards and three drow males. 
  As they draw closer it is easy to see a familiar 
  resemblance between them and Wilenet. The eldest 
  of the group shouts angrily at the other two in Elvish.  
   
  J’rienz is very angry that his sons have been 
  playing tricks on their little sister. Not worrying 
  about who might be in ear shot yells at his two 
  sons. If any of the characters understand Elvish, 
  they hear: 
  “By the eight legs of Lolth you’re lucky the pair of 
  you are more valuable to this house alive than dead. 
  What were you thinking playing tricks on your little 
  sister like that? You won’t be laughing when she 
  goes off to school and becomes a priestess, oh no 
  then you’ll be sorry you picked on her so.” 
  Interacting with the Search Party 
  The drow are suspicious of anyone that isn’t 
  part of their house. They are hostile even if they 
  see Wilenet, and assume the party are keeping 
  her hostage. J’rienz is a mage (CR; 6 MM, p 347) 
  D20 Result 
  Effect 
  1 
  The spell doesn’t work, and the spell cannot be cast again by any member of the party while in the area. 
  2 
  The spell doesn’t work, instead ray of sickness is cast at 2nd level targeting the caster. 
  3 
  The spell targets the caster. 
  4 
  The spell targets the nearest party member (but not Wilenet). 
  5 
  The spell works, but the caster is knocked prone. 
  6 
  The spell does not work, instead fear is cast targeting the nearest party member (but not Wilenet). 
  7 
  The spell does not work, instead a hostile manes (CR 1/8; MM, p 60) is summoned for 1 minute. 
  8 
  The spell does not work, instead commune is cast putting the spellcaster in contact with an agent of Lolth. 
  9 
  The spell works, however the caster switches places with the nearest enemy. If the spell was a targeted spell, the caster 
  switches places with the target. 
  10 
  The spell works, however there is an unsettling smell of sulfur surrounding the caster. 
  11 
  The spell works but the caster can only speak, read, and understand Undercommon for 1 minute. 
  12 
  The spell does not work, but no spell slot is expended. 
  13 
  The spell does not work, instead banishment is cast on the caster, using the casters spell save DC. 
  14 
  The spell does not work, instead the caster swaps facial features with the nearest ally for 1 minute. 
  15 
  The spell works, and an apple pie appears at the caster’s feet. 
  16 
  The spell works but the caster takes 1 level of exhaustion. 
  17 
  The spell does not work, and the caster swaps spell casting focuses or spellbooks with the nearest party member. 
  18 
  The spell works and the caster regains the spent spell slot. 
  19 
  The spell works normally. 
  20 
  The spell works and the caster gains advantage on their next saving throw. 
  
   
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  and the brothers are drow (CR; ¼ MM, p 128) 
  The three giant lizards (CR; ¼ MM, p 326) and 
  three giant wolf spiders (CR; ¼ MM, p 330) 
  travel with the drow. 
  Scaling the Scene 
  Levels 6-10: J’rienz is a drow mage (CR; 7 MM, p 
  129) and the brothers are veterans (CR; 3 MM, p 
  350). 
  Levels 11-15: J’rienz is a drow mage (CR; 7 MM, p 
  129) and the brothers are drow elite warriors (CR; 5 
  MM, p 128). 
   
  Wilenet is a non-combatant. On her turn in the 
  initiative order, roll a d6 to determine what 
  action she takes. 
   
  Wilenet’s Reaction 
  1: Wilenet takes cover and hides until the combat is over. 
  2: If any characters try to persuade J’rienz not to fight, 
  Wilenet assists them. 
  3: Wilenet runs to her giant lizard and ignores the fighting. 
  4: Wilenet takes a seat a safe distance away, takes out a 
  snack from her pouch, and cheers anytime anyone makes 
  a successful attack.  
  5: Wilenet starts a shouting match with her brothers about 
  them not looking for her. 
  6: Wilenet grins wickedly and tells her father that she has 
  led the party right to him to be their prisoners. 
   
  A Family Reunited 
  J’rienz is very protective of his children, Wilenet 
  especially, however he is on holiday and would 
  prefer to be relaxing in the hot springs or 
  hunting cave bears than fighting adventurers. 
  He can be convinced to end combat with a 
  successful DC 15 Charisma (Persuasion) check. 
  The check is made with advantage if Wilenet 
  vouches for the characters. 
   
  If the party defeats the drow, Wilenet retreats 
  off in the tunnel not to be seen again. The party 
  is left alone in the tunnel. 
   
  If the party does not fight the drow, or 
  successfully persuade the drow they mean no 
  harm, J’rienz welcomes the party back to their 
  holiday villa, dispelling any traps and guiding 
  them through the correct tunnels.  
  Are We There Yet? 
  Additional optional encounters for the journey to the 
  holiday villa:  
  1: A grick alpha (CR 7; MM, p 173) attacks. 
  2: The wolf spiders catch the scent of a cave bear. Use the 
  polar bear statistics (CR 2; MM, p 256).  
  3: Wilenet runs ahead, setting off a glyph of warding that 
  casts Tasha’s hideous laughter. 
  4: Three flumphs (CR 1/8; MM, p 135) arrive, much to the 
  delight of Wilenet. 
  5: A band of ten travelling merchant goblins (CR; ¼ MM, p 
  166) have run into trouble with their wagon. 
  6: A giant fire beetle (CR 0; MM, p 256) starts following 
  Wilenet. She begs her father to let her keep it.  
   
  Conclusion 
  Arriving at the holiday villa, the characters are 
  met by a very anxious Matron.  
  “J’rienz, what took you so long? You said you would 
  be back in time for dinner… who in all the Underdark 
  are these people?” 
  Matron Elaries, when informed of Wilenet’s 
  misadventures, welcomes the party to stay in 
  their holiday villa for a time. 
    
  The luxurious estate houses the five members 
  of the house plus their servants and guards. 
  The characters are welcomed to relax in the hot 
  springs. The rich mineral baths have healing 
  properties, restoring 1d8 hit points for every 10 
  minutes spent in the water. If the characters 
  spend more than ten minutes in the hot springs, 
  they must succeed on a DC 10 Constitution 
  saving throw or suffer 1 level of exhaustion.  
   
  For keeping Wilenet safe, the family offers 
  100gp to each character.  
   
   
   
  
   
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  The King’s Highway 
  By Paul Bimler 
  Artist & Cartography: CHGuise 
   
  Estimated run-time: 120-180 minutes 
  The King’s Highway is a short side quest 
  designed for 4 characters of levels 6 to 8.  
   
  Background 
  The god Torog, the King that Crawls, carved out 
  much of the Underdark in his rampage while 
  imprisoned underground. Smashing sideways, 
  here and there, creating wide passages as he 
  violently thrashed his way through the bedrock 
  of the world, Torog carved out the passages 
  which became known as the King’s Highway. 
  Torog’s rampage left a psychic residue in these 
  passages. Creatures passing along these wide 
  corridors can detect an echo of his internal 
  agony which still imbues the very rock of the 
  Underdark, reverberating with his mental 
  anguish. This pale red stone is known as 
  Godsdream and is imbued with mighty power. 
  The residual energy provides the certainty of 
  one incredible blow against a foe, but it comes 
  with a price.  
   
  Plot Hook 
  Draenoss the Exiled (drow mage; CR 7; MM, p 
  129) is a renegade drow who keeps a tower in 
  the depths of the Underdark, far from his home 
  city (you can make this city Menzoberranzan, or 
  any drow settlement you desire). Sentenced to 
  become a drider for his unorthodox practices, 
  Draenoss escaped his home, and now practices 
  his dark magic far from the watchful eyes of his 
  former masters. 
   
  The mage has been known to take 
  apprentices—younger drow who may have 
  escaped. He has one apprentice currently, a 
  female drow known as Marwenye of House 
  Kazzath, although the party never learns of her 
  existence, not initially anyway. Marwenye 
  remains hidden from the characters in the early 
  stages of the adventure. Draenoss has already 
  formulated a plan with Marwenye which 
  involves hoodwinking the characters and 
  gaining their trust. At a crucial moment, she will 
  emerge to help Draenoss realize his dastardly 
  plan. 
   
  Draenoss is obsessed with obtaining the mineral 
  known as Godsdream, but up until now has 
  been unable to find any. However, Draenoss 
  has come into possession of an ancient tome 
  that details the exact location of a huge vein of 
  Godsdream, within a network of caverns known 
  as Torog’s Teeth. This area, however, is said to 
  be fraught with deadly peril. When the 
  adventurers appear, Draenoss is eager to enlist 
  their help in accompanying him to Torog’s 
  Teeth to secure the Godsdream.
  
   
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  Approaching Draenoss’s Tower 
  The party may happen upon the cavern 
  containing Draenoss’s tower during their 
  wanderings through the Underdark, entering 
  from the western side. When they happen upon 
  this immense space, read or summarize: 
   
  You enter a cavern, so vast that you find it hard 
  to make out the contours of the far wall, some 
  three hundred feet away. But the object that 
  immediately captures your eye is a thick, 
  towering stalagmite in the center of the cavern, 
  reaching almost to the ceiling.  
   
  Are those lights coming from within? It takes 
  you a few moments to fully take in this natural 
  tower, but it seems someone has carved 
  windows into this stalagmite from within, and 
  presumably passages and rooms as well. The 
  stalagmite is almost as tall as the cavern is wide. 
   
  Scanning to the base of the stalagmite, you see 
  that a large door has been cut into the stone. 
  The door itself is composed of the same 
  material as the rest of the tower. There appears 
  to be a huge obsidian knocker at its center.  
   
  The floor of the cavern is fairly rough, but 
  certain areas have been cultivated. A large 
  garden sports rows of myconid sprouts and 
  strange, gnarled root vegetables that subsist on 
  phosphorescent light: a subterranean vegetable 
  garden. Rothe graze here, and a small 
  underground stream runs through the northern 
  half of the cavern.  
   
   
   
   
   
   
   
   
  General Features 
   Terrain. Rock floor, walls and ceiling. A nearby 
  stream, and some areas of cultivated earth.  
   Weather. Cool and peaceful.  
   Light. Only provided by the phosphorescence 
  around the walls.  
   Smells and Sounds. The rothe make a mooing 
  sound occasionally, very cattle-like. The nearby 
  brook babbling through the cavern provides a restful 
  sound. Draenoss calls the brook “The Deepwater,” 
  and tells the party that later on it is joined by several 
  other streams, becoming a raging underground river.  
   
  Roleplaying Draenoss 
  Draenoss goes out of his way to make the party 
  feel at home in his tower, lulling them into a 
  sense of security. His goal is to gain the party’s 
  trust so they are willing to help him in his 
  mission. Be sure to include the story of 
  Draenoss’s exile from the drow city of his birth. 
  This is important in establishing him as a victim 
  in the characters’ eyes, which will (hopefully) 
  cause them to be less suspicious of him. As is 
  shortly revealed, Draenoss’s motives are 
  anything but friendly. 
   
  You could even have Draenoss be openly 
  suspicious of the characters when they first 
  appear, accusing them of being spies from his 
  home city, sent to assassinate him—whatever 
  you need to do to keep the mage’s motives 
  secret. 
  Draenoss Phrases 
  Here are some potential bits of dialogue that you could 
  have Draenoss speak. The last phrase is a phrase that you 
  must have him speak at some stage. 
   
  Some people resent skill, excellence. They envy it and seek 
  to crush it. Or, if it goes against their methods or way of 
  thinking, they simply cast it out, banish it.  
   
  Be careful who you share your secrets with. They can get 
  you killed. Or worse.  
   
  I’ve learnt to trust few and be downright afraid of some.  
   
  It pains me to say it, but if I was to give you one bit of 
  advice, it would be this: never trust a drow. Especially one 
  from (insert name of home city here).  
   
  
   
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  The Mage’s True Motive 
  In return for accompanying him to Torog’s 
  Teeth, Draenoss offers to forge each member of 
  the party a blade or some ammunition using the 
  Godsdream mineral. He asks various members 
  of the party about what weapons they prefer 
  and uses this information to tempt them with 
  promises of the enchanted weapons he intends 
  to craft using Godsdream.  
   
  However, Draenoss has no intention of creating 
  these weapons, or for rewarding the characters 
  at all. Once he is escorted safely to Torog’s 
  Teeth, he ambushes the party with the help of 
  his apprentice Marwenye, attempting to kill 
  them all.  
   
  Insight Checks 
  The players may ask for Insight checks. The 
  crafty DM should do everything in their power 
  to lull the players into thinking Draenoss is a 
  victim who was wronged by his fellow drow and 
  escaped from the cruel place of his birth.  
  If a player does attempt an Insight check and 
  succeeds, you could report that “You sense that 
  the mage is not telling you everything.” When 
  pressed, Draenoss reveals that the real reason 
  he wants to retrieve the Godsdream is to exact 
  revenge on his former masters, but he could 
  not be sure whether the party were agents of 
  those masters, and so he was being timid 
  around them. 
   
  Beginning the Expedition 
  Over a sumptuous breakfast (sautéed 
  mushrooms on toast) Draenoss shows the party 
  a map of the route to Torog’s Teeth. The deadly 
  route takes the party through caverns full of 
  acid pools, across natural stone bridges, a 
  duergar settlement, and through several other 
  treacherous environments. Finally, the 
  expedition concludes at a conjunction of several 
  vast chambers where Godsdream is present in 
  abundance. This is where Draenoss, with the 
  help of his apprentice Marwenye, will attempt 
  to ambush and kill the party.  
  We’ve Got A Tail! 
  Draenoss’s apprentice Marwenye is tailing the 
  party. She knows the route to Torog’s Teeth and 
  keeps her distance, but she is never too far 
  behind. Use your discretion for the amount and 
  nature of clues the characters might find, but 
  err on the side of not revealing anything until it 
  is too late! 
   
  A Note on Encounters 
  Draenoss participates in every combat encounter 
  during this scenario, initially helping the characters. 
  For the last encounter, however, he turns against 
  them.  
   
  Area 1 – Chasm Bridge 
  After the party has traveled through the 
  Underdark for about an hour, they come to a 
  dramatic stone bridge spanning a huge chasm. 
  This is a good opportunity for you to bring some 
  tension to the quest. Will they be attacked 
  while crossing the bridge? At this stage, they 
  don’t know. Read or summarize: 
   
  A thin tendril of stone stretches across the black 
  abyss, which seems to have no bottom. From 
  below, a deep rumbling is ever-present, 
  perhaps the sound of the earth itself, or of 
  some slumbering god. The bridge is only wide 
  enough to cross in single file, and in places it 
  appears even narrower than that.  
  Every now and then you fancy you can hear 
  other noises from below. Falling stones, 
  displaced by some unseen creature, perhaps? 
   
  Perhaps Draenoss could make some remark 
  here about Torog and his rampage through the 
  earth, creating the Underdark. 
   
  To really put the party on edge, start an 
  initiative order based on what order the party is 
  crossing the bridge, and judge how many 
  rounds it will take them to cross. The bridge is 
  about 150 feet long, so using the Dash action 
  
   
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  they can theoretically get across within three 
  rounds. You may choose to make the bridge 
  difficult terrain. 
   
  However, party members may want to stop on 
  the bridge to see what they can discern in the 
  abyss below. Halfway across the bridge, have 
  the party make a DC 13 Wisdom (Perception) 
  check. If any succeed, tell them they can hear 
  noises coming from somewhere below: flapping 
  of wings and gnashing of teeth. There are 
  definitely creatures down there. 
   
  If the party takes more than three rounds to 
  cross the bridge, spawn 1d10 stirges and have 
  them bother the players, requiring DC 10 
  Dexterity saving throws to stay on the bridge. A 
  good chance to put your AC 21 plate armored 
  paladin on edge! A level 7 PC toppled into a 
  bottomless abyss by a CR 1/8 creature? Nice to 
  remind the party who’s boss every now and 
  then.  
   
  Area 2 – Stalagmite Surprise 
  After the bridge, the party enters a series of 
  winding passages. Little do they know, there is a 
  colony of monstrosities ahead that preys on 
  unwary travelers. 
   
  Read or summarize the following: 
   
  You enter another large cavern, a labyrinthine 
  maze of stalagmites that protrude from the 
  floor. The floor is marked here and there with 
  strange prints. Something has been passing 
  through here recently. 
   
  A ranger or any character with tracking abilities 
  can attempt a DC 15 Wisdom (Survival) check 
  to discern that a strange creature has been 
  moving through this area. A successful DC 20 
  Intelligence (Nature) check reveals that it is a 
  monstrosity. At your discretion, you can reveal 
  that the creature is a roper (CR 5; MM, p 271). 
   
  As the characters move through the 
  stalagmites, they are surprised by three gricks 
  (CR 2; MM, p 173). Make Stealth checks with 
  advantage for the gricks (they have advantage 
  to hide in rocky terrain). 
   
  Suddenly, from out of nowhere, three horrific-
  looking creatures appear! Snake-like, but with a 
  head comprised of grotesque tentacles, these 
  creatures snap at you with their bird-like beaks. 
   
  The gricks are luring the characters towards a 
  specific stalagmite—the roper, waiting in 
  disguise. The roper also gains surprise on its 
  first attack due to its False Appearance trait.  
   
  Then, to your horror, one of the stalagmites 
  begins to move! From its sides, impossibly long 
  tentacles shoot out towards you, attempting to 
  wrap you in their deadly grasp! 
   
  When the encounter is over, Draenoss is full of 
  praise for the party and their prowess, telling 
  them how it would be impossible for him to 
  attempt this expedition without them.  
   
  “I am indebted to you, friends. Now that I have 
  seen your prowess, I am confident that putting 
  my trust in you will prove to be the right 
  choice… I’ve only known you a short while, but I 
  trust you with my life!” 
   
  Draenoss then helps the party out by distributing 
  three potions of supreme healing.  
   
  “It’s all I have… hopefully we won’t need more!”   
  Scaling the Battle 
  Level 6: Remove one grick. 
  Level 8: Add one grick. 
   
  
   
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  Area 3 – Poison Pools 
  As the party enter Area 3, read or summarize: 
   
  You enter a cavern thick with noxious fumes. 
  Green pools of poison dominate this area, with 
  narrow interconnecting walkways between 
  them. 
   
  “Take care here, friends,” Draenoss breathes. “I 
  believe creatures lurk in these pools. We must 
  be very careful not to lose our footing.” 
   
  Narrow Walkways 
  At your discretion, call for DC 10 Dexterity 
  checks here to determine whether the PCs keep 
  their footing as they cross the narrow 
  walkways. The characters must each pass three 
  Dexterity checks to cross. If they fail one check, 
  they slip and a foot or leg might drop into the 
  poison causing 1d4 poison damage. If they fail 
  two of the checks, they slip in but get quickly 
  out, causing 1d6 damage. If they fail all three, 
  then they are submerged (see the paragraph 
  after “Scaling the Battle”). These walkways 
  count as difficult terrain as they are only a foot 
  or so wide and take time to cross.  
   
  Read or summarize: 
   
  As you enter the network of walkways that 
  thread dangerously around the pools, you have 
  to cover your mouth to avoid gagging on the 
  poisonous fumes which burn your lungs with 
  every breath. Rising from the pools like smoke, 
  a thick green fog hangs everywhere. On the far 
  side of the cavern you can see an exit, and you 
  fix your sights on it.  
   
  To really up the ante, have two chuuls (CR 4; 
  MM, p 40) assault the party by grabbing at the 
  PCs with their pincers, which have a reach of 10 
  feet. As the chuul is immune to poison, it can 
  lurk within the pools. If you are feeling nasty, 
  can even pull a character into the pool! 
  Scaling the Battle 
  Level 6: Remove one chuul. 
  Level 8: Add one chuul. 
   
  For every round a character spends in the pool, 
  whether they fall or are dragged in by a chuul, 
  they take 1d6 poison damage.  
  Keep in mind the chuul are optional. But 
  regardless, you should always hint at their 
  presence, just to keep the party on edge.  
   
  Gathering Poison 
  If a player possesses empty vials, they may 
  spend an action, and attempt a DC 15 Dexterity 
  check to gather poison. For poison stats, refer 
  to Pale Tincture on p 258 of the DMG. 
  You must put a limit on this, however. The 
  character can only gather as many doses of 
  poison as they possess empty vials.  
   
  Area 4 – Emerald Pools / Kita 
  Stoutskull 
  As the party enter Area 4, read or summarize: 
   
  This serene cavern looks like the scene of 
  volcanic activity at some stage in the past. 
  Multiple terraces of colored stone form natural 
  steps throughout the cavern, and in three 
  places, natural depressions hold pools of 
  crystal-clear water, usually where the rock has 
  taken on an emerald color which makes the 
  pools look incredibly inviting.  
   
  Healing Properties 
  Any characters adventurous enough to take a 
  dip in the emerald pools gains the benefits of a 
  short rest, as well as inspiration (if you desire).  
  This can be a good way for you to bolster a 
  party who has taken some hits from the roper 
  or chuuls.  
   
  
   
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  Kita Stoutskull 
  As the characters are gathering themselves in 
  this idyllic cave, a minotaur bounty hunter 
  named Kita Stoutskull introduces herself. 
   
  A voice from above gives you a start! 
  “Enjoying your dip, I take it? 
  Looking up in alarm, you see a strange-looking 
  creature sitting on a high ledge in the upper part 
  of the wall, which gives her a vantage point over 
  the whole cavern. She appears to be like a bull in 
  humanoid form, clad in leather armor and wearing 
  a greataxe strapped across her back. 
   
  Kita (see below) informs the players that she is 
  a bounty hunter on the trail of a party of 
  duergar who assassinated a high-ranking 
  member of her settlement, a military 
  commander named Master Ivilynn. Ivilynn had 
  always been defiant against the duergar, and 
  the drow, who they have had to share this area 
  of the Underdark with for many decades. The 
  slaying of Master Ivilynn was a case of a routine 
  minotaur patrol running into a guarded duergar 
  mining expedition and being outnumbered.  
   
  The leaders of the minotaur settlement 
  dispatched Kita in order to “exact any revenge 
  possible” on the duergar.   
   
  “Who is this drow scum?” the minotaur snaps 
  when she lays eyes on Draenoss. “I will not 
  share the same air as him! The drow are a 
  scourge, a disease, who see fit to murder 
  anyone who crosses their path!” 
   
  Kita initially views Draenoss with suspicion and 
  hatred, but after Draenoss explains that he is an 
  exile from the drow settlement, she may 
  mellow in her opinion of him. 
   
  This scenario does three things:  
  • 
  It helps create sympathy for Draenoss 
  prior to his treachery.  
  • 
  It provides a possible NPC that the 
  players can befriend if they are having a 
  hard time dealing with encounters. 
  • 
  It sets up the coming duergar encounter 
  and provides it with a bit of emotional 
  resonance.  
   
  Area 5 – What Follows? 
  After leaving Area 4, have the characters 
  traverse the passages of the Underdark for an 
  hour or so. Then, Draenoss discovers small 
  traces of Godsdream in the rock. 
   
  “Ah, look!” Draenoss exclaims. The drow directs 
  your attention to the rock, where little flecks of 
  a red mineral are scattered through the rough 
  natural walls. “Godsdream! We are getting 
  close!”  
  The drow bends close to the rock. “Hmmm… 
  beautiful. Still, not enough to be worth 
  harvesting. The real wealth awaits us at Torog’s 
  Teeth!” 
   
  Marwenye Slip-up 
  As Draenoss says this, call for a DC 16 Wisdom 
  (Perception) check. If they succeed, they hear a 
  sound coming from some way behind. This is 
  Marwenye, whose foot has slipped on some 
  rubble and given a clue to her position. 
  However, she instantly realizes her mistake and 
  quickly flees backwards, away from the area. By 
  the time the characters reach the spot where 
  she was, she is long gone. 
    
  If Kita is with the party, have her suggest that 
  the they are being trailed by duergar scouts, as 
  she knows that they are nearing the duergar 
  settlement.  
   
  If you want to confuse the players a little, have 
  Draenoss act a little shifty. But be very careful 
  with this, as you don’t want to give the game 
  away. 
   
  
   
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  The ideal outcome of this is that the characters, 
  and maybe even the players, become a little 
  more on edge, suspecting that they are being 
  tailed by something. If this suspicion gets to be 
  too much, have Draenoss become suspicious as 
  well. 
   
  Area 6 – Duergar Miners 
  As the characters pass through these passages, 
  they notice signs of mining on the walls. Read or 
  summarize: 
   
  It is clear that much mining activity has gone on 
  here. Neatly arranged piles of rubble are spaced 
  regularly down these passages, and the walls 
  have been worked systematically to harvest any 
  minerals. Pickaxe marks are seen everywhere 
  on the walls.  
   
  Traveling a bit further, you find a cache of tools 
  arranged inside a mining cart.  
   
  “There’s no way around,” Draenoss informs 
  you. “We must pass through these tunnels in 
  order to reach Torog’s Teeth.” 
   
  Then, after a short while… 
   
  A sound comes to your ears then… a metallic 
  ringing, almost melodic as it reverberates down 
  the tunnels. It is the sound of pick on rock. It 
  sounds like many workers, although this could 
  be the effect of the tunnel multiplying echoes.  
   
  A successful DC 15 Wisdom (Perception) check 
  reveals that some of these picking noises are 
  from humanoid workers, while others are very 
  regular, machine-like even. This is the sound of 
  a duergar hammerer (CR 2; MToF, p 188), a 
  construct that the duergar have employed to 
  assist them in mining.  
   
  Duergar Mining Party 
  The mining site is guarded by two duergar 
  stone guards (CR 2; MToF, p 191), and a 
  duergar mind master (CR 2; MToF, p 189). They 
  watch over four duergar miners (CR 1; MM, p 
  122). 
   
  The guards are very perceptive; the characters 
  must succeed on a DC 18 Dexterity (Stealth) 
  check to approach unnoticed.  
   
  Possible Duergar Tactics 
  The miners all possess javelins and initially hold 
  back, throwing their javelins at the party while 
  the duergar stone guards and the hammerer 
  hold the front line.  
   
  The duergar mind master also holds back, 
  making his magical attacks from afar. The 
  tunnel is only 20 feet wide, so the party must 
  get past the stone guards and the hammerer in 
  order to make melee attacks on the mind 
  master. 
   
  After one round, the stone guards use their 
  Enlarge trait to further block the characters 
  from making their way towards the miners and 
  mind master. 
   
  Treasure 
  After the adventurers defeat the duergar, a 
  quick search reveals 10 uncut gemstones worth 
  50 gp each.  
   
  Scaling the Battle 
  Level 6: No scaling necessary 
  Levels 8: Add one duergar miner and one duergar 
  stone guard. 
   
  
   
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  Area 7 – Torog’s Teeth / The Betrayal! 
  As the party enter Area 6, read or summarize: 
   
  “We’ve arrived,” Draenoss says under his 
  breath. “This is it, Torog’s Teeth!” 
   
  The passage widens into a cavern so vast that 
  the far side is blurred in the distance, and a 
  haze distorts the light slightly. Huge stalagmites 
  stand like columns throughout the chamber, 
  giving the chamber the appearance of a pillared 
  hall. Swathes of green and blue 
  phosphorescence are painted across the wall, 
  and clearly visible reflecting their light are 
  several wide seams of a red mineral—
  Godsdream. It arcs over your head and all the 
  way down to the floor of the cavern, thick and 
  pinkish-red in color.  
   
  Marwenye is nearby and enters the chamber, 
  staying in the shadows. She has the same map 
  that Draenoss showed to the characters and 
  knows that this is the place where her master 
  plans to ambush the characters.  
   
  Marwenye’s Appearance 
  When the time is right, Draenoss turns towards 
  the party, casting mage armor on himself as he 
  does so.  Read or summarize: 
   
  “I thank you, truly, for leading me here my 
  friends. This mineral will allow me to craft some 
  truly incredible magical artifacts. But, I must 
  correct something I said previously. I will not be 
  sharing any of this with you. You foolish 
  children! So trusting… but now, arm 
  yourselves!” 
   
  At this, Draennoss’s apprentice prepares for 
  attack, casting mage armor on herself also.  
   
  “I apologize friends,” Draenoss says as he 
  moves his hands, preparing a spell. “You’ve 
  been very helpful, but as I told you when we 
  first met, never trust a drow! 
   
  Godsdream Effects 
  The nature of Godsdream, a potent psychic 
  energy, imbues all characters with power. 
  Certain areas of the encounter map allow the 
  characters and enemies to take advantage of 
  the following effect: 
   
  When a creature is standing in an affected 
  square, they score a critical hit on an attack roll 
  of 17-20. Only one creature can take advantage 
  of this during a combat round. If a character 
  scores a critical, then no other creature can use 
  that effect in that square for the remainder of 
  the round.  
   
  Encounter Ideas 
  Keep Marwenye hidden at first, attacking from 
  the cover of stalagmites around the edge of the 
  cavern. Do not have Draenoss reveal her 
  presence until it becomes obvious he has help.  
  “Yes, my apprentice Marwenye!” Draenoss 
  laughs triumphantly. “She has been shadowing 
  us since we left my tower. Throw down your 
  weapons now, friends, and we may spare your 
  lives!” 
  Although hidden, Marwenye may get as close as 
  90 feet to cast sleep. The thunderwave spell she 
  keeps in reserve until a character comes near, 
  or until she is within melee range of several 
  characters. She also has two uses of misty step 
  to get her out of trouble, as well as a potion of 
  healing.  
   
  In general, however, Marwenye keeps her 
  distance and uses the fire bolt cantrip to attack 
  the party from afar.  
   
  
   
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  Run Draenoss (drow mage; CR 7; MM, p 129) as 
  you see fit. Combined with Marwenye should 
  give the party a good fight. There’s even a 
  chance someone may die! 
   
  Scaling the Battle 
  Level 6: Reduce Draenoss’s hp by 10.  
  Level 8: Increase Marwenye’s hp to 35.  
   
  Treasure 
  After the encounter, the adventurers will find 
  the following loot on Draenoss and Marwenye.  
  • 
  2 potions of supreme healing (Draenoss 
  was keeping these hidden). 
  • 
  458 gp 
   
  Mining Godsdream 
  A generous DM may allow the players to mine 
  some Godsdream, which they can craft into a 
  magical weapon with improved critical. They 
  need a pickaxe to achieve this, which they may 
  be able to retrieve from Area 6. However, more 
  duergar might have appeared in that area since 
  the players passed through.  
   
   
  
   
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  Kita Stoutskull (NPC) 
  Medium humanoid (minotaur), neutral 
   
  Armor Class 14 (leather armor) 
  Hit Points 33 (5d8 + 10) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  17 (+3) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  14 (+2) 
  Saving Throws Dex +5, Int +3 
  Skills Athletics +2, Insight +2, Perception +2, Religion +3, 
  Sleight of Hand +8, Stealth +8 
  Senses passive Perception 12 
  Languages Common, Dwarvish, Infernal, Thieves’ Cant 
  Challenge 2 (450 XP) 
   
  Assassinate. Kita has advantage on attack rolls against any 
  creature that hasn't taken a turn in the combat yet. In 
  addition, any hit she scores against a creature that is 
  surprised is a critical hit. 
   
  Cunning Action. Kita can take a bonus action on each of 
  her turns in combat. This action can be used only to take 
  the Dash, Disengage, or Hide action. 
   
  Goring Rush. Whenever Kita uses dash as an action, she 
  may make a melee attack with horns as a bonus action.  
   
  Hammering Horns. When Kita makes a melee attack, she 
  may attempt to shove a creature with her horns as a 
  bonus action. She cannot use this shove attempt to knock 
  a creature prone. 
   
  Horns. Proficient as a melee weapon that deals 1d10 
  piercing damage, also granting advantage on checks to 
  shove.  
   
  Labyrinthine Recall. Kita can perfectly recall any path she 
  has travelled.  
   
  Sneak Attack. Once per turn, Kita deals an extra 3d6 
  damage when she hits a target with a weapon attack and 
  has advantage on the attack roll, or when the target is 
  within 5 ft. of an ally of Kita that isn’t incapacitated and 
  the assassin doesn’t have disadvantage on the attack roll. 
   
  Uncanny Dodge. When an attacker that Kita can see hits 
  her with an attack, she can use her reaction to halve the 
  attack's damage against her. 
   
  Actions 
  Multiattack. Kita makes two attacks: one with her rapier 
  and one with her dagger. 
   
  Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 3) piercing damage. 
   
  Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing 
  damage. 
   
  Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 
  ft., one target. Hit: 7 (1d6 + 3) piercing damage. 
   
   
   
   
   
  Marwenye of House Kazzath 
  Medium humanoid (drow), lawful evil 
   
  Armor Class 12 (15 with mage armor) 
  Hit Points 20 (3d6 + 10) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   8 (-1) 
  15 (+2) 
  14 (+2) 
  15 (+2) 
  12 (+1) 
  11 (+0) 
  Saving Throws Int +4, Wis +3 
  Skills Arcana +4, Deception +2, Insight +3, Perception +3, 
  Stealth +4 
  Senses darkvision 120 ft., passive Perception 13 
  Languages Common, Elvish, Undercommon 
  Challenge 1 (200 XP) 
   
  Fey Ancestry. The drow has advantage on saving throws 
  against being charmed, and magic can't put the drow to 
  sleep 
   
  Sunlight Sensitivity. While in sunlight, the drow has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
   
  Spellcasting. Marwenye is a 3rd-level spellcaster. Her 
  spellcasting ability is intelligence (spell save DC 12, +4 to 
  hit with spell attacks). The drow has the following wizard 
  spells prepared: 
   
  Cantrips (at will): fire bolt, friends, minor illusion. 
  1st level (4 slots): mage armor, sleep, false life, 
  thunderwave 
  2nd level (2 slots): misty step.  
   
  Actions 
  Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., 
  one target. Hit: 4 (1d8) bludgeoning damage. 
   
   
   
  
   
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  Larry, the Insane Aboleth 
  By Joshua Barbeau 
  Artist: Matt DeMino 
  Cartography: CHGuise 
   
  Estimated run-time: 120 minutes upwards 
   
  Larry, the Insane Aboleth is a social encounter 
  that can become a deadly combat if things go 
  sideways. It is designed for characters of 7th 
  level, but with some care it can be adjusted to 
  accommodate higher or lower level parties. The 
  run-time can vary depending on how much time 
  the players spend getting to know the town, but 
  it is designed to be played in a single session. 
   
  Background 
  If a human were to start living in an underwater 
  cave, and claim to use their “psychic powers” to 
  brainwash a nearby town while demanding 
  sacrifices, you’d probably think that human has 
  gone insane. Rightly so! But what might be 
  insane for a human happens to be normal day-
  to-day affairs for an aboleth. Then, by that logic, 
  if an alien aberration were to lose its mind, 
  would it start behaving like a human? You might 
  find it unlikely, but that’s exactly what 
  happened! 
   
  For nearly two decades now, the small 
  Underdark hamlet of Durhlong has been under 
  the sway of an aboleth they call Lliar’riyathoss. 
  At first, the aboleth enslaved them (as aboleths 
  are wont to do), but over time the people of 
  Durhlong learned to appreciate the sense of 
  order subservience has brought to their lives. 
  Now they willingly serve Lliar’riyathoss and 
  worship the aboleth as their god. 
   
  There’s only one problem: “Larry”, as it now 
  insists on being called, no longer wants to be a 
  god. Larry has developed a conscience and 
  wants to release the willing slaves back to their 
  former lives. 
   
   
   
  Plot Hook 
  This side-quest can be dropped in to your 
  Underdark adventure as a strange town not on 
  your player’s maps that they chance to find. Or, 
  you can use one of these two plot hooks: 
   
   Missing parent. A merchant named Denise 
  Howitz from a surface town nearby is willing to 
  hire a party of adventurers to go looking for her 
  missing father. Following a trail of clues leads 
  the party to Durhlong, where the dad in 
  question has been offered to Larry as tribute. 
  He can be rescued, with some doing. 
   A psychic call for help. While traveling the 
  Underdark, the party receives a telepathic 
  message from Larry, calling for their aid. It 
  simply says, “Many lives are at stake; find me in 
  Durhlong; come help,” and includes directions 
  imprinted in their minds. 
   
  The Hamlet of Durhlong 
  Forty years ago, the Zhentarim wanted to 
  establish an outpost in the Underdark. They 
  were successful, and for a time they maintained 
  a foothold there. The walled stronghold filled 
  with mercenaries was a safe haven for many 
  Underdark travelers, and it wasn’t long before 
  denizens would arrive seeking refuge from the 
  dark. Over time, new buildings were 
  constructed as more people decided to make 
  this outpost their home, they eventually 
  founded the hamlet of Durhlong. 
   
  The Zhentarim kept the hamlet well supplied 
  with mercenaries and weapons from the 
  surface world, but eventually the supply runs 
  stopped. That’s when the aboleth found 
  Durhlong; or maybe Durhlong found the 
  aboleth? It’s unclear how the relationship 
  began, but however it did, it only took a few 
  months before everyone in Durhlong 
  worshipped the aboleth called Lliar’riyathoss as 
  a god. 
   
   
   
  
   
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  Security 
  Durhlong employs 24 armed mercenaries who 
  police and protect the town. Though the hamlet 
  coffers pays their wages, these glorified thugs 
  (CR 1/2, MM, p 350; they wear ring mail and 
  have AC 14) report directly to Rufus and side 
  with him in a fight for the town. Just about 
  everyone else in Durhlong is a cultist (CR 1/8, 
  MM, p 345), and generally fights to protect 
  Cirederill to death as long as she lives. 
   
  Dramatis Personae 
  Durhlong has a population of about 120 people 
  of mixed races, with both surface and 
  Underdark-dwelling denizens among them. 
  Some key characters are detailed here: 
   
  Jaqueline Pierce (human bandit captain, CR 
  2, MM, p 344), she/her, LE). She has a Charisma 
  of 18. 
   Who she is. The appointed leader of 
  Durhlong. 
   What she wants. Her goal is to remain in 
  power by any means necessary. She abuses her 
  position liberally, knowing that as long as she 
  supports the continued worship of 
  Lliar’riyathoss, the people will abide her. 
   Roleplaying Jaqueline. Pierce is sharp-
  spoken, stern, and in-charge. 
   
  Cirederill Quin (drow cult fanatic, CR 2, 
  MM, p 345), she/her, CE) 
   Who she is. The spiritual leader and real 
  power of Durhlong. She communes with Larry 
  daily (in fact, the only one in Durhlong to do so), 
  and all the cultists revere her as the voice of 
  Lliar’riyathoss. 
   What she wants. Her goal is for all to worship 
  Lliar’riyathoss, and for those who refuse to 
  perish as sacrifices to the aboleth god. Cirederill 
  is relentlessly zealous in her devotion to her 
  ideology, and even Larry has been thus far 
  unable to dissuade her from continued worship. 
   Roleplaying Cirederill. The drow is insane, 
  sadistic, and ruthless. 
   
   
   
  Rufus (half-orc veteran, CR 3, MM, p 350), 
  he/him, LN) 
   Who he is. The captain of the guard.  
   What he wants. Rufus wants to maintain 
  order. He doesn’t much care for the worship of 
  anything, let alone an aboleth, but what’s good 
  for keeping the peace is good for him. If a 
  schism develops between the two leaders of 
  Durhlong, he sides with Jaqueline. 
   Roleplaying Rufus. Rufus is cautious, 
  deferential, and humorless. 
   
  Ike Templeton (deep gnome, CR 1/2, MM, p 
  164), he/him, N) Rufus has a Deception of +3 
  and advantage on Deception checks made to 
  convince others he worships the aboleth. 
   Who he is. The innkeeper of the Durhlong 
  Way Inn. 
   What he wants. Ike just wants to tend bar 
  and avoid trouble. If pressed, he claims he 
  worships Lliar’riyathoss, a lie he is quite good 
  at. 
   Roleplaying Ike. Ike has a dry-wit and is 
  reserved and untrusting. 
   
  Gorog Silvertooth (duergar*, CR 1, MM, p 
  122, he/him, NE) Gorog uses a warhammer. 
   Who he is. The town blacksmith. As the only 
  smith in town, he gets away with charging a 
  premium for his wares, which he does happily. 
   What he wants. Gorog wants to serve the 
  great aboleth god Lliar’riyathoss by supplying 
  those who guard the holy hamlet with armor 
  and weapons. Also, to profit off travelers as 
  much as he can. 
   Roleplaying Gorog. The smith is conniving, 
  greedy, and zealous. 
   
   
  
   
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  Approaching Durhlong 
  Durhlong is located in a large cavern atop a cliff 
  overlooking a lake. Visitors must climb a steep, 
  rocky road to reach its gates. 
   
  General Features of the Area 
   
  Terrain. The terrain is rough stone. Entering the cavern 
  from the south side requires a walk along a rocky beach 
  before ascending the cliff pass. Entering from the north 
  side requires traversing the lake. A small wooden boat is 
  moored on the north side, but who knows what lurks 
  below the surface of the water… 
   
  Light. The cavern is illuminated by fungus that glows a 
  dim blue at night, and a bright purple during the day, 
  simulating a strange sort of day/night cycle. 
   
  Smells and Sounds. The air is cool and smells of 
  lavender, a scent put off by the fungus. 
   
  Bailey. A 15-foot-tall wooden palisade surrounds the 
  hamlet on all sides. Two gates break the wall, one at the 
  entrance to the town, and the other leading out to the 
  cliff, where sacrifices go to die. 
   
  When your players climb the rocky path to 
  reach Durhlong’s gates, read or summarize:  
   
  After a long climb you’ve reached the top of the 
  cliff to come face-to-face with a small grouping 
  of buildings surrounded by a wooden palisade. 
  A pair of guards, one a half-orc, the other a 
  drow, sit out front of the gate playing cards on a 
  stool. When they notice you, they stand. 
    
  “Hold!” the drow guard shouts. “State your 
  business in the holy hamlet of Lliar’riyathoss’ 
  chosen. Be you peaceful, you will be allowed 
  entry. Seek you trouble, and you will,” the 
  guard hesitates, and smiles sadistically before 
  finishing. “...also be allowed entry...” 
   
  The “guards” are a pair of thugs dressed in 
  military armor. The half-orc is named Vimy, and 
  the drow is Sildarene Lironasee. They aren’t 
  looking for a fight, but will give one if 
  challenged. 
   
  If asked what the guard was implying, he 
  responds with “Just that I pity anyone who 
  comes to Durhlong seeking trouble,” and does 
  not elaborate further. 
  If asked about Lliar’riyathoss, one of them says 
  “If you wish to learn more about the lord of the 
  deep, he who has blessed this town, visit the 
  temple.” 
   
  Development  
  The guards don’t stop the party from entering 
  Durhlong, but if anyone causes trouble at the 
  gate, they report it to Rufus later, which might 
  make their lives difficult (see “Convince the 
  People” below). 
   
  Places of Interest 
  Once inside hamlet’s walls, the party might visit 
  any of the following areas. 
   
  Area A: Cliffwatch 
  At the far side of the town is a second gate that 
  opens up to the cliff overlooking the lake. It is a 
  45-foot drop to the water below. This is where 
  the town offers up sacrifices to their god. 
   
  Area B: Barracks 
  A modest barracks houses the town guards. 
  Rufus can usually be found here, along with 3d6 
  thugs (AC 14, ring mail). 
   
  In addition to the bunkhouse, there’s a training 
  area, an armory, and an office that Rufus hardly 
  ever uses. If the armory is raided, the party can 
  find several sets of ring mail, maces, and heavy 
  crossbows (with bolts). If the office is raided, a 
  DC 13 Wisdom (Perception) or Intelligence 
  (Investigation) check uncovers a journal written 
  by Rufus that reveals his misgivings about 
  worshiping the aboleth. 
   
  Area C: Blacksmith 
  There is a single blacksmith in town, owned and 
  operated by the duergar Gorog Silvertooth. 
  Gorog is about as devoutly brainwashed as they 
  come, and will do anything in service to the 
  great aboleth god. He supplies weapons and 
  armor to the barracks at cost, and spends an 
  
   
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  hour at the temple no less than four times a 
  tenday.  
   
  Gorog happily charges a premium to travelers 
  to make up for the lack of profit he makes from 
  the township. He can make any set of armor or 
  weapons that ordinarily costs 100 gp or less, 
  but charges double their standard price. If, after 
  doubling an item’s price, it would still cost less 
  than 1 gp, he rounds up to 1 gp.  
   
  If Gorog becomes aware of a plot against the 
  aboleth god or the church in service to it, he 
  quickly reports it to Cirederill. 
   
  Area D: Durhlong Way Inn 
  This modest two-story inn is the only place 
  where travelers can get a decent night’s sleep in 
  town. The owner, Ike, mostly keeps to himself. 
  He charges average prices, and is happy to put 
  up anyone who doesn’t draw the attention or 
  ire of the church to his simple establishment. 
   
  Area E: Jaqueline Pierce’s Residence 
  Jaqueline resides in a modest single-story home 
  all by herself. She has converted the front half 
  of the house into an office open to the public. 
   
  Area F: Temple of Lliar’riyathoss 
  The lavish temple is the only lavish building in 
  town. All over the sides are murals depicting a 
  great tentacled creature, shining light down on 
  a bunch of people below who pay fealty to it. 
  The interior is not much better, covered in 
  exquisite tapestries depicting a sad and broken 
  group of people finding the tentacled god and 
  being elevated by it to live happy prosperous 
  lives. At the front of the building an altar stands 
  in front of a large statue of an aboleth. 
   
  Meeting Cirederill 
  Cirederill can usually be found in the Temple of 
  Lliar’riyathoss with 2d4 cultists. Cirederill is 
  pleasant at first with anyone new, albeit 
  aggressive in her admiration for the “Lord of the 
  Deep, Lliar’riyathoss,” and in her insistence that 
  all should worship him. If she can convince the 
  party to become acolytes of the tentacled god, 
  she tells them they must undergo an initiation 
  into their order. If she can’t, she bids them 
  farewell while planning to sacrifice them later.  
   
  Either way, meeting Cirederill puts the 
  characters on a collision course with Larry. 
  Cirederill is absolutely crazy in her devotion to 
  her cult religion, but she’s also pretty 
  persuasive at getting others to listen to her 
  ideals. If you want to give the characters extra 
  motivation to sign-up, she can offer them some 
  or all of the following in return for surviving the 
  jump into the deep: 
   
  ● A common magic item for each of 
  them. 
  ● A single rare magic item for the party. 
  ● A blessing that gives them the effects of 
  a bless spell once per day while in the 
  Underdark. 
  ● Untold power (imply they will level up). 
   
  Meeting the Tentacled God 
  If their meeting with Cirederill goes well, she 
  insists the party be initiated into their order—a 
  process that requires their willing dive off 
  Cliffwatch into the lake below. If they survive, it 
  is considered a blessing from Lliar’riyathoss. 
   
  If their meeting did not go well, Cirederill 
  arranges to have the newcomers offered up as 
  sacrifices to Lliar’riyathoss—which involves 
  throwing them off Cliffwatch into the lake 
  below. 
    
  Volunteering for the initiation makes your job 
  easy: have the characters escorted to the cliff. 
  If, on the other hand, they want nothing to do 
  with the cult, throwing them off the cliff is a 
  little trickier. You don’t want to have the entire 
  town rise up against them (yet), because that 
  will end in a bloodbath. Instead, allow them to 
  continue to explore the town peacefully, and 
  when they retire to the inn for a long rest, tell 
  them they wake up bound and gagged, about to 
  be thrown off the cliff. Cultists are incredibly 
  
   
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  adept at tying people up while they are 
  sleeping, didn’t you know? 
    
  The fall deals 4d6 falling damage, unless the 
  character succeeds on a DC 20 Strength 
  (Athletics) check to do a perfect swan dive into 
  the water. 
    
  When the characters jump (or are thrown) off 
  the cliff, read or summarize: 
   
  You fall nearly fifty feet to the dark waters 
  below. At this height, you might as well be 
  landing on solid ground. Still, the impact is not 
  so scary as what awaits you below the waves. 
  As you sink beneath the surface, large tentacles 
  reach up and grasp you gently, pulling you 
  deeper into the dark. 
  Before you can get your bearings and react, you 
  are lifted out of the water and safely deposited 
  onto dry ground. You’re in some sort of deeper 
  cave, accessible only through an underwater 
  tunnel beneath the lake. The moss provides dim 
  illumination all around. 
  In front of you… Something from out of your 
  nightmares. A large, tentacled, fish-like beast 
  floats on top of the pool, staring at you with its 
  three red eyes! 
   
  The abomination in the water is Larry, an 
  aboleth (MM, p 13) who the people above 
  worship as a god. 
   
  Roleplaying Larry 
  Larry is not your typical aboleth. It has recently 
  gone insane, developing a conscience and 
  starting to care about the creatures it has 
  enslaved. It speaks (such that it does, by 
  beaming its thoughts telepathically directly into 
  a creature’s brain) in a friendly demeanor. It 
  expresses genuine concern for the people it has 
  hurt, and wants to make amends. 
   
  Unfortunately, Cirederill has rejected all 
  attempts to release Durhlong from its worship. 
  Larry begs the party to help free the people of 
  Durhlong from their self-imposed captivity, and 
  to convince them that Larry is not a god. 
   
  Larry is disgusted by its past monstrous 
  behavior. It has chosen its new name to start it 
  on the path to a peaceful life. The aboleth 
  insists to only be addressed as Larry, and 
  anyone who speaks its true name upsets it. 
  Saying the name Lliar’riyathoss too many times 
  in front of Larry can set the aboleth off into a 
  rage. 
   
  Outcomes 
  Once they’ve met with Larry, the party is faced 
  with a difficult choice: to try and save Durhlong, 
  or to leave well enough alone. Depending on 
  what they choose, there’s a number of different 
  ways this story could end. 
   
  Convince the People 
  If the party tries to talk the people of Durhlong 
  out of their cult-induced stupor, it is an uphill 
  battle. The first step is getting both Jaqueline 
  Pierce and Rufus on board with their plan. 
  Neither are particularly zealous about 
  worshiping Larry, but the threat of an all-out 
  civil war in the streets of Durhlong is enough to 
  dissuade them. The party can convince them by 
  making a successful DC 18 Charisma 
  (Persuasion) check, which is made with 
  disadvantage if the party caused trouble for 
  Rufus previously. 
   
  Once Jaqueline and Rufus are on board, the 
  party must take out Cirederill before the rest of 
  the town will listen to reason. See “Fighting 
  Cirederill” below. 
   
  Kill the Beast 
  The party might decide the best way to free the 
  people of Durhlong from their false god is to rid 
  them of it. Killing Larry is no easy task, but even 
  if the party should prove successful, they are in 
  for a rude awakening as the entire town of 
  
   
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  Durhlong labels them as heretics and god-
  killers, chasing them out of town for good. 
   
  War on Durhlong 
  If the party decides to wage war on Durhlong, 
  they may quickly find they have bitten off more 
  than they can chew. Nobody in town is above a 
  CR 3, but a hundred-some angry cultists is a lot 
  of bodies to cut through and any one of them 
  can get lucky. Fortunately, the party need not 
  defeat them all. Taking out the leaders, 
  Cirederill, Jaqueline, and Rufus, is enough 
  discouragement to make the rest of Durhlong 
  surrender. 
   
  Fighting Cirederill 
  Cirederill is no match for a party of level 7 
  characters, but she’s canny and has an army of 
  cultists willing to throw themselves in the line 
  of fire to protect her. If a fight breaks out, she 
  retreats to a private chamber within the 
  temple, as seemingly endless wave after wave 
  of cultists throw themselves at the party trying 
  to stop them from reaching her. If they do reach 
  her, she surrenders, but taking her alive might 
  prove to be a bad idea. As long as they have 
  Cirederill in captivity, the rest of the cultists in 
  town continue to assault the party, trying to 
  rescue her; they only surrender if she is dead. 
   
  Conclusion 
  At the end of the adventure, award the party 
  with 1,000 gp worth of assorted art objects and 
  gems, and 1d4 rolls on Magic Item Table C 
  (DMG, Chapter 7). If they rescued the town, this 
  is a gift. If they slaughtered the town, this is 
  what they looted. 
    
  Adjusting Difficulty 
  For a weak party, reduce the total population of the 
  town to about 80 people. For a strong party, double 
  the population, and add an assassin (CR 8, MM, p 
  343) in Cirederill’s employ. You do not need to adjust 
  Larry’s difficulty, since the encounter with it is 
  optional. Do not reduce difficulty if NPCs are fighting 
  alongside the characters. 
   
   
  
   
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  The Long Salt Tavern 
  By DropTheDie 
  Artist: Ludovico Tellatin 
  Cartography: Dyson Logos 
   
  The Long Salt Tavern is a location guide 
  designed for four to five characters of 1st to 8th 
  level. The suggested encounter is not 
  mandatory and should be considered 
  completely optional, as it is no threat to the 
  party. 
   
  The Tavern 
  The Long Salt Tavern is a surprisingly warm and 
  inviting establishment built into the hollowed-
  out core of a massive cluster of clear quartz 
  crystal nearly 100 feet long and over 30 feet 
  high at the tallest spire.  
   
  It may actually prove difficult for travelers to 
  miss the Long Salt, as not only do a queue of 
  floating flumphs (CR 1/8; MM, p 135) stream 
  into and out of the tavern at all hours, but their 
  collective amusement within the place causes 
  the crystal walls to shimmer and pulse with a 
  warm, pink light visible from several miles 
  away. 
   
  Past the wide, swinging zurkhwood doors, the 
  tavern sprawls out in both directions for 
  another 50 feet.  
    
  To the right, a short bar made of dark, stained 
  zurkhwood is lined by eight simple-yet-sturdy 
  iron stools topped with hunks of spongy 
  mushroom. Behind the bar, shelves are lined 
  with various alcoholic concoctions from Black 
  Jagger, a deep gnome specialty, to a 
  luminescent wine made from rockvine berries 
  and the tangy grubs that eat them. 
   
  Small tables and booths sit scattered among the 
  tavern, each one busy with deep gnomes, 
  duergar, and flumphs playing cards, dice, or a 
  keen game of insight and knowledge called 
  “Liar's Gauntlet.” 
   
  To the left, a small back room glows brightly 
  with the pink shimmer of joyous flumphs. 
  Overhead, a wrought iron mobile spins slowly 
  as polished steel mirrors orbit a single brazier 
  that burns with a soft pink flame. Five or more 
  flumphs undulate wildly at various heights to a 
  strange mathematical music being played by a 
  gnomish woman at the room's center, beating 
  on an arrangement of moving pipes with two 
  wooden dowels. A bright pink flumph tirelessly 
  makes adjustments to each pipe's height and 
  length, altering their sound and tone into a 
  hypnotic melody. 
  
   
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  Background 
  Four years ago, Odarin Deepshackle (CN male 
  duergar despot; CR 12; MToF, p 188) was sent 
  by his clan to demolish this massive cluster of 
  crystals and free an aboleth (CR 10; MM, p 13) 
  trapped in the yet unexposed crystal. 
   
  During the crystal’s excavation, Odarin drew the 
  attention of a wounded flumph named 
  Lolmulmit. Drawn to the psychic engine that 
  made up Odarin's brain and the echoes of 
  energy from the aboleth that fills the tavern 
  even today, Lolmulmit kept the duergar miner 
  company for months, feeding from both the 
  crystal and the duergar. 
   
  As time passed, Odarin began to think less and 
  less about his clan or the task they imparted to 
  him and more about the peculiarly peaceful 
  feeling he had while in this place. The 
  mechanical parts of him vibrated with a 
  pleasant energy hitherto unknown to him or his 
  insane kinsmen. 
   
  Eventually, the excavation of crystal led to the 
  furnishing of a place to live. More flumphs came 
  to feed and socialize, which led to more 
  travelers resting in the area, comforted by the 
  small, oddly alert creatures. Thus, the Long Salt 
  Tavern was formed. 
   
  The Duergar 
  Odarin Deepshackle hails from a clan of duergar 
  near the mithril mine of Lustrum. Greedy, 
  fanatical, and constantly warring with the drow 
  of Menzoberranzan, the Deepshackle duergar 
  would stop at nothing to eek out even a small 
  advantage in their constant struggle for control 
  of the earth's riches, even going so far as to 
  surgically implant mechanical augmentations 
  into their bodies to harness their psychic 
  abilities or strengthen themselves for combat 
  and the perpetual search for buried riches.  
   
  Odarin was dispatched to free the aboleth 
  trapped by the Deepshackle duergar ages ago 
  with no other suggested outcome than to 
  “cause more problems for the damned elves.” 
  Only now that his mind has settled and the 
  overload of psychic energy of his people has 
  been stymied does Odarin realize how mad his 
  clan has truly become. He does not wish to 
  return, and tries not to question why no 
  duergar have been sent to find him in the years 
  since his departure. 
   
  The Rage of Demons 
  Unbeknownst to Odarin, his clan was all but 
  destroyed by the demon invasion that plagued the 
  Underdark in Out of the Abyss. The few remaining 
  clanspeople that remain in Lustrum are completely 
  mad and excavate, forge, and augment themselves 
  endlessly. When one drops dead from exhaustion, 
  their fellows strip them for parts and continue their 
  endless work without a single thought of regret or 
  sadness. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Augmented Body 
  The duergar proprietor stands a hand's breadth 
  over 3 feet tall. His smooth, shaven head gives 
  way to a gleaming gold plate that stretches 
  from his eye to the back of his skull. The eye on 
  that side of his wide face has also been 
  removed and replaced with a mechanical 
  
   
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  optical focus far more attuned to light and 
  darkness than his own. One arm has been 
  replaced with a pneumatic hammer and both 
  legs have been cut away to be replaced by 
  crushing implements. A gold nozzle juts from his 
  chest that can spray his choice of acid or fire, 
  each of which are stored in containers inside his 
  mostly mechanical chest cavity.  
   
  The Flumph 
  Lolmulmit is a precocious flumph with a head 
  rounder than most of his kin. He has a keen 
  mind for philosophy, mathematics, and 
  geography, often prattling on endlessly about 
  the direction and distance to common 
  landmarks on both the surface and the 
  Underdark. 
   
  When not playing the "tuberphone," an 
  instrument he helped design, Lolmulmit dances, 
  socializes, and converses with the endless 
  stream of flumphs that come to the Long Salt 
  Tavern each day. 
   
  Once only drawn to Odarin and the tavern from 
  hunger and curiosity, Lolmulmit has since grown 
  to love them both and stops at nothing, 
  including giving his own life, to keep them safe. 
   
  Endless Reveler 
  Keen eyed adventurers may realize that 
  Lolmulmit never seems to tire or rest. If asked 
  about it, he divulges that only he is allowed to 
  freely feed from not only the tavern, but 
  Odarin. Only by feeding form his incredible 
  psychic energy does his duergar friend hold 
  onto the sanity the Long Salt Tavern has 
  brought to him. 
   
  Amenities 
  The Long Salt Tavern has most of the amenities 
  travelers may have grown accustomed to: 
  pluming, food, drink, and enough room in the 
  storage closet to sleep 6 should the 
  omnipresent light not keep travelers awake. In 
  addition to the common accouterments, the 
  following is a list of other amenities on offer: 
  The Stables 
  A small stable, run by Weebnampf (CN non-
  binary derro druid; CR 2; MM, p 346), is 
  situated a stone's throw from the tavern. Big 
  enough to house eight beasts of burden, the 
  stable caters to riding lizards and giant spider 
  mounts. Weebnamf, while quite insane and 
  taken to flights of fancy, has a noticeable love 
  for animals and takes great care to ensure they 
  remain safe and tended to at all hours. 
   
  The Musician  
  For several hours each day, Noomeel (NG 
  female rock gnome commoner; CR 0; MM, p 
  345) plays the huge wall-mounted tuberphone. 
  Her bright blue hair, vibrant eyes, and warm 
  demeanor make her a beloved figure at the 
  Long Salt Tavern, and her performances draw as 
  many as 2d6 flumphs to the cramped room 
  with her to dance and sometimes sing in 
  harmony to the peculiar sounding instrument 
  she plays. 
   
  Suggested Encounter 
  During the party's stay at The Long Salt Tavern, 
  many of the flumphs outside may turn a vibrant 
  shade of purple (fear), that ripples through the 
  entire crowd and into the tavern. Immediately, 
  flumphs begin to flee and any patrons capable 
  of combat draw weapons or ready spells at 
  whatever the coming threat may be. 
   
  A mind flayer (CR 7; MM, p 222) appears from 
  the swinging doors holding aloft a white flag, 
  swinging it delicately from upraised arms. 
   
  The mind flayer's name is Grazilaxx, a cordial 
  and scholarly lawful good member of the 
  Society of Brilliance. On their travels, Grazilaxx 
  came across the strange tavern and thought the 
  population density of flumphs to be 
  astronomically high for the region.  
   
  In their curiosity, Grazilaxx asks to the cause of 
  the potent psychic energy emanating from the 
  crystalline walls of the tavern. Odarin, intent to 
  keep the aboleth buried inside the crystal a 
  
   
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  secret from the illithid, becomes hostile and 
  demands that the mind flayer leave at once. 
   
  Convincing Odarin to divulge the aboleth's 
  presence requires four successful DC 14 
  Charisma (Deception, Persuasion, or 
  Intimidation) checks. Should the party fail three 
  or more checks, they are told to leave as well 
  and forcibly removed.  
   
  If the party is successful, Grazilaxx promises to 
  keep the secret, shared only with the Order of 
  Brilliance, and offers their personal protection 
  should Odarin ever require it. 
   
  Regardless of the outcome, Grazilaxx offers any 
  useful information they possess to the party to 
  aid in their journey, including the direction, 
  distance, location, and hazards of their next 
  stop. The mind flayer might even choose to 
  accompany the party for a short while, should 
  their quest be to the benefit of the denizens of 
  the Underdark.
   
   
  
   
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  Lost Beauty 
  By: Rae Pietrzak 
  Art: Patrick E. Pullen 
  Cartography: Jean Lorber 
   
  This encounter is created to present a challenge 
  to a group of players with an average party level 
  of 7. It presents both traps and combat, as well 
  as a few rewards if the characters are successful 
  in completing their task.  
   
  DMs Notes 
  The environment for this encounter is in 
  complete nonmagical darkness unless 
  otherwise stated. Players must keep an eye out, 
  and be quite perceptive if they are to aid a 
  sorcerer in saving a princess, who doesn’t look 
  to be a princess at all.  
   
  Background 
  Jhynn Maerdwivyn is a drow sorceress studying 
  in a nearby city. Previously in her studies she 
  had come across an old tale of a former drow 
  matron, named Gueldra Do’Ristuan, who was 
  true polymorphed (PHB, p 283) into a great 
  monster. Her monstrous new form, known 
  formally as a grick alpha (CR 7; MM, p 173), was 
  Gueldra’s punishment for falling in love with a 
  surface elf. It is said that Gueldra’s love was so 
  pure, that it turned her talons into gold once 
  she transformed. No one has seen her since.  
   
  Jhynn found the tale fascinating and dove 
  deeper, discovering that the matron was locked 
  away after transformation, sealing her from 
  prying eyes while her house sought a cure. After 
  all of her research, Jhynn was led to this section 
  of the Underdark and is convinced she is closing 
  in on her target. 
   
   
   
   
  When the party stumbles upon the chamber 
  she is in, Jhynn is finishing up a ritual circle in 
  the middle of the room. She enlists the party to 
  assist her and promises to give them whatever 
  they find in the lair once the ritual is completed. 
  In order to complete the ritual, the characters 
  must help her knock the grick alpha 
  unconscious, then carry it all the way back to 
  the ritual circle to aid her in a chant.  
  
   
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  1. The Ritual Chamber 
  Upon entering the chamber, the party is met by 
  Jhynn Maerdwivyn. The chamber is simple, with 
  nothing but the ritual circle, candles, and those 
  alive inside of it. The ceiling is lower than the 
  rest of the cavern spaces that are included, this 
  one about 12 feet from the ground. The walls 
  are irregular and look to be carved unnaturally; 
  there is an overwhelming feeling that 
  something just isn’t quite right. There is a 
  silence that feels natural, although unnerving.   
   
  A drow woman, adorned in ornamental robes of 
  purple and gray kneels on the ground. Five 
  candles surround a ritual circle, and the dim 
  light given off lights the cavern room in an off-
  putting way. As she finishes the last few details 
  of the circle, her face turns towards the party 
  and she smiles. Getting up from her position, 
  she dusts off her legs and begins to speak.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Read or summarize: 
   
  “Hello there, travelers. Please, don’t be wary. 
  My name is Jhynn Maerdwivyn and I mean 
  absolutely no harm. I’m honestly quite 
  surprised you all managed to find this little 
  corner in the region since it’s taken me a while 
  to find this special section. You see, I’m looking 
  for a specific monster and even more so... a 
  specific one of a specific monster. And now that 
  you all have just stumbled into my doings, I 
  could probably use your help in finding it if you 
  all feel up to the task?” 
   
  “You see, I’m studying to further my magical 
  abilities and during my studies came across a 
  rather unusual tale. A former drow matron, 
  Gueldra Do’Ristuan, was turned into a beast for 
  loving a surface elf, and thereafter punished 
  gruesomely for such treachery. A powerful 
  mage turned her into a grick alpha and then 
  locked her away near here. I believe I can turn 
  her back. I know my abilities are up for the 
  task.” 
   
  
   
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  Reward 
  The adventurers may keep whatever riches they 
  find in the lair. Grick alphas usually have some 
  sort of treasures that are left behind from 
  adventurers not lucky enough to escape their 
  beaks.  
  2. South Chamber  
  Immediately beyond the hall is a collapsing roof 
  mechanical trap (DMG, p 122). Besides this, the 
  chamber is empty and can serve any purpose 
  the characters wish.  
   
  Towards the southern-most part of the 
  chamber the characters see a very dim purple 
  and pink hue emitting from an archway. 
  Stalactites and stalagmites glitter throughout 
  the room, creating an eerie sight. It’s 
  completely silent, save the sounds created by 
  the characters, which are amplified in the 
  space. The ceiling is 25 feet high and the dirt on 
  the ground is compacted and moist. This 
  chamber also appears to be man-made instead 
  of naturally carved out.  
   
  3. East Chamber 
  This room is made to resemble the South 
  Chamber, just smaller. Characters who succeed 
  on a DC 10 Wisdom (Perception) check in 
  either chamber realize the similarities with the 
  other. There is also a faint purple and pink hue 
  emitting from the archway in the far corner of 
  the room. 
   
  4. Trapped Corridor 
  At the end of each side of the hallway is a 
  purple-pink crystal the size of a human hand 
  raised on a small pedestal. The pedestal itself is 
  simple and made of stone, but the crystal looks 
  out of place sitting on top. Players who attempt 
  to touch the crystal must succeed on a DC 15 
  Wisdom saving throw or be transported to the 
  other crystal across the hall. After failing the 
  check and being transported, the player must 
  then make a DC 14 Wisdom (Perception) check 
  to see if they realize they are at the other end 
  of the hallway. Failing the check results in the 
  player thinking they are exactly where they 
  were when they had originally touched the 
  crystal. This works from both sides of the 
  hallway and can occur any number of times.  
   
  If the players bypass the crystal without any 
  interest, they must then traverse through 
  extremely thick and sticky spider webs. These 
  webs are milky white in color, and very thick 
  and mucus-like to the touch. The webs have AC 
  12 and 20 hit points. 
   
  Each creature that starts its turn in the webs or 
  that enters them during its turn must make a DC 
  12 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 
  action to make a DC 12 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. 
   
  If a player wishes to move past these without 
  cutting through, they must succeed on a DC 11 
  Dexterity (Acrobatics) or Strength (Athletics) 
  check to maneuver through the webs without 
  becoming stuck.  
   
   
  
   
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  5. Lever Room 
  The door to this room is locked and fitted with a 
  poison needle trap (DMG, p 123). The key is not 
  in this area but the lock can be picked with a 
  successful DC 12 Dexterity check using thieves’ 
  tools.  
   
  After dismantling or setting off the trap, the 
  characters enter the room to find that there are 
  large, looming stalactites that hang from the 
  ceiling. The walls in the room are smoother 
  than the others, and the ground is almost 
  entirely free of debris; it is much cleaner than 
  other chambers.  
   
  On far end of the area is a large, obvious lever. 
  A character must succeed on a DC 12 
  Intelligence (Investigation) check to see an 
  inscription on the lever’s handle that reads, 
  “Only one who is truly pure of heart.”  
   
  Good-aligned characters may attempt to move 
  the lever, which releases the door to the next 
  room. If none of the characters are ‘Good’ 
  aligned, you may choose to have the lever read 
  “Only one who is most wicked of heart.”  
   
  Once the characters pull the lever, the door to 
  the next room shifts open, and does not close 
  again unless the lever is pulled by the same 
  person in the opposite direction.  
   
  6. The Grick Alpha Lair 
  Characters with darkvision see two large figures 
  looming in the back of the chamber but are 
  unable to make them out completely unless 
  they succeed on a DC 18 Wisdom (Perception) 
  check.  
   
  Once the room is lit up in some way, the party 
  quickly realizes that this lair is not home to just 
  one grick alpha, but two. Players must succeed 
  on a DC 13 Wisdom (Perception) check in order 
  to tell which monster is Gueldra, and which one 
  is just a monster. 
   
  However the characters decide to approach this 
  combat scenario, it is important to remember 
  that they should not outright kill the former 
  drow matron, but rather knock her unconscious 
  so they can carry her back to the ritual circle. 
   
  Once all the characters and Jhynn are back in 
  the ritual chamber, she instructs that the body 
  must be placed inside the circle. Jhynn asks one 
  member to stand behind each of the candles 
  that are encircling the area, instructing 
  everyone to be silent, other than the chat she 
  asks them to recite.  
  Treasure 
  The characters can search the lair at any time. A 
  DC 13 Wisdom (Perception) check reveals the 
  following in the lair: 
   
  500 gp scattered about, a scroll of protection 
  (undead), shortsword +1, shield +2  
   
  
   
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  Conclusion 
  Jhynn kneels at the grick’s head and removes a 
  small vial of amber liquid from under her robes. 
  The concoction swirls in the glass and seems to 
  emanate its own light, matching the glow of the 
  small flames dancing wildly around. She drinks 
  half of the potion and then pours the rest into 
  the matron’s monstrous beak. As she positions 
  herself to kneel above the creature, she looks 
  up to lock eyes with every member of your 
  party. 
   
  Read or summarize: 
   
  “The only way this will work is if everyone does 
  not break concentration, and repeats only the 
  chant I am about to speak aloud. Does everyone 
  understand?  
   
  “Repeat after me,  
    
   Come forth for now we gather round, 
   To free you from your shackles bound. 
   Reveal the truth that lurks inside,  
   For beauty did hath lost her eyes. 
   Unbind you from your monstrous prison, 
   Be once again a matron risen.”  
   
  As the chant continues, the body of the grick as 
  well as the body of Jhynn Maerdwivyn begin to 
  glow a familiar amber and rise from the floor. 
  Suspended only a few small inches above the 
  dirt floor, Jhynn moves her hands and fingers in 
  precarious ways, drawing symbols in the air that 
  linger with that amber glow for only a moment 
  and then fade into oblivion.  
   
  As her voice becomes louder, the grick’s body 
  begins to slowly transform, as if it has now 
  turned to an amorphous liquid substance. Still 
  lingering in the air, the material fluctuates, 
  bends, and contorts into shapes not familiar to 
  any living being before there is a sudden burst 
  of white light.  
   
  Read or summarize: 
   
  The blast blows out the candles, leaving you all 
  now in utter darkness. The chanting has ceased, 
  and Jhynn now knocked five feet backwards 
  into a nearby wall. Quickly she scrambles on her 
  knees towards the circle and places her hands 
  upon the figure now inside of it. 
   
  A petite drow female, with long silver hair the 
  color of the moon, now lays exactly where a 
  monstrous beast once lay before. Jhynn’s eyes 
  widen in almost disbelief before catching 
  herself in her confidence once again. The 
  matron Gueldra Do’Ristuan is now once again in 
  her drow form, still unconscious in the center of 
  the ritual circle.  
   
  Jhynn moves away from the woman and ushers 
  you all towards the hallway heading in the 
  direction of the East chamber. 
   
  Read or summarize:  
   
  “I will stay here with her until she wakes, since 
  she will most likely have lots of questions and 
  be extremely confused. Please, head back into 
  the lair and anything you find worth of value is 
  yours for the taking. Just please do not wake or 
  disturb the matron.” 
   
   
  
   
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  The Mutated Drider 
  By Christian Eichhorn 
  Artist: George Sutherland 
   
  Estimated run-time: 20 to 40 minutes 
  The Mutated Drider is an Underdark encounter 
  designed for five characters of 5th level. Scaling 
  instructions are included to run the adventure 
  for characters from 4th to 6th level. 
  Background 
  Ghaundar is a mutated drider who lives in a 
  tainted faerzress well. Years of exposure to the 
  well’s strange magic have changed Ghaundar’s 
  body, and new powers have awoken over time. 
  Many Underdark travelers pass by Ghaundar’s 
  lair, most of which do not survive the encounter 
  with the depraved aberration. Comparable to 
  an otyugh, Ghaundar seduces creatures with 
  pleas for help or promise of riches. The only 
  difference being that the mutated drider is 
  more intelligent and several times more 
  devious. 
   
  The Encounter 
  When you are ready to begin the encounter, 
  read or summarize: 
  You enter a small cavern, overgrown with bright 
  lichen. Blue light emanates all around you, 
  eliminating the shadows in this space. From a 
  large hole in the center of the cavern rise blue 
  sparks, which float to the ceiling and die out 
  soon after. A faint chime accompanies the 
  glittering lights, which infrequently wells up, 
  and returns to a silent hum in the background 
  soon after.  
   
   
  General Features 
   The cavern is a natural void in the ground. Its 
  general features are summarized here. 
   
   Dimensions and Layout. The cavern the characters 
  arrive in is circular, with a diameter of 200 feet and a 
  height of 20 feet (flattening towards the walls). The 
  hole in the ground is a shaft that leads further 
  below. The shaft is 10 feet wide, and 100 feet deep. 
  It connects to a spherical cavern with a diameter of 
  100 feet—Ghaundar’s lair. 
   Terrain. The ground is solid rock, covered in 
  lichen. There are no stones or gravel. The ceiling is 
  irregular but features no stalactites.  
   Light. The area is bathed in bright light. 
      Smells and sounds. The faerzress well produces a 
  faint chime. It smells vaguely of brimstone mixed 
  with a faint musky smell produced by Ghaundar’s 
  pheromones. 
   
  Silent Hunter. When the characters arrive, 
  Ghaundar is invisible per the invisibility spell 
  and hangs from the ceiling. Make a Dexterity 
  (Stealth) check for Ghaundar contested by the 
  characters’ passive Perception scores to 
  determine if they notice the threat. Ghaundar 
  observes the characters, and if they do not 
  attempt to climb down into the hole, the drider 
  contacts one of them telepathically: 
  “Who might you be? Wanderers? I sense that 
  you are no threat, neither drow nor duergar. I 
  am an old dwarf hermit, living in this hole for 
  decades. A perfect place to hide from those 
  who seek you by magic means! Are you 
  searching for a safe place to rest, or food and 
  drink?”  
  The drider pretends to be a magically gifted 
  hermit, who hides in the faerzress well from 
  divination magic. Ghaundar’s goal is to lure the 
  characters into the shaft and ambush them.  
   
   
   
  
   
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  The Fight 
  Tactics 
  If the characters fall for the trap, Ghaundar 
  follows them and opens combat with a slow 
  spell. 
  If the characters do not fall for the trap, 
  Ghaundar picks the weakest-looking character, 
  makes a bite attack, and carries the character 
  down into its lair after successfully grappling it. 
  Spellcasting 
  In the cavern, a caster rolls a d20 whenever 
  they cast a spell. On the roll of a 1, the spell 
  produces an additional effect determined by a 
  roll on the Wild Magic Surge table in chapter 3 
  of the Player's Handbook. This rule does not 
  apply to innate spellcasting. 
  Scaling the Battle 
  Level 4: The mutated drider has 100 hit points and 
  an AC of 18. 
  Level 6: The mutated drider has 180 hit points. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Lair 
  Blue lights dance all around this cave, and the 
  chime rings loud and clear in your ears. Your 
  skin tingles, a strange sensation. The whole 
  cave is covered in webbing, making it hard to 
  tell how large it is. At its lowest point, a shallow 
  pool of glowing fluid bubbles up from the 
  ground. 
   
  Ghaundar’s lair is covered in webbing as per the 
  web spell. 
   
  Treasures  
  Ghaundar has collected many bodies and items 
  in its lair. If the characters search the cave for 8 
  hours, roll on the Treasure Hoard: Challenge 11-
  16 table in chapter 7 of the Dungeon Master’s 
  Guide, but reroll results higher than 50. If the 
  characters want to press on instead, but have a 
  quick look around, they must succeed on a DC 
  18 Wisdom (Perception) check to find one 
  random item from the Magic Item Table B. 
   
  Faerzress Well 
  A character who drinks from the well takes 9 
  (2d8) necrotic damage, suffers one level of 
  exhaustion, and is affected by the nondetection 
  spell. A character who attempts to bottle the 
  fluid must succeed on a DC 18 Wisdom check 
  using alchemist’s supplies. The potion has the 
  same effects as if drinking the fluid directly. A 
  character can repeat the check after 8 hours 
  after the well has replenished. 
   
  
   
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  Mutated Drider 
  Large aberration, chaotic evil 
  Armor Class 19 (natural armor) 
  Hit Points 147 (14d10 + 70) 
  Speed 40 ft., climb 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 20 (+5) 21 (+5) 16 (+3) 16 (+3) 12 (+1) 
  Saving Throws Dex +9, Con +9 
  Skills Perception +7, Stealth +9 
  Damage Immunities poison 
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren't 
  adamantine 
  Senses darkvision 120ft., passive Perception 17 
  Languages Elvish, Undercommon, telepathy 120 ft. 
  Challenge 10 (5,900 XP) 
  Fey Ancestry. The mutated drider has advantage on 
  saving throws against being charmed, and magic 
  can't put the drider to sleep. 
  Innate Spellcasting. The mutated drider's innate 
  spellcasting ability is Wisdom (spell save DC 15, +7 to 
  hit with spell attacks). The drider can innately cast 
  the following spells, requiring no material 
  components: 
  At will: dancing lights, darkness 
  3/day each: faerie fire, invisibility, web 
  2/day each: counterspell, slow 
  Spider Climb. The mutated drider can climb difficult 
  surfaces, including upside down on ceilings, without 
  needing to make an ability check. 
  Web Walker. The mutated drider ignores movement 
  restrictions caused by regular and magical webbing. 
  Actions 
  Multiattack. The mutated drider makes one bite and 
  one necrotic touch attack or two necrotic ray 
  attacks. 
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one creature. Hit: 11 (2d6 + 4) piercing damage plus 
  10 (3d6) poison damage. If the target is a creature, it 
  is grappled (escape DC 16). Until this grapple ends, 
  the target is restrained. At the beginning of its turn, 
  if the mutated drider has a creature grappled, it 
  spins it into a sack. The mutated drider puts the sack 
  on the ground or hangs it from the ceiling, 
  depending on its location. The creature can escape 
  the sack by succeeding on a DC 16 Strength 
  (Athletics) check, or a different creature can use its 
  action to cut the sack open. 
  Necrotic Touch. Melee Spell Attack: +7 to hit, reach 5 
  ft., one creature. Hit: 21 (6d6) necrotic damage. 
  Necrotic Ray. Ranged Spell Attack: +7 to hit, range 
  300 ft., one target. Hit: 14 (4d6) necrotic damage. 
  Spawn Children (Recharge 6). The mutated drider 
  spawns 7 (1d6 + 4) swarms of spiders (CR ½; MM 
  338) from its sac. The spawned creatures act as a 
  group immediately after the mutated drider’s turn. 
   
   
  
   
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  One Thing About the 
  Underdark… 
  By Jimmy Meritt 
  Artist: Matt DeMino 
   
  Estimated run-time: 60 minutes upwards 
   
  A clan of vampires have established a small 
  colony within the Underdark—the locals want 
  them gone, but the Vampires may have another 
  deal to offer… 
   
  DM Notes: 
  In this adventure, the characters are sent on a 
  mission to slay vampires. This can be run as a 
  fairly straightforward combat scenario, 
  although it is worth noting that the vampires 
  are open to negotiation—finding ways to 
  encourage players to indulge this impulse could 
  be an excellent way to help contrast the 
  Underdark with a more conventional surface 
  adventure location. Vampires would never be 
  allowed to prosper in a civilized society, but can 
  we consider the Underdark civilized? 
   
  Background  
  A month ago, dwarves sent out an expedition 
  from the mining colony of Forgehome in an 
  attempt to find a new area ripe for mining. 
  When the dwarves didn’t return, a second 
  group was sent to investigate—their 
  assumption being that either the expedition 
  found treasure and kept it to themselves, or 
  they were somehow lost. Now that the second 
  group has not reported in for several days, 
  Forgehome has put out a call for adventurers. 
   
  Hook ‘Em In:  
  There are several ways characters can catch 
  wind of this call for mercenaries: postings are 
  carved into cave walls, and traveling mining 
  expeditions and merchants spread the word. 
  Once characters are aware of the bounty, they 
  are instructed to travel to Forgehome for more 
  information. 
   
  Arriving at Forgehome 
  When the characters arrive at Forgehome, read 
  or summarize the following: 
   
  Turning a corner, you find yourself on the 
  approach to Forgehome. Nearly a dozen 
  dwarves, wearing makeshift armor and wielding 
  mining equipment as weapons, stand ready. 
  Seeing you approach, two dwarves begin 
  pushing shut a large stone valve, blocking off 
  access to the city. 
   
  Fun Facts About Forgehome: 
  Forgehome is a massive city of miners, existing as a 
  focal point and safe haven where a variety of mining 
  expeditions can disembark from, and return to. 
   
  All entrances to Forgehome are well defended and 
  easily sealed behind huge stone valves—this makes 
  Forgehome valuable as one of the few places in the 
  Underdark for safe rest and shelter. 
   
  Forgehome’s population is made up almost entirely 
  of dwarves who are incredibly skeptical of 
  outsiders—only adventuring parties on official 
  business may enter. 
   
  Meeting the Mayor  
  Once welcomed into Forgehome, characters are 
  brought to its current mayor (dwarves believe 
  only places meant to last should have a king), 
  Gloris Leadshaper (dwarf noble, she/her). Gloris 
  conveys the following information to the 
  characters:  
   
  
   
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  • 
  Rumors persisted of an untapped vein 
  of mithral ore a four day's journey 
  away. A small expedition party was sent 
  to simply scout the area, confirm the 
  presence of mithral, then return so that 
  a larger mining company could be 
  formed.  
  • 
  After two tendays had passed, a second 
  search party was sent to see what 
  happened to the scouts. When the 
  second party also didn’t return, Mayor 
  Leadshaper decided to hire outside 
  help. The dwarves here are primarily 
  miners, not fighters. 
  • 
  In exchange for investigating and 
  resolving the problem, the characters 
  earn the following awards: 2,000 gp 
  worth of gems, a 10% stake in the new 
  mine should it be formed, and an open 
  invitation for lodging and meals in 
  Forgehome forever. 
   
  Characters who accept this offer are given a 
  map to the alleged mithral vein. Characters who 
  refuse are escorted from town unless a dwarf is 
  in the party, in which case they are invited to 
  rest overnight and then sent out in the morning.  
   
  Traveling Through the 
  Underdark  
  It is a four-day journey towards the mithral 
  vein. This travel time gives an excellent 
  opportunity to drop in another encounter (or 
  several) from this supplement or run random 
  encounters. The primary motivation of both 
  Mayor Gloris and the vampires is to create a 
  safe home for their people, adding to the 
  danger of the Underdark helps solidify this 
  concern and build the theme. 
   
  This Didn’t Go Great for Him 
  As the party travels the Underdark, read or 
  summarize the following: 
   
  Moving through the dim tunnels, you hear a 
  labored, slow breathing. A pale dwarf lies 
  huddled against a cavern wall, clinging to life.  
   
  The dwarf will die if not treated with a 
  successful DC 14 Wisdom (Medicine) check, or 
  healing magic. If the dwarf dies, he raises as a 
  vampire spawn (CR 5; MM, p 298) and attacks 
  the nearest character, desperate for blood.  
   
  If healed and roused awake, the dwarf reveals 
  his name as Jolon Mithralfeet (dwarf, he/him). 
  If questioned, Jolon reveals the following 
  information:  
   
  • 
  Jolon was part of the second rescue 
  expedition. When they neared the 
  suspected mithral site, they were 
  confronted by what they thought were 
  two drow, and were ordered to turn 
  back. 
  • 
  Rather than turning back, Jolon and his 
  fellow dwarves pressed the attack. 
  “During the battle, they didn’t move 
  like drow at all. They clung to the ceiling 
  and walls, dropping down to bite at us 
  with fangs.” 
  • 
  After one drow vampire was slain, a 
  third vampire spawn joined the fight. 
  “This one was dwarven— I knew him 
  well. ‘Was Hasdrol Warfeet, but he 
  wasn’t himself. They’d changed him, 
  made him into one of their foul spawn.” 
   
  Jolon retreated from battle, hoping to return to 
  Forgehome for more aid, but passed out from 
  lack of blood during the journey.  
   
  If the characters return to Forgehome with 
  Jolon and tell Mayor Leadshaper about the 
  vampires, she is insistent on putting them down 
  for good, seeing a nearby vampire enclave as a  
  
   
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  threat to Forgehome. Characters can attempt to 
  negotiate a higher rate—Leadshaper is willing 
  to increase the stake in the mining company by 
  another 5% if pressed. 
   
  The Cimmerian Citadel  
  Read or summarize: 
   
  Ahead of you is what appears to be a makeshift 
  shanty town. Two dozen crude dwellings have 
  been hastily assembled. A flag bears an 
  ominous mark: a single fang. 
   
  Two vampire spawn and one vampire (CR 13; 
  MM, p 297) guard the approach. A successful 
  DC 19 Wisdom (Perception) check can spot four 
  additional vampire spawn clinging to the ceiling 
  of the cavern, 40 feet up. The spawn are a 
  combination of drow, dwarf, and duergar.  
   
  The vampire is a former human named Perseus. 
  He and the spawn approach the characters and 
  ask them to turn back. He only attacks if  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  attacked first. If questioned, he reveals the 
  following information: 
    
  • 
  He is attempting to start a vampire 
  colony in the Underdark. He believes 
  that the lack of sunlight means they will 
  be more comfortable here, and they are 
  less likely to be hunted in the 
  Underdark than they are above ground. 
  “We seem to be a better fit here.”  
  • 
  The previous dwarves were killed 
  because they insisted on attacking. 
  Perseus claims he would have been 
  open to negotiation, but he will actively 
  defend his borders. A successful DC 12 
  Wisdom (Insight) check determines he 
  is telling the truth. 
  • 
  If the characters are not native to the 
  Underdark, Perseus attempts to 
  convince them that the vampires 
  should be allowed to remain in the 
  Underdark. “Wouldn’t you rather have 
  us all down here than up there?” 
  Although the colony is small now, he 
  intends to spread the word among the 
  
   
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  surface once things are better 
  established. 
  • 
  Perseus is aware of the mithral vein, 
  but has no mining equipment or 
  knowledge. 
   
  Combat, Murder, Mayhem:  
  If combat begins, the vampire spawn fight to 
  the death or until Perseus retreats. Perseus’ 
  primary motive is self-preservation. If he is 
  reduced to 60 hit points, he attempts to 
  negotiate with characters (See “Let’s Work This 
  Out”). If the characters are unwilling to talk, he 
  flees using his Shapechanger feature to become 
  mist. If Perseus escapes, he stalks the 
  characters for revenge, attacking them in a 
  future adventure at an opportune moment. 
   
  Drive Them Off 
  Perseus can be persuaded or tricked into 
  abandoning the citadel. His primary motivations 
  are self-survival and establishing a vampire 
  colony in the Underdark. Any attempts at 
  persuasion or deception that plays on those 
  motivations have a chance of success. A 
  successful DC 14 Wisdom (Insight) check 
  uncovers these motivations. 
   
  If the characters persuasion or deception 
  attempt plays on Perseus’ desire for survival or 
  establishing a colony, a successful DC 13 
  Charisma (Deception or Persuasion) check 
  convinces Perseus to move on, opening the 
  Cimmerian Citadel for dwarven mining. Allow 
  the players freedom here, but in general 
  persuasion checks should be focused around 
  finding a better place to settle, and deception 
  checks should be focused around convincing 
  Perseus that this region is somehow unsafe. 
   
  Let’s Work This Out 
  Perseus is open to negotiation with Mayor 
  Leadshaper, if the negotiation is lead by the 
  characters. Allow freedom in whatever deal the 
  characters come up with, keeping the following 
  character motivations in mind:  
   
  • 
  Perseus’ main motivation is safety for 
  the vampire colony. He is willing to 
  allow the dwarves to mine if Mayor 
  Leadshaper makes any 
  accommodations that keeps the 
  vampires safe.  
  • 
  Mayor Leadshaper is motivated by 
  dwarven greed for the mithral mine, 
  and safety for her dwarves. She hears 
  out any ideas that get her to the mithral 
  mine, as long as the accommodations 
  don’t put Forgehome at risk.  
  • 
  One of Mayor Leadshapers’ advisors, 
  Thron Flintheart, wants revenge against 
  the vampires—his sister was on the 
  initial mining crew. The vampires state 
  that the mining crew were only killed 
  because they attacked first, Calming 
  Thron makes negotiations run more 
  smoothly.  
   
  Conclusion 
  Characters who give Mayor Leadshaper access 
  to the mithral vein are rewarded as promised. 
  The mine stake pays out 200 gp monthly, to be 
  given to the characters whenever they visit 
  Forgehome. 
   
  If Perseus is satisfied with the accommodations 
  given to his colony, he gives the characters a 
  Flag of the Cimmerian Citadel. If shown to 
  vampires in the Underdark, they treat the 
  characters with a friendly disposition. 
   
   
  
   
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  Sapricot’s Caravan 
  By Christian Eichhorn 
   
  Estimated run-time: 40 to 60 minutes 
  Sapricot’s Caravan is an Underdark encounter 
  designed for five characters of 2nd level. Scaling 
  instructions are included for characters from 1st 
  to 3rd level. 
   
  Background 
  Sapricot (lawful neutral male deep gnome, CR 
  ½; MM, p 164) is a svirfneblin merchant who 
  runs a caravan between the city of 
  Blingdenstone and various minor settlements in 
  the region. When the characters encounter the 
  caravan, it is under the impending threat of a 
  duergar assault unit. The deep gnomes threw 
  back one reckless gray dwarf attack, allowing 
  them to attempt an escape. However, according 
  to the deep gnome rearguard, the duergar 
  reformed their unit and quickly caught up to the 
  caravan. In response, Sapricot brought the 
  caravan to a halt. The deep gnomes are 
  preparing for their last stand. The characters 
  have 1 hour to help the defending svirfneblin 
  prepare their defenses and fend off the attack. 
   
  The Encounter 
  Read or summarize: 
   
  Following the sheer endless meandering 
  tunnels of the Underdark, you set foot into a 
  large cavern—a welcome change of scenery. 
  The smells of mushrooms, water, and guano fill 
  your nostrils. But what’s this? From somewhere 
  farther inside, you hear muffled voices and the 
  sound of many boots. 
   
  Hasty Preparation 
  The deep gnomes throw all caution to the wind 
  and hurriedly prepare the caravan for the 
  duergar attack. They do not attempt to hide, 
  and the characters spot them as soon as they 
  continue their way further into the cavern. 
   
  Plead for Help 
  When the deep gnomes notice the characters, 
  Sapricot shouts out to them in Undercommon: 
  “Friend or foe?” If the characters attack, the six 
  deep gnomes (CR ½; MM 164) answer in kind. 
  Otherwise, Sapricot explains the situation: 
   
  “I hate to be the bearer of bad news my friends, 
  but several duergar are on their way here to kill 
  or enslave us. They are abominable dwarves of 
  the deep, should you not have heard of them. If 
  you continue your way, you will walk right into 
  their arms! Run, or stay here with us, to defend 
  our livelihoods. I’ll make sure to reward you if 
  we survive.” 
  General Features 
   The cavern is a natural void in the ground. Its 
  general features are summarized here. 
   
   Dimensions. The cavern is rectangular, with a 
  height of 30 feet (flattening towards the walls), a 
  length of 600 feet, and a width of 200 feet. 
   Entry and Exit. The two corridors leading into the 
  cavern are 10 feet wide and 5 feet high. 
   Terrain. Shallow pools of water collect in small 
  basins among tall stalagmites. Large rocks and gravel 
  litter the ground, but a pathway, connecting the two 
  corridors leading in and out of the cavern, is cleared 
  of debris. Among the stones lie pieces of broken and 
  rusted equipment: the remains of past battles, 
  mixed with ancient bones. 
   Light. Phosphorescent mushrooms grow on large 
  stalactites. When the characters enter without an 
  open light source, the mushrooms don’t shed light. 
  When a source of light flares up, like a torch or a 
  spell, the cavern is bathed in dim light after 1 
  minute. Otherwise, the cavern lies in complete 
  darkness. 
   Smells and Sounds. It smells of mushrooms, 
  minerals, water, and guano. Bats screech frequently, 
  and the sound of splashing water, produced by small 
  animals plunging into the pools, echoes through the 
  cavern now and then. 
   
   
   
  
   
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  Preparing the Defense 
  The Preparation 
  Sapricot explains his plan to the characters. He 
  arranges the caravan in the center of the 
  cavern, looking as though it was abandoned. 
  Meanwhile, the deep gnomes prepare an 
  ambush in the immediate surroundings, 
  camouflaging advantageous positions with 
  rocks. Sapricot urges the characters to do the 
  same, or check the carts for anything useful that 
  they can use in the defense. 
   
  The characters have the opportunity to build 
  traps and contraptions using the wares as 
  detailed below. Start a 1-hour countdown after 
  the characters have assessed the materials; 
  different tasks have varying time costs 
  associated with them.  
   
  The Enemy 
  A character who succeeds on a DC 14 
  Intelligence (History or Nature) check knows 
  that duergar have abilities that allow them to 
  alter their size or make themselves invisible. 
  Sapricot explains the same if asked about 
  duergar. 
   
  The Caravan 
  Read or summarize: 
   
  You see five wooden carts, covered with black 
  tarps. Two deep gnomes lean against the dank 
  wood, talking among themselves, meanwhile 
  bandaging their wounds. A different creature, 
  large, bulky, and red, lies next to the gnomes, 
  perching on a stone. 
   
  The caravan is made up of five zurkhwood carts, 
  each 10 feet long, 3 feet wide, 6 feet high, and 
  normally drawn by a giant lizard (CR ¼; MM 
  326). They stand in a line in the center of the 
  cave.  
   
  Deep Gnomes 
  The names of the six deep gnomes are Sapricot, 
  Dukthut, Zheecku, Frisa, Yersidd, and Lantera. 
  Zheecku and Frisa, the rearguard, rest by the 
  carts and dress their wounds. Both have only 5 
  hit points remaining and require healing. 
   
  Wounded Xorn 
  The caravan’s heavy hitter, a xorn (CR 5, MM 
  304), is gravely wounded. It has only 3 hit points 
  remaining and sluggishly nibbles on a broken off 
  stalagmite to slowly heal. If asked, a deep 
  gnome explains that it cannot be healed by 
  magic or potions: it needs to feed on precious 
  metals or gems to regenerate in a timely 
  manner. The caravan is out of those, 
  unfortunately. 
   
  If the characters feed it with silver, gold, 
  platinum, or gems, the xorn heals 1 hp for every 
  5 gp worth of precious metals or gems 
  consumed. 
   
  Giant Lizards 
  The deep gnomes cut the five giant lizards 
  loose, which now rest and drink from the pools 
  not far from the caravan. A character can 
  attempt to mount a lizard to ride it into combat. 
  This requires a successful DC 16 Wisdom 
  (Animal Handling) check, made with 
  disadvantage since there are no saddles. A 
  character who succeeds on a DC 12 Dexterity 
  check using leatherworker’s tools can fashion a 
  makeshift saddle in 20 minutes, using wares 
  from the caravan. 
   
  Wares 
  Inside the carts, the characters find valuable 
  trade goods that aren’t immediately useful like 
  spider silk garments, books, instruments, and 
  mining tools. Useful items are listed below. 
   
  Building Material. The caravan carries different 
  metal parts, leathers, chains, and types of 
  wood. These might be used to create barricades 
  or traps; allow the players to be as creative as 
  possible. 
  
   
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  Assorted Equipment. Two 50-foot ropes, two 
  bags of 1,000 ball bearings, two flasks of 
  alchemist’s fire, two vials of acid, ten small 
  barrels of oil, and a pulley. 
   
  Example Contraptions 
  The goal of this encounter is to allow the 
  players to come up with inventive ideas and 
  contraptions to defeat the duergar. The 
  following paragraphs contain examples of ideas 
  the players might have. If the players do not 
  catch on to the possibilities, allow the most 
  intelligent character of the group to make a DC 
  10 Intelligence check. On a success, choose one 
  of the following examples as an inspiration for 
  the character. 
   
  Feel free to add more goods and materials to 
  the caravan, to use in whatever contraption the 
  players come up with. 
  Burning Ball Bearing Trap 
  Combining an oil-covered ground with ball bearings 
  makes for an excellent trap. Spreading the oil and 
  ball bearings on the ground requires no skill check 
  but takes one character 5 minutes per barrel. 
   
  Battering Ram Trap 
  Using the pulley and rope, the characters can hoist 
  one of the carts up to the cavern’s ceiling and use it 
  as a battering ram. It takes 10 minutes to set up 
  correctly and the characters must succeed on a DC 
  12 Dexterity check. Creatures in a 15-foot-long 5-
  foot-wide line on the ram’s path must make a DC 14 
  Dexterity saving throw. A target takes 4d6 
  bludgeoning damage on a failed save, or half as 
  much damage on a successful one. 
   
  Exploding Barrel Catapult 
  Two characters working together, one succeeding on 
  a DC 14 Intelligence check, the other on a DC 12 
  Dexterity check using carpenter’s tools, can 
  construct a makeshift catapult in 40 minutes. It takes 
  one action to load and aim the catapult and one 
  action to fire it.  
  Burning Barrel. Choose a point within 400 feet. Each 
  creature in a 10-foot-radius sphere centered on that 
  point must make a DC 13 Dexterity saving throw. A 
  target has advantage on the saving throw if the point 
  is beyond 100 feet. A target takes 1d6 fire damage 
  on a failed save, or half as much damage on a 
  successful one. 
  Stone. Ranged Weapon Attack: +5 to hit, range 
  100/400 ft. (can't hit targets within 30 feet of it), one 
  target. Hit: 2d6 bludgeoning damage. 
  Shrapnel Barrel. The characters can rig exploding 
  barrels with ball bearings. Each explosion deals an 
  additional 1d6 piercing damage with the 
  modification. Affixing the ball bearings to one barrel 
  takes a character 5 minutes. 
   
  Tension Plank Trap 
  A character can prepare a trap where a long plank 
  under tension swings around and hits an enemy in 
  the gut or face. Setting up such a trap requires a 
  successful DC 14 Dexterity check using carpenter’s 
  tools and takes 10 minutes. The affected area 
  depends on the plank's length. The damage dealt 
  depends on the type of attached material. 
  Spikes. A target hit with spikes must succeed on a DC 
  13 Dexterity saving throw or take 1d6 piercing 
  damage. 
  Acid Vial. A target hit with acid must succeed on a 
  DC 16 Dexterity saving throw or take 2d6 acid 
  damage. 
  Alchemist’s Fire. A target hit with alchemist’s fire 
  must succeed on a DC 16 Dexterity saving throw or 
  take 1d4 fire damage at the start of each of its turns. 
  A creature can end this damage by using its action to 
  make a DC 10 Dexterity check to extinguish the 
  flames. 
   
   
   
   
  
   
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  The Attack 
  Scouting 
  After 1 hour has passed, an invisible duergar 
  (CR 1; MM, p 122) scout appears and judges the 
  situation. The duergar walks into the cavern, 
  stops when it spots the caravan, and attempts a 
  Wisdom (Perception) check to spot hidden 
  enemies. If the characters lit the mushrooms in 
  the cave beforehand, the scout spots the 
  caravan 400 feet away. If the cavern still lies in 
  darkness, the scout approaches to within 120 
  feet of the caravan. 
   
  The scout returns to its unit immediately after 
  making the check, whether or not it spots any 
  ambushers. The scout also retreats if attacked 
  or after triggering a trap. 
   
  Approach 
  After 10 minutes, eight invisible duergar (CR 1; 
  MM, p 122) enter the cavern, or seven if the 
  scout was killed. If the scout did not return, or if 
  the scout spotted ambushers, the unit swarms 
  out to sniff out ambushers. If the scout 
  reported back without issues, the unit walks 
  double file up to the seemingly abandoned 
  caravan. 
   
  Tactics 
  The duergar remain invisible for as long as 
  possible. After their invisibility ends, they use 
  their Enlarge action. They prefer to fight in 
  single combat, but attempt to retreat into a 
  defensive circle once they fall below 10 hit 
  points. Since they are slavers, they do not 
  attempt to kill unconscious creatures. 
   
  Scaling the Battle 
  Levels 1: Remove three duergar 
  Levels 3: Add three duergar 
  Conclusion 
  Victory 
  If one or more of the deep gnomes survive the 
  encounter, they thank the characters for their 
  help. Depending on the state of the carts and 
  draft lizards, the gnomes rearrange the goods 
  and continue their way to Blingdenstone. They 
  offer the characters to accompany them.  
  The characters have gained one or more friends 
  in Blingdenstone they can count on. 
   
  Defeat 
  If the duergar knock all defenders unconscious, 
  they shackle the survivors and take them to 
  Gracklstugh. Allow the characters to attempt an 
  escape during the journey. In Gracklstugh, the 
  duergar sell the characters to the arena, where 
  they must serve as gladiators. 
   
   
   
  
   
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  Serpent Kings 
  By Sadie Lowry 
  Artist: Sadie Lowry 
  Cartography: Jeff C. Stevens 
   
  Estimated run-time: 45 to 75 minutes 
  Serpent Kings is a chilling lair adventure 
  designed for five characters of 5th level. Scaling 
  suggestions are included for parties up to 10th 
  level. 
  Background 
  The Avonnach Hollow is a well-traveled route 
  through the Underdark known for the running 
  water along its sheen walls. It is favored not 
  only for its directness from city to city, but also 
  for the scenic wonder of its reflective walls and 
  troves of jewels hidden beneath the mirrored 
  surfaces. However, travelers who have recently 
  gone through the trails have not returned. 
   
  Two basilisks (CR 3; MM, p 24) now claim these 
  caverns, and strangely, they do not eat their 
  prey. The serpent kings hide on opposing sides 
  of the caverns, confusing travelers with echoes 
  and reflections. They store their prizes in the 
  pit—a deep grave for many travelers, frozen 
  over time. For parties between levels 7 and 10, 
  the basilisks may be in service of the basilisk 
  king (see below). 
   
  Plot Hook 
  Jardha Vahl, dwarven merchant and owner of 
  The Laden Satchel general goods store, asks the 
  adventurers to see why one of her shipments 
  hasn’t been delivered. She received word that a 
  caravan helmed by Maxwell Pendleton and his 
  crew was heading into the Avonnach Hollow 
  several days before. They have not arrived. 
   
  If the adventurers investigate the caverns, clear 
  out any dangers there, and bring her goods 
  back to her, Jardha offers a substantial reward 
  of 1,500 gp (or a more appropriate amount at 
  the DM’s discretion, especially for high-level 
  parties). Alternatively, this encounter can easily 
  be run without a hook if the players are 
  traversing the Underdark. 
  Missing Couriers 
  The couriers have been turned to stone by the 
  basilisks. They, along with the other prisoners, 
  can be retrieved at the end of the adventure 
  and healed with the greater restoration spell or 
  similar magic. 
   
  If characters find the bottle of griffin tears (Area 
  2) but do not use it against the basilisks, the 
  characters, local clerics, or clever alchemists 
  may use it to synthesize a mass cure for the 
  petrification. 
  Pendleton’s Post and Packages 
  Wealthy young noble Maxwell Pendleton started his 
  caravan company to snub his parents and make 
  some quick gold. Thinking himself clever, he brought 
  on people he thought were easy to swindle. Six years 
  later, the company contained his closest and only 
  friends. 
   Maxwell Pendleton (neutral human male), 
  leader. Wavy blonde hair, pale, grey eyes, and loose 
  clothes that hint at nobility. Years of rebellious 
  escapades made Maxwell a surprisingly effective 
  postman. Who’d have thought? 
   Pietra Vitrin (neutral good female earth genasi), 
  operations. Dark braids, brown-grey skin, and 
  dancing slate eyes over layers of clothes and a cloak. 
  Pietra was the brains—and the brawn, half the time. 
  Firim covered the other half. 
   Novis Yinfir. (lawful good nonbinary elf), 
  accountant. Thin silvery hair, tanned skin, foggy 
  green eyes, and refined silks that spoke to a different 
  nation. Novis traded in coin as much as they traded 
  in hidden blades, yet still managed to remain the 
  most logical voice of the group—which is somewhat 
  worrying. 
   Firim Greydigger (chaotic good male dwarf), 
  security. Red hair knotted and woven intricately, 
  ruddy skin, subdued blue eyes, and practical armor. 
  Firim nearly always had a pocketful of tea leaves and 
  a disarming grin. 
   
   
   
  
   
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  The Gaze of the Basilisk 
  Time in these caverns has made the basilisks far 
  more intelligent. They have adapted to the 
  reflective wet stone surfaces and use them to 
  catch eyes with enemies while avoiding looking 
  at themselves.  
   
  You are encouraged to play them cleverly to 
  heighten the fear and thrill of exploration; 
  players should be wary of looking at the walls, 
  looking down dark passageways, and looking at 
  the creatures themselves. 
  Entering the Caverns 
  As the party enters the caverns, read or 
  summarize: 
  The glint off the walls ahead is the first sign that 
  you have reached the Avonnach Hollow. The 
  smooth stones, slick with trickling water, catch 
  the last fading light from behind you, as well as 
  the darkness from within. 
  The descent into to Area 1 slopes gently 
  downward. While the slick surfaces are not 
  necessarily dangerous, you might choose to 
  enforce difficult terrain for combat. 
  General Features 
   Terrain. Slick, smooth stone and loose gravel. 
   Weather. Warm and damp. 
   Light. Unless otherwise noted, the caverns are 
  dark and require darkvision or a light source. 
   Smells and Sounds. The sharp mineral scents are 
  dampened by the trickling water. Other than the 
  whisper of the water’s movement, the caves are 
  silent. 
   
   
   
   
  Area 1 
  As the party enters Area 1, read or summarize: 
  The drips of water are the only familiar comfort 
  of this descent, as the torches that normally 
  dance along the mirroring walls behind them 
  are snuffed out. You see a trail of stray, ripped 
  cloth, scattered rations, and spilled ink leading 
  you into the dark. 
  Area 2 
  As the party enters Area 2, read or summarize: 
  The trail of belongings leads you to a pile—what 
  can barely be called a pile, given the violent 
  disarray. A tattered bag lies beside a splintered 
  shield, and journal pages are scattered about 
  the floor, damp and smudged. More wreckage 
  leads off a path down to the right. The whole 
  scene sits at the feet of a statue of a startled 
  man—a human male. 
  Abandoned Belongings 
  The items belong to Maxwell Pendleton, and a 
  successful DC 15 Intelligence (Investigation) 
  check confirms his identity from his features 
  and belongings—the statue is Maxwell succumb 
  to petrification.  
   
  Amidst the remaining rubble, the characters 
  find a potion of healing, a traveler’s journal, a 
  deck of ornate tarot cards, and a bottle of griffin 
  tears, identified with a DC 17 Intelligence 
  (Arcana or Nature) check. 
   
   
   
   
   
   
   
   
   
  
   
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  Bottle of Griffin Tears 
  Wondrous item, rare 
   
  A sizable bottle of silver-blue liquid that seems to 
  shimmer when turned over in the light. 
   
  This corked bottle has enough remaining for three 
  uses. A basilisk subjected to griffin tears must 
  succeed on a DC 15 Constitution saving throw or 
  become poisoned for 1 hour. The poisoned basilisk is 
  blinded while poisoned in this way. 
   
  The griffin tears may also be used to concoct a 
  serum to remove petrification. 
  Journal Pages 
  The following journal pages are the only legible 
  ones among water-blotted wreckage: 
  From the Travels of Maxwell Pendleton 
  When Pietra started tossing stones, I assumed it was 
  because we were headed away from Marigold. But 
  Firim was antsy last night—after tea. Novis is being 
  quiet. This scares them. More than they’re willing to 
  admit aloud. 
   
  I’ve reminded them that rumors are often 
  overblown—everyone loves dramatics, and I’m 
  certain that bard was four tankards into his 
  evening—but it isn’t easing them. I’m loathe to 
  spend 250 gold on a potion, but if it will soothe them, 
  I will go to the vendor at dawn. 
  Area 3 
  As the party enters Area 3, read or summarize: 
  This small offshoot of the main caverns holds less 
  wreckage than the rest, though scattered stones sit 
  atop a split rucksack, its contents spilling out around 
  the rocks. This statue is far more in motion than the 
  first—the female genasi has an outstretched hand, 
  braids frozen in an array around her, and wide, 
  defiant eyes. 
  Strewn Belongings 
  This statue is Pietra Vitrin, Maxwell’s trusted 
  right hand and leader of operations. Her 
  belongings hold a bloodstained mirror, a silk 
  handkerchief, 105 gp, and a sealed envelope. 
   
  The Mirror and the Griffin Tears 
  The bloodstained mirror and the bottle of griffin 
  tears, along with the statues, should hint to the 
  players the nature of what awaits them. The 
  players should be encouraged to use these 
  resources wisely by coating their characters’ 
  weapons with the griffin tears—or saving them 
  for a serum to cure the petrification—and using 
  the mirror to turn the basilisks’ gaze on 
  themselves. 
   
  
   
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  Unwise uses of the bloodstained mirror should 
  heighten the risk of catching a stray basilisk 
  gaze through the dark. 
  Sealed Letter 
  Pietra’s envelope contains an unsent letter to 
  her girlfriend, Marigold. 
   
  Pietra’s Letter 
  Mari, 
   
  My thoughts this morning are entrapped wholly by 
  you. If they are not on your honeyed eyes, they are 
  on the cottage we may have together, the dewdrop 
  sound of your laughter, and the unspoken things 
  resounding in our farewells when we parted last. 
   
  I have so many things buried in my chest. When I see 
  you next, I will not leave them unspoken. Maxwell 
  insists we will return soon. I am practicing my 
  words—over and over—and they will be ready for 
  you. They will be practiced, confident, and sure. 
   Pietra 
  Area 4 
  As the party enters Area 4, read or summarize: 
  The darkest part of Avonnach Hollow is the Echoes, 
  where cascading walls and a gaping pit are known to 
  catch wanderers and whispers alike. This area is 
  normally kept dutifully lit to keep travelers away 
  from the pit—but in the darkness, the chasm sprawls 
  out before you, looming and deep. 
  The Pit 
  The pit is 35 feet long and spreads 20 feet at its 
  widest point. Nearly 50 feet deep, the pit is 
  difficult to see into without a torch—and even 
  then, what lies at the bottom is just barely 
  within torchlight. A successful DC 14 
  Intelligence (Investigation) check reveals the 
  curated mass of stones heaped at the bottom: 
  dozens of petrified bodies.  
   
  Deep gouges around the mouth of the pit 
  indicate the scraping of stone against stone. A 
  successful DC 16 Wisdom (Survival) check 
  indicates that some of these scratches are very 
  recent, and a successful DC 16 Intelligence 
  (Investigation) check reveals that two of the 
  statues near the top seem to be the remaining 
  members of Maxwell Pendleton’s crew. An elf, 
  Novis Yinfir, and a dwarf, Firim Greydigger, 
  have been dropped atop this cruel mass of 
  frozen bodies. 
   
  Hazard. Getting close to the pit during combat 
  is dangerous, as the basilisks know how to 
  corner their prey. They will attempt to push the 
  party into the pit, requiring the characters to 
  succeed on a DC 14 Dexterity saving throw to 
  catch themselves on the ledge. On a failure, the 
  character is thrown down atop the statues, 
  taking 4d6 bludgeoning damage from the fall. 
   
  The Basilisk Encounter 
  The two basilisks (CR 3; MM, p 24) reside in 
  Area 5 and Area 6. Use your discretion for 
  initiating the combat encounter and begin 
  when it feels most appropriate. Below are a few 
  suggested setups. 
   
  The Pit. The characters, panicked by the bodies, 
  hear sounds behind them as the basilisks close 
  in to trap them in the pit. 
   
  The Hall. Letting the characters move into the 
  caverns allows the basilisks to trap them in the 
  hall between Area 4 and Area 5. 
   
  The Hunt. If you want a tense exploration 
  scene, the basilisk’s gaze can appear in the 
  walls, the water, and the mirror far earlier, 
  forcing the party to make Constitution saves 
  before the creatures disappear back into the 
  dark. This is particularly effective for parties 
  without darkvision. 
   
  To heighten the fear, ask for a DC 14 
  Intelligence (Nature) check. A success reveals 
  that basilisks normally eat their prey 
  immediately—the statues are an indication of a 
  terrifying intelligence and foresight. This can be 
  used to foreshadow the basilisk king encounter, 
  if you choose to use it. 
  
   
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  Area 5 
  As the party enters Area 5, read or summarize: 
  This is where the basilisks seem to have done 
  the majority of their feasting—wrecked carts 
  and shattered stone reveal numerous beasts of 
  burden that have met their end. 
  Treasure 
  The party may find rations, supplies, and 
  traveling gear here at your discretion. 
  Area 6 
  As the party enters Area 6, read or summarize: 
  The bloodied weapons and wreckage tell the 
  tale of a few brave souls who made their last 
  stand here. Traces of violent spells scar the wall, 
  deep gouges lie left behind by claws, and the 
  trickling water fails to wash away crimson 
  stains. 
  Treasure 
  If the adventurers search the wreckage, a 
  successful DC 12 Intelligence (Investigation) 
  check reveals a statue desperately gripping a 
  longsword +2 and five scattered acid arrows. 
  Acid Arrows 
  Wondrous item, rare 
   
  Slim arrows that are tinted a putrid purple at the tip. 
    
  On hit, the target takes 2d8 acid damage and must 
  pass a DC 16 Constitution saving throw. Upon a 
  failure, the target takes an additional 1d6 acid 
  damage and has disadvantage on Constitution saving 
  throws for 3 rounds.  
   
  Optional Encounter: Basilisk King 
  For high-level parties, the basilisk king may rise, 
  crashing through the caverns to feast on the 
  statues that the basilisks have gathered for it. 
  The stat block for the basilisk king is found at 
  the end of this encounter. 
  A deafening crashing quakes the caverns as a 
  monstrosity arrives to the din of battle. A far 
  larger basilisk, scarred and hardened, barrels 
  through the twisting caverns, its jagged spikes 
  keening in shrieks against the stone. Trailing 
  teal eyes fixate on its prey. 
  The basilisk king may try to consume the 
  statues in the pit, or any party member 
  petrified throughout the battle, forcing the 
  characters to act in defense. 
   
  Scaling the Battle 
  Levels 5-6: The party faces two basilisks. 
  Levels 7-8: The party faces two basilisks, then the 
  basilisk king as a separate encounter. 
  Levels 9-10: The party faces two basilisks and the 
  basilisk king together. 
  Conclusion 
  If the adventurers defeat the basilisks and clear 
  the Avonnach Hollow, Jardha Vahl gives them 
  the promised reward. Below are ways to tie off 
  the adventure. 
   
  Petrification. The party may take the griffin 
  tears to local clerics, alchemists, or other 
  magically inclined NPCs to start brewing a 
  serum to remove petrification. A similar effect 
  can be achieved by harvesting fluid from a 
  basilisk’s gullet. 
   
  Pendleton’s Post and Packages. If the party 
  saves Maxwell Pendleton’s crew, he gives them 
  500 gp and thanks them earnestly. Maxwell is 
  well traveled and a good person to spread a 
  rumor that hints at the next adventure. 
   
  Pietra’s Letter. If the party does not save the 
  statues, they may deliver Pietra’s letter to a 
  heartbroken Marigold, a young half-elf with 
  dusty gold hair and freckles. She tearfully gives 
  them 100 gp in exchange. 
   
  
   
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  Basilisk King 
  Large monstrosity, unaligned 
  Armor Class 17 (natural armor) 
  Hit Points 127 (15d10 + 45) 
  Speed 20 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 15 (+2) 17 (+3) 17 (+3) 15 (+2) 10 (0) 
  Damage Resistances bludgeoning, piercing, and 
  slashing damage from nonmagical weapons 
  Senses darkvision 60 ft., passive Perception 9 
  Challenge 7 (2,900 XP) 
   
  Petrifying Glare. If a creature starts its turn within 
  30 ft. of the basilisk king and the two of them can 
  see each other, the basilisk king can force the 
  creature to make a DC 14 Constitution saving throw 
  if the basilisk king isn't incapacitated. On a failed 
  save, the creature is petrified until freed by the 
  greater restoration spell or other magic. 
  A creature that isn't surprised can avert its eyes to 
  avoid the saving throw at the start of its turn. If it 
  does so, it can't see the basilisk king until the start of 
  its next turn, when it can avert its eyes again. If it 
  looks at the basilisk king in the meantime, it must 
  immediately make the save. 
   
  Magic Resistance. The basilisk king has advantage 
  on saving throws against spells and other magical 
  effects. 
  Actions 
  Multiattack. The basilisk king makes three attacks: 
  two with its claws and one with its bite. 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 7 (1d6 + 4) piercing damage plus 10 
  (3d6) acid damage. 
  Claws. Melee Weapon Attack: +7 to hit, reach 10 ft., 
  one target. Hit: 22 (4d8 + 4) slashing damage.  
   
   
  
   
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  Through the Devil’s Veins 
  By Tal Aviezer 
  Artist: Matt DeMino 
  Cartography: Tal Aviezer & Carolyn Fox 
   
  Adventurers encounter a svirfneblin druid on a 
  mission to save her dying brother. The only way 
  to reach him in time is by taking a desperate 
  shortcut through deadly, forbidden caverns. 
  Can the heroes help her pass through the 
  Devil’s Veins? 
   
  This encounter is optimized for four 4th-level 
  characters.  
   
  Adventure Background 
  Earlier today, a messenger bat from the 
  Pickshaft Mines reached apprentice svirfneblin 
  druid Nomi Pathshutter at her enclave, 
  Stoneheart Quarry. The bat bore a message for 
  Nomi: her brother Norbo has been terribly 
  injured in a mining disaster. Norbo has only one 
  chance to survive: he needs a new heart, and he 
  needs it now. Stoneheart’s high druid can 
  magically create transplant organs from 
  precious gems and metals, but she is currently 
  away in Mantol Derith and can’t be reached in 
  time. Nomi had no choice—she seized the one 
  lifestone in stock and set off herself for the 
  mines, accompanied only by Bill, her mud 
  mephit companion. The journey from 
  Stoneheart to Pickshaft normally takes half a 
  day, but Norbo won’t survive that long. To 
  reach Norbo in time, Nomi needs to take a 
  shortcut through forbidden caverns known as 
  the Devil’s Veins. Years ago, this route was no 
  more or less safe than any other Underdark 
  passage, but recently something terrible has 
  taken up residence there—and no gnome who 
  entered in the past five years has ever emerged 
  alive. 
   
  In fact, the Devil’s Veins are now the lair of a 
  drider, Allinestro Varnix, who wandered here 
  five years ago in mad despair after failing Lolth’s 
  tests in the Demonweb Pits and being driven 
  from the drow city of Menzoberranzan. He dens 
  here in secret, feeding off gnome stragglers and 
  other unfortunate creatures. He has learned to 
  navigate the cavern’s natural hazards and relies 
  on them to discourage intruders.  
   
  In the official adventure Out of the Abyss, the 
  Pickshaft Mines and Stoneheart Quarry are 
  both located on the outskirts of the ancient 
  svirfneblin city of Blingdenstone, but you can 
  place these deep gnome outposts anywhere in 
  the Underdark. 
   
  Adventure Hooks 
  The adventurers could become involved with 
  Nomi Pathshutter through any of the following 
  means: 
   
  ● The party is traveling through the 
  Underdark and comes across a 
  frightened Nomi at the entrance to the 
  Devil’s Veins. She implores them for aid 
  in reaching her brother, promising to 
  create a magical gem for them as a 
  reward if they succeed.   
  ● The party is in Blingdenstone or 
  Stoneheart when news arrives of the 
  mining disaster; gnomes there hire or 
  beseech the adventurers to help Nomi 
  reach her brother.  
  ● The party is seeking entrance to 
  Blingdenstone or another svirfneblin 
  settlement. The gnome gate guards are 
  distrustful and won’t allow the 
  adventurers to enter until they have 
  proven themselves. The gnomes have 
  heard of the mining disaster and Nomi’s 
  
   
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  plight, and send the adventurers to 
  rendezvous with her at the entrance to 
  the Devil’s Veins. If the party succeeds 
  in helping her, miners at Pickshaft send 
  word via messenger bat to vouch for 
  them.  
   
  Regardless of which hooks are used, the 
  encounter begins as the party meets Nomi at 
  the entrance to the Devil’s Veins. 
   
  General Features 
   Light. The Devil’s Veins are pitch black. Unless 
  otherwise indicated, characters need to provide 
  their own light sources. Area descriptions assume 
  the characters have a light source or darkvision. 
   Ground, walls, and ceiling. Unless otherwise 
  noted, the interior of the cavern system is natural 
  stone. Stalactites and stalagmites protrude from the 
  roof and floor. 
   Sounds. Dripping water from the stalactites 
  splatters into small pools on the ground. Strange 
  creatures skitter along, moving though unseen 
  passages.    
  Smells. The caverns smell faintly of sulphur and wet 
  salt.  
   
  Area 1: Cave Entrance 
  As the party approaches the entrance to the 
  Devil’s Veins, you can read or paraphrase the 
  following: 
   
  A female gnome in gray and blue traveler’s 
  clothes blinks at you with large, yellow eyes, her 
  fingers twisting together in front of her chest. A 
  creature that looks like a dripping, mud-covered 
  imp hovers in the air next to her. Behind her is a 
  large, black crack in the sheer wall of a cavern.  
   
   
   
   
   
   
   
  Creatures 
  Nomi Pathshutter is a neutral good druid (CR 2; 
  MM, p 346). She has darkvision out to a radius 
  of 120 feet; advantage on Dexterity (Stealth) 
  checks; speaks Common, Druidic,  
  Gnomish, Terran, and Undercommon; and has 
  the following spells prepared instead of those 
  listed:  
   
  Cantrips (at will): druidcraft, guidance, produce 
  flame 
  1st level (4 slots): cure wounds, faerie fire, 
  goodberry, healing word 
  2nd level (3 slots): enhance ability, lesser 
  restoration 
   
  Nomi is accompanied by Bill, her chaotic good 
  mud mephit (CR 1/4; MM, p 216) companion.  
   
   
  
   
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  Development 
  Nomi implores the characters for help in 
  passing through the cavern, explaining that she 
  is desperate to reach her wounded brother. She 
  pats a spherical, insulated satchel attached to 
  her belt—it is made of beetle shells molded 
  together into a kind of carrying case. A 
  successful DC 15 Charisma (Intimidation or 
  Persuasion) check convinces Nomi to open the 
  satchel and reveal its contents. If she does so, 
  icy cold air rises from within and characters who 
  peer inside see the lifestone: a crimson gem, a 
  little smaller than a gnome’s fist. It pulses 
  regularly with a dull, throbbing glow like a 
  beating heart. Nomi does not willingly part with 
  the satchel under any condition.  
   
  If the characters agree to help her through the 
  “shortcut” to reach her brother, she promises 
  to create a magic gem for them. She readily 
  admits the passage is very dangerous and that 
  gnomes usually take the long way around to 
  Pickshaft Mines to avoid passing through here, 
  but under the circumstances she has no choice. 
  If the adventurers agree to accompany her, she 
  is tearful with thanks. Only at this point does 
  she share the name of the passage: The Devil’s 
  Veins.  
   
  Nomi introduces Bill, her loyal mud mephit 
  friend: “This is my friend Bill. I made him out of 
  mud and water. He can’t speak your language, 
  but he tries to be helpful. He’s a little messy but 
  please be patient with him. If he looks like he’s 
  going to throw up, you should probably get out 
  of his way. And don’t worry if he gets squashed 
  or splattered—I can just make him again when I 
  get home.”    
   
  If the adventurers agree to help, Nomi and Bill 
  accompany them into the cavern. Characters 
  who attempt to search for another entrance 
  find none; there is only one way into the Devil’s 
  Veins, and one way out. The entrance crack is 
  15 feet high but only a few feet wide, forcing 
  Medium-sized creatures to enter single-file. This 
  narrow passage continues for 70 feet before 
  opening into Area 2.  
   
  Time’s Running Out 
  Nomi knows she must reach Norbo within two 
  hours or he will die. Therefore, the party is 
  limited to one short rest if they wish to 
  successfully complete this mission.  
   
  Roleplaying Nomi and Bill 
  Nomi is a kind, intelligent gnome who spends more 
  time with Bill and other creatures of elemental earth 
  than she does with gnomes or anyone else. She is 
  likely to miss sarcasm and interpret hyperbole 
  literally. She is unfamiliar with surfacers and likely 
  accepts any strange behavior by the adventurers as 
  “typical surfacer customs.” In an effort to fit in, she 
  tries to emulate the adventurers’ expressions and 
  speech patterns, especially if they use a lot of 
  profanity. After a dangerous encounter in the Devil’s 
  Veins, she asks whichever adventurer has most 
  earned her trust to please bring the satchel to 
  Pickshaft Mines in the event of her death, explaining 
  that it is just on the other side of the Devil’s Veins. 
  Nomi has never been inside the Devil’s Veins and 
  knows nothing of its layout; she only knows that for 
  five years no gnome who went in either end has ever 
  come out the other.  
   
  Bill is fearless (because he knows Nomi can recreate 
  him) and totally loyal and protective of Nomi 
  (because he knows that if she dies, nobody is going 
  to recreate him). He speaks only Aquan and Terran, 
  otherwise communicating through grimaces, grins, 
  sighs, whines, giggling, belching, screeching, and 
  whistling.  
   
  In combat, Nomi prefers to assist and heal 
  adventurers with her spells while Bill charges 
  recklessly at opponents and uses his breath weapon 
  as much as possible.  
   
   
   
   
   
   
   
  
   
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  Area 2: Chasm of Blood 
  Read or summarize: 
   
  The narrow passage opens into a massive 
  chasm spanned by a slim natural bridge of 
  obsidian. Black stalactites drip from the ceiling. 
  The floor of the cavern, a hundred or more feet 
  below you, is covered by massive growths of 
  red and purple luminescent fungi. Their light 
  fills the space with an infernal radiance.   
   
  The rock bridge is 5 feet wide and stretches 80 
  feet across the cavern to a flat ledge on the far 
  side. The cavern roof is 40 feet above the 
  bridge, but several large stalactites extend 
  down as low as 20 feet above the bridge. The 
  cavern floor is 110 feet below the bridge. The 
  entire area is dimly lit with red and purple light.  
   
  Trail Marker  
  With a successful DC 13 Wisdom (Perception) 
  check, or a passive Perception of 13 or higher, 
  characters spot an ancient, badly-faded 
  dwarven rune carved on a rock near the bridge. 
  Characters who can read Dwarvish recognize 
  the rune as the symbol for “piercers above”. A 
  ranger whose favored terrain is the Underdark 
  understands the meaning of this trail marker 
  even if they do not otherwise know the 
  dwarven language.  
   
  Creatures who reach the ledge on the far side of 
  the bridge discover two small tunnels in the 
  sheer eastern rock wall (see Area 3).  
   
   
   
   
   
   
   
   
   
  Faerzress 
  Areas 2, 3, and 4 of the Devil’s Veins are suffused 
  with a mysterious magical energy the drow call 
  faerzress. Its effects are as follows: 
   
  A creature in an area suffused with faerzress has 
  advantage on all saving throws against divination 
  magic. If a divination spell doesn’t have a saving 
  throw, the caster must succeed on a DC 15 
  Constitution saving throw to cast the spell. Failing 
  this save means the spell slot is expended but has no 
  effect. 
   
  Any creature attempting to teleport into, out of, or 
  within an area suffused with faerzress must succeed 
  on a DC 15 Constitution saving throw. On a failed 
  save, the creature takes 1d10 force damage and the 
  spell slot is wasted.  
   
  When a spell of 1st level or higher is cast in an area 
  suffused by faerzess, the caster rolls a d20. On a roll 
  of 1, the spell has an additional effect, determined 
  by rolling on the Wild Magic Surge table in chapter 3 
  of the Player’s Handbook. 
   
  Creatures 
  Six piercers (CR 1/2; MM, p 252) hang disguised 
  among the stalactites over the middle section of 
  the bridge. They wait for creatures to reach the 
  middle of the span and then drop from the 
  ceiling. They prefer to attack a group of 
  creatures crossing together, rather than lone 
  individuals. Each piercer drops from 20-40 feet 
  above its intended victim (your discretion, or 
  roll 1d4, rerolling 1s).  
   
  Roosting on the underside of the natural bridge 
  are eight hibernating stirges (CR 1/8; MM, p 
  284). These creatures are sleeping when the 
  adventurers enter Area 2. If combat ensues 
  with the piercers, make a DC 10 Wisdom 
  (Perception) check for the stirges at the end of 
  each round. On a successful check, roll initiative 
  for the stirges, who hear the combat and attack 
  during the next round. They prefer to attack 
  wounded creatures. Creatures who climb or fly 
  under the bridge automatically spot the 
  roosting stirges.  
   
  
   
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  Characters who find some way to navigate the 
  chasm without using the bridge may be able to 
  avoid the creatures in this area; the piercers are 
  poised above the bridge and are too slow to 
  effectively reposition themselves to drop on 
  victims who are not crossing atop it. If combat 
  with the piercers is avoided, the stirges don’t 
  wake up unless characters touch them or create 
  a sufficiently loud noise in the area (such as by 
  casting a destructive spell or shouting from one 
  end of the bridge to the other). At your 
  discretion, characters may be able to jump from 
  stalactite to stalactite, rig ropes to swing on or 
  climb, or come up with other tactics. Reward 
  creative approaches.  
   
  Area 3: Twin Paths 
  Read or summarize: 
   
  The obsidian bridge terminates in a wide, flat 
  ledge on this side of the vast cavern. In the 
  eastern wall are two small, dark tunnels, each 
  about three feet in diameter.     
   
  Each tunnel is 65 feet long and both lead to 
  Area 4. The tunnels are impassable to creatures 
  larger than Medium; Medium-sized creatures 
  can move through them only by crawling at half 
  speed, and cannot pass each other inside a 
  tunnel. Small or Tiny creatures can move 
  through them at normal speed. The dim light 
  from Area 2 dissipates 5 feet into each tunnel, 
  leaving them both completely dark.  
   
  Creatures 
  Characters who move through these tunnels 
  without being stealthy are automatically 
  detected by Allinestro Varnix (see Area 4). If 
  characters attempt to sneak through either or 
  both tunnels, have them make Dexterity 
  (Stealth) checks opposed by his passive 
  Perception (15). If he detects creatures moving 
  through either tunnel, he dispatches two giant 
  wolf spiders (CR 1/4; MM, p 330) with 20 hit 
  points each from Area 4 to investigate—one 
  spider crawls into each tunnel. If a spider passes 
  through either tunnel to the far side without 
  encountering resistance, it attempts to return 
  to Area 4 using the tunnel it did not previously 
  use (this may result in a spider coming up 
  behind characters in that tunnel). If the spiders 
  encounter a creature in a tunnel, they attempt 
  to paralyze it with bites and drag it to Area 4.  
   
  Area 4: Drider’s Lair 
  Read or summarize: 
   
  Bundles bound in webs hang from the ceiling of 
  this large, roughly domed chamber. The grey 
  walls are painted with manic, irregular Elvish 
  runes in red and black. Bones and scraps of 
  clothing litter the ground among stalagmites. 
  There is a large crack in the eastern wall. 
   
  The ceiling in this chamber forms a rough dome, 
  peaking at 30 feet. The webbed bundles contain 
  the dessicated remains of a gnome, a goblin, 
  and a grick. The crack in the eastern wall leads 
  down a narrow 100-foot-long, 10-foot-wide, 10-
  foot-tall passage to Area 5.  
   
  The Elvish graffiti on the walls was scrawled by 
  the drider. It reads, “Spider Queen, Mother of 
  the Drow, forgive your servant his 
  transgressions. I offer you tribute in blood and 
  fear.”  
   
  Creature 
  Allinestro Varnix, a drider (CR 6; MM, p 120), 
  dens here. If he has not detected the the 
  adventurers, he is in the center of the chamber, 
  gnawing on bones. If his two giant wolf spiders 
  have not been dispatched to Area 3, they are 
  with him. If the drider is on alert, he is hiding in 
  shadows on the ceiling, waiting to ambush his 
  prey, and any surviving spiders are waiting 
  immediately above the Area 3 tunnel entrances, 
  just out of the line of sight of creatures in the 
  tunnels. The drider and spiders attack any 
  creatures they detect entering this area. The 
  
   
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  drider fights to the death, though he is too large 
  to pursue enemies into Area 3. The spiders fight 
  to the death unless the drider is slain, 
  whereupon they attempt to disengage and flee. 
  The drider is hopelessly insane and unlikely to 
  respond to diplomacy or threats.  
   
  Treasure 
  If characters search the chamber, with a 
  successful DC 12 Intelligence (Investigation) 
  check they discover the drider’s cache of 
  valuables looted from his victims or stolen from 
  Menzoberranzan, hidden in a shallow recess in 
  the northern wall behind a heavy boulder. A 
  successful DC 12 Strength (Athletics) check is 
  required to move the boulder aside and reach 
  the treasure. Roll once on the Treasure Horde: 
  Challenge 5-10 table on page 137 of the 
  Dungeon Master’s Guide to determine what 
  treasure the drider has hidden here over the 
  past five years.  
   
  Area 5: Pickshaft Mines 
  Read or summarize: 
   
  You emerge from the Devil’s Veins into a vast 
  natural cavern. The yellow lights of an active 
  mining camp are visible, clustered around a 
  quarry and low-slung stone buildings just a few 
  hundred feet away. 
   
  If Nomi has survived, you can add the following: 
   
  Nomi peers cautiously out of the dark passage, 
  spots the encampment, and breaks into a run, 
  clutching her satchel. A few small figures spot 
  her approach and begin running to meet you—
  more deep gnomes, their faces dark from 
  working in the earth. They draw to a halt and 
  regard the rest of you with suspicion, but Nomi 
  quickly intercedes: “These people brought me 
  through the Devil’s Veins safe and sound. You 
  can trust them. Now for Segojan’s sake, take me 
  to my brother.” 
  If the party accompanies Nomi, they are led into 
  one of the stone huts, to the bedside of a badly 
  injured gnome.  
   
  His eyes are closed, and his breathing labored. 
  “I’m here, Norbo,” whispers Nomi. She 
  withdraws a glowing crimson gem from the 
  satchel. It hangs in the air over the wounded 
  gnome’s chest, spinning rapidly and flashing 
  wildly, pulsing in rhythm like a heartbeat. It 
  then rapidly descends and seems to disappear 
  when it touches the gnome’s body. His color 
  immediately improves, his breathing 
  normalizes, and his eyes flutter open and focus 
  on his sister. “I knew you’d come for me,” he 
  whispers.  
   
  True to her word, Nomi conjures a yellow 
  diamond and hands it to the party member who 
  has made the best impression on her. A tiny, 
  sleeping, orange, glowing creature is visible 
  inside the diamond. It is an elemental gem of 
  earth (DMG, p 167). 
   
  If Nomi has not survived, the adventurers can 
  still save Norbo. A successful DC 12 Intelligence 
  (Arcana) check is needed to activate the 
  lifestone  
   
  At your discretion, the gnomes at Pickshaft 
  Mines may offer to shelter the characters for a 
  few days and/or direct or guide them to the 
  nearest svirfneblin city. They may also provide a 
  letter of recommendation commending the 
  adventurers, which impresses other svirfneblin 
  (and may anger drow or duergar who discover 
  it).  
  
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Jeff C Stevens/Jeff C. Stevens - Encounters in the Savage Underdark.pdf