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Ruins of Grendleroot

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The document provides an overview of 10 short D&D adventures set in the underground ruins and passages of a mountain called Blackclaw, which houses a mysterious sentient entity called the Grendleroot.

Deepdelver's Enclave, a frontier outpost overlooking the ruined city of Shadowreach, set deep within the mountain.

The Grendleroot - a strange and otherworldly sentience.

Sly Flourish’s Fantastic Adventures

Ruins of the
Grendleroot
by Michael E. Shea

Ten underground adventures for your


fifth edition fantasy roleplaying game
Sly Flourish’s Fantastic Adventures

Ruins of the
Grendleroot
BY MICHAEL E. SHEA

Editing by Scott Fitzgerald Gray


Cover Art by Jack Kaiser
Interior Art by Jack Kaiser and Bryan Syme
Cartography by Elven Tower
Art Direction, Cover, and Page Design by Marc Radle
Layout by Scott Fitzgerald Gray
Player Guide Design and Development by James Introcaso

Product Advisors: Enrique Bertran, Merric Blackman, Sharon Cheng,


Sam Dillon, Jen Gagne, and Ethan Schoonover
Thanks to the following playtesters, GMs, and their players: Bryan Alexander, Justice Arman, M.T. Black,
João Borges, Kelly Bryan, Tom Burdak, Christine Cabalo, Lee-Anne Cecchini, Sharon Cheng, Sam Dillon,
Brian Donnelly, Matthias Esch, Jonas Halverscheid, Patrick Hansert, Janine Hempy, Gregg Hudson,
Matthew Johnson, Kevin Klaes, Evan Kunze, Joe Kupsky, Phillip Lemons, Emma Linton, Jerry Lorengo,
Jay Marland, Emma Marlow, Randy May, Avraham Nemoy, Jorge Ortiz, Patrick Paulson, Tyler Petresky,
Cameron Rose, Joel Russ, Juliet Sabol, Mike Schiller, Frank Serio, Michelle Shea, Michael Sonter,
Sabrina Tanzi, Matt Waldron, Jeremy Wallace-Segall, Krystin Watts, Bryan Wire, James Woodward
Visit slyflourish.com for DM guides and articles
Visit twitter.com/slyflourish for daily DM tips
Copyright © 2019 by Michael E. Shea
ABOUT THIS BOOK
Endless discoveries within the forgotten caverns, mysterious vaults, and ancient ruins of Blackclaw Mountain
await those heroes willing to brave the adventures found in these pages.

R
uins of the Grendleroot is a series of ten spark your own imagination, flexible read-aloud text,
short adventures for the fifth edition of the and piles of ideas to fuel your own stories.
world’s most popular fantasy roleplaying This book is designed to be useful to you in many
game. Designed for characters of 1st to 5th different ways. All of these adventures are set up so
level, these adventures take place in the caverns, you can play them as written, add elements of your
chambers, tunnels, and ruins of the mountain known own to them, or pull them apart and use those parts
as Blackclaw, within which lurks the Grendleroot—a to build your own adventures in your own campaign
strange power of otherworldly sentience. world. You can use the material contained here to
Any of these adventures can be run independently as create an underground explorer’s outpost, using the
single-session games of roughly two to four hours, or book’s random encounter tables to help the characters
they can be tied together as part of a larger campaign. explore the limitless mysteries of the mountain. You
Five of the adventures can be combined together into a can take the fantastic locations in these adventures and
five-session minicampaign that focuses on the strange fill them with your own stories, or create interesting
consciousness lying at the center of the mysterious side treks in your ongoing campaign, memorable sites
mountain. However you play them, each adventure is the characters might encounter in their travels, and
meant to be used with story-based level advancement. more.
This book is designed to make your life easier as a You can use the material in Ruins of the Grendleroot
Gamemaster. Each of its ten adventures is designed in any way you find useful. This book is yours now.
to get you up and running quickly. If you’re familiar
with the format of the book Sly Flourish’s Fantastic
Adventures and the concepts in the book Return of the
Philosophies of this Book
This book is built around a number of core
Lazy Dungeon Master, the setup of these adventures
philosophies, all intended to help you, the
will be familiar to you. Even if you aren’t, though,
Gamemaster, get the most out of it—and to help you
you’ll find this approach intuitive and straightforward.
run great games with your players.
In this book, you’ll find inspirational artwork,
beautiful maps, fantastic locations, short readable
summaries of places and events, evocative keywords to

3
S ITUATIONS , N OT S TORIES the characters want to go to. Deepdelver’s Enclave
is a community filled with good cheer and tales of
Great roleplaying stories unfold at your table, not in
fantastic adventures. Celebrations are common, and
any book. The adventures in Ruins of the Grendleroot
the people of the enclave take care of one another.
give you interesting situations in fantastic locations,
The ruins of the mountain hold great danger, but also
plus the hooks to draw the characters into the action.
fantastic mysteries worthy of exploration. Make this
How the players choose to have their characters
mysterious mountain a place you daydream about
navigate these situations is up to them, though. Your
when you’re not running games at the table, so that
job is to facilitate the story that takes place during
your enthusiasm can be passed on to the players and
the game, shaping the situations in each adventure
the characters alike.
in response to the actions of the characters. These
adventures don’t presume how the characters will
succeed in any specific situation or encounter. Instead, Ruins of the Grendleroot
you lay out the situation and the players choose how to The mountain known as Blackclaw, home to the ruins
approach it. of the Grendleroot, rises at the center of a remote
valley. The land around the mountain is actually an
A F OCUS ON U NDERGROUND impact crater formed millions of years ago when a
E XPLORATION mysterious celestial body crashed to the world—killing
These adventures focus on the exploration of ancient nearly every living thing on the planet, and leaving the
ruins and lost settlements in the caverns and chambers mountain behind.
within and beneath a mysterious mountain. The For millennia, humanoid explorers and settlers have
characters’ initial home base in the mountain is sought out the mysteries of the mountain, and have
Deepdelver’s Enclave, a settlement built by and for attempted to tame a strange magical energy found
adventurers and explorers. A sense that adventuring is within it. The races that once dwelled in Blackclaw are
about exploration is reinforced heavily in the enclave, left to your determination, depending on the needs of
and this idea should be passed along to the players your campaign, but might include dwarves, duergar,
before they build their characters. Players will have gnomes, goblinoids, orcs, dark elves, and other
the most fun in the mountain if their characters have traditional dungeon races.
the skills and the desire to explore it. Opportunities For some of those who explored or settled in
abound for combat and roleplaying, but exploration is Blackclaw, the strange energy of the mountain led to
the major theme of these adventures. remarkable levels of creativity. For others, it added fuel
to the arcane magic they practiced. Monsters have also
O PTIMISTIC E XCITEMENT ceaselessly sought out the mountain, though no one
Other adventures might bring dark and deadly dangers knows what calls to them from deep inside Blackclaw.
into the spotlight. These adventures do not. Although But for eons, intelligent and monstrous creatures alike
dangers abound in the mountain, these adventures carved out lairs, tombs, sanctums, cities, temples, and
focus on optimistic exploration as their central theme. vaults throughout the mountain.
The characters should be eager to uncover the secrets And then disaster came to Blackclaw.
contained in the ruins, and even when disasters Two centuries ago, tens of thousands of unbreakable
happen, the people of Deepdelver’s Enclave always black metal spires erupted within the rock of the
manage to return to their central desire of uncovering mountain, spreading through it like the roots of weeds.
mysteries through exploration. You can help reinforce Most often taking a form resembling enormous claws
this atmosphere of optimistic excitement to the players or teeth, these spires destroyed subterranean cities,
by going big with descriptions, and by being a fan of collapsed caverns, buried vaults—and uncovered
their characters as they uncover the mysteries of the previously lost ruins that had gone unseen for
ancient mountain and the ruins within. thousands of years.
In the aftermath of the destruction, survivors came
A P LACE Y OU W ANT T O G O
to call these spires “the Grendleroot”—a name passed
Though exploring the caverns of Blackclaw and the down by the residents of a subterranean gnome
ruins of the Grendleroot is not for the faint of heart, settlement known as Violet Falls. For centuries, the
these locations should be places that the players and gnomes had suspected that the mysterious power
4
lurking deep in the heart of the mountain was a god
that they called “the Grendle.” When the spires tore A S PIRE OF THE G RENDLEROOT
through the mountain, the gnomes named them the
Grendleroot. Refugees from Violet Falls passed that
name and lore along, and it stuck with the explorers
who would become the founders of Deepdelver’s
Enclave.
With the coming of the Grendleroot, the permanent
settlements of Blackclaw were abandoned. Now only
the adventuring explorers of Deepdelver’s Enclave dare
to construct new settlements in the mountain, and
only they dare to explore the mysteries of its hidden
depths.
The ruins of the Grendleroot serve as the backdrop
to the adventures in this book. Much of the detail of
this mysterious intelligent entity is left purposefully
vague so that you can change it, twist it, or replace
it with your own ideas for your own campaign.
Likewise, many of the adventures in this book feature
the strange black spires of the Grendleroot, but you
are free to alter the mysterious details of those spires
yourself.

F IVE S ECRETS OF THE G RENDLEROOT


The truth of the Grendleroot is the greatest mystery
in the mountain, and the ultimate challenge to
those who explore its depths. The five initial secrets
presented here are known to most of the residents of
Deepdelver’s Enclave, and are things the characters
can discover as they begin to delve within Blackclaw:
• The stone and iron of the mountain holds great • Many folk worry that the spires will move again,
power. Humanoids and monsters alike have destroying existing caverns or collapsing the
explored the caverns and chambers of Blackclaw for entire mountain. This has prevented the dominant
millennia, drawn to this mysterious energy. humanoid races of the region from reestablishing
• Artists, poets, writers, and sages are said to receive permanent settlements in the mountain.
great inspiration while inside the mountain. Their The deeper secrets of the Grendleroot—including
dreams are often filled with wonderful otherworldly the nature and origins of this mysterious entity—
visions. Sometimes, however, people dwelling in the can be learned as the characters participate in these
mountain can experience nightmares whose visions adventures. See the “What is the Grendleroot?” section
border on insanity. for more information.
• The spires of the Grendleroot erupted without
W HAT IS THE G RENDLEROOT ?
warning and grew at great speed, then stopped.
They haven’t moved in the two centuries since they The origin and details of the Grendleroot are
appeared. All the spires are slightly warm to the ultimately left up to you. For the players and
touch, and cannot be broken or damaged by any characters, though, the sages of Deepdelver’s Enclave
physical or magical means. have many theories that they are willing to share over
• During the appearance of the Grendleroot spires, a cup of steaming coffee.
many caverns and chambers in the mountain were Some believe the Grendleroot is a seed of evil that
destroyed or lost, while other areas that had been pierced through the boundaries of the planes to root
hidden for thousands of years became uncovered. itself deep within the mountain. Others believe it’s an
alien entity that crashed to the planet millions of years
5
ago, along with the rocky celestial body in which it was If you’re running these adventures as part of a short
held. Some think it was a powerful magic ritual that campaign or as single-session scenarios, the characters
went awry, and which continues to grow in power in can begin in Deepdelver’s Enclave. Give the players
the depths of the mountain. And some believe that the information on how the enclave operates and on the
depths of the mountain mark a border between the commonly known features of the mountain. This gets
material world and an indescribable void, in which characters into the action quickly without having to
cyclopean entities float through eternity. explain their motivations for coming to Blackclaw.
The only things commonly agreed on regarding the Read or summarize the following text to familiarize
Grendleroot is that it is old, powerful, and sentient. the players with the mountain and the enclave:
It has spread its tendril-like spires all throughout the
mountain, and is unlike any other creature or entity Deepdelver’s Enclave is situated in a vast cavern,
known to the intelligent races of the world. spread along a hundred-foot-high cliff overlooking
The Grendleroot has a strong presence in a handful the ruins of a subterranean city below, once known as
of the adventures in this book, particularly in the Shadowreach. Monsters and intelligent beings alike
book’s final adventure, “Seed of the Black Cathedral.” have long come to Blackclaw, drawn by a mysterious
Even in those adventures, though, you can reflavor
magical power within the mountain.
the Grendleroot to suit your own campaign however
For millennia, those creatures built lairs, keeps,
you wish. It might be a cyclopean horror from the
fortresses, villages, and cities in the countless caverns
maddening void, a powerful demon trapped in the
and chambers of the mountain. But then the strange
mountain, or an angel fallen from the celestial realm.
It might be a godlike child-creature whose awakening black spires of the Grendleroot erupted from out of
could destroy the multiverse, a portal to another plane, the rock. Tearing through stone like the claws of some
a sentience from another world that will continue to great beast or the roots of an unnatural weed forged of
grow until it consumes the planet, or anything else that metal, the Grendleroot collapsed caverns and buried
fits into your own story or comes blossoming from settlements, and the mountain was abandoned.
your own imagination. Today, Deepdelver’s Enclave is the lone permanent
As written, this book assumes that the Grendleroot settlement inside Blackclaw. Like all the explorers
is an otherworldly seed, conscious of its own existence and adventurers who come to the enclave, you seek to
and calling out to other entities like it across the investigate the lost wonders of the mountain, and to
void. It was captured by beings of great intelligence uncover the mysteries that still lay buried in its depths.
who placed it for study within a mote of rock and
iron floating in the Astral Plane. When an unknown In your own campaign or as part of a larger story,
disaster tore through the barrier between that plane the characters might travel to Blackclaw for a variety
and this one, it sent the rock crashing down to the of reasons. Perhaps they have business with or seek
world and left the mountain of Blackclaw in its wake. advice from an NPC in Deepdelver’s Enclave. They
The Grendleroot has spent the last million might need to acquire something in the mountain.
years trying to escape its prison at the heart of the Or Blackclaw might just be one fantastic location in a
mountain. The coming of the spires was its most much longer campaign of your own design.
recent great attempt—but not its final one. However they come to the mountain, the characters
You can use this origin story or whichever other are likely to make Deepdelver’s Enclave their first
story best fits your own campaign. Just remember stop. If your own plans for the campaign involve the
that the origin of the Grendleroot should remain an characters exploring on their own first or needing
ongoing mystery throughout these adventures. to seek out Deepdelver’s Enclave, you can read or
summarize the following when they reach it:
Coming to Blackclaw
The mountain known as Blackclaw is the central
location of these adventures, and the characters can
come to know the mountain in any way that fits your
campaign.

6
You stand upon a cliff overlooking a vast underground
cavern. Multiple tunnels lead into and out of the cavern
in addition to the route you’ve taken from the surface.
Massive stalactites hang from the ceiling, above the
ruins of a subterranean city. No signs of life in the ruins
can be seen. But the red glow of firelight and the faint
sound of music come from the far side of the cavern.
Some sort of settlement stands there, spread out along
the top of a cliff that rises one hundred feet above
the ruins below. Two long, winding switchback trails
lead up to clifftop gatehouses offering entrance to this
enclave.

Placing Blackclaw Mountain


into Your Campaign
Blackclaw Mountain is designed to fit into just about
any fantasy world, whether of your own design or part
of a published campaign setting. The mountain can be
a single peak in a large range, a lonely highland in a
great plain, a pocket dimension, or a splinter between
worlds. Drop Blackclaw Mountain into your world
wherever it makes sense and won’t disturb other parts
of that world.
Blackclaw Mountain is also potentially infinite in its
depth. All the locations and adventures in this book
are set up within the mountain, and as a self-contained
fantasy environment, the mountain can be expanded
however you wish. You can add in borders marking
the entrances to other worlds, tunnels to vast cities,
and the lairs of monsters of any type and size. If it can
be found underground, you can add it to Blackclaw.
The mountain is thus both a self-contained
adventure location, easy to drop into any fantasy
world, and an infinite portal opening up to a lifetime
of stories. Use it as best fits the stories you and your
players want to share.

The Adventures of the


Grendleroot
This section summarizes the ten adventures contained
in this book, which are presented in order by starting
character level.

T HE C ALL OF S TARSONG T OWER (L EVEL 1)


Long ago, Starsong Tower served as a beacon of
light in the massive cavern that is now home to
7
D EEPDELVER ’ S E NCLAVE
Deepdelver’s Enclave. The tower went dark with This is a four-hour adventure for 3rd-level
the coming of the Grendleroot, but was somehow characters.
reactivated three days ago—and now its corrupted
violet light fills the folk of the enclave with nightmares.
S HATTER (L EVEL 3)
One of the elders of the enclave asks the characters to A blind priest arrives at Deepdelver’s Enclave and
enter Starsong Tower and end the corruption, letting manages to shatter one of the unbreakable spires of the
them earn the gratitude of the enclave and establish Grendleroot. He then teleports away from the enclave,
themselves as seasoned adventurers. leaving undead shadows in his wake. His apprentice,
This is a two-hour introductory adventure for 1st- fearful for the danger her master brings to Blackclaw,
level characters, intended to introduce the characters explains the priest’s intent to collapse the mountain by
and players to Deepdelver’s Enclave, the caverns of destroying the Worldpillar—a column of Grendleroot
Blackclaw, and the ruins of the Grendleroot. spires that holds up the roof of a huge cavern. The
characters must travel to the Forest of Iron, a region
T EMPLE OF THE F ORGOTTEN G OD in which the spires of the Grendleroot grow like trees.
(L EVEL 2) There, they can confront the priest and stop his mad
A young child named Sophie goes missing during Wee plan.
Delver’s Week, having traveled down recently exposed This is a two- to four-hour adventure for 3rd-level
tunnels leading to the temple of an ancient and long- characters.
forgotten elven god. A voice that Sophie claims to
C HUUL (L EVEL 3)
hear—once thought to be the girl’s imaginary friend—
is that of the forgotten god, on the verge of death and During Deepdelver’s Enclave’s Festival of Fancy Hats,
desperate for the attention of its one last follower. The a halfling explorer returns from an expedition to a
characters must travel to the temple and bring young series of uncharted caves, and reports having found a
Sophie home, while determining the fate of a god on temple filled with joy. But his demand that everyone
the brink of destruction. in the enclave follow him to behold his discovery
This is a three- to four-hour adventure for 2nd-level turns to violence when people refuse. The characters
characters. travel to the uncharted caves to determine what drove
the halfling mad, and what other dangers might lurk
T HE S PIRE OF V IOLET F ALLS (L EVEL 2) within. Upon reaching a once-submerged cavern
A section of clifftop near Deepdelver’s Enclave complex, they find a strange, ancient temple and hear
collapses, exposing unknown tunnels—and unleashing a voice demanding their subservience. In the temple,
a host of gnome zombies that attack the enclave. the characters must face off against an ageless horror
The tunnels appear to lead to the lost gnome mining and hope to end its eternal villainy.
village of Violet Falls. That settlement’s reclusive This is a two- to four-hour adventure for 3rd-level
folk were known to few even before the spires of characters.
the Grendleroot shattered Blackclaw Mountain, and
T HE C ELL (L EVEL 4)
have not been heard from since. The characters travel
to Violet Falls, intent on discovering the fate of the In Deepdelver’s Enclave, an explorer dies in the course
gnome village and ending the danger of further attacks of releasing a creature out of nightmare, and an elderly
against the enclave. monk of a lost monastic order recognizes it as a sign
This is a two- to four-hour adventure for 2nd-level of impending doom. The magical bonds that hold
characters. a powerful creature imprisoned in a long-forgotten
monastery deep in the mountain are weakening. The
A F ISTFUL OF C OPPER (L EVEL 3) monk begs the characters to travel to the monastery
Competing gangs of orcs and hobgoblins have come and bind the creature in its cell once again. The
to Blackclaw seeking plunder and glory, and now characters are not the only ones aware of the creature,
threaten Deepdelver’s Enclave. The characters must however. A pack of mad cultists and a band of knights
find a way to contend with both groups, perhaps are already on their way to the monastery—with both
infiltrating their lairs, setting one faction against the factions intent on freeing the creature for their own
other, or defending against both groups of foes if they ends.
hope to protect the enclave from being overrun.
8
This is a two- to four-hour adventure for 4th-level can be connected together into a five-level campaign
characters arc focusing on the mystery of the Grendleroot:
• “The Call of Starsong Tower” (level 1)
V AULT OF THE W HITE Q UEEN (L EVEL 4)
• “The Spire of Violet Falls” (level 2)
In a vault buried deep within the mountain dwells a • “Shatter” (level 3)
being of great age and wisdom—and with a thirst for • “Vault of the White Queen” (level 4)
blood. When a new awakening of the Grendleroot • “Seed of the Black Cathedral” (level 5)
threatens all of Blackclaw Mountain, the characters are
If you want to run only these adventures, you’ll have
sent to seek out this White Queen, named by a sage as
the characters gain a new level after each adventure.
the only creature that can calm the Grendleroot. The
characters must travel to the strange underground R UNNING THE A DVENTURES
village whose folk protect the White Queen, hoping to Each adventure in this book follows a common
earn her favor and convince her to use her power to format, meant to provide all the information you need
quiet the quakes that could collapse the mountain. to run the adventure as easily as possible.
This is a two- to four-hour adventure for 4th-level
ADVENTURE SUMMARY
characters.
Each adventure begins with an adventure summary
C HILDREN OF THE R ED R OSE (L EVEL 5) that helps you get a clear idea of what the adventure is
Two members of an ancient elven assassins’ guild about. The summary notes which monsters and NPCs
have come to Blackclaw Mountain seeking revenge. might be involved in combat in the adventure, and the
Their target, a war hero and retired sheriff named maximum number of them that might appear at one
Ruth Willowmane, leaves Deepdelver’s Enclave to lead time. If you use miniatures or tokens in your game,
the assassins to the Den of Bones, a vast graveyard this can help you prepare what you need to run the
that calls to monsters and humanoids alike as life adventure.
fades from them. Ruth’s longtime companion asks the NOTABLE NPCS
characters to go to the Den of Bones and save her from Each adventure includes information on the most
the two assassins, before her bones are added to those notable NPCs in the adventure, providing a quick
of the dead. reference for alignment, gender, race, stat block, and
This is a four-hour adventure for 5th-level description. Adventures might also contain other
characters. NPCs, which are noted in the locations in which they
are encountered.
S EED OF THE B LACK C ATHEDRAL (L EVEL 5)
SECRETS AND CLUES
Betrayal shatters the peace of Deepdelver’s Enclave
Each adventure also includes a list of secrets and clues.
when Alvana, the leader of a band of explorers,
If you’re familiar with Return of the Lazy Dungeon
murders most of her party after discovering a
Master, you’ll recognize the idea of secrets and clues,
legendary site holding a powerful relic deep in the
which summarize some of the significant background
heart of the mountain. The survivor who returns to
details of the adventure. You can keep these details
the enclave to tell the tale warns that Alvana intends to
in mind and drop them in during the game when it’s
enter the legendary Black Cathedral and take control
time for the characters to learn or discover something.
of the Grendleroot. The characters must travel to the
This might be when they’re talking to an NPC or when
site and stop Alvana before her hunger for power
they’re examining a fresco on an ancient crumbling
threatens the mountain—and the world.
wall.
This is a four-hour adventure for 5th-level
There are no specific points in the adventure when
characters.
you’re told to drop in a secret or clue, and you need
not reveal all of the secrets and clues noted for any
The Grendleroot Campaign adventure. You decide which secrets and clues are

Arc revealed, how they are revealed, and when they are
revealed while running the game.
The adventures in this book can all be run separately
or as part of an ongoing campaign. Additionally, five
of the adventures are specifically written so that they
9
STRONG START AND HOOKS the adventure, or to help you narrate your own
Each adventure includes a number of adventure hooks descriptions when running it.
to draw the characters into the story. This section Adventures also feature italicized read-aloud text for
also describes ways in which the adventure might be each location. You can read this text out loud to your
customized to fit the backgrounds of the characters or players, or you can paraphrase and summarize the
the current campaign story. descriptions. Read-aloud text does not describe the
In addition to these hooks, each adventure also inhabitants of an encounter location, so you’ll always
has a strong start that draws the characters in. Many be free to change those inhabitants up when running
of the book’s adventures begin with combat, but you an adventure.
can always skip this combat if you want to run a CREATURES AND TREASURE
faster game. Each strong start also describes how the Specific location descriptions often include creatures
characters become involved in the adventure’s setup, and treasure. Though creatures typically appear as
and guides them on their next steps. combat encounters, many of those encounters are
PACING THE ADVENTURES optional, and they can be removed if time is short or
This section offers advice for tuning the adventures in if they don’t fit the pace of your game. You’re also free
this book to fit the time you have to run them and the to replace these optional encounters with your own
pace you want to set. Each adventure presents options encounters.
to change the pace, either speeding it up or slowing it Where they appear in an adventure, monster names
down. In addition, most of these adventures identify and NPC types are in bold to identify that they use
optional creature encounters. If a particular encounter standard stat blocks. You can find these stat blocks in
with one or more creatures doesn’t fit the time and the official fifth edition book of monsters, or in the
pace of the game, remove the creatures from the scene fifth edition System Reference Document. The names
and let the characters move on to the next scene. of magic items (as well as spells) that appear in the
Appendix B (“Blackclaw Mountain Gamemaster’s adventure are in italics. This tells you that you can find
Toolkit”) includes random locations, environments, information on those items and spells in your fifth
features, and encounters the characters might come edition rulebooks or the System Reference Document.
across during their journeys through Blackclaw CONCLUSION
Mountain. In shorter games, you might skip these Each adventure ends with a “Concluding the
traveling encounters completely. In longer games, you Adventure” section, telling you what happens after the
might include a location and a notable feature so that characters’ work is done. This conclusion also offers
you can decide whether the characters run into an suggestions for how the ending of one scenario might
encounter there or not. connect to the characters’ next fantastic adventures.
Before running any of these adventures, decide
how long you want it to last and plan up front what to
include or exclude to fit that time. Figure out what you
might add or take away later on in the session if things
move too quickly or too slowly. Keep your hands on
the dials and use these pacing options to run the best
game you can run.
LOCATIONS, AREA ASPECTS, AND READ-
ALOUD TEXT
Location descriptions in each adventure include
overall details of an adventure’s main locations, in
addition to specific details of each smaller area within
a larger area.
Individual encounter locations also include area
aspects. You can think of these as inspirational tags
to help you quickly focus on the important parts of
a location. Use them as a reminder when running

10
CHAPTER 3
THE CALL OF
STARSONG TOWER
From the ruins of an enchanted tower, the Grendleroot calls out into the depths of the Astral Plane, spreading
nightmares throughout Deepdelver’s Enclave.

I
n the characters’ first exposure to the ruins of the coming of the Grendleroot. However, just three days
Grendleroot, one of the elders of Deepdelver’s ago, a beam of violet light erupted from the tower,
Enclave sends the party to investigate a corrupting pulsing up to a large spherical crystal in the ceiling of
violet energy emanating from the ruins of Starsong the cavern. The corrupt magic of this light has brought
Tower, at the north edge of the enclave. Within the the normally cheerful folk of the enclave into a state of
tower, the characters discover the remains of former worry.
adventurers, a mad cultist, a harrowed specter, and the Deepdelver’s Enclave is home to many adventurers
mysterious call of the Grendleroot. If they successfully and retired adventurers, but its most renowned groups
repair a corrupted altar to break the source of the are all presently away on missions of exploration in
violet energy, the characters earn the respect of the the mountain. The one group that was in the enclave
enclave—and can even claim Starsong Tower as their entered the ruined tower in the hope of discovering
own home base. the source of the violet light and disabling it—but
“The Call of Starsong Tower” is a two-hour none of its members have yet returned. Bailon hopes
adventure for 1st-level characters, and will take that the characters can investigate to discover the fate
those characters to 2nd level. It is designed to of the previous adventurers, and disable the strange
introduce players to the ruins of the Grendleroot and violet light creating chaos in the enclave.
Deepdelver’s Enclave, and to introduce you to the Monsters and NPCs. Cult fanatic, giant rats (3),
setup and style of the adventures in this book. This gargoyle, skeletons (3), specter, zombies (2)
adventure also offers additional guidance to help new
Gamemasters run their games.
Notable NPCs
Adventure Summary The following NPCs have a part to play in the
adventure.
The adventure begins when Bailon the Beardless, an
elder of Deepdelver’s Enclave, asks the characters for BAILON THE BEARDLESS
help investigating a strange energy emanating from A former explorer who has spent most of his life
Starsong Tower. For long years, the tower served as a in Blackclaw, Bailon is a chaotic good male dwarf
beacon of light in the cavern, but it went dark with the veteran considered by many to be the primary elder of

35
Deepdelver’s Enclave. Kind and mischievous in equal • A holy altar to the goddess of light was once set up
measure, Bailon believes that self-reliance is the most in the cellar of the tower. The altar would channel
important trait for anyone who wishes to explore the radiant energy into a crystal at the top of the tower,
mountain. He is the first NPC the characters meet in which in turn would illuminate the much larger
this adventure. crystal in the cavern’s ceiling.
JAYCE GOLDSMILE • The folk of Deepdelver’s Enclave have always
Jayce runs Goldsmile’s Artifacts, a small shop that avoided the tower. Those who spend time in and
specializes in buying and selling relics found by those around it feel a dark presence that manifests as dire
exploring the ruins of the Grendleroot. A chaotic good nightmares. (This is the power of the altar, which has
female lightfoot halfling scout, she knows some of the been corrupted by the Grendleroot spire. With the
history of Starsong Tower and is willing to share it. She sudden release of the altar’s power, the tower is safe
is always excited to meet new adventurers, and offers to any creature that spends less than a day there.)
to help them however she can (including with potions • Those who have briefly explored the tower have
of healing). She is also willing to buy any interesting reported hearing whispered voices coming from
treasure the characters find in the tower. behind its main door. (This is the guardian specter,
Sarvin.)
SARVIN BLUECASTER
• The spires of the Grendleroot are imbued with
Once a priest of the Order of the White Sun, Sarvin
mysterious magical power. Strange things happen
became a kind of caretaker of Starsong Tower after
when the spires come into the presence of other
his death, as his soul remained bound to the site.
magic.
However, the corruption of the tower has twisted that
• The beam of violet light that now erupts from the
soul, transforming him into a half-crazed specter.
tower is filling peoples’ heads with nightmares. No
Sarvin is more tortured than evil (treat him as chaotic
one in Deepdelver’s Enclave has slept well since the
neutral), and he does not act with hostility unless
light appeared.
provoked. His bond to the tower and dedication to the
• The energy of the Grendleroot spires can create
Order of the White Sun grant him the ability to speak
physical and magical mutations in creatures that
Common, unlike most specters.
dwell too close to them.
ALLICE SHADEWHISPERER • Creative individuals and those attuned to the
A member of an adventuring company called the ways of magic have long claimed to hear a strange
Bronze Lions, Allice is a chaotic neutral female human wavering buzz coming from around the tower.
cult fanatic—and that company’s only survivor. She • Explorers of note have claimed that the tower is
saw her friends killed by the specter Sarvin, and was some sort of device meant to communicate with
badly injured in that fight. Unable to flee, she has beings from other worlds.
succumbed to madness inflicted by the corrupt energy • A long-dead sage who went mad after spending too
within the tower. She now worships the spire of the much time in Starsong Tower claimed that an entity
Grendleroot that punches through the lowest level of beneath it was attempting to communicate with a
the tower, and attacks only if attacked first. larger entity floating in the endless void above the
world.
Secrets and Clues • The altar of light in the tower’s cellar was added to
The following secrets and clues can be revealed in the the tower after its initial construction. The tower’s
adventure as you determine: original purpose is unknown.
• The altar has been corrupted by a spire of the
• Centuries ago, Starsong Tower gave off a beam of
Grendleroot, but the power of the Grendleroot
radiant light that penetrated a great crystal hanging
builds slowly. After absorbing that power for
high in the cavern above. The crystal’s light would
hundreds of years, the altar reached a critical
wax and wane to mark the passage of day and night
threshold that has caused it to erupt with the
in the world outside the mountain. With the coming
Grendleroot spire’s dark energy.
of the Grendleroot and the destruction of the city of
• The Bronze Lion adventurers went into the tower
Shadowreach in the cavern beneath the tower, the
shortly after the violet light first appeared, and
crystal went dark. However, three days ago, it began
haven’t come out. The group wasn’t well liked around
to pulse with an unsettling violet light.
36
the enclave, and its members had a reputation for
being jerks.
Tips For Running 1st-Level
• The Bronze Lions had a wand they said would help
them fix the tower.
Adventures
This adventure is written for 1st-level characters,
who are significantly more fragile than 2nd-level
Origin of Starsong Tower characters. It is much easier to accidentally kill 1st-
You are free to change the details of Starsong Tower level characters—even instantly. They also have fewer
to make this your own adventure and have it better capabilities to handle threats.
fit your own campaign. In particular, you can decide It’s up to you how difficult you want to make this
who built the tower and what clues they left behind 1st-level adventure, but if you’re new to being a
regarding their identity and purpose after abandoning Gamemaster, or if the players in your group are new
it. However, if you have no history for the tower in to the game, go easy on them and reinforce the joy of
mind, you can use the following information to fill in high-fantasy roleplaying above the ongoing threat of
the details. death.
Nearly five centuries ago, an ambitious arcane This adventure has been balanced for 1st-level
order called the Magocracy of the Black Star built the characters, but you’ll still want to keep an eye on how
city of Shadowreach long before the coming of the quickly things might turn poorly for the adventurers.
Grendleroot. The archmages of the Black Star built In particular, always run fewer monsters than
nine towers around the city’s vast cavern, including characters, use static monster damage instead of
Starsong Tower, named for the archmage who was its rolling for damage, and ignore the instant death rules
overseer. The nine towers all channeled the energy of for new adventurers.
the mountain to empower spells and conduct complex Be kind at 1st level. You can turn up the heat in the
magical experiments. levels to come.
Three centuries ago, a fanatical group known as the
Order of the White Sun came to Shadowreach and
eradicated the Magocracy of the Black Star. Even as
Adventure Hooks
The characters can be inspired to explore Starsong
they established control over many sections of the city,
Tower and end its corruption for many different
the members of the order claimed Starsong Tower
reasons, including the money offered by Bailon the
for themselves. They built an altar to their goddess
Beardless and the chance to build a reputation among
in the lowest level of the tower, using its radiance to
the people of Deepdelver’s Enclave.
illuminate the great crystal at the top of the cavern.
Alternatively, one or more of the characters might be
The crystal then shed light across the cavern that
driven primarily by the need to investigate the mystery
brightened and dimmed to match the state of daylight
of the tower. A character might also receive a dream or
in the world outside.
vision of the Grendleroot’s call and want to investigate.
Two centuries ago, the spires of the Grendleroot
You can also have one or more of the NPCs
erupted within the mountain. One of those spires
who’ve gone missing in the tower to be known
pierced through the bottom of Starsong Tower and
to the characters. The adventure assumes that all
shattered the altar. The crystal went dark. Since then
the members of the Bronze Lions except Allice
the Grendleroot spire has been corrupting the altar,
Shadewhisperer are dead, but you can decide that
slowly filling it with dark energy.
NPCs the characters know might still be found alive.
After two hundred years, the slow-acting magic of
the Grendleroot spire has fully corrupted the altar. An T HE C ALL OF THE G RENDLEROOT
eruption of dark power now sends a call out through The spire in the cellar of Starsong Tower is one of
the magic crystal at the top of the cavern—and is the spires of the Grendleroot, the vast and ancient
driving the folk of Deepdelver’s Enclave to despair. sentience that lurks deep within the mountain. Having
Through this connection, the Grendleroot hopes to burst through the cavern floor and into the tower, the
reach out to another similar entity—perhaps one spire now allows the Grendleroot to use the tower to
potentially even more dangerous to the world than the attempt to communicate with another vast sentience
Grendleroot itself. somewhere far away.

37
This other sentience might dwell on another plane, “Most of the adventurers of Deepdelver’s Enclave are
or in the vast emptiness of space. It might even be out in the mountain on missions of their own right now,
possible that the Grendleroot is calling forth an and I don’t expect the first of them back for days. We
elder evil that might eventually devour the entire sent in one company whose people were taking some
world. This small adventure in the tower could be the downtime in the enclave, but they didn’t come out.”
beginning of an epic tale to save civilization from an
alien horror beyond nightmare. It might also just be a You can intersperse Bailon’s dialogue with questions
bit of fun for new adventurers. from the characters. Look at the “Secrets and Clues”
section to get an idea of the background information
Start on the tower that Bailon might know. Eventually, the
The adventure begins with the characters in an characters’ conversation inspires Bailon to make them
audience with Bailon the Beardless, an elder of an offer:
Deepdelver’s Enclave. Read or summarize the
following to set the scene: “You want to prove that you have what it takes to be
an adventurer of Deepdelver’s Enclave? Head over
You stand in the Dragon’s Fangs—an adventurers’ to Starsong Tower and find out what’s causing that
common house and the largest structure in Deepdelver’s light. Fix it, and you’ll have friends all throughout the
Enclave. Your host, Bailon the enclave. Plus, I’ll arrange a reward of a cool twenty gold
Beardless, sits in a large rocking pieces. Yes, each.”
chair, a pipe in one hand and a
staff topped with a carving of a
bearded dwarf in the other. Both
Bailon and the wooden dwarf give B AILON THE B EARDLESS

you the same mischievous look.


“So, you all want to be adventurers?
Well, there are few jobs in this world more
exciting for those who have the calling.
It’s a dangerous trade, to be sure, but
the rewards are well worth it. And I’m
not talking just about the rewards of gold,
jewels, or relics. I’m talking about the rewards
of discovery. I’m talking about uncovering the
mysteries of this mountain, some buried here for
a thousand thousand years.
“But there’ll be time enough for that. If you’re
looking to test your mettle as adventurers, I have
just the job to see if you’re truly cut out for this.
“You know that large crystal you saw in the ceiling
of the cavern? The one glowing with that strange
purple light? It’s been dark for two hundred years, since
the coming of the Grendleroot. But three days past, it
started glowing like it is now, and no one in the enclave
has had a good night’s sleep since. That light brings
nightmares with it, and it’s coming from a ruin at the
north end of the enclave, called Starsong Tower.

38
In addition to the secrets and clues you want to share, A beam of wavering violet light shoots up from the
Bailon tells the characters that there are three ways top of the tower to strike a large crystal embedded in
to enter Starsong Tower—by way of the front door, the cavern’s ceiling high above, causing it to pulse with
through a small tunnel that leads from a nearby river an unsettling violet light.
into the tower’s lower level, and by scaling the tower’s
broken walls. The characters have three obvious ways into the tower,
The dwarf also suggests that the characters talk to as mentioned by Bailon the Beardless. They can enter
Jayce Goldsmile, the enclave’s relic dealer (see the through the front door (area 1), which leads to an old
“Deepdelver’s Enclave” chapter). Jayce can provide audience chamber. They can go down to the river and
more information about the tower from the “Secrets follow a natural tunnel (area 3) that opens up in the
and Clues” section, in addition to giving each tower’s cellar (area 4). Or characters can climb the
character a potion of healing as a welcoming gift. tower walls with successful DC 13 Strength (Athletics)
The characters can also talk to any of the other checks and enter through the exposed upper floor
NPCs detailed in the “Deepdelver’s Enclave” chapter. (area 5).
Unless otherwise described, the tower is built
Pacing the Adventure of worked stone, has ceilings 15 feet high, and is
This adventure is intended to take roughly two hours currently lit by the beam of violet light that passes
to run. The primary method of tuning the length through it, which fills all areas with bright light.
of the adventure is the use or removal of optional 1 . F RONT D OOR
encounters in area 2, 3, or 5. You can also shorten this
adventure by requiring that the characters fix only the Area Aspects. Large stone door, sinister carvings of
altar in area 4 or the orb in area 6, rather than both. mages, grinning gargoyle

The Ruins of Starsong Tower A large stone door marks the tower’s main entrance.
The sinister visages of hooded mages stare out with
The tower rises atop the cliff at the north edge of
hollow eyes from each of the doors. A gargoyle statue
Deepdelver’s Enclave. The following “Area Aspects”
perched atop the doorframe leers down from above.
section presents a list of the most notable features of
the tower as a whole. You’ll see similar lists of aspects
The door can be pushed open with a successful DC
for each of the major locations within the tower. Use
14 Strength (Athletics) check. Characters can work
these aspects to help remind you what elements of a
together to push open the door, granting advantage to
location are important.
the check of the character with the highest Strength
Area Aspects. Three-story tower, beam of wavering score.
violet light shining up to a crystal above, stone
CREATURE
doorway, cracked walls, river canyon
The devilish-looking gargoyle above the door was
When the characters reach the tower, read or once bound to the service of the Magocracy of the
summarize the following. Similar read-aloud text Black Star. Its service ended when the Order of the
accompanies each of the other notable locations in the White Sun took over the tower, but the creature
adventure. remains magically bound to its perch. It scrutinizes
the characters as they deal with the door, swiveling its
The ruined three-story tower stands atop a small rise head around to watch them, and responding in a deep
on the north side of Deepdelver’s Enclave. Carvings of voice if spoken to.
sinister hooded faces decorate the corners of the tower’s The gargoyle cannot attack unless attacked first. In
square walls. Halfway up one side, those walls have that event, it makes one attack with its claws, then
cracked and fallen away, leaving the tower’s uppermost returns to its perch, lamenting that it is no longer
floor exposed. A large stone door leads into the tower’s under orders to kill intruders. If addressed with
first floor. A river of clear blue water is channeled respect, the gargoyle might give up one of the secrets
through a canyon some fifty feet away. and clues of the tower, described earlier.

39
40
2 . A UDIENCE C HAMBER color as the beam of light in the tower. A character
who succeeds on a DC 12 Intelligence (Arcana) check
Area Aspects. Large ornate throne, statues of unknown can determine that the zombies have been created by
heroes, mosaics of a bygone age, holes in the ceiling the power of the beam.
and floor, beam of violet light If time is running short or the characters have
already faced enough battles, you can skip this
The corpses of three adventurers lie on the floor here, encounter.
all withered and pale. A large ornate throne sits atop VIOLET LIGHT
a raised platform on the north side of this chamber. If the altar in area 4 is active, the corrupt energy of the
Statues of unknown heroes stand at attention, flanking beam of violet light is a hazard to those in this area.
each other in two rows leading up to the throne. Rotting Any creature that enters the area of the light for the
plaster on the walls is peeling away to reveal old first time on a turn or starts its turn there takes 3 (1d6)
mosaics once covered over. force damage and is pushed 5 feet away from the light.
Stairs to the northwest lead up, while stairs to the TREASURE
northeast lead down. The floor and ceiling here have By searching the bodies, the characters can find 18 gp
collapsed in the southeast corner, exposing the floors in mixed coin and a jeweled necklace shaped like a
above and below. A circular hole cut into the center of beetle (20 gp), along with standard adventuring gear
the floor matches one in the ceiling. and nonmagical weapons and armor.
On the body that did not rise as a zombie, the
If the characters have not yet repaired the altar in area characters find a wand of mending intended to help
4, add the following: repair the tower. This uncommon magic item has 7
charges. While holding it, a creature can use an action
A pillar of wavering violet light rises between the two to expend 1 of its charges to cast the mending cantrip.
holes. The wand regains 1d6 + 1 expended charges daily at
dawn. If a creature expends the wand’s last charge,
You can change the details of the decor in this room they roll a d20. On a 1, the wand crumbles into ash
to fit your own campaign. Otherwise, the old mosaics and is destroyed.
depict the nine wizards of the Magocracy of the 3 . T UNNEL
Black Star casting powerful spells, summoning huge
demons, exploring lost caverns, and building the nine Characters who explore the river’s course through the
towers that once rose within the surrounding cavern. canyon near the tower discover a subterranean side
The symbol of the magocracy—an eclipsed black tunnel leading off the canyon and toward the tower.
star with nine points around the corona—features Area Aspects. Natural circular tunnel, corrupted water,
prominently across the mosaics. Grendleroot pillars
The statues are more recent, and depict the heroes of
the White Sun who vanquished the Black Star mages A long natural tunnel leads from the rough stone wall
three centuries ago. Each statue features the symbol of of the river to a broken wall of worked stone. A small
the Order of the White Sun—a flaming sword over a stream that feeds the river emerges from under the
blazing white sun. broken wall, but its water has been turned a dirty gray
CREATURES from the presence of a dark liquid dripping out through
The corpses are three members of the Bronze Lion cracks in the wall. In some areas, the rock walls of the
adventuring party, all withered by necrotic damage. tunnel have eroded away, revealing strange black pillars
(The Bronze Lion adventurers made the mistake of made of some unknown metal.
attacking the specter Sarvin here and were overcome.
See area 6 for more information on Sarvin.) The tunnel is roughly 50 feet long and 5 feet
Two of the corpses rise as zombies and attack as in diameter. The black pillars are spires of the
soon as any character comes more than 10 feet into the Grendleroot that were thrust up from below but did
room. Their eyes glow with a violet light—the same not push above the ground. Like all the Grendleroot
spires, they are slightly warm to the touch and

41
IN THE C ELLAR A LTAR

completely impervious to damage. The spires are 4 . C ELLAR A LTAR


smooth and have no markings on them.
Any character who succeeds on a DC 12 Intelligence Area Aspects. Broken statue, cracked stone altar,
(Nature) or Wisdom (Survival) check can determine black liquid, spire of the Grendleroot, collapsed
that the water flowing down the tunnel is corrupted stonework, hole in the ceiling, beam of violet light
by the essence of the Grendleroot. It is cold to the
touch, and anyone who drinks the water takes 7 (2d6) A cracked stone altar carved with religious iconography
necrotic damage and is poisoned for 1 hour. stands before a ruined statue of the goddess of light. The
The broken stone wall at the end of the tunnel is one statue’s head has been broken off, and black liquid flows
of the walls of the cellar beneath the tower. Characters from cracks in its body onto the floor. The liquid pools
can easily slip through gaps in the wall and into the around a large black spire that juts out of the floor in
cellar. the center of the chamber, reaching upward like a great
CREATURES claw.
When the first character moves roughly halfway down Stairs to the northeast lead up. Collapsed stone from
the tunnel, three giant rats crawl out from clefts in the the floor and walls of the level above spreads in the
walls, one in front of the characters and two behind. southeast corner of the chamber.
The rats’ eyes glow with a strange violet light, and
A beam of violet light shoots up from the spire,
they attack any creature that tries to reach the tower.
focused through a hole in the ceiling into the tower
A character who succeeds on a DC 12 Intelligence
above.
(Arcana) check can see that the rats are somehow
infused with the power of the violet light.
The spire of the Grendleroot is the source of the
If time is running short or the characters have
corruption in the tower. Fed by the black blood
already faced enough battles, you can skip this
flowing from the corrupted statue on the altar, the
encounter.
spire uses its energy to attempt to communicate with

42
an otherworldly being, channeling the thoughts of through the tower. They know that some form of
the Grendleroot through the crystal on the tower’s intelligence is attempting to call out to another entity.
uppermost floor (area 6) and the larger crystal hanging You can fill in the details with as much information
in the ceiling in the cavern above. as you wish, customized for your own campaign. See
CREATURE “What is the Grendleroot?” in the “About this Book”
Allice Shadewhisperer, a chaotic neutral human chapter for more information.
female cult fanatic, lies prone on the floor here, her If a character fails this check, they suffer a random
arms outstretched toward the spire. She stands when form of short-term madness for 10 minutes as their
the characters enter, demanding to know whether mind buckles under the weight of the Grendleroot’s
they too have come in response to the call of the spire. call. Appendix B has more information on short-term
Any character who observes her notes that black ichor madness.
appears to be flowing from her eyes. REPAIRING THE ALTAR
Allice was one of the Bronze Lions adventurers who The statue and the altar can be repaired with three
came to the tower. Her comrades all fell to the specter uses each of the mending cantrip. The altar can also be
Sarvin, and only she remains. Having been corrupted repaired with a successful DC 14 Intelligence (Arcana
over the three days since she came here, she now or Religion) check.
spends all her time whispering to the spire and eating If the statue and the altar are both repaired, the
rats to survive. corrupting power of the Grendleroot spire is broken
Allice can be convinced that her worship of the spire and the black liquid stops flowing. The room fills with
is folly with a successful DC 14 Charisma (Persuasion) a white radiant light that flows up through the ceiling
check. The spire’s corruption has broken her mind, but to the crystal on the roof of the tower. Though the
she is not evil. She defends the spire if she feels that the black spire remains in the chamber, its dark power
characters are disrupting its connection to her. fades when the altar is repaired. Unless the characters
In combat, Allice uses spiritual weapon to call a have repaired the crystal in area 6, however, the tower’s
spectral black sword that attacks one enemy, while she corruption is not ended, and they recognize that more
casts sacred flame on others. Her sacred flame cantrip work needs to be done above.
evokes black fire that deals necrotic damage instead of TREASURE
radiant damage. Set atop the altar are a golden bowl and plate (25 gp
Allice might have become weakened over the time each) and a small idol of the goddess of light (50 gp).
she’s spent in the cellar of the tower. You can adjust her
hit point total based on her physical state if you want 5 . U PPER S UITES
to adjust the pace and difficulty of combat. Area Aspects. Crumbling walls, ruined chambers,
If you wish to make the encounter harder (while collapsed floor, outset walls, holes in the ceiling and
remembering that 1st-level characters are particularly floor, beam of violet light
vulnerable), Allice might be protected by one or
two zombies risen from her former comrades. The
Time has not been kind to the tower’s second floor.
undead fight at her side, but automatically fall when
Collapsed walls reveal ruined bedchambers and storage
she is defeated. You likely only want to do this if the
characters are higher than 1st level, or if there are rooms. A cracked stone staircase in the northwest
more than five characters in the party. extends to the floor above. The southeast corner of the
floor and ceiling have both collapsed, exposing the floor
VIOLET LIGHT
above and below. A circular hole cut into the center of
While the altar is active, see area 2 for information on
the hazardous effects of the beam of violet light. the floor matches one in the ceiling.

CALL OF THE GRENDLEROOT If the characters have not yet repaired the altar in area
The spire of the Grendleroot resonates with a strange 4, add the following:
buzzing sound as the beam of violet light blazes up
through the tower. A character can attempt a DC 14 A pillar of wavering violet light rises between the two
Intelligence (Arcana or Religion) check to investigate
holes.
the spire. On a success, a character becomes conscious
of the call of the Grendleroot as it is transmitted
43
T HE B EACON OF
S TARSONG T OWER
VIOLET LIGHT
If the altar in area 4 is active, see area 2 for information
on the hazardous effects of the beam of violet light.
SECRET SHRINE
The far corner of the mostly intact bedchamber to
the southwest features two outset stone walls with no
visible openings. A character who succeeds on a DC
14 Wisdom (Perception) or Intelligence (Investigation)
check discovers a hidden lever at the foot of the east
wall that slides a section of that wall open, revealing
a small shrine beyond. The shrine features a bronze
statue of a seated knight with arms extended and
palms up. A gold-hilted longsword rests across the
knight’s hands (see “Treasure” below).
CREATURES
If you wish to include a combat encounter here, three
skeletons wearing the livery of the Order of the White
Sun rise from the rubble and attack.
TREASURE
The sword set across the statue’s hands is a +1
longsword named Goldkiss. This is an uncommon
magic item whose design features the sword-and-
blazing-sun symbol of the Order of the White Sun.
A character attuned to the weapon can use an action
to cast a version of the burning hands spell that deals
radiant damage instead of fire damage. This feature of
the weapon can’t be used again until the next dawn.

6 . R OOFTOP
Area Aspects. Huge crystal, collapsed floor, broken
walls, beam of violet light

The walls and ceiling of the upper level of the tower


have collapsed, leaving this area exposed to the cavern
beyond. A two-foot-diameter crystal sits atop a large
pedestal of twisted green-and-gold metal at the center of
the floor. The southeast corner of the floor has collapsed
to reveal the levels below.

If the characters have not yet repaired the altar in area


4, add the following:

Swirling violet energy flows around the base of the


pedestal. A crack in the crystal emits a beam of
wavering violet light that shoots upward to a much
larger crystal set into the ceiling of the cavern, one
hundred feet above.

44
VIOLET LIGHT If the altar in area 4 is likewise repaired, the crystal
If the altar in area 4 is active, see area 2 for information instead releases a beam of radiant energy to the crystal
on the hazardous effects of the beam of violet light. above, restoring the tower’s original function and
CALL OF THE GRENDLEROOT filling the cavern with light to reflect the state of night
Characters in this area can attempt to listen to the call and day in the world above.
of the Grendleroot in the same way as described in
area 4. Concluding the Adventure
CREATURE When the adventure ends, the characters have
Sarvin Bluecaster, a former priest of the Order of the hopefully restored the radiant light of the tower. This
White Sun transformed into a specter, flows around light shines down from the cavern’s ceiling above
the base of the crystal in incorporeal form. When the Deepdelver’s Enclave, creating a simulated day and
characters first arrive, he manifests into his original night cycle for the enclave’s inhabitants. The characters
humanoid form to speak with them. reach 2nd level, and the people of Deepdelver’s
Sarvin is not immediately hostile. The priest is Enclave thank them enthusiastically for their efforts,
tortured by the corruption of the crystal, and yet marking them as valued residents of the enclave.
remains bound to protect it. The characters can With the corruption of the altar ended, Starsong
convince Sarvin of their intent to restore the tower and Tower is no longer a dangerous site to explore. In
end the corruption with a successful DC 14 Charisma recognition of their role in cleansing the site, the
(Persuasion) check. On a failed check, Sarvin attacks. characters are given permission to restore the tower as
As an action, Sarvin uses Life Drain against three a home base for their adventures to come.
different targets, but each attack deals 3 (1d6) necrotic If the characters managed to convince either
damage instead of its normal damage. He moves Allice or Sarvin to let go of their connection to the
between attacks, provoking opportunity attacks to hit Grendleroot spire, either of them might choose to
multiple targets instead of just one. remain in the tower. Allice could decide to give up
REPAIRING THE CRYSTAL adventuring with her friends now gone, offering to be
If Sarvin is defeated or convinced to let them work, the caretaker of the tower while the characters are off
the characters can undo the corruption of the crystal exploring. Sarvin might remain as a friendly guardian
with three castings of the mending cantrip, or with a or spiritual guide, and can provide information on the
successful DC 14 Intelligence (Arcana or Religion) Order of the White Sun.
check. If this check fails by 5 or more, a bolt of violet Depending on your plans for the campaign, the
energy arcs out to deal 3 (1d6) necrotic damage to the characters can continue with further investigations of
character attempting the check. the mysteries contained deep within the mountain, as
The characters can attempt to repair the crystal they explore the ruins of the Grendleroot.
while battling Sarvin. If they are successful, the
specter’s madness ends when the crystal is repaired,
and he ends his hostility as his pain leaves him.
When the crystal is repaired, the violet light no
longer flows to the larger crystal in the cavern ceiling.

45
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172
Ten Fantastic
Fifth Edition
Adventures
Ruins of the Grendleroot is a book of ten short
adventures for the fifth edition of the world’s most
popular fantasy roleplaying game. Designed for
characters of 1st to 5th level, these adventures take
place in the caverns, chambers, tunnels, and ruins of
the mountain known as Blackclaw, within which lurks
the Grendleroot—a strange and otherworldly sentience.

Ruins of the Grendleroot reinforces the sense of


mystery and wonder that comes from exploring ancient
ruins. The central hub of these adventures, Deepdelver’s
Enclave, is a frontier outpost overlooking the ruined
city of Shadowreach, set deep within the mountain.
In Deepdelver’s Enclave, adventurers and explorers
recount tales of their explorations, trade treasure and
artifacts, and enjoy their shared love of uncovering the
mysteries of the mountain.

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