Silken Knot & Other Encounters
Silken Knot & Other Encounters
Silken Knot & Other Encounters
Set Encounters
Land Encounters
Duergar Tomb and Zombie Beholder
Traveling, dark, singlefile The party passes through the bottom/back entrance of an ancient duergar
burial site. Narrow (5 ft) passage to enter, which leads into the “Grand Tomb” map below, emptying
out around the circle in the middle of the map. From there, the two wings are available, but the pillars
have been toppled and the stairs are mostly broken.
Once a sacred site for a sect of duergar priests out of Gracklstugh (worshiping Laduguer), this tomb
was discovered by a young beholder named Glanfluwan the Unparalleled while the priests were back in the
city. He killed the skeleton crew maintaining the tomb, claimed it for his own, and started converting it into a
lair. When the bulk of the duergar returned, they battled the beholder, triggering a magical defensive ward in
the process, unleashing two spells on all within the tomb. The first, earthquake, brought down half of the
tomb, crushing the beholder to death along with the remaining duergar. The second spell reanimated the
dead, binding them to the confines of the tomb to protect it for eternity.
Central passage
The road passes directly through this tomb, which is 160 ft long (30 ft ceiling), from west to east on
the map. The western passages to the side chambers are mostly blocked with rubble/cavedin ceiling, only
accessible by walking as far as the second pillar into the central chamber, from which there are two narrow
(5ft wide) passages through the rubble, or by climbing the stairs on the east side and following those
passages.
“Only the dead may walk this path.” is engraved in Dwarvish in the stone floor at the western
entrance.
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Gas spores. The chamber is home to three gas spores (CR ½, 100XP) that spawned from Glanfluwan’s
corpse, and it is heavily trapped. The gas spores float in the darkness of the central chamber, spaced 30~ft
apart: one on the north side between the first two pillars, one in the middle of the chamber (just past the
white circle on the map, and one on the south side between the last two pillars. They will only attack intruders
who enter their melee range.
Arrow traps. There are pressure plates between each set of pillars, running the length of the central
chamber from north to south (4 plates total). A weight of 40 lbs or more triggers the plates, shooting poisoned
arrows from recessed holes on either side of the chamber. Two arrows fire out, requiring a DC 14 DEX save
from anyone in the line of fire (each arrow can only hit one target). On a failure, a creature takes 1d4 piercing
damage and 1d4 poison damage and must make a DC 12 CON save or be poisoned for 1 minute and
become drunk (disADV on DEX checks and saves, ADV on CHA checks and saves). Each arrow slit can fire
twice before it must be reloaded via mechanisms in the side passages.
A pair of derro grave robbers lies dead beside the first and third plates, respectively. The panels and
slits can be spotted with a DC 12 Perception check, and a character can disarm the traps with a DC 14
thieves’ tools check, triggering the trap on a failure of 5 or more.
Whenever one of the traps near a gas spore is activated, there is a 50% chance that it hits the gas
spore, killing it and triggering its death burst. Gas spores are near the second and fourth traps (the first spore
is west of the first trap).
Weakened pillars. Using his disintegration ray, Glanfluwan managed to weaken several of the 20 ft tall
pillars in his short time lairing in the tomb. Though several toppled from the earthquake spell, a few remain,
ready to be weaponized with a good shove. Three of the pillars on the south side (2nd, 3rd, and 5th from the
left), and two on the north side (1st and 4th from the left) have weakened bases, allowing a creature to easily
push them over (180 degree range for where to push them) by spending an action and making a DC 13 STR
check. DC 15 Perception to notice the weakness.
If a creature makes a melee attack against a creature adjacent to one of the weakened pillars, there
is a 10% chance that the pillar topples in a random direction (d6: 1west, 2east, 3NW/SW, 4NE/SE, 5N/S,
6back against the wall, safely).
A creature must make a DC 14 DEX save to avoid a toppling pillar, taking 2d6 bludgeoning damage
on a failure.
Beholder remains. Though it has decayed beyond recognition, part of Glanfluwan’s corpse (part of a scaly
husk alongside some severed eye rays) lies in the center of the tomb, just past the white circle on the map
(directly beneath the middle gas spore). It can be identified with a DC 18 Nature check.
Directly above it is a 15x15ft shaft that angles up and to the west for 120 ft. This opening can be spotted
with a DC 15 Perception check (ADV if standing directly beneath it, or if the party has identified the
beholder’s corpse).
A creature can climb the shaft with a DC 13 Athletics check (ADV if using rope/climbing gear, etc.),
provided that they can reach its opening; Glanfluwan didn’t have enough time to smooth its surfaces. At the
top of the shaft, they can find his most treasured possessions (See Rewards).
Side passages
North passage. The north passage is home to the raised duergar who maintain the tomb’s traps and listen
for intruders. They consist of 4 skeletons (CR ¼, 50XP) and 2 armed skeletons (CR 1, 200 XP). They
swarm the central chamber from the east and west (equallysplit) at any disturbance, such as loud
conversation, the sound of a trap going off, a gas spore’s death burst, etc. They arrive 2 rounds after the
triggering noise and fight to the death. They are aware of the arrow traps and the weakened pillars in the
central chamber, and are smart enough to avoid triggering them and may attempt to topple the pillars on the
players.
The passage itself is mostly destroyed, but characters who search it can find some of the duergar
priests’ equipment (see Rewards).
South passage. The south passage is home to a beholder zombie (CR 5, 1800XP), the zombified remains
of Glanfluwan. He floats aimlessly around the southern passage, listening for intruders, forever cursed to
protect this mundane halfaday lair. He arrives in the central chamber 5 rounds after the triggering noise,
where he gradually floats up to the center of the chamber, just beneath his shaft, shooting eye rays down at
the party. On his way to this position, he may attempt to topple a couple pillars, which he can do as a bonus
action.
Because of the deadliness of the disintegration ray, he will fire this as a cutscene, obliterating the base
of one of the pillars as his first action, then he will use his rays in order, rather than randomly.
https://docs.google.com/document/u/1/d/12HDY6ZSryaYsQG4MKAfStyhoAu--Q4zBl9AwQqfAITo/pub?fbclid=IwAR2u8gInHYONUPTCFcWlFUiWTmf_I… 2/18
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There’s nothing of value in the southern passage, as most of it has been subjected to Glanfluwan’s idle
disintegration rays.
Rewards.
Beholder Hoard. The very early makings of Glanfluwan’s hoard are tucked away at the top of the diagonal
shaft dug up from the ceiling of the central chamber.
● +1 weapon Eye Gouger (Heavy Crossbow)
○ Origins Duergarmade: This weapon is extremely durable, but very utilitarian in design. It is
made of black steel and obsidian, and it is half again as heavy as a normal heavy crossbow.
The name Eye Gouger is engraved in Dwarvish on the left side of the stock.
○ History Bane of Beholders: Wielded in combat by Vondal Dankil, this weapon is known to
have slain at least two beholders. There are eight simple images of beholders engraved on
the right side of the stock, two of which have been crudely and deeply gouged with large Xs. If
a beholder sees this weapon in the hands of a creature within 120 ft of it, it flies into a rage
and focuses its attention entirely on that creature until one of them is dead.
○ Minor Property Behold Me!: While wielding this weapon, the bearer has advantage on
saving throws vs. effects from eye rays as long as the bearer can see the source of the ray.
● 70gp
Central chamber
● Beholder memories are a kind of loot
○ A tense negotiation with drow, ending with the beholder agreeing to allow the drow safe
passage through "the Vast Oblivium" in exchange for help ridding Its lair of a deep gnome
infestation
○ Spying on a drow ranger with two gleaming scimitars and a black quadrupedal animal
companion
● Grave robber loot basic adventuring gear from the two derro. 2 backpacks containing (combined):
○ 10 days of rations (dried meat and fruit)
○ Block and tackle
○ 1 crowbar
○ 1 sledge hammer
○ 1 flask of holy water
North passage
● 2 cases of crossbow bolts, 2 vials of duergar poison (d6 poison damage, DC 12 CON save vs.
poisoned and drunk).
○ A character can break down the traps with a DC 15 tinkering check over 10 minutes,
retrieving 2d6gp tinkering ingredients per trap. A failed check breaks the mechanism,
rendering it worthless.
● 1 scroll of lesser restoration (DC 12 Arcana)
● 100gp tinkering ingredients, 50gp foraging ingredients
● 4 bottles of Darklake Stout (worth 10gp each). Each bottle holds 4 servings. 1 serving: DC 15 CON
save or Darklake Drunk for 2d4 hours ADV on STR and CON checks/saves, disADV on DEX/WIS
checks/saves. 1/drunk: Can spend action to Enlarge (as in the duergar trait and the spell) for 1
minute.
● 8 coffins on the north side:
○ 2 25gp art objects: Small gold bracelet, Black velvet mask stitched with silver thread
○ 2400cp = 24gp
○ 900sp = 90gp
○ Names:
■ Female Dwarf: Torbera Gorunn
■ Female Dwarf: Torgga Frostbeard
■ Female Dwarf: Riswynn Frostbeard
■ Male Dwarf: Travok Loderr
■ Female Dwarf: Sannl Frostbeard
■ Male Dwarf: Barendd Ungart
■ Male Dwarf: Darrak Ungart
■ Female Dwarf: Gunnloda Frostbeard
● 2 elaborate coffins (NE and SE corners):
○ NE Female Dwarf: Audhild Holderhek. Buried with Clothofgold vestments (25gp art
object, but can be worn) and adamantine armor (chain mail)
https://docs.google.com/document/u/1/d/12HDY6ZSryaYsQG4MKAfStyhoAu--Q4zBl9AwQqfAITo/pub?fbclid=IwAR2u8gInHYONUPTCFcWlFUiWTmf_I… 3/18
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○ SE Male Dwarf: Vondal Dankil. Coffin and body destroyed by the beholder zombie. Name
partially obliterated from the stone, with Glanfluwan the Unparalleled in extremely crude, 3
INTBeholderZombie lettering above it.
Road to Blingdenstone 1 Earthshaker into Oozing Temple
Seismic Encounter
● 10 ft scale. 600ft/60 squares long, 200ft/20 squares wide.
● 10x10x30 ft stone pillars that can topple to hit 2 squares.
● 30x30x20ft mounds of dirt and rock that elementals can burst out of or Galeb Duhr can roll down.
● Chasms are 20 ft long, 10 ft wide, 10 ft deep.
A gang rumble between earth elementals, xorn, and galeb duhr, all of which have been driven mad by
Ogremoch’s Bane. There are at least two dozen on each of the three sides, throwing down in an epic rumble
as the party passes through a wide canyon with stacked stone towers spread around.
The canyon is 600 ft long (use 10 ft squares) and 200 ft wide, densely packed with precariously
stacked pillars of stone, mounds of stone and dirt, and uneven, hilly ground. The ceiling is hundreds of feet
above, and the encounter begins when the leader of the party is 120 feet into the canyon.
Goal The goal here is to reach the far end of the cavern without getting pummeled too badly. The canyon
narrows at the far side into a narrow passage, too small for the elementals’ grand rumble. However, the
ground will cave in at the end of round 4 or 5 (depending on how it’s going).
Hazards (d20):
● 15. Nothing
● 68. Toppled tower. The nearest stone pillar or mound topples over. DC 10 DEX save for target and
all creatures within 5 ft of target. 2d6 bludgeoning damage on a failure.
● 911. Chasm. A 20 ft long, 10 ft wide, 10 ft deep chasm opens beneath the character. DC 15 DEX
save or fall in, taking 1d6 bludgeoning damage. DC 12 Athletics or double movement to climb out.
● 1214. Knocked Aside. An earthgliding creature pops out of a wall and bowls the character over. DC
13 STR save or knocked prone (disADV on DEX saves) and take 1d6 bludgeoning damage.
● 1517. Stray Attacks
○ 15. Xorn Claw
○ 16. Rolling Animated Boulder
○ 17. Earth Elemental Slam
● 1820. Drawn Ire The character draws the attention of one of the earthen gangsters. It has 75%,
50%, or 25% HP, and it does not change targets until it’s dead.
○ 18. Earth Elemental It follows after the party, toppling stone pillars onto them at Initiative 20
and 10.
○ 19. Galeb Duhr It earth glides up the nearest hill at Initiative 15 and rolls at the party on
Initiative 5.
○ 20. Xorn Initiative 0. It attempts to steal a magic item or valuable gem from a party
member. Sleight of Hand (+5) vs Perception.
Lasts for 45 rounds before the seismic activity renders the canyon floor completely unstable. The
canyon gives way to a rockslide over 200~ feet, where the party slides in under a lip as tons of rock cave in
above them. Three DEX saves/Acrobatics checks/STR/whatever to try to keep their footing as they fall, 1d6
damage on a failure. A Xorn falls with them, airborn so it can’t Earthglide, and bounces with them onto the
stone floor under the lip and attacks. It has 75% HP remaining and says the foulest things in Terran.
This encounter spits them out in the first room of the Oozing Temple.
Oozing Temple
Time Restricted 8 creatures when they enter = 20 hours of air, 10 hours before they start to feel ill effects.
https://docs.google.com/document/u/1/d/12HDY6ZSryaYsQG4MKAfStyhoAu--Q4zBl9AwQqfAITo/pub?fbclid=IwAR2u8gInHYONUPTCFcWlFUiWTmf_I… 4/18
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Ooze options:
● Gray Ooze (CR ½)
● Psychic Gray Ooze (CR ½)
● Ochre Jelly (CR 2)
● Gelatinous Cube (CR 2)
● Blood Ooze (CR 3) Dark Arts
● Slithering Tracker (CR 3) Volo’s
● Black Pudding (CR 4)
● Necrotic Slime (CR 8) Dark Arts
Room/Map Key Changes:
● Room 1 Cut, replacing the intro to the dungeon with the Seismic encounter above
● 2 (northeast passage, dead end) Add hidden passage (DC 14 Perception) that connects to the
southernmost Black Pudding at 4.
● 3 (Glabbagool) In addition to what’s written, Glabbagool spends his first turn in each combat
assessing the enemies, sharing their immunities/resistances on his turn. He can do this for one type
of enemy per turn.
Enemy Changes:
● 2 (Northeast Passage) Black Pudding, emerging from the crack in the wall that reveals the hidden
passage. Attacks as soon as someone succeeds on the DC 14 Perception check.
● 2 (Southeast chamber, just before Glabbagool) 1 psychic gray ooze leading 3 gray oozes
● 2 (Northwest corner) 2 ochre jellies working together, hidden in the cracks between the flagstones.
A Blood Ooze hides in a crack in the ceiling. As soon as 20 hit points are lost from creatures with
blood, the Blood Ooze drops from the ceiling. It always attacks the most recently damaged creature
with blood.
● 5 The sculptures are oozecovered Skeletons serving a nerfed Necrotic Slime
○ 2d8+4 on Pseudopod
○ Engulf DC 14 DEX save/STR check. 2d8 and 2d8 damage, rather than 3d8/6d8
○ 112 HP
Treasure Changes:
● +1 dagger (room 5) Becomes the Blade of the Faceless. Requires attunement. Has a message in
Abyssal explaining its function, suggesting that delivering killing blows on oozes with the dagger will
unlock further traits. The dagger is immune to corrosion from oozes or similar effects. After three
killing blows on oozes, it grants its bearer resistance to acid damage. After five, it deals an additional
1d4 acid damage on a crit.
Road to Blingdenstone 2 The Silken Knot/Hammerhome
https://docs.google.com/document/u/1/d/12HDY6ZSryaYsQG4MKAfStyhoAu--Q4zBl9AwQqfAITo/pub?fbclid=IwAR2u8gInHYONUPTCFcWlFUiWTmf_I… 5/18
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Use this image and this image to suggest a glimpse of what’s going on in the main hall:
Building Dimensions (presented as Illusory/Real)
● Gilded Hall/Bridge 100ft long, 20 ft wide, branching over a chasm that drops 800 ft.
● Main Hall Subtle hourglass shape. 80 ft long, 50 ft wide, cutting in to 25 ft wide in the center.
Entrance Hall connects on south wall. 20 ft wide, 15 ft deep stage on north wall, flanked by exits to
Rear Lounge on either side.
○ 6 exit hallways from Main Hall, 3 apiece on east and west walls. Subtly twisting 30 ft
hallways leading to Kitchen (NE), Private Bedroom (E), Massage Parlor (SE); Private
Bedroom (NW), Bath house/sauna (W), Private Bedroom (SW).
● Rear Lounge 15 ft long, 10 ft wide curving hallways back to the lounge, entering at approx 4
o’clock and 8 o’clock. Lounge is circular (35 ft radius), with a huge circular bed in the middle (12 ft
radius) and luxurious lounge seating/sofas/etc lining the perimeter. Iron door at 12 o’clock.
https://docs.google.com/document/u/1/d/12HDY6ZSryaYsQG4MKAfStyhoAu--Q4zBl9AwQqfAITo/pub?fbclid=IwAR2u8gInHYONUPTCFcWlFUiWTmf_I… 6/18
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●
Key NPCs:
● Hurley Spindletoe deep gnome patron who beckons the party in
● Xanthil incubus/succubus disguised as male drow host
● Dedication female tiefling bard harpist
● Grolthik cambion serving as a bouncer in the VIP lounge
● Beauty The young, goldenhaired aasimar proprietor of The Silken Knot. He’s actually Graz’zt, the
Dark Prince of Pleasure.
● Hanshock Silverbeard ghost of a dwarf priest of Moradin
Encounter Outline:
● Ruins of dwarven temple of Moradin are under effects of mirage arcane to look like a raucous
brothel. Full of patrons in thrall to Graz’zt.
● The PCs are beckoned in by Hurley Spindletoe, then introduced to Xanthil and the comforts of The
Silken Knot.
From here, the PCs are given a bit of freedom, which leaves multiple potential outcomes.
● They get into the catacombs, which leads to an encounter with Grolthik in which Graz’zt interferes.
○ Leads to an encounter in the VIP lounge with Xanthil and the Babaus, who have come to
investigate the noise.
○ Leads to an encounter with Dedication and the cultists as a parting gift from Graz’zt.
Hanshock can help in this one with Possession.
● One or more PCs heads to the private rooms, leading to an encounter with Xanthil and (eventually)
the Babaus.
○ Leads to an encounter with Graz’zt/Beauty who appears in the main hall
● They PCs refuse to engage with any of it, leading to the patrons getting riled up and abusing them,
leading to an encounter with several cultists and Dedication.
○ Leads to an encounter with Graz’zt/Beauty in the main hall.
Oasis in the Dark. While traveling through yet another stretch of dark, damp passages, the party is hailed by
a deep gnome, Hurley Spindletoe, out for a spot of “fresh air.” He is clearly drunk, but he’s pleasant and is
quick to invite the characters to come inside.
After an elaborate (and unnecessary) series of knocks and taps on the wall behind him, he slides the
stone aside, revealing a gilded, colorful walkway (100 ft long, 20 ft wide, the bridge across the chasm). The
Silken Knot is scrawled on an archway in a dozen languages (the end of the bridge).
This former temple of Moradin is under the effects of a mirage arcane, making it appear to be a
reclaimed deep gnome hideout and workshop, now fitted as a decadent pleasure palace. It is adorned in fine
silks, drapery, silver candlesticks all around, incense in the air, the smell of slowly roasting pork (imported
from the Dessarin Valley, if anyone asks), and heady wine in huge jugs. All around are dozens of scantily
dressed men and women in equally fine silks, their cheeks and chests flushed, their lips pouting, their
laughter high and gay. All of the deep races of all sizes and shapes, many slick with scented oils.
Surprisingly, they are not under any illusion spells; Graz’zt has lured in the most attractive humanoids he’s
been able to find since arriving in the Underdark.
The huts/shacks outside of the Temple of Moradin are instead accessible through warmlylit hallways,
each serving as private bedchambers or other maintenance purposes.
Host and Harpist. The host, a muscular drow man named Xanthil, playfully laments that “their little secret”
has been found out, but welcomes the PCs all the same. He is charming and unflappable, suffering insults
with grace and paying compliments in turn.
A charming middleaged tiefling woman named Dedication (“Deddy” for short) plays a golden harp
where the Anvil of the Dwarves resides, near the altar. She sings songs of great tiefling heroes slaying
angels and demons alike. Four muscular, shirtless dwarf cultists serve as waiters, bringing wine and food to
guests, and altogether there are another 20~ cultists luxuriating in the main hall or in the private rooms.
Hidden Bouncers. Two babau lurk in the rafters. DC 22 Perception to spot them. They drop to the floor and
attack any rabblerousers in the main hall, and they arrive in any of the private rooms 1d4+1 rounds after
combat begins.
Enchanted Everything. Everything in this place is magical, and much of it is cursed. The DC for saving
throws for all of the spells to come is WIS 23, empowered by Graz’zt. Eating any of the food subjects the
diner to Charm Person tied to Xanthil. Drinking the wine subjects them to Calm Emotions, rendering them
placid and relaxed. Dedication’s harp is casting Enthrall, making it sound like the most beautiful, calming
music they’ve ever heard, then switching to a jaunty tune that makes them want to dance.
To avoid metagaming, all of these effects are assumed to have succeeded, and the characters are
simply told how they’re made to feel via suggestion.
Private Rooms. There are 6 private rooms, three apiece to the east and west.
https://docs.google.com/document/u/1/d/12HDY6ZSryaYsQG4MKAfStyhoAu--Q4zBl9AwQqfAITo/pub?fbclid=IwAR2u8gInHYONUPTCFcWlFUiWTmf_I… 7/18
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● East
○ Kitchen home to Hanshock
○ Massage Parlor
○ Bedroom
● West
○ Bath house
○ Bedroom
○ Bedroom
● North/Rear
○ VIP lounge
Hanshock Silverbeard. This ghost of a former priest of Moradin has been confined to the kitchen, where he
prepares meals endlessly. He is mewling and weak, desperately wishing to rid his temple of this foul
presence, but powerless to do anything about it. If any PCs visit the kitchen, Hanshock tries to engage them
in conversation, testing the waters before he tells them a bit of history about Hammerhome, suggesting that
the Knot “wasn’t always like… well, so debaucherous.”
Hanshock fears Beauty’s wrath too much to talk about him, referring to the demon prince only as “him”
or “the master”, warning that “he” will return the next day. If asked who he is, Hanshock looks visibly
uncomfortable and tries to change the subject.
If things are going well, Hanshock will be bold enough to suggest to the characters that not everything in
the Knot is pleasurable, then he scurries (floats) back to tend his cooking, like a child telling a secret.
As stated below, if the PCs have won his favor, Hanshock possesses some cultists during their battles
to aid them. Otherwise, Hanshock appears in the threshold leading to the kitchen after the first combat
breaks out, nervously watching, seeming to wince whenever the PCs take a hit and cheer quietly when they
land one, hopefully catching their attention.
Rear wing. There are two sets of swinging wooden double doors, obscured by drapes (DC 15 Perception to
spot them), on either side of the altar that lead down short (15 ft) hallways to a VIP lounge behind the altar
(where the rectory resides). At the northernmost point along the curved walls of this room is another door,
this one iron, with Grolthik, a muscular cambion, standing before it, arms crossed, posing as a bouncer.
The center of the room is dominated by a massive circular bed big enough to fit 8~ medium creatures,
and there are overstuffed lounging pillows lining the perimeter. Aside from Grolthik, there are a handful of
patrons who pass in and out of this room, but it is currently unoccupied.
Grolthik doesn’t tolerate the PCs’ presence for very long, frowning with increasing severity before asking
if they have an appointment. If not, he suggests that they speak with Xanthil to learn a bit more about the
customs of this establishment before poking their heads where they don’t belong.
If they follow up, Xanthil reveals that the custom is to stay at least a night, tipping well and availing
themselves of the Knot’s services, before requesting a place in the back room’s festivities which, he says,
occur once every 6 hours.
Charming Grolthik. Like most guards, Grolthik is supremely bored. He fashions himself a successor to
Graz’zt and thus wishes to engage in all manner of depravity, though he falls into the role of the sycophant
when face to face with his progenitor. His boredom renders him susceptible to charm and persuasion.
Characters who succeed in getting him to talk can learn that “the master of the house” is currently occupied
with privates in his private quarters, a joke that Grolthik always snickers at. He warns the characters that the
master, an Aasimar named Beauty, is the most beautiful creature he’s ever seen, and that many fall to their
knees and weep on first seeing his face.
Under no circumstances will Grolthik allow the PCs to pass, but he can be convinced indirectly to move
by suggesting he go visit one of the private bedrooms, get a massage, get some food, etc. If successful,
Grolthik takes them up on the suggestion, offering that the door is locked anyway, so he has nothing to worry
about. Urging the PCs not to get into any trouble, he rushes off on a muchneeded break.
The door is actually locked by arcane lock, bumping the lockpicking DC to 20 and the STR DC to 25.
The password is pleasure, spoken in Abyssal, and it’s known by Xanthil, Deddy, Grolthik, and Hanshock.
Also, a character who successfully pickpockets Grolthik comes away with a small prayer book written in
Abyssal, full of verse dedicated to the Prince of Pleasure and his Argent Palace.
The Catacombs of Beauty (DC 17 WIS save vs. Graz'zt Madness on seeing the catacombs for the first
time.). The door opens onto a short staircase that descends into small catacombs in which several
emaciated, nearlynude figures hang suspended from chains, their faces painted with grotesque makeup and
ritual scarring.
Graz’zt spends much of his time down here slowly torturing those he finds most alluring. If he hears
them coming (PP 22), he assumes the form of one of the chained, tortured victims and waits to see what the
PCs do, tossing out a good moan of pain here and there, really playing it up like an insufferable hospital
patient.
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If not, they find Graz’zt disguised as Beauty, working on one of the prisoners with a razor blade and a
scalpel. If discovered, he’ll greet them merrily while continuing his work, then chastise them for snooping.
“That’s not what good little puppets do,” he says. “Puppets are meant to dance!” he screams gleefully,
compelling a few of them to do as he bids.
After a minute or two, Grolthik will return, either to find Graz’zt toying with the party or the party
dealing with the emaciated prisoners. If the former, Graz’zt commands Grolthik to take these Snooping Sams
upstairs and give them a proper punishment, leading to combat (most likely) between Grolthik and the party
either in the catacombs or in the rear chamber.
If the latter, the same more or less applies. Grolthik is furious at them for tricking him and jeopardizing
his position as Beauty’s guard and favorite. He attacks, fighting them alone.
In either case, Graz’zt does not deal any damage to the party himself, instead spending his turns and
legendary actions charming and commanding for kicks. The point here is to hamper the party and to
demonstrate just how powerless they are against Graz’zt.
OR
Beauty makes an appearance. If the party can’t/doesn’t go to the catacombs, a fight is inevitable
regardless. The aim here is to enthrall the PCs to offer them as gifts to Graz’zt. If they try to leave, Dedication
will cast Mass Suggestion on them to “stay a couple of days and unwind” (DC 17 WIS). If they all pass the
save and attempt to leave, the mirage shifts to make the bridge appear to give way. A character can see that
the bridge is intact with a DC 23 Investigation check. On a success, the character can see through the
mirage, noting Hammerhome for the ruin that it is.
Otherwise, combat breaks out in one of the following ways:
● If one of the PCs goes to a private bedroom with anyone, Xanthil slips away from the main hall (via
Etherealness), adopting either his current form or a female version of himself, depending on his read
of the character. He shows up to ask to join in, then attempts to Charm the target to go for a kiss. If
the kiss would kill the target, the fiend instead reduces them to 1 HP, knocking them out in preparation
for sacrifice/offering to Graz’zt.
● If the PCs aren’t participating, the cultists in the main hall will ridicule them for being prudes,
gradually escalating into them throwing food, then wine, then wine glasses, until they stir into an
uproar of 12~ cultists attacking with knives. Any violent response from the PCs garners the attention
of the Babaus, while the rest of the cultists flee to private chambers. If/when this occurs, Xanthil flees
to the back room to warn Grolthik. Dedication stays at her harp, casting in support of the
cultists/babaus.
After either of these encounters (Xanthil and Babaus or Cultists, Dedication, and Babaus), Beauty
emerges from the back room, bringing all but the PCs to a hushed silence with a slight raise of his hand. He
asks about all the commotion, commenting on whatever blood may’ve been spilled. Then, slathering himself
in the spilled blood, he congratulates the PCs on their prowess, hinting that he’d love to see more of it. “Give
in!” he urges. “Show me your bloodlust!”
At this, he compels Grolthik to attack them while the remaining cultists form a ring around them. As in
the catacombs, Graz’zt stays out of the fight, save for interfering with charms. At Initiative 20 on the second
round, Beauty calls out “Why hold back?” and urges Xanthil into the fight as well. If they win, Beauty
applauds them, offering a fine prize (see Rewards below) for the show.
Hanshock. If the PCs won Hanshock’s favor prior to these fights, he aids them by possessing various
cultists and hurling them at the PCs’ enemies. He becomes a duergar, then a deep gnome, then a drow,
manifesting the weapon in the stat block as a ghostly blade that deals force damage. Annoyed, Beauty
directs his combatants to slay the ghost’s host first, finally catching him with a banishment spell after the third
host. He returns a minute later, likely as Beauty is presenting the PCs with their prize.
Alternatively, if a PC has fallen unconscious or died, Hanshock possesses their body instead, bringing
them back to half HP. Their background shifts to Ghosttouched or whatever from Curse of Strahd.
Developments and Rewards. Once combat has ended, Beauty/Graz’zt applauds the PCs for their valor and
prowess, but laments the mess that The Silken Knot has become. With a flick of his wrist, he dispels the
mirage arcane, revealing Hammerhome for the ruin it is, prompting a DC 17 WIS save vs. 1 level of madness
(Graz’zt’s madness if this hits level 3). As the fine trappings of The Silken Knot evaporate, the cultists see
that they’ve been bathing in filth, eating eats, and drinking sludge. Those who remain cut their throats, leap
off the chasm bridge, or simply go mad in place.
Beauty then presents the PCs with their reward, an amulet of vanity, summoned into his hand. Then he
leaves, the remaining cultists following in tow, groveling behind him. The PCs are left alone with Hanshock
Silverbeard in the ruins of Hammerhome and the temple of Moradin.
Free of Graz’zt’s influence, Hanshock reverts to a stronger, prouder personality who attempts to tend to
and restore the temple to a passable state. He is extremely grateful to the PCs for ridding the temple of its
foul presence, and he will answer their questions as well as he can. Though he doesn’t realize that Beauty
was Graz’zt himself, his knowledge of religion tells him that Beauty was at least a powerful warlock of one of
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the great deceivers, maybe Graz’zt or Fraz’Urb’luu or some other unknown demon trying to make a name for
itself.
Hanshock is also familiar with much of the lore and history around Gracklstugh, though he knows
nothing of current events there. He speaks of the gray dwarves as “the other side of the dwarvish coin”, alike
his own shield dwarves in many ways, but so different in so many others.
Lastly, he presents the anvil of the dwarves to the party, urging them to bring it somewhere where
Moradin’s children can once again ply their trade upon its surface.
Amulet of Vanity. Rare, attunement. This silveranddiamondset item must be prominently displayed at all times as
part of the attunement.
All creatures within 15 feet of you who can see you are at disadvantage to saving throws to resist spells you cast that
would charm them.
Shining. The item is incredibly shiny and reflects light of any kind. You have advantage on saving throws against gaze
attacks while you are wearing or wielding the item, but will also reflect any light nearby, causing you to stand out in the
darkness.
Darklake Encounters
DARKLAKE Nanny Plunk’s Domain (3 encounters)
Traveling, dimlylit (glowing fungi) The party sails through a narrow passage (with a strong current
pushing them forward and down slightly) into this cavern, entering from the south (for map
orientation only).
Nanny Plunk is a green hag (CR 3, 700XP) who lives in a hut on a small island (80ft long, 35ft wide,
elevation 020 ft, rising from south to north) in a midsized oblong cavern with five exits. The cavern is 300 ft
long, 200 ft wide, shaped like a kidney bean. The island sits in the northeast corner of the cavern. The exits
lead elsewhere in the Darklake, with their paths eventually crossing over and interweaving with each other.
The hut is perched on the rise at the north end of the island (Living room/kitchen, small bedroom,
hatch under the bed that leads to a 15x15ft cellar where she stores loot and can escape through a 5ft wide
tunnel into the water). There is a rowboat tied to a stump on the shore near the hut. The rest of the island has
been cultivated into a garden of fungi and lichen. There is a young zurkhwood on the southern tip of the
island, and a small vegetable patch just outside the entrance to her hut.
Nanny Plunk disguises herself as a middleaged halfelf of drow descent named Zuna Deval. She has
a sea hag (CR 2, 450XP) in her service, disguised as her disfigured daughter, Magda. She claims to be a
student of alchemy, herbalism, and the like, pointing to her garden as evidence, and says that she came to
the Underdark with her daughter in hopes of learning a means of curing Magda’s deformities (only has one
working eye, has a pronounced limp, disfigured face prevents her from speaking clearly, etc.) from the
master alchemists in Menzoberranzan, but found that her kind (halfdrow) weren’t welcome in their
academies. Dejected, she’s since dedicated her time to exploring the alchemical secrets of the Darklake in
search of a cure.
But she has a problem. Two problems, actually. Twice in the past few weeks, she’s been attacked
while sailing the nearby waterways in search of new flora. Both sets of attackers were aquatic: one vaguely
humanoid, the other monstrous. She says she didn’t get a great look at them, and since then she’s been too
afraid to venture out.
She asks the party to go find these two groups, “take care of them”, and come back to let her know. In
exchange (while they’re out questing), she’ll pick them a whole heap of ingredients from her garden, and
she’ll even cook them a big meal.
She also offers to brew special healing potions for each of them that heal for twice the amount for a
specific individual. She claims to need a lock of hair from each though, to personalize the potion. She offers
to brew these as the party takes care of her intruders. In truth, she’s saving them in case she needs to create
a Banderhobb.
If the characters go looking for the culprits, they must make a DC 13 Survival check. On a failure, they
sail aimlessly for 2d4x10 minutes before they can make another check. On a success, they encounter the
Merrow after 1d10x10 minutes, then the Ixitxachitl 10 minutes later as they swarm to the smell of blood in the
water.
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The hags use their time to prepare to take down the party when they return, gaining the following
benefits as more time passes:
● 1 hour: 5 temp HP each, one vine blight (CR ½, 100XP) lurks on the far end of the island beside a
young zurkwood.
● 2 hours: 10 temp HP each, two needle blights (CR ¼, 50XP) hide in the thick brambles on the east
shore of the island
● 3 hours: 15 temp HP each, four twig blights (CR ⅛, 25XP) lurk motionless in different fungus
patches in the center of the island.
● 4 hours: 20 temp HP each, a second vine blight (CR ½, 100XP) lurks within a vegetable patch just
outside of the hut’s front door.
○ Increase Nanny to CR 4 (1100XP) if both hags reach 20 temp HP.
Nanny’s plot. In truth, she knows exactly what’s out there: Merrow and Ixitxachitl that’ve noticed her
presence and started to encroach on her territory, hoping to eventually overpower her and seize her cavern
and her supplies for themselves.
Nanny hopes to eliminate these threats through the party, then attack them when they return, weakened
from battle. She tries to split them up, directing small groups around the island to complete simple tasks, then
attacks the group she brings to the kitchen, where she has a large cauldron of vegetable soup bubbling.
Altogether, she offers the following tasks to the group:
● 24 to cut down a young zurkwood on the far end of the island. They can use the stalk to craft
additional boats for supplies, or to repair their existing boats
○ Attacked by the first vine blight
● 24 to harvest ingredients and fungi from her garden
○ Attacked by the needle blights and twig blights
● 24 swimmers to sail out to the mouths of tunnels to keep watch for reprisals from either the merrow
or the ixitxachitl
○ Attacked by the sea hag
● 24 into the kitchen to help her cook.
○ Attacked by the green hag and the second vine blight
● If there are any severely wounded characters, Nanny puts them up in her bedroom, shutting the
door behind them to try to give them some quiet.
Even if she’s outnumbered or if her plans aren’t working, Nanny can’t resist the feast that sits before her.
She will attack from the most advantageous position she can get, even if it appears to spell certain death. If
she’s badly wounded, she’ll retreat through the hatch in her bedroom or out the front door, taking to the lake
to escape.
Developments. If Nanny Plunk and/or her daughter escape the battle with their lives, they will seek a new
home and immediately plot their revenge. Nanny will summon a Banderhobb, then teach Magda how to turn
her into a Slithering Tracker. Together, this trio will pursue the party, becoming a random encounter later on.
If only one of the hags survives, they only summon the Banderhobb.
Rewards. In addition to XP from the monsters, the characters can harvest ingredients from the garden over
1 hour, yielding 250gp of Foraging ingredients, 2 Fire Lichen, and 4 Ripplebark.
Nanny’s rowboat can be claimed without issue.
If the party finds Nanny’s cellar, they find 2d20 pounds of edible fungi, and with a DC 16 Investigation
check they can find a hidden hole in the wall where she keeps a stash of brewed potions: 1x oil of
immovability (em 106), 1x oil of scrying (em 107), 1x potion of plant growth (em 116), 1x potion of recall (em
117)
4 Merrow + Whirlpool
The party sails around a swift bend and finds themselves careening into a large cavern with a whirlpool
in the center. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and
25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A
creature can swim away from the vortex by making a Strength (Athletics) check (DC 14).
When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a
Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the
vortex until the spell ends. On a successful save, the creature takes half damage, and isn’t caught in the
vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described
above, but has disadvantage on the Strength (Athletics) check to do so.
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The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage,
this damage occurs each round it remains in the vortex. A character can use its action to try to paddle away
from the whirlpool (DC 14 Athletics, disADV if the boat is in the whirlpool already). As long as a character is
in a boat, they cannot take damage from the whirlpool.
A group of four merrow (CR 2, 450XP) lurk in the water near this whirlpool, waiting to seize on the
vulnerability of any who fall victim to it. These worshipers of Demogorgon have been driven into a frenzy by
his arrival in the Underdark. They attack as soon as one of the boats or characters enters the whirlpool,
trying to capsize or wreck additional boats as they utter the war cry, "Blood and salt for the Prince of
Demons!" in Abyssal.
A merrow can use its action to capsize a boat or raft within 5 feet of it. Anyone in the boat can thwart the
merrow by using a reaction to make a Strength check contested by the merrow's Strength check. If the
merrow wins the contest. the vessel capsizes. It can also use its action to attempt to push a boat 10 feet
toward the whirlpool, which is contested in the same way as a capsize attempt.
6 Ixitxachitl + Collision
Near a fork of two waterways, one of which descends steeply and then curves, a pack of five
ixitxachitl (CR ¼, 50XP) led by one vampiric ixit (CR 2, 450XP) swarm the boat(s), forcing them down the
steep decline and following after to attack. Those on the lead boat must make a DC 13 group DEX check to
avoid hitting the wall at the bottom of the drop, otherwise the vessel takes 2d10 bludgeoning damage and
everyone aboard must succeed on a DC 10 STR or DEX save to avoid falling overboard.
The ixits swarm any who fall overboard, attempting to eat them. Those who can’t reach a fallen target
attempt to wreck the party’s boats instead.
DARKLAKE Duergar Keelboat + Insane Duergar
Sailing, dimlylit (faerzress) Encounter begins as the party is sailing through a 1015 ft wide series
of tunnels (depending on what sort of boats they have.
Passing through a narrow waterway, the party’s boats round a bend rapidly as a current picks up
beneath them. They descend steeply for 10~ seconds, requiring a DC 11 DEX saving throw from everyone
on deck, spilling overboard on a failure.
Over the din, they can hear voices yelling in Dwarvish. 6 duergar in a keelboat are coming down a
similar descent nearby, about to pop out into the river ahead of the party’s boats. Those who speak Dwarvish
can hear things like “Are you mad?” “What the hell is wrong with you!?” “Throw him overboard!”, alongside
high, crazed, genuine laughter.
Still descending, they can see ahead where their stream converges with another, and just as they’re
about to combine, the duergar burst out of a side passage 15 ft ahead, rocking against the walls of the tunnel
through which they’re all sailing. Those who speak Dwarvish can hear one of the duergar up front (out of
sight) cry out “Oh no, no, here come the teeth!” as they rapidly approach the Stone Teeth detailed below.
This ordeal lasts 10 rounds from the emergence of the duergar, ending as the stream levels off and
their pace lessens.
Stone Teeth. Stalagmites jutting up from the bottom of a tunnel arc hidden just below the waterline. If the
party is warned about them (either by understanding Dwarvish or spotting them with a DC 13 Perception
check), they start round 1 with a group DEX save as detailed below. Otherwise, they automatically fail the
check, damaging their vessel as detailed below, then start making DEX saves on round 2.
Each boat’s crew must make a DC 12 group DEX check once per round to avoid damaging their boats.
On a failure, the boat takes 3d6 bludgeoning damage.
Creatures in the water during this ordeal must make a DC 14 DEX saving throw once per round, taking
1d8 bludgeoning damage as they ricochet between the stone teeth and the hulls of the boats. Swimming with
the current requires a DC 10 Athletics check, DC 15 to swim against the current, otherwise a creature’s
speed is 0 as they thrash about. DC 12 Athletics to climb back aboard a boat.
Duergar Keelboat. The six duergar are in a keelboat (see image below) captained by Helmut Clawbane, an
old salty dog who has recently gone mad; specifically, he can’t take anything seriously. The more serious the
situation, the funnier he finds it.
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Helmut started chuckling as they approached this entrance into the Stonetooth Strait, and as they
continued, his laughter grew louder and more unhinged until he was cackling wildly as they bounced from
one wall to the other. He stands at the wheel, batting away anyone who “doesn’t get the joke”, that is, anyone
who tries to wrench his hands from the wheel and steady the ship.
When the party first sees the keelboat fly into view from its side stream, Helmut stands at the wheel with
his back to them. One duergar sailor is up top with him, trying to pry him loose of the wheel. Another is
halfway up the ladder on the back, and another at the base of the ladder on the front. Another is at the prow
of the ship, hopelessly calling out where he sees the stone teeth, and the last of them is inside the cabin,
where he was cooking sausages until a moment ago.
Fight for control. The duergar by the wheel is Helmut’s first mate, Halfdan, who has sensed that something
was wrong with his captain recently. He is only trying to grapple Helmut and pull him loose, and he’ll urge the
other duergar to do the same. They’ll listen as long as Halfdan is alive and on board, but will otherwise attack
Helmut with weapons to stop him. None will Enlarge while on board for fear of capsizing.
Helmut has already Enlarged, and he spends his turns trying to shove any adjacent creatures off the
boat.
A grisly outcome. This encounter can go a few ways. The duergar won’t attack the party unless provoked
(for example, by one of the party attempting to board their ship, or by them interfering in the trial immediately
following this ordeal).
It’s possible that Helmut manages to throw all of his crew into the water, potentially killing them as they
bounce around down below. If he finishes the encounter alone, he stands at the wheel glassyeyed and
cackling, shoving anyone who approaches him off the side. He will stay this way until he starves to death or
until his madness is cured.
If any other duergar survive, they immediately call for a trial for Helmut’s execution, declaring him unfit
to sail and therefore unfit to live. If Halfdan is alive, he attempts to intervene, calling for exile instead.
If the characters don’t intervene, it comes down to numbers. If Halfdan is the only duergar remaining, he
offers Helmut a brusque goodbye, enlarges, and leaves him on a nearby rock outcropping.
If any other duergar are alive, they demand that Halfdan step aside, and when he doesn’t, they draw
their weapons and attempt to slay him for treachery. Halfdan defends himself as well as he can.
Rewards. 200XP for navigating through the stone teeth, plus any XP from slain duergar, or XP from any
surviving duergar who the party can talk down from executing Helmut. No XP for duergar who died from
Helmut’s antics alone.
In addition, there are a few crates of fish below deck, totaling 40 lbs of food, one barrel of water (35
gallons), and two casks of Darklake Stout, which can be drained to fill a total of 10 bottles (worth 10gp each).
Each bottle holds 4 servings. 1 serving: DC 15 CON save or Darklake Drunk for 2d4 hours ADV on STR
and CON checks/saves, disADV on DEX/WIS checks/saves. 1/drunk: Can spend action to Enlarge (as in the
duergar trait and the spell) for 1 minute.
There’s also a locked iron chest (DC 17 to pick, 22 to break), containing 1,100gp and 1 potion of fire
breath.
Blingdenstone
Gurnik’s Sermon
Fairly short (I don’t feel like going into this a ton). Gurnik speaks for about an hour, reciting details from this
page (the general overview, not into the priesthood sections). He highlights that this is a dire time, a time not
for passive worship but for action. A time for the faithful to answer the call to arms and strike out against
Callarduran’s foes, chiefly the following deities and their followers:
● Blibdoolpoolp Kuotoa Archpriests
● Deep Duerra and Laduguer Devout Duergar
● Diirinka and Diinkarazan Derro
● Great Mother and Gzemnid Beholders
● Laogzed Troglodytes
● Lolth Drow
A character (or the group) can make a DC 15 Religion check to determine the specifics of what might
lose them their blessings. On a failure, they get no further guidance. On a success, they learn that:
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● Above all, Callarduran is a neutraltoneutralgood deity, and he cares more for protection of his
people than conquest or retaliation, even against the followers of his enemies. There is one
exception, which is that Callarduran may compel those he’s blessed to slay Drow Priestesses of Lolth
on sight, as the wound they struck against Blingdenstone is still raw.
● Where Gurnik mentions entire groups, such as the Duergar, Kuotoa, etc., it is likely that a liveand
letlive approach to these groups is acceptable, except for practicing priests of the specific deities.
● Callarduran can be forgiving. If a character goes against his wishes and loses his blessing, it can try
to pray to him during the next long rest to regain it with a Religion check. The circumstances of losing
the blessing, as well as the DC to regain, are DM discretion.
Ogremoch’s Bane and Entemoch’s Boon
The book kinda failed me on this one, as there’s no solution to Ogremoch’s Bane that a party under
level 7 can perform, but it’s necessary to remove it to complete the Battle of Blingdenstone. I think that the
best solution is that Nomi can ask the party to find Entemoch’s Boon to see if they can learn anything from
the area about how to defeat Ogremoch’s Bane/or find it so that Nomi can go there and try to commune with
the shrine for an answer.
On defeating the couatl disguised as a stone giant guardian, Feldnar, the party will be granted access to
the shrine, along with their allies, and will learn that Feldnar can banish Ogremoch’s Bane, but he needs to
be in contact with it, which means they need to draw out the cloud. The most likely way to do this is to bait
Ogremoch’s Bane out with elementals used during the Battle of Blingdenstone, conveniently preventing
Feldnar from joining the fight.
Battle for Entemoch’s Boon
There are 20 statues of petrified humanoids scattered around the cavern. Each of the three guardians can,
as a bonus action, touch a statue and teleport to another random statue (d20). Statue numbers are assigned
from topleft to bottomright, as if reading from a page.
**REMEMBER** Feldnar has Truesight to 120 ft, and can cast various detect spells at will. He can also cure
one petrification per day, but will only cure PCs if the group succeeds against him.
The basilisk also have Truesight, so they will see through illusions.
Tactics. Feldnar’s first turn is out of initiative order. He casts bless on himself and the two basilisks, then
charges forward, leaps out over the chasm, and transforms into his true form, flying up to the basilisk nest,
out of line of sight from below. He then focuses on unpredictability, starting every turn by teleporting via
statue and attacking the nearest target.
The basilisks will use similar tactics, teleporting and hopefully ending up near their targets.
Entemoch’s Boon
Discussion with Feldnar. Feldnar reveals that his stewardship over Entemoch’s Boon is now completed,
and that he must return to his clan, the Cairngorm Clan of Gracklstugh, to appoint a new steward.
● He’ll provide details on how to use Entemoch’s Boon.
● He’ll reveal that he is no longer a celestial creature, but a mortal stone giant. Members of his clan
are sent to complete centurieslong stewardships over sacred earthen sites, and sometimes they’re
imbued with a celestial blessing during their tenure.
● He’ll reward the party with potions of stone giant strength (see “Rewards”)
● He’ll answer general questions about Gracklstugh, though he hasn’t been there in centuries.
Removing Ogremoch’s Bane. If asked to help banish Ogremoch’s Bane, Feldnar will delay his return to
Gracklstugh to investigate the matter with Nomi Pathshutter. Together, in the time it takes the party to travel
to and from Gracklstugh, they will devise a plan to bait out the cloud during the Battle of Blingdenstone, lure it
to Steadfast Stone, and banish it within the hallow spell. They’ll use a decoy force of 10~ earth elementals to
convince Ogremoch’s Bane that it’s worth trying to seize them.
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Rewards.
● 1 stone of controlling earth elementals from Nomi Pathshutter, on behalf of the Council of
Blingdenstone.
● Learn how to use Entemoch’s Boon (mostly taught to Nomi, as she’ll be working on elementals
while the party is gone)
● Learn that Feldnar might be able to vanquish Ogremoch’s Bane if they can draw it out. Feldnar
suggests that the cloud might wait for an opportune moment, possibly during the Battle.
● 2 potions of stone giant strength mostly a token reward, as no one really needs these.
● Discover Basilisk eggs
Whiteshell Mines
Map Options.
● https://smediacacheak0.pinimg.com/736x/d0/18/ce/d018ce84fbe97f38ea799ed998597ed9.jpg
Notes/Modifications:
● The road into the mine’s operations area slopes down 3040 ft. The main clearing houses 4
bunkhouses, a lounge of sorts (card tables, areas to prepare food), and an office. The cavern is 40 ft
high in the center, 30 ft on the edges.
○ The nearest buildings should be at least 30 ft away from any given entrance, up to 80100 ft.
Need to sketch it out.
● There are 8 alcoves apiece (16 total) on either side of the main clearing before getting into the
mineproper, left over from lessfruitful forays into the salt. They are 5x5 or 10x10, with 5x5 or 10x10ft
openings.
○ There are two levels of these on each side at 15 ft up and 30 ft up. They are accessible via
natural walkways at the south side (up the ramp out of the mines), and by stairs in the middle
and on the north side (near the mine entrances).
● The main entrance is 20 ft wide, 20 ft tall. The western entrance is 10 ft wide, 10 ft tall, and is 100 ft
from the main entrance. There is also an eastern entrance, 10ft wide, 10 ft tall, 80 ft east of the main
entrance (connecting to the bend in the tunnel right before the Black Star chamber on the map)
● There are two 10x10ft ventilation shafts 30 ft up the face of the mine, spaced between the
entrances.
● Total width from west entrance to east entrance is 220ft, room for 5ft on either side. Total length is:
Main clearing is 80 ft wide, 50 ft long, leaving 30ft~gap between the clearing’s edge and the actual
entrances. Then the paths go in another 80 ft from the main entrance. The east entrance protrudes
out 10ft beyond the central entrance, and the west entrance is recessed 30 ft back from the main
entrance.
Shipment of Gems & Salt. With the plan for the Battle of Blingdenstone in motion, the PCs are sent first to
the Pickshine Mines to pick up a shipment of gems from Dasco Pickshine, carrying a letter written by Kazook
https://docs.google.com/document/u/1/d/12HDY6ZSryaYsQG4MKAfStyhoAu--Q4zBl9AwQqfAITo/pub?fbclid=IwAR2u8gInHYONUPTCFcWlFUiWTmf_… 15/18
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Pickshine and signed by the other council members. They then proceed to Whiteshell Mine to pick up a huge
shipment of salt (two wagons’ worth) from Perigrog Scrapedust, the mine’s taskmaster.
Demons Attack! While Perigrog’s miners are loading the wagons with blocks of salt, a horn sounds,
signaling a breach within the mine. 30 (total) deep gnome miners come pouring out of all three entrances, the
last few of which scream that demons are after them.
Cursing this blow to his business, Perigrog begs the party to help him, then runs to his office to grab a
light crossbow from behind his desk. He emerges on the porch, berating the demons and laughing a bit as he
fires. He will not retreat.
Additional Support. Each group of miners must make a collective DC 10 WIS save or be Frightened of the
demons. On a success, the group deals 2 damage per miner to the nearest demon at Initiative 25, 20, 15,
10, 5, 0. On a failure, the group flees to their bunkhouses and to the lounge, where they start to block the
doors. A character can spend an action to attempt to rally a group of deep gnomes to join the fight with a DC
15 Smooth Talking check. On a success, the frightened gnomes attack the demons with slings, dealing 1
bludgeoning damage per rallied gnome to the demon nearest to the rallying PC on their turn.
If a PC gets 22+ on the Smooth Talking check, the gnomes are no longer frightened and instead add
2 bludgeoning damage per gnome. On a result of 10 or lower, the group of deep gnomes is permanently out
of the fight.
Helpless Prey. If any demons have a clear path to the miners’ buildings that doesn’t pass within 20 ft of a
PC, they charge the buildings and try to break in. The doors and windows are zurkhwood (AC 10, 20 HP,
Damage threshold 5). Once inside, or if any gnomes have been rallied to fight outside the huts, a demon can
attack them as a group. The deep gnomes collectively have AC 15, and one dies for every 15 damage dealt
to them. They initially split such that, of the 30 miners:
● 7 are in the bunkhouse nearest to the western entrance
● 5 are in the bunkhouse nearest the central entrance
● 8 are in the lounge, behind the first two bunkhouses but above them on a 10ft rise.
● 4 are in the rear bunkhouse nearest the central entrance
● 6 are in the rear bunkhouse nearest the western entrance
● 1 (Perigrog, who has his own deep gnome stats) stands on the porch of his office near the eastern
entrance. +4 hit, 1d6+2 piercing. Has blur for the first minute.
Taint of Jubilex. Many of the demons bear obvious connections to the Faceless Lord in their biology, such
as Banelings and Pustuloids, Dretches and Heralds of Rot. The rest, however, still bear marks of Jubilex.
They have a sheen to them suggesting that they all bear a particularly viscous coating, and when injured
their blood is mixed with ooze.
Into the Mines. It’s unlikely that the PCs will have a chance to go into the mines during the encounter, but
regardless, what they find is a series of twisting paths and sharp angles. There are three main areas, all
interconnected, corresponding to the three entrances. In a large chamber to the northeast (100~ ft beyond
the east entrance through winding tunnels) is the apparent source of the attack.
In the center of the chamber, encircled by runes painted in ooze, there is a dead deep gnome with ooze
leaking out of his ears. If Cephalossk is with the party, he immediately comments that the gnome is without a
brain. Otherwise, this requires a DC 18 Medicine check to determine. Scattered about the main circle are a
dozen smaller circles, each with a drop of ooze in the center as a focus.
DC 12 Arcana reveals that this was a demonsummoning ritual. DC 15 reveals that it went beyond the
normal capabilities of such rituals. DC 18 reveals that the ooze appears to have a distinct demonic taint to it,
likely allowing for the summoning of such powerful demons, and DC 20 allows the character to glean the full
nature of the ritual, allowing them (Ishkar, tbh) to copy Conjure Lesser Demons directly into a spellbook.
Defend the Mines!
This encounter occurs as a series of 5 waves of demons, growing in power with each wave. The waves
occur every 1d4+2 rounds, meaning that this encounter will last at least 13 rounds and potentially as long as
25 rounds. As a result, I need to:
● Track concentration spells/effects that last for 1 minute. Also remember to force concentration rolls.
● Make it clear that more enemies are coming. At the start of the round prior to another wave arriving,
I’ll make a group Perception check (DC varying by wave), alerting the PCs as to where the next wave
will come from on a success.
Demon Options
● Fodder (10+)
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○ Manes CR ⅛ 9hp, 20ft, melee
○ Dretch CR ¼ 18hp, 20ft, melee (1/day cloud)
○ Baneling CR ½ 7hp, 40ft, melee, death burst
○ Maw Demon CR 1 33hp, 30ft, melee
○ Pustuloid CR 1 27hp, 30ft, melee, death burst, breath attack
● Small Groups (24)
○ Babau CR 4 82hp, 40ft, melee (but can throw spears), gaze attack, some innate magic
○ Barlgura CR 5 68 hp, 30 ft (but can long jump 40 ft), melee, innate magic
● Group Leaders
○ Herald of Rot CR 6 104hp, 40ft/fly 60ft, melee, AoE disease
○ Chasme CR 6 84hp, 20ft, fly 60ft, melee, AoE drone attack
○ Vrock CR 6 104hp, 40ft/fly 60ft, melee, AoE spores, AoE Screech
● Boss
○ Hezrou CR 8 136hp, 30ft, melee, stench, dumb
○ Glabrezu CR 9 157hp, 40ft, melee, innate spellcasting. Very intelligent.
Locations
● 12 West
● 34 Center
● 56 East
● 710 Reroll twice, split evenly between two
● 1112 Split evenly between all three.
Waves Each wave “starts” with full movement from the mouth of the cave. Even the fodder knows to spread
out if some of them are already attacking in a given direction. Unless there are PCs in their face, the demons
will go for the bunkhouses to get easier kills.
● Round 1 Wave 1 1 wave of fodder East, all pour out in a crazed mass. The fastest (banelings)
are in the front, followed by maw demons and pustuloids, followed by dretches and manes. The
smartest (banelings and pustuloids) try to die near the largest group of creatures they can,
understanding their purpose. The manes, dretches, and maw demons swarm the huts (if they can),
having already gotten a taste of gnomes. The pustuloids somewhat direct the attack, but can only
manage things like “enough here”, “that way”, etc. The rest can’t speak.
○ 8 dretches
○ 9 manes
○ 4 banelings
○ 4 maw demons
○ 4 pustuloids
● Round 3 Wave 2 barlguras and herald of rot West and Center. 1 barlgura from west entrance,
1 from center, Herald from the vent shaft between them. The barlguras turn invisible then leap toward
the huts. They say things like “Smash!”, “Make pulp!”, “Pulverize!”. The Herald, meanwhile, flies over
the largest group of PCs it can, releases its Fetid Cloud, then seeks cover to draw ranged creatures
into melee while negating healing with its Aura of Decay. On its turns, the Herald flies up, shouting the
locations of characters behind cover.
○ 2 barlguras
○ 1 herald of rot
● Round 8 Wave 3 fodder with Babaus All 3. 1 manes, 1 baneling, 1 maw demon, 1 babau
apiece from East and West, and the third babau from the center. The babaus each carry 3 spears,
which they throw as they approach. They dispel any hazardous spells, they drop darkness on ranged
characters to enable the melee demons to travel unhindered. If they see anyone with metal armor on,
they “attack” with heat metal from distance, following up with melee attacks if they can move through
cover to their targets.
○ 2 manes
○ 2 banelings
○ 2 maw demon
○ 3 babau
● Round 11 Wave 4 Vrocks West The vrocks soar out of the western entrance, keeping low and
to the wall to stay behind cover until they can pop out and attack creatures in sight. If there are
demons left alive, the vrocks try to stun nondemons near their demon allies. If not, they try to hit as
many creatures as they can with their spores, then follow with Screech on the next round. They keep
to the air, darting in for melee attacks, then flying away, even if it provokes opportunity attacks. The
vrocks are not very smart, but they are excellent hunters. They speak, but it’s akin to grunts
suggesting which targets look the most vulnerable. Consider them the cleanup crew. They want to
drop as many targets as possible, whether themselves or via their Screech enabling other demons.
○ 2 vrocks
https://docs.google.com/document/u/1/d/12HDY6ZSryaYsQG4MKAfStyhoAu--Q4zBl9AwQqfAITo/pub?fbclid=IwAR2u8gInHYONUPTCFcWlFUiWTmf_… 17/18
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● Round 16 Wave 5 Glabrezu with Quasits Center. The Glabrezu, Draxas, emerges from the
central entrance with 2 quasits in bat form on his shoulders. He releases the quasits, asking for a
report, then marches forward, looking to Power Word Stun the most dangerous character. On casting
PW:S, he barks “Halt!” in Abyssal. On subsequent rounds, the quasits try to scare other combatants
while Draxas marches forward, tearing apart all who remain standing. If necessary, Draxas casts fly to
catch targets.
○ 1 glabrezu
○ 2 quasits (start in bat form)
https://docs.google.com/document/u/1/d/12HDY6ZSryaYsQG4MKAfStyhoAu--Q4zBl9AwQqfAITo/pub?fbclid=IwAR2u8gInHYONUPTCFcWlFUiWTmf_… 18/18