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1 Lava Swell (page 26) with Giant fire beetles (page 28) - This encounter works only if we

change the fire beetle and give it fire damage immunity. The encounter starts when the ground
opens under the PCs, some of them could fall into the lava which is a danger in itself. While
they panic and try to help their burning friends, the fire beetles emerge from the lava and attack
any survivors, be careful, this encounter can wreck an unprepared party.

2 High ledge (page 26) with 2 grells - A pair of grells have found the perfect lair, on top of a
high ledge. Every time travelers try to go through it, the grells descend on them to feed on them.
As the party will be physically separated and unable to switch positions, this encounters is very
deadly, and theres also the danger of falling. 1d6 of bludgeoning damage for every 10ft of
falling. Height can be as high or low as you want it to be.

3 Lost expeditioners - The party encounters 3 people roaming randomly through caves, Gustaff
Gonlid (human), Adrienne Fetherless and a camp servant. They came underground looking for a
lost tomb and were attacked by a pack of gnolls, they are the only survivors. If Fargas
Rumblefoot is with the party, they recognize him and join the expedition. Fargas was their guide,
they thought he was long dead. Regardless of Fargas presence, they will request to join the party
at least until they reach a settlement.

4 Mad people - The party spots an adjoining cavern some distance ahead, light comes from it in
the pattern of campfire. They hear mad laughter and rhythmic sounds, as they get closer they
hear people talking in strange unrecognizable languages. When they peer into the cave they see a
campfire and 5 people around it, they are almost naked and in a bad state of malnutrition, with
scars covering their bodies. Their lips are missing, so they portray a permanent unnerving
smile They move erratically and ignore the PCs even if attacked. Their minds are far lost to
madness. An arcana check (DC 19) reveals that they are talking in tongues whose origin is the far
realm, even if magic is used, their words are unintelligible. A survival check (DC 15) lets a PC
study the area and tracks, the check reveals that they havent left the cave in weeks, something
keeps them from leaving, they have apparently started to eat each other alive.

5 Zentharim expedition - This encounter only occurs between Neverlight Grove and
Blingdenstone. Entering a big underground chamber, the PC witness the arrival of an expedition
of 10 men and a beholder. They are walking with their backs to the party, so they dont see the
PCs, except for the beholder who spots them as he enters, but ignores them. They are Zentharim
thugs and scouts accompanied by Lorthuun, a beholder allied with the faction. They are traveling
to Mantol-Derith. The PCs should take the hint and ignore them, this is just a foreshadowing of
the Zentharim and beholder in Mantol-Derith. Make sure you describe how the beholder is
missing some eyes. If the PCs confront them for whatever reason, the Zentharim do not wish to
fight and offer directions to the next settlement politely. If pressed or followed, the Zentharim
will try show muscle to scare the PCs.

6 Insect ambush - 2d6 swarm of insects ambushes the party. In turn 3, three giant spiders
descend from the dark to prey on the PCs.
7 Renegade drow - The PCs stumble upon a group of 2d6 drow. If Sarith is with the party, two
of the drow recognize him. They were expelled from Menzoberranzan for opposing the
matriarchy. They explain that Sariths family name has gained a pretty bad reputation recently, so
they advice him not to go back (they dont know that he was taken prisoner). If Sarith is not
around, the drow party attacks immediately, they want the PCs stuff.

8 Derro cultists - Buppido had been building a small cult to himself in the underground complex
in Gracklstugh. Since he has been away, some of his cultist were drawn to the underdark
wilderness, they dont know how, but they are being drawn toward Buppido. They eventually
find him traveling with the PCs. Four derro cultists arrive and try to kneel before Buppido, and
call him mLord. Buppido is still trying to hide his identity so he instantly jumps and stops
them from showing such deference. They can join the party and help Buppido do his deranged
ritualistic murders. Or Buppido might chose a difficult time (like after a tough battle) to show his
true colors, now that his followers are with him.

9 Rocks trap and orogs - Some orogs have set a trap, they have a net holding a ton of rocks.
They watch patiently from a ledge. When the PCs approach they set the trap and let the rocks
fall on them, a Dex save (DC 14) lets them take only half damage (5d8 bludgeoning damage),
also, anyone who fails the save is restrained by the rocks. They can spend an action to do
an acrobatics or Athletics check (DC 14) to free themselves. After the trap is set the orogs
descend with ropes and attack any survivors.

10 Gnoll pack with prisoners - A pack of 2d8 gnolls has set up camp along a cave tunnel, they
have darkvision and have no need for a camp so the PCs dont immediately see them, but they
can hear their mad laughter. The gnolls have 2d4 shield dwarf prisoners, they are killing them to
cut them in pieces for easier transportation. The more the PCs take to rush into action the more
cries of pain from the dwarves they will hear. Every 20 seconds another dwarf is killed.

11 Myconid settlement under attack - This encounter works well a long time before Neverlight
Grove. If stool is with the PCs he will inform that they are approaching a myconid settlement,
he can sense the home spores coming from it. When they arrive, it is under attack ! A group of
3d6 dretches lead by one balgura are wrecking the myconid adults. A lot of them have died
already. After being saved, the remaining myconids say that they will start a pilgrimage to
Neverlight Grove through the fungi network. Although sad, they rejoice because they have heard
that the mistress in Neverlight Grove is having a marriage ceremony that will bring joy to all
myconids. Stool guesses incorrectly that Sovereign Basidia is going to get married.

12 Demonic stampede - When approaching a big settlement, the PCs find a small mining town
a few kilometers from the big city (which could be Gracklstugh or Blingdenstone). PCs will
probably want to rest or sell/buy things. While this happens, an alarm horn sounds. They miners
scream about an attack. They go and hide in a narrow mine, as it is more easily defensible. A
huge number of manes demons and dretch demons assault the settlement. These demons arent
very dangerous to the PCs and they dont have the damage resistance of stronger demons,
however they have the numbers. The PCs should defend the cave against endless hordes of
demons, with no access to short rests.
13 Shadow assault - One shadow demon and a pack of 2d4 shadows lurk the underdark in
search of souls to eat. They will attack from the shadows to get the advantage and will try to start
by ambushing the party. If dawnbringer is drawn they will focus their attacks on its bearer, and if
things get hard they will flee to the shadows, they can wait for hours until dawnbringer is
sheathed again to repeat to ambush.

14 Shield dwarf expedition - The PCs come across a big dwarf expedition. They are friendly
and welcome them to their camp. They are traveling south on an exploration mission, they are
mapping the section of the underdark surrounding the Labyrinth. Eldeth can choose to join them,
to be later encountered in Gauntlgrym.

15 Modron march - The PCs encounter a march of 22 monodrones, 1 tridrone and 1


pentadrone. They are traveling south. They are neutral but will fight if attacked. If the PCs use
magic to communicate, the pentadrone can explain that they are marching and recording all the
information about the underdark. An arcana check (DC20) reveas that the Great March is the
reason for their presence here. If the check succeeds by 5 or more it reveals that the last march
happened more then 200 years ago. These modrons are lost. They cannot be convinced to travel
in a different direction, the Pentadrone is very stubborn, he wants to go south; he explains that he
wants to reach the Maximum Orderer, a modron device they can use to travel back to Mechanus.
(This fact foreshadows the Maze engine in chapter 14) If left alone they will continue their way,
they will be attacked in the Labyrinth by minotaurs; the pentadrone will die and the remaining
modrons get lost in the Labyrinth. They are encountered again by the PCs in chapter 14.

16 Friendly slavers - Traversing the underdark, they come across a caravan of 6 duergar slavers.
They are transporting 6 human and 2 shield dwarves to sell in Gracklstugh. They dont want to
fight, instead they will try to barter for weak looking members of the PCs party. They will try
to buy Eldeth, Stool, Shuushar or the gnome siblings. (or anyone you like, maybe a PC). They
offer 15-50 gold coins, depending on who they want to buy. If denied they go on their way, if
confronted, they fight to the death (madness causes this).

17 Lonely elf - The PCs find a one person camp, it was recently used. If they wait for an hour a
female elf hunter comes back, she is wary of the PCs but poses no threat (immediately). He
requests to join the party if they mention where they are traveling. She is a succubus in disguise.
She will try to seduce and charm a party member.

18 Deranged Kuo-Toa - While traveling close to the darklake shore, a group of 6 kuo-toa get
out of the water and approach the PCs, they explain that an important wedding is about to
happen in an underwater settlement and that they have been invited. They offer water magic that
will let them breath without problem underwater. If the PCs accept they have to travel 1 hour
swimming to the depths of the lake, where there is a small kuo-toa town. They have to fight
some sharks to get there. The towns name is Ploobcludbloot. Two important individuals are to
get married, after some eating, swimming and dancing around a weird altar. An aboleth
emerges from the dark waters to perform the ceremony. He uses his tentacles and mucous slime
to bond together the two kuo-toa. With magic, they are fused together in an abominable
confusion of limbs and fish parts. A Madness check is required (DC 14). After the event, the
aboleth returns to the depths and the kuo-toa thank the PCs for attending. They wont escort
them back but will renew the breathing magic.

19 Corrupted Galeb Duhrs - 1d6 galeb duhrs attack without warning, they detach seamlessly
from rock walls and engage the party. Their appearance has weird black cracks. They were
infected by Ogremochs Bane and are dangerous. When the party reaches Blingdenstone they
will be able to find out that the galeb duhrs were originally there and went rogue.

20 Old gamble partners - As unlikely as it seems, the PCs come across an underdark caravan
where some old gamble players of Jimjar travel, they recognize him immediately and request to
be paid as Jimjar still owes them 200 gold pieces ! The gamblers can be a group of humans,
duergar, gnomes or a mix. Jimjar doesnt have the money to pay and they might want to snatch
him to sell him to slavers, to recover some of the money. If the PCs pay the debt they go away, if
confronted in battle, they will fight. If half of them lose their lives, the rest surrender and leave.

21 Temple of Ooze - Travel: Dark, narrow tunnel, Walk past Temple of Ooze, a shimmering
within
Rest: Ochre Jelly

22 Duerger Runes - Travel: Dim light, Wide tunnel, Warning Sign Demons Ahead! in Duergar
Runes: a non-dwarf touching it must SaveWis10 or gain 1 Madness. A pile of rocks and boulders
litter the passage, a Quaggoth yeti is squashed still holding his greatsword, and a severed demon
horn
Rest: An invisible Barlugura demon attacks.

23 Boneyard - Travel: Dim light, Boneyard, a great cavern, phosphorescent light, floor a pit
filled with bones, 3 large horn headed skeletons attack.
Rest: Dim light, Webs amongst 14 torchstalks, An obsidian egg smeared with webs and spider
blood. When thrown at a target, the egg explodes into a 20'r burst of spiderwebs (DexSave11).

24 Pool ChuulTravel: Dim light, Single-file, long ladder above, 1 chuul lurking in a pool of
water, a patch of 4 barrelstalk mushrooms, good for storing water and eating. A large pearl
(300gp) in the pool.
Rest: Dark, Traders with 2 drow, 1 drow elite of House Xorlarr (Zool, Imi and Noor), 5
quaggoths with greatswords, 1 giant lizard with 300gp, explorers packs, 6 days of food, a cask of
wine, 6 daggers, 3 crossbows, 40 darts, 3 vials of poison, 4 silver swords, chainmail, 1 Elven
Cloak, 2 potions of healing, Carved Wooden Staff studded with Silver (500 gp), Ceramic Urn (80
gp), Electrum Amphora set with Fiery Yellow Corundum (4000 gp), Silk Robe threaded with
Bronze (200 gp), Silver Cloth Gown (1600 gp)

25 Smashed Crystals - Travel: Crystal clusters glowing pale purple 10. Smashing crystals
causes an intense burst of light. (12)
Rest: Dim light, Giant rocktopus slithers in.

26 Grub Feeding - Travel: Dim light, narrow tunnel filled with a massive carrion grub. The grub
is feeding on something. If attacked, it defends itself with noxious gases.
Rest: No encounter
27 Umber Ambush - Travel: Dark, Shelter, Ambushers with 1 umber hulk bursting out of a
nearby wall, A humanoid skeleton or corpse wearing a salvageable suit of plate armor (your
choice)
Rest: No encounter

28 Boneyard - Travel: Dim light, Boneyard with No encounter, recent deaths, blood and stench
Rest: Dim light, Escaped slaves, 2 moon elf commoners desperately searching for a way out.
Brinnie and Mac, amazing athletes and sort of cocky.

29 Fungus food - Travel: Edible Fungus Cavern: Barrel stalk, blue caps, ripple bark, water orb,
tongue of madness. (50 person days of food!)
Rest: No encounter

30 Gorge Impass - Travel: Gorge 300ft deep, 120ft wide: Find a way across, go down and back
up or find another path.
Rest: No encounter

31 Difficult Ravine - Travel: High ledge: 18inches wide above a ravine. Miles of this.
Rest: No encounter

32 Sinkhole - Travel: Dim light, Sinkhole


Rest: Dark, Giant rocktopus

33 Drow Spores Travel: Dark, Cliff and ladder (60 feet high), 4 Spore Drow Servants
Rest: No encounter

34 Society of Brilliance - Travel: Dim light from 3 torchstalks, Webs with 1 giant spider, Society
of Brilliance: Grazillex the MindFlayer is caught in the web, asks for help, offers a Traveling
Scroll: Expeditious Retreat, Longstrider, and Pass without Trace. He is investigating the
sudden influx of demons in the underdark and his own sudden change of perspective, shows his
Purple Society Gem indicating his membership. They all have one.
Rest: No encounter

35 Screaming Tunnels - Travel: Horrid Sounds of gibbering screaming, moaning in a twisting


maze of tunnels that glow a hellish pink with Fire Lichen: Int 20 to escape. Madness Wisdom
Save11 for each failed check. (Madness +1)
Rest: No encounter

36 Rope Bridge - Travel: Rope Bridge


Rest: no encounter

37 Gorge - Travel: Dark, Gorge (600 feet deep)


Rest: No encounter

38 Spider Ambush - Travel: Dark, Single-file, Ambushers with 8 giant spiders clinging to the
walls or ceiling, None
Rest: No encounter

39 Ruins with Treasures - Travel: Ruins of ancient city. Each character finds each hour: A
bronze gauntlet torn from a clockwork suit of armor, An oil lamp of dark iron, set with
constellations of tiny gemstones, A wooden walking stick carved with five draconic heads, An
ivory pawn carved in the form of a vampire, A wooden walking stick inscribed with an
impossible prophecy, A leaden merchant's weight which weighs less than it should, A quill pen
crafted from the feather of a pegasus, A pewter pyramid inscribed with What it is, A small
leaden box which contains a shard of glowing spellcrystal, A silver collar crafted in the form of a
winged serpent.
Rest: No encounter

40 Mad Laughing Stone Giant - Travel: Dim light, medium tunnel fits Two-abreast, Mad stone
giant ("I can't take anything seriously. The more serious the situation, the funnier I find it")
blocks the path, laughing. He's stuck. He is talking to an obsidian statuette of Lolth 5ft tall worth
1000 gp
Rest: Dark, Giant rocktopus

41 Rocktopus - Narrow sized area, Dark Patch of Green slime in area. A rocktopus that is
immune to green slime is hiding camouflaged in the slime. It is covered in the slime and inflicts
damage per the hazard if a creature is grappled by the rocktopus.

42 Drunk Stone Giant - During a rest period, a mad Stone Giant named Grondurr wanders into
camp. His madness is "Being drunk is the only way I stay sane" He has an Alchemy Jug in his
possession, which he is drinking beer from. If the Alchemy Jug is stolen or taken from him, he
will attack to get it back because he knows that when he becomes sober, he will go insane.

43 Faerzress - During travel, party comes across a wide area, lit by Faerzress. An 18 inch ledge
skirts one side of 80' deep ravine, party's speed slowed by half for the day DC 10 Dex save to
avoid a fall. Precautions allow characters to make save with advantage. Increase pursuit by one.
4 orogs use this area for ambushes and are hiding on the other side of the ravine. They will attack
as the party moves along ledge. The orogs are roped to stalactites for swinging across the ravine
and will attempt a shove action to push a party member into the ravine if they are not roped
together. The next round the orog will swing back and then try again on another target the
following round. Attacking an orog's rope is AC 11 but at disadvantage if the rope is moving.
The rope has 5 hps. If the rope is cut while an orog is in mid-swing (requiring a ready action), the
orog will fall into the ravine, taking full damage. If the rope is cut while they are on the other
side of the ravine, the orog has a stable side to stand on and will begin throwing javelins. If the
rope is cut on the party side, the orog will have to make a DC 10 Dex Save or fall. All party
members fighting on the ledge side have to make a dex save 10 if fighting or fall. Alternatively,
they can choose to use their action to make a Str (Athletics) or Dex (Acrobatics) check to stay on
the ledge.

The orogs have a small cave on the other side of the ravine that contains the following: 1900 cp,
900 sp, 100 gp, Bloodstone (50 gp), Chalcedony (50 gp), 3 x Chrysoprase (50 gp), Jasper (50
gp), 2 x Onyx (50 gp), Potion of Clairvoyance, Potion of Superior Healing, Potion of
Invulnerability, Elixir of Health. The orogs have no idea what the potions are, one of their
number drank a poison potion and died so now they are too scared to test the others.

43 Drow Ambush - Drow harry the group. If they wait in ambush the party can, with a 5DC
steath check, ambush 2 drow scouts from Velkenvelve. +50 xp each if they interrogate and learn
that they are being followed. Party perception DC 10 finds a certain someone extracting drow
intestines. DC 15 finds that the intestines are laid our symmetrically.

44 Banshee Urn - Traveling through a fissure they are at a dead end. DC 5 perception, finds a
small urn under a mushroom. DC 10 finds a path up the rocks to climb out of the fissure.
Disturbing the urn summons a CR4 banshee 120 ft. back in the fissure and it assails them. DC10
insight for anyone assessing the situation notices a Kuo-Tuo NPC peering up the path and he will
suggest leaving the banshee for the Drow following. DC 10 athletics check to climb out of the
fissure. The banshee does not follow. Leaving the banshee alive reduces chase by 1.

45 Fungus Trap- They encounter strange growth. Mushroom-like but luminescent and with
colors coursing along it when touched. A DC 10 Arcana check will trap the mind of the PC. He is
incapacitated (surprise round) and suffers 1d10+1 damage per round. The growth is actually a
warped/sentient Zurkwood (CR5 Cambion minus fire ray and spores for attack). If the party asks
Stool what the growth is they can avoid the surprise round.

46 Carrion and Crystals (450 XP; non-combat) The adventurers pass through a Faerzress
suffused area containing fist-sized chunks of quartz that shed dim light in a 10-foot radius. A
sharp blow to one of the crystals, including throwing it so it hits a hard surface causes it to burst
in 40-foot flash of blinding light. Any creature Within the radius must succeed on a DC 10
Constitution saving throw or be blinded for 1 minute. A creature blinded by this effect repeats the
Constitution saving throw at the end of each of its turns. On a successful save, it is no longer
blinded.

The characters can harvest up to twelve of the crystals in total, but taking the time to do so
increases the drow pursuit level by l. Four crystals are loose and can be taken with no drawback.

Creatures: A carrion crawler (MM 37, CR 2) wanders the area, confused and bewildered by the
crystals. It has a saddle, but no rider. A successful DC 13 Wisdom (Animal Handling) check
allows a character to approach and mount the creature. Otherwise, it flees.

47 Resting Traders (3,375 XP; non-combat) Duergar traders have set up camp in one of a
dozen of ruined stone structures scattered about next to a small stream. Most of the buildings are
completely collapsed, but a few stray walls stand, and the one chosen by the duergar has all four
walls, though no ceiling or door.

Creatures: 6 duergar (MM 122, CR 1) with 3 male steeders (OotA 231, CR 1/4) are camped here.
They are willing to sell the following. They will also purchase up to 50 gp worth of gems.

1 extra food box worth of food (10 gp)


3 war picks (10 gp each)

2 warhammers (20 gp each)

1 greatsword (75 gp)

3 cases of 20 crossbow bolts (2 gp each)

1 set of ring mail armor (30 gp)

If the PCs make a bad impression, the Duergar point the drow in the right direction, increasing
their pursuit tracks by 1.

Treasure: In addition to their wares and equipment, the Duergar have 120 gp and 60 days worth
of food (4 extra food boxes). They each carry a mess kit and a bedroll, and they have a large iron
pot for cooking stew.

48 Hulk Run! (1,800 XP) Small pockets of bubbling lava light up a large open area with a
crimson glow. After a while, the tunnel thins and the glow subsides.

Creatures: An umber hulk smashes out from the wall suddenly as the PCs leave the area,
attacking any creature in its way. Characters are surprised unless they make a DC 15 Wisdom
(Perception check) to notice a rumbling sound.

The creatures carapace is smoking and smoldering, and it has only 71 hit points remaining. On
its third turn, it disengages and runs. A Passive Perception of 13 or better from any character that
can see into the hole the hulk emerged from notifies the PCs that a faint orange glow is
beginning to emanate from inside.

At the start of the hulks next turn, lava burst from the hole it left. Any creature within 20 feet of
the hole must make a DC 10 Dexterity saving throw, taking 6d6 fire damage on a failed save.

If the characters end up on the correct side of the lava flow, reduce the drow pursuit track by 1.
Otherwise, they have to backtrack, and the drow pursuit track is increased by 1 instead.

49 Maddened Bandits (1,500 XP) Great columns of unworked stone show signs of cracking,
crumbling, and sabotage in this long, 60-foot wide tunnel.

Creatures: Six bandits (MM 343, CR 1/8) and a bandit captain (MM 344, CR 2) wander
aimlessly in the area, starving and almost feral in appearance. They have disadvantage on
Wisdom (Perception) checks to notice the partys approach.

When encountered, the bandits begin to howl and scream in horrible discord as the rhythmic
thumping of drums rises from somewhere deep below. The PCs much each make a DC 11
Wisdom saving throw against madness.
Treasure: The captain carries a scroll of hunger of hadar in addition to his other equipment.

50 Fungus Alarm (1,350 XP) A 60-foot high cliff, covered in fungus, blocks the way. A rope
ladder is visible but retracted at the top of the cliff. Two successful DC 15 Strength (Athletics)
checks allows a character to climb the cliff. A failure results in a fall: 20 feet if the first check
fails, and 50 if the second fails.

If the characters avoid the ladder, they lose 1 day of travel. If they destroy (or keep) the ladder,
reduce the drow pursuit track by 1.

Creatures: 3 shriekers (MM 138, CR 0) grow near the top of the cliff. 2 gricks (MM 173, CR 2)
are alerted by the shrieking, and arrive from above 30 second later.

Treasure: The gricks lair, a few hundred feet down the tunnel above the cliff, contains a
humanoid skeleton wearing a cloak of the manta ray.

51 Stream (0-2,000 XP; non-combat) A waterway 20 feet wide cuts across the party's path. The
stream is shallow and easily crossed, and the character can drink and refresh their water supplies.
Edible fish inhabit the stream. so that the DC of any foraging attempts for food in this area is
reduced to 10. Crossing the stream reduces the draw pursuit level by 1.

Creatures: Five giant spiders (MM 328, CR 1) make their webs downstream. The first web is 60
feet down, and the remaining webs are separated by 20-30 feet. The spiders are more interested
in catching fish than adventurers, but will attack if their webs are disturbed.
52 A Tight Spot (1,600 XP) A tight passage causes the boat to get stuck (no check to avoid; I
want to provide choices, not just rolls). Two successful DC 14 Strength (Athletics) checks free
the boat, but a character must get out and push to make these checks. The party can instead spend
a half hour slowly pushing the boat forward from inside, but the drow pursuit track is increased
by 1 if they do.

Creatures: Four swarms of quippers (MM 338, CR 1) attack anyone that enters the water. A
passive perception (or check) of 13 or better reveals an odd number of fish in the water.

53 Troll Toll (1,800 XP) A massive stone water lock provides passage beyond a waterfall, but
the mechanism to control it is hidden. A successful DC 15 Intelligence (Investigation) locates the
switch within a nearby wall after a few minutes. On a failure, the search takes over an hour, and
the drow pursuit track is increased by 1.

Creatures: An aquatic troll (MM 291, CR 5; swim 30 ft., breathes water) guards the lock and
knows where the switch is. The troll demands to eat one of the party in exchange for passage. If
they refuse, it attacks them.

A successful DC 14 Charisma (Persuasion) check convinces the troll to take 40 pounds of meat
as tribute instead. Another DC 18 Charisma (Persuasion) can persuade the troll to lower this offer
to 20 pounds.
A successful DC 18 Charisma (Deception) check convinces the troll that the party tastes bad or
arent worth fighting, but tastier or easier food is following them. The troll will not only let them
pass, but will delay the drow. Reduce the drow pursuit track by 1.

54 Hag Help (700 XP) The party becomes hopelessly lost in a maze of watery passages.

Creatures: Nanny Plunk, a green hag (MM 177, CR 3), appears on a nearby rock in the guise of
a wizened old drow. She offers to help them find their way in exchange for payment. She will
accept virtually any offer, since she only wants to lead them into danger, but she first requests
anything obvious and shiny one of the characters wears or holds.

If the players accept her guidance, she hops into their boat and leads them around erratically,
wasting their time until they get wise to her or their pursuers catch up to them.

If they attack her, she attempts to turn invisible and flee. If they capture her, or she is reduced to
half hit points, she surrenders and will lead them out of the maze.
55 Behir Boneyard Boneyard, former lair of a behir. Old behir scales, smells musty and old, not
recent. Practically wading through the bones (difficult terrain). Dim light of faerzress, 9
skeletons. They rise up when the characters reach the middle of the area. Can choose to
embrace the madness of the situation: make a madness save (DC10) and strike before they are
fully formed. Anyone who chooses to can get a surprise round before the madness kicks in.
Treasure: behir scales and bones can be used to craft arrows. 5 rusty weapons, 2 battered shields,
3 armor scraps AC 11, 20 arrows. (All gross, need prestidigitation and mending to fix). Lots
and lots of bones (clubs for free, other stuff if the PCs come up with it)
Night: Escaped Slave: 1 moon elf commoner (Otihorn Darksbane). Was taken because of his
name (named after an ancestor known as the Daerwalthia, who was known as the Darksbane).
Prestidigitation cantrip (or mending). Dim light of bioluminescent fungi. MAKE DC 10 CON
OR WIS SAVE TO GET LONG REST Wake up to find Ront missing. Find him several
hundred feet from the camp, with his intestines wrapped in an intricate pattern on the floor
around him.
56 Carrion Crawler Steed Crystal clusters, dim light, 5 bandits and a bandit captain. They
throw the crystals from a 10 ledge. Dim light in the area, faerzress. 10 radius blinding light of
thrown, DC 10 con save or blinded for 1 minute (save again at the end of each turn).
Treasure: 4 50gp gemstones in leaders pouch, 6 scimitars, 5 light crossbows, 50 bolts, dagger.
Can harvest 12 crystals but the time will increase pursuit level by 1.
Night: Fungus Cavern with carrion crawler. Patches of bright and dim light. Domesticated. Has
a saddle that says Zyn on it. Handle animal DC 13 to tame it. Can ride it on the ceiling if
strapped into the saddle.
Treasure: 8 types of fungus. 14 ormu, 11 Zurkhwood (66 lbs of food; each pound can be traded
for crafting wood item), 4 fire lichen, 15 torchstalks, 8 trillimac (56 lbs of food, each pound
can be traded for leather crafting, requires 1/3 gal of water to prepare each pound of food), 12
barrelstalks (72 gal water, 84 lbs food), 9 nightlights, 4 nillogs nose. MAKE DC 10 CON OR
WIS SAVE TO GET LONG REST
57 Roctopus Leak Gas leak with a giant roctopus. Dark. Passive percept DC 14 (DC 9 if using
nilhog nose). Go around carefully but cut travel time in half (add a day and increase pursuit
level by 1). Go through, DC 12 con (5 or 2 dmg) and fight Giant roctopus. Fire in the area DC
15 Dex (10 or 5 dmg)
Treasure: 8 trinkets it has collected (silver spoon with an M engraved on it, a mosaic tile with a
multicolored glaze, a single caltrop made of bone, a pipe that blows bubbles, an old key, A
nightcap that, when worn gives pleasant dreams (advantage on long rest check), a tiny cage with
no door, a tiny mechanical spider that move around when unobserved), An arcane focus.
Spellbook with protection from evil and good, feather fall, witchbolt, charm person, identify, fog
cloud.
This could be a good place to set a trap for the drow using, say, a torchstalk and the exploding
gas, if the trail is made obvious. (Can decrease pursuit by 1 level).
Night: Cliff and Ladder. At a junction, notice the ladder up a side passage. DC 15 athletics to
climb up and get the ladder (60 up, a failure is a fall from 30). Take it with you to decrease
pursuit by 1. Find a member of the society of brilliance (Grazilaxx the Mind Flayer) up there.
Dark. Area of Faerzress, dim light. Working on determining if the Faerzress is related to the
madness. Can convince him to share his camp with you. Maybe convince him to tell the drow
you went the other way. Maybe convince him to journey with you. . MAKE DC 10 CON OR
WIS SAVE TO GET LONG REST
58 Warning sign. Passive percept 11 to notice in a stalagmite cavern. If a non-drow touches it,
DC 10 wis madness check. Long rest in the area means 1 shadow demon attacks. A drow scout
is in the cavern as well (not stealthing well; DC 5). Spots party if they are not stealthy, doesnt
spot them if they are. Runs, with a chase scene. If he gets away, increase pursuit level by 2.
Treasure: +1 drowcraft chain shirt, +1 drowcraft short sword, 5 doses drow poison), 13 gp
Night: 6 drow traders with 3 riding lizards. Have a Sword of vengeance, made by demons that
you can attune in 1 minute. It bears the mark of Netheril, and causes pain when it is drawn.
They will trade it for any other magic item, or 200gp in gems. Other goods worth 160gp, and 18
days of rations to sell. The next day, increase pursuit level by 1. MAKE DC 10 CON OR WIS
SAVE TO GET LONG REST The next morning one of the drow is dead, with his lungs spread
out on the ground like a Rorschach test. Buppido asks the characters what they see in it. Make a
madness check. This may cause a fight with the drow.
59 Silken Paths The Silken Paths (pg. 31). Assuming they get help from Yul Yuk and
Spiderbait, only need to travel 4000 feet. All dark, assuming light
1. 6 Giant spiders come from all directions
2. 3 drow with 3 quaggoth slaves. Derendil (if asked) convinces the quaggoths to turn on
the drow and follow him. If any drow escape, increase pursuit by 1. (120 silver, 50 gp, 9
azurites worth 10gp each, opal dice worth 25gp, silver pitcher worth 25gp, soapstone
locket worth 25gp, bloodstone framed mirror worth 25gp, potion of healing, scroll of
longstrider, scroll of friends, scroll of detect poison and disease). They are two webs
above the party. Need to climb to get to them (then they jump down)
3. Mimic (appears to be a chest stuck in the webs). Perception DC 15 to notice bones stuck
in the webs below it. 15 sp.
4. Spectator floats up to them, warning telepathically about the demons rising from the
dark. Tiny chance of winning it over.
5. Web break when you reach for a cocoon (ALSO IF TAKE DAMAGE) (DC 15 dex or
fall). Succeed and grab a nearby strand, fail drop 1d10X10 feet and become restrained
DC 12 str save to break free at end of each turn, advantage if another creature in reach
helps as their action.
6 chitnes come to investigate.
Theres a cocoon with a corpse of a knight and 50 gp, 4 eye agates worth 10 gp each,
demon half plate that gleams black and wicked in the light with a prominent
decoration of a leering face that causes discordant music to play in the users mind.
History DC 15 to know it was worn by a paladin of cyric in the overthrow of
Ravensbluff; you feel depressed and melancholy when wearing it. A demonic
sentinel shield that never becomes dirty or sullied, though it constantly seems to crack
and crumble. You recall such a shield (Arcana DC 15) figures into a prophecy. Also
has a longbow and 20 arrows.
6. Cocooned Halfling. Poisoned and paralyzed. 1 Darkmantle swoops down when you get
him.
Night: Shelter, out of the way and easily defended. Yuk yuk and spiderbait show you the way.
You can take a long rest here with no troubles.
60 Green slime hazard (DMG pg 105). Clearing it away means you cant hide your tracks for
the day. Spore Servants: 2 drow sitting on a ledge watching. Sarith twitches as they go by.
Night: Spiderbait wakes up screaming. Says someone was trying to strangle him. Yuk Yuk has a
Lennie moment to calm him down. MAKE DC 10 CON OR WIS SAVE TO GET LONG REST
61 Sink hole (DC 12 dex save or fall 20 feet for 7 dmg with a DC 15 athletics to climb out). 4
gricks lair down there, disturbed by the avalanche. Theres a corpse with nonmagical armor
(appropriate type).
Night: Horrid sounds blast through for an hour, shrieks, gibbering, moaning. DC 11 wis save of
increase madness level. In the chaos, a shield dwarf commoner slave from Gracklestugh
stumbles in. Breela Warstout the shipwright.
62 Fungi and Mudpit Strange fungi around a mudpit. Difficult terrain with disadv on dex
saves. Obscures your travel (lowering pursuit by 1). Can go around, but adds a day of travel.
Three gas spores float above the muck. Arcana DC 15 to know that beholders hate each other.
Nature DC 15 to recognize gas spores. If stay 30 away (stealth DC 10), they dont notice. If
everyone makes it with even 1 spore left, decrease pursuit by one more.
Night: nothing or reach Sloopludop.
63 No encounter day or night MAKE DC 10 CON OR WIS SAVE TO GET LONG REST
64 No encounter day or night MAKE DC 10 CON OR WIS SAVE TO GET LONG REST
65 Demon Lord - Demons and all underdark denizens running away past party, ignore party
completely, if party doesnt try to avoid demons and denizens with DC 8 get trampled and take
1D6 dmg.
66 Clockwork Dungeon PCs discover Clockwork dungeon occupied by clockwork
humonoids. Can
DARKLAKE TRAVEL
1 - Whirlpool and 3 Merrow attack

2 - Run Aground on Hag Island, Old Nanny, who lurks about in the hulk of a long ship wreckage.
She is vexed at the Water Weird in the hull of the ship who guards a treasure. The Weird warns of
the consequences of the treasure: A golden coffin housing a Mummy Lord with a sable fur
cloak(400gp), a Leather Belt set with a jewelled buckle(400 gp) and the +1 Bastard Sword of the
Undertaker (A finely crafted longsword that has a blade of steel with a hilt wrapped in shiny
brown deer leather. The blade is inscribed with the name Undertaker. A rounded obsidian
pommel provides balance. The round quillions are unremarkable, but the crossbar is stamped
with the image of a skull within a eight-pointed star. There is a scabbard of black horse hide with
platinum accents. This may well have been the legendary blade of Erliam of Fairridingstone, a
specialist in the "Scorpions of Kelemvor's justice" Light Militia Platoon. He secured his place in
history when he pitilessly protected against Marshal Evantor Covan, who led the "Dragons of the
Night" Militia Formation, until the remaining enemies scattered and fled.) Provides Darkvision
and Critical Hits on 19-20 against Undead. Ruined barrels of ale, a coffer with 500gp infected
with Gas Spores, a scroll of Enlarge, and Heroes Feast. Surrounded by the skeletons of viking
warriors all somehow transported from the surface. Nanny will trade knowledge of the Dark for
the Scroll.

3 - Rockfall caused by a Grell, who attempts to fly off with a smaller character.

5 - Purple Worm carcass, fed upon by 18 stirges, who attack only if disturbed.

6 - Collision with unseen rocks and 6 Darkmantles.

7 - After traveling for eight hours, the group discovers the shoulders and head of a half-sunken
statue carved seemingly from a solid hunk of stone, at least 300 feet high assuming it continues
down to its feet. Its eyes are beautiful black gems (worth 500 gp a piece). A water weird rises
from the depths and floats in front of the statue, holding out a hand. If the party decides not to
continue any further, they can go around, down a side passage. If they do so, increase the pursuit
level by one. Alternatively, they can fight the weird and continue forward. Any creature who
takes an eye from the statue becomes the target of a DC 14 Contagion spell.

8 - Anyone with a passive perception score of 12 or better hears the roar of a waterfall ahead. A
successful DC 14 group Athletics check is necessary to steer the ship away from the falls.
Otherwise, the group goes over, falling 40 feet into a pool 5 feet deep. A creature must make a
DC 11 Dexterity Saving throw or take fall damage. On a successful save, they avoid a hard
landing in the water below. The boat is especially vulnerable to this fall and takes double
damage.
9 - The party comes across a Keelboat, floating along the water aimlessly. A DC 10 Perception
check shows it to be abandoned. A DC 14 Intelligence (Sea Vehicles) Check notices that its oars
seem to be in place for rowing, suggesting that perhaps it is not abandoned. It is, in fact, crewed
by 5 Duergar, attempting to lure the party into an ambush so they can capture and sell the party
as slaves. Legally, if the party boards their ship, any act the Duergar make is in self-defense, and
they can legally and with moral high ground take the party as slaves to sell in Mantol Derith or
Gracklstugh. They are all currently invisible (DC 16 passive Perception to notice once on board,
unless actively looking, in which case the party can make a check). Their cargo is 1900 pounds
of unrefined iron ore, 30gp each, a cask of mushroom porter, fungus chips for 12 days, a fishing
net, leather armor, shortswords, hammers and picks and 3 Potions of Growth.

10 - Early in the morning the crew of the ship notices a Whirlpool. A group Athletics Check DC
14 with at least 4 people making the check as an action each round is required to keep the boat
from going towards the center. (Only two needed for a Keelboat). 8 people give the check
advantage. On a failed check, the boat is pulled 5 feet towards the center, the DC for the next
turn increases by 1, and the boat takes 2d8 bludgeoning damage. While the party is fighting the
whirlpool, a troll drops from a ledge above onto the ship, attacking wildly in a vicious rage, eyes
aflame.

11 - The party must navigate through a tight passage. DC 12 group Dexterity (Sea Vehicles) to
navigate through without getting stuck. If the check is failed, the boat is stuck, requiring a DC 14
Strength check to free.

12 - The party, guided by Fargas (silken path), arrives at half-sunken ruin where Fargas believes
treasure awaits. Run The Lost Tomb.

13 - A pack of 5 Demon Rays circles the boat. They can't reach creatures on a boat, but they
might be able to get creatures close to the edge of a raft, and will attack anything in the water.
They can serve as a source of food.

14 - The party hits a rough current. Unless the crew succeeds on a DC 13 Dexterity check, the
boat takes 2d6 damage, and all creatures onboard (not below deck) must make a DC 10 Dexterity
save or be thrown overboard. If anyone falls overboard, they are immediately attacked by a pair
of Merrow lurking just below the surface.

15 - Still in a rough current, make all checks again. Wrecked against a wall is a Keelboat of
halfling design, but of rough make and built from Zirkhwood. On its deck a Kuo-Toa waves for
the party, shouting for help. If the party draws near, he has three still Kuo-Toa bodies on board,
and needs help loading their bodies onto the party's boat. A DC 10 Strength check, performed as
an action, can transfer a single Kuo-Toa from the wrecked vessel to the party's. However, each
round the party attempts to do so. Once onboard, the Murk-Man [Kuo-Toa] introduces himself as
Gurgulog. A DC 5 Medicine check identifies Drapood and Nilbool, two of the bodies, as dead,
but Lilli, the last body, can be identified with a DC 10 Medicine check as being alive, but
bleeding out. Three more DC 12 Medicine Checks can stay the bleeding and stabilize her. They
are afraid of fighting, but both have proficiency in Sea Vehicles. If the party steers clear of the
kuo-toa, they can hear him shouting curses for hundreds of yards down the passage.

16 - A few hours later, the party must navigate through a tight passage. DC 12 group Dexterity
(Sea Vehicles) to navigate through without getting stuck. If the check is failed, the boat is stuck,
requiring a DC 14 Strength check to free.

17 - The party reaches a large island plentiful in fungus. It would be a good place to resupply
food. Almost all NPCs suggest docking for the night to gather supplies. If the party does so,
increase the pursuit level by 1.

18 Run Passage of Doom

19 - While passing through a large open cavern, someone with darkvision notices a Keelboat
trailing behind the party in the distance. It's moving faster than the barge. Its make appears to be
the same as those found in Sloobludoop.

20 - The vessel hits a sandbar and runs aground. A group DC 10 Strength (Athletics) check can
push it back onto course, but while doing so, a Blind Predator [Grell] uses the distraction to
initiate an ambush from above.

21 - The party passes by Roper Rock, from Darklake Strikes Back.

22 - An aquatic troll attempts to capsize the boat, looking for a meal. it attacks from below the
water, and is scared off if struck even once.

23 - The much faster Goblin [drow] keelboat catches up to the ship. The ship can be seen at a
range of 600 feet by those with darkvision. As it draws within long range (where the edge of the
drow keelboat is 40 feet away from the edge of the barge), the four drow start firing at the ship
with hand crossbows. They initially attempt to target characters on deck, but if those characters
retreat inside, they begin peppering the ship with fire bolts, which do 2d6 fire damage to the ship
on top of the bolt's normal damage. These bolts do not need to pass the ship's damage threshold
to deal damage. On the third round of combat, or once a drow has been killed, Jorlan emerge
from below deck and begin firing their hand crossbows as well. The drow stay at range unless
the party drives closer to them, or they kill all those on deck, in which case they try to board the
barge. If Jorlan is killed, or any two drow are killed, or the party draws their ship within 10 feet,
Asha emerges from below deck. If at any time the HP of the drow keelboat falls below half, or if
half of the drow party including at least one named character is killed, the drow flee, unless they
have a strong reason not to. They capture the party and the ship and begin heading towards
Mantol Derith with the intent of continuing to Menzzoberanzen to offer the party to the Despot.
From this point on, ignore terrain encounters (the drow are proficient with sailing), while
creature encounters offer the party a chance to escape. 2 Merrows are in the water below, and
attack any creatures that fall in.

25 The party encounters a duergar outpost/water gate that was preventing passage forward. An
intellect devourer (habitating a former duergar) led them into a trapped room where skeletons
attacked. Exploring, they find that the outpost has been attacked by something, with the
skeletons being the former inhabitants.
Vrocks attack the party. While fighting them off, who shows up but Ol' Demogorgan? Sanity
checks are made, and the party must figure out how to hide from the Prince of all Demons. The
prince is clearly not there for them, but his presence is to remind the PCs that he is still loose.

Sisters Of The Dark Mirage

Lost in the Mirage (700 XP)

The party becomes hopelessly lost in a maze of watery passages, which seem to magically shift,
preventing even those who should know the way from proceeding. The Mirage was created by
three green hag sisters, who are constantly at odds with one another. It makes it incredibly
difficult to navigate, but the party can always return to a place they have been if they try, though
they may not know this.

Nanny Plunk, a woman claiming to be a witch of the Dark Mirage, appears on a nearby rock, and
offers to guide the party through her domain, but only if they agree to perform a task for her: she
wants them to steal Maven Delves gravestone.

If the party refuses, they can make a DC 20 Wisdom (Survival) check to navigate each day. On a
success, they make it out of the Mirage, but increase the drow pursuit track by 1. The drow wont
attack them in the Mirage though.
On a failure, increase the track by 1 as they waste the day, and they also encounter one of the
witchs homes. If they slay all three of the hags, the Mirage dissipates.

Creatures: Plunk is a Green Hag (MM 177, CR 3).

Maven Delve (1,725 XP)

If they agree to her task, Nanny Plunk will bring the party to a passage that leads to Maven
Delves cottage. The passage opens into larger body of water with a small island, about 40 feet in
diameter, in its center. Plunk says she will wait at the other end of the passage, but will follow
them if they take too long.

The 40-foot diameter island sports a cottage on its top. A graveyard with six gravestones and a
simple fence sits next to the cottage, and a rowboat is tied to a post on the side of the island. One
of the six gravestones belongs to Maven Delve herself, though she is not dead.

Creatures: Maven Delve, another Green Hag (MM 177, CR 3), sleeps in the cottage, and Dunk
the Ogre (MM 237, CR 2) tends the graveyard.

Dunk will speak with travelers, and if alerted, Delve will suspiciously ask what they are doing
here. Even if they admit to their true goals, Maven Delve will offer them a better deal: she will
perform a ritual that will allow the party to pierce the illusions of the Mirage, if they steal a
magical talking toad from her sister, Dame Spiderwort.
Treasure: Delves cottage contains alchemy equipment and a potion of heroism.

Dame Spiderwort (1,800 XP)

If the party agrees to Maven Delves offer, she and Dunk get in her rowboat and lead the party to
a large open cavern, pointing them to the cliff face on the other side. She says she will wait at
this side of the cavern, but will return home if the party takes too long.

A small staircase in the rock face winds up precariously to a cave mouth 40 feet up. This is Dame
Spiderworts home: a 10-foot wide, 20-foot long passage leads into a 2-foot diameter chamber.
The walls are covered in tangled vines with mushrooms growing out of them, and it contains a
bed, two tables, and a chair.

Creatures: Dame Spiderwort is the third Green Hag (MM 177, CR 3) sister. She is currently
gathering fungus on the lakebed below her home. She will invisibly follow any intruders if they
dock near her home.

If the party notices her, which is likely if Shuushar is with them since he can see invisible
creatures, she asks them what they are doing here. As with Delve, regardless of whether they tell
the truth, she offers them another deal: steal Nanny Plunks recipe book, and shell perform the
ritual that Delve offered. She mentions that Plunk wont be home (though in truth, she might be
following them), so it will be a snap.

Two mushroom-covered Vine Blights (MM 32, CR 1/2), camouflaged on the walls, attack
anyone but Dame Spiderwort that enter her home.

Croaky, an awakened toad (Frog; MM 322, CR 0), with 10 Intelligence and that speaks
Undercommon, is trapped in a jar on one of the tables. He is friendly to anyone trying to rescue
him, though grows hostile if they tell him they plan to give him to another witch. He knows all
three witches are green hags, that killing them will end the Mirage, and that you can return to any
place in the Mirage you have been unerringly.

Treasure: Spiderworts tables contain enough tools for two herbalism kits, three bottles of a
potent alcoholic beverage, and a bag of devouring.

Nanny Plunk (600 or 2,200 XP)

If the party agrees to Spiderworts offer, she leads them to a riverbank with a ruined stone
structure. The structure is 10 feet from the bank, and is 20-feet on a side. The wall opposite the
river is collapsed, as is the ceiling.

Outside the building, a garden of mushrooms grows, with two scarecrows made of barbed wire
watching over it. The inside of the building is sparse and littered with bones and rotting meat. A
pile of rags makes up Plunks bed, and a cauldron filled with a nasty substance sits in the center.

Creatures: Nanny Plunk (MM 177, CR 3) may or may not be here, or may have followed the
party. She will make her offer one more time if the party is polite, but otherwise tells them to get
lost. If they persist or attempt to rob her, she attacks them.

The Scarecrows (MM 268, CE 1) are animate, and attack anyone that enters the garden or house
besides Nanny Plunk.

Treasure: Nanny Plunks recipe book is hidden under her rag bed. It contains recipes for potions
of healing, potions of greater healing, and elixirs of health.

One umber hulk and a few traps later, they find a mind flayer who is worshipping Orcus. Rather
than fight the party (mine were level 4 at the time) he spares them when he reads their minds and
finds out they encountered Demogorgan. He tries to direct them to Gracklstugh, warning them
that someone is spreading Demogorgan's influence there (and as a worshipper of Orcus, he
doesn't want to see Demo's influence spread).

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