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Monday, September 21, 2020.

 Characters defeated the terrible creature called the Gol’Goroth and found the Holderhek cousin,
Ardo Fartunneler. They have killed several of the dwarves who were twisted into zealots by the
Gol’Goroth’s mind control.
 Leaving the Gol’Goroth’s lair, the Giant Frogs will attack the party. The Frogs are eyeless, but this
apparent blindness doesn’t disadvantage them. There are stubby, writhing tentacles whipping
around on their backs. With the death of the Gol’Goroth, the frogs no longer can confuse the
players. However, the Giant Frogs have a Multiattack can either Bite, Swallow, or Tentacle
attacks. The Frogs will try to attack once with its Tentacles and then Swallow the players. The
Frogs will attempt to jump back into the water (the pool is 10’ deep in the centre) if they have
Grappled or Swallowed a PC.
o Bite: Damage + Poison + Grappled (escape DC 13). Until Grapple ends, target is
Restrained and toad can’t bite another opponent.
 Grappled
 A grappled creature’s speed becomes 0, and it can’t benefit from any
bonus to its speed.
 The condition ends if the Grappler is incapacitated (an incapacitated
creature can’t take Actions or Reactions.).
 The condition also ends if an Effect removes the grappled creature from
the reach of the Grappler or Grappling Effect, such as when a creature is
hurled away by the thunderwave spell.
 Restrained
 A restrained creature’s speed becomes 0, and it can’t benefit from any
bonus to its speed.
 Attack rolls against the creature have advantage, and the creature’s
Attack rolls have disadvantage.
 The creature has disadvantage on Dexterity Saving Throws.
o Swallow: The toad makes one bite Attack against a Medium or smaller target it is
Grappling. If the Attack hits, the target is swallowed, and the grapple ends. The
swallowed target is Blinded and Restrained, it has total cover against attacks and other
Effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the
toad's turns. The toad can have only one target swallowed at a time.
 Blinded
 A blinded creature can’t see and automatically fails any ability check
that requires sight.
 Attack rolls against the creature have advantage, and the creature’s
Attack rolls have disadvantage.
 If the toad dies, a swallowed creature is no longer Restrained by it and can
escape from the corpse using 5 feet of Movement, exiting prone.
o Tentacle
o Drowning (Suffocating)
 A creature can hold its breath for a number of minutes equal to 1 + its
Constitution modifier (minimum of 30 seconds).
 When a creature runs out of breath or is choking, it can survive for a number of
rounds equal to its Constitution modifier (minimum of 1 round). At the start of
its next turn, it drops to 0 hit points and is dying, and it can’t regain hit points or
be stabilized until it can breathe again.
o Underwater Combat:
 When making a melee weapon Attack, a creature that doesn’t have a swimming
speed (either natural or granted by magic) has disadvantage on the Attack roll
unless the weapon is a Dagger, Javelin, Shortsword, Spear, or Trident.
 A ranged weapon Attack automatically misses a target beyond the weapon’s
normal range. Even against a target within normal range, the Attack roll has
disadvantage unless the weapon is a crossbow, a net, or a weapon that is
Thrown like a Javelin (including a spear, Trident, or dart).
 Players shouldn’t forget the Treasure Vault:
o The party has already explored the first room beyond the door.
 There is a small room with a table in the centre stacked with samples of the
Primordial Ooze (the ooze is beginning to dry out and harden). Among this are
other gruesome science experiment results such as the corpses of creatures that
the cultists tried to splice, a few dead rats, and skeletal remains. Luckily, a
tunnel extends to another room a bit further back.
o In the second room, there is a pile of coins and gemstones. It appears as though the
zealots just threw the valuables into the corner. Within the pile, there are four potions.
The poitions’ red liquid glimmers when agitated (Healing: 2d4+2), a slender piece of
wood (elderberry) approximately 8 inches long, lightly coloured and carved with a small
smiling face and a small grimacing face (magical wand*) among a stack of ordinary
Dwarven armour and weapons, and a stash of wealth.: ~700 gold worth of platinum,
gold, silver plus 1,500 gold worth of decorative carvings and gemstones.
 *Wand of Tricks and Treats: Wondrous item, uncommon
 This wand has 5 charges. While holding it, you can use an action to
expend 1 charge and speak the word “Trick” or the word “Treat” while
pointing it at a target within 90 ft. If the words “Trick” was spoken, roll
1d6 and consult the Trick table. If the word “Treat” was spoken, roll 1d6
and consult the Treat table below. The user will be unaware of which
result was cast unless immediately obvious. This wand regains 1d4 + 1
expended charges daily at dawn and always fully recharges after a full
moon.
 Back to the Surface:
o Ardo Fartunneler will be under the effects of a short-term madness but will eventually
recover.
o If the party go back to retrieve the Keymaster, they will find a pile of rope where the
Keymaster had been lying. Upon further investigation, they will find his dead body at the
bottom of the frog pit. The frogs are not longer croaking and seem to be drying out.
o When the party reaches the exit to the Holderhek mine and bang on the sealed door to
leave, the guards outside will ask them the following questions:
 Mine Entrance:
 Helja Ungart and Dagnal Battlehammer are the mine guards. The mine
entrance is sealed and only they have a key to open it. (DC = 20 to open
with picks).
o They will ask: “Who goes there?”
o The reply must be: “A servant of Moradin.”
o They will ask: “How were you made?”
o The reply must be: “I was made with Moradin's hammer and
anvil.”
o They will ask: “Who is your master?”
o The reply must be: “Ulfgar Holderhek, Lord of Bengulor.”
 The party will hear a key turning in a large lock and the door will slowly open,
and fresh mountain air will rush in. The bright sunshine will temporarily blind
the characters as they stumble out of the dank darkness of the Holderhek mine.
 One of the characters will feel someone rush past them, they will hear
Helja Ungart gasp in horror, “What in the name of Dumathoin is that?!”
Then they will hear someone screech in a high voice, “For the glory of
the Gol’Goroth!”
 The Faceless Zealot that Hobstweedle tricked into going to wait at the
mine exit.
 The Faceless Zealot will attack the nearest person and will not stop until
it is killed.
 Upon returning to the Dwarven Hall, the party will see the Holderhek family sitting at a table
enjoying ale with Thalia Silverwood and Ulfgar Holderhek. The party seems to be lighthearted as
Ulfgar has made a great recovery. Upon seeing his family, Ardo seems to recover completely.
Thalia will jump up and greet her new friends, thankful that they have survived. Ulfgar will be
overcome with the party’s success: he will double the 500 gp reward to 100 platinum pieces (he
will want the treasure that the party found in the Treasure Vault although he is not interested in
the potions, wand or mask). If asked, one of his artificers is constructing a replacement arm for
him. He will also have made golden axe pins for each of the party members to recognize their
friendship to the Holderheks (sort of like keys to the city).
 The party will once again be feted for their efforts.
 The players can return to Fort Greabluff in the Valley of Covenfell.
 Thalia Silverwood is anxious to travel to Fort Greabluff to see her sister, Tyrael Silverwillow.

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