Professional Documents
Culture Documents
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon
ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are
trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used
with permission under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2021 by Carl Vandal and published under the Community
Content Agreement for Dungeon Masters Guild.
Carl Vandal,
NOTES
(Level Two) This sixty foot by fifty foot chamber, like others, has a
floor covered in dust and dirt. There are two chamber
M10. The Cleared Passageway that stem off of it and from the northeastern one there
Read the following to the characters as they start is a glow of light is evident.
down towards the second level: Any character who succeeds on a DC15 Wisdom
(Perception) check will hear sounds of movement
As you proceed down the sloping passageway, you notice that
from the northeastern chamber.
the dust on the floor shows evidence of having been
disturbed recently. M13. Northern Chamber
Drag marks indicate that several large objects have been This forty foot by twenty foot chamber was once a
moved from the path. Closer inspection suggests that the mine-face. The floor is layered in dust and dirt.
rocks and boulders that line the side of this passageway were
Buried beneath the rock in the chamber is a small
once strewn across it, blocking the way totally.
pouch, hidden here by one of the dwarven miners.
The level of dust that has since accumulated on the ground Any character who succeeds on a DC15 Wisdom
suggests that this was done recently.
(Perception) check will find it.
Treasure: The pouch contains a mix of gemstones
Anyone succeeding on a DC15 Wisdom (Survival) or
with a total value of 120gp.
Intelligence (Investigation) check will find evidence
of footprints in the dust. The footprints are smaller M14. Duergar Campsite
than those of a human or elf but possibly belong to a The glow from the campfire in this thirty foot by thirty
dwarf-sized individual. The number of footprints foot cavern illuminates the area fully. Five sleeping
indicate several individuals were involved in clearing mats encircle the fire. Backpacks and other items
the blockage. indicate that this is an active campsite and that the
Any character succeeding on a DC12 Wisdom individuals are most likely nearby.
(Perception) check will recognise the sound of In fact, the campsite belongs to a group of duergar
running water echoing quietly through the mine who have managed to find their way into the mine.
tunnels. The tunnel they used to enter the mine has since
M11. Old Campfire collapsed and they have been seeking to find other
routes out of the mine. They cleared the blockage to
This cavern is thirty-five by thirty feet in size. The
floor is covered in dust and dirt, and two dwarven
skeletons are strewn across the floor. An old campfire
sits in the cavern, long burnt out.
Any character that searches this cavern and succeeds
on a DC 15 Wisdom (Perception) or Wisdom
(Survival) check will spot signs of a large creature
having disturbed the dust at some point recently.
As they are searching the cavern, the creature will
emerge from the walls. There is one umber hulk plus
an additional umber hulk if there are more than four
characters in the party. The umber hulk will gain
The end of the chamber nearest the chasm is dimly M18. Underground River
illuminated by the crystals in the wall of the cavern The walls of the mine have overtime weakened here
opposite. and an underground river has managed to break
Any character succeeding on a DC15 Wisdom through. The water is fresh and laps against the
(Perception) or Wisdom (Survival) check will notice cavern floor. The area is illuminated by the light given
that there are tracks in the dust leading into the cave off by crystals in the walls of the cavern.
that is to the south of the central chamber. The river flows out of the mines but without a method
M16. Spider Cave of breathing underwater, the characters will not be
able to explore it.
This chamber is darker and more foreboding than the
other chambers in the mine. The floor is dusty and It is possible that the river leads to an unexplored area
dirty, and numerous cobwebs hand across the cavern. of the Underdark or it might open out somewhere in
the Sword Mountains.
Any character making a DC15 Wisdom (Perception)
check will hear faint sounds of movement from M19. Crystal-lined Tunnel
within the cave. Any character making a DC15 The passageway slopes downwards into the distance.
Wisdom (Perception) or Wisdom (Survival) check A blue, luminescent crystal lines the walls providing
will notice tracks leading into and out of the cave. light. The floor of the tunnel is covered in a thick layer
The cave is the residence of an ancient giant phase of dust and dirt. There are no signs that anyone has
spider that has lived in the mines for over a century. passed down the passage in a long time.
It will wait until the characters have entered its cave A character can attempt to dislodge a piece of crystal
and will then attack them, using its ability to move with a DC15 Strength check. Success allows the
Beneath Southkrypt ~12~
character to dig a piece of crystal out of the wall. Once silver. They found veins of both mithral and
pulled from the wall the crystal stops luminescing. adamantine. Unfortunately, before the dwarves were
Each crystal is worth 10gp. able to properly exploit these new finds, the mine
Continuing down the passageway leads to the next came under attack from Morg and his spawn.
level of the mine. Southkrypt Mine Locations
PART 3: THE SECRET OF (Level Three)
SOUTHKRYPT M20. Into The Depths
The dwarves of Southkrypt mined deep below their The passageway continues to slope downwards,
fortress. As they dug deeper into the earth, the famed leading from Area M19 to Level Three of the mine. The
silver mine proved to be even more valuable than walls are lined with luminescing crystals, providing
they could have ever have dreamt. sufficient light for anyone to be able to see normally.
The luminescing crystals led the dwarves to excavate The floor is covered in dust and dirt, indicating that no
an area that revealed minerals more valuable than -one has passed through here in some time.
Any character entering this cavern who succeeds on a Any character examining the cavern walls heading off
DC18 Intelligence (Nature) or Wisdom (Perception) to the east, and who succeeds on a DC16 Intelligence
check will notice that the “silver” vein in the wall of (Nature) or Wisdom (Perception) check will notice
the mine in this area seems to have a brighter tinge to that the mineral vein in the tunnel is not silver. Any
it. Any character succeeding on a DC20 Intelligence character that succeeds on a DC24 Intelligence
(Nature) check will recognise that the mineral is no (Nature) check will recognise that it is adamantine.
longer silver but in fact mithral. Any dwarf character Anu dwarf character has a +5 to this check.
has a +10 to this check. M24. T-Junction
M22. The Southern Mithral Face The tunnel comes to a T-junction at this point, heading
This fifty-foot by sixty-foot cavern shows clear east and west. The dust and dirt on the floor is thick,
evidence of having been a major mine-face at one and any character succeeding on a DC12 Wisdom
point. The floor is covered in dirt and dust, and there (Perception) or Wisdom (Survival) check will notice
is no immediate sign that anyone has been in this that there is evidence that something has moved
area recently. through this area. The tracks lead towards Area M25
and Area M27.
Any character succeeding on a DC16 Wisdom
(Perception) check will find a small box hidden Any character that examines the cavern walls heading
beneath one of the rocks in the room. Opening the to the west, and who succeeds on a DC16 Intelligence
box requires a successful DC18 Dexterity (Thieves’ (Nature) or Wisdom (Perception) check will notice
Tools) check. Failure on this check means that the that the mineral vein in this area is not silver. Any
character triggers the poisoned needle in the lock character succeeding on a DC20 Intelligence (Nature)
mechanism, and needs to make a DC16 Constitution check will recognise that it is mithral. Any dwarf
save. Failure leads to the character taking 27 (6d6) character has a +10 to this check.
poison damage and being poisoned from 1 hour. Any character examining the cavern walls heading off
Any character that examines the cavern walls, and to the east, and who succeeds on a DC16 Intelligence
who succeeds on a DC16 Intelligence (Nature) or (Nature) or Wisdom (Perception) check will notice
Wisdom (Perception) check will notice that the that the mineral vein in the tunnel is not silver. Any
mineral vein in this area is not silver. Any character character that succeeds on a DC24 Intelligence
succeeding on a DC20 Intelligence (Nature) check (Nature) check will recognise that it is adamantine.
will recognise that it is mithral. Any dwarf character Any dwarf character has a +5 to this check.
has a +10 to this check. M25. The Northern Mithral Face
Treasure: The box contains a variety of gems with a This sixty-foot by forty-foot cavern was clearly
combined value of 300gp. another major mine-face. The floor is covered in a
M23. Branched Tunnels layer of dust and dirt.
This small cavern in the mine has two tunnels Any character succeeding on a DC12 Wisdom
branching off of it. The dust and dirt on the floor is (Survival) or Wisdom (Perception) check will notice
thick, and any character succeeding on a DC12 that there are tracks in the dust indicating that
Wisdom (Perception) check will notice that there is something has visited this cavern recently.
evidence that something has moved through this Any character that examines the cavern walls, and
area. The tracks lead towards Area M27. who succeeds on a DC16 Intelligence (Nature) or
M31. Sloped Passageway Any character examining the cavern walls, and who
succeeds on a DC16 Intelligence (Nature) or Wisdom
This five foot wide passageway slopes downwards from
(Perception) check will notice that the mineral vein in
Area M30 to Area M31. There are points along the
the tunnel is not silver. Any character that succeeds on
passageway that characters will have to squeeze passed a DC24 Intelligence (Nature) check will recognise that
the luminescent crystals. Each character needs to make it is adamantine. Any dwarf character has a +5 to this
a DC12 Dexterity (Acrobatics) check. If successful they check.
manage to squeeze passed without injury. If they fail,
M34. Storage Chamber
they take 14 (4d6) slashing damage.
This thirty-foot by thirty-foot chamber was used as a
Wounds caused by the crystals on this level of the mine
storage area by the dwarves. Several barrels and crates
do not stop bleeding and any character who is injured
can be found in the room. The contents are mainly
by them will lose 1 hp per round until they receive
mining supplies and equipment. The floor is covered in
magical healing.
dirt and dust.
M32. Overseers Chambers
Treasure: Hidden beneath the crates is a small leather
This twenty-five foot by thirty foot chamber was used pouch of gems (diamonds worth 1200gp). Any character
by the mine overseer as an office area. A broken table who succeeds on a DC12 Wisdom (Perception) check will
and chair, and the skeletal remains of the overseer are easily find the pouch.
strewn across the floor of the chamber, covered in the
dirt and dust that has accumulated over time. Remains AFTERMATH
of rotted paperwork is strewn across the floor and
Once the characters have dealt with Morg, and have
broken table.
searched the rest of the mine, they will have
M33. Morg’s Lair completed the main tasks for this adventure.
The main chamber of this level is a massive cavern, one The now need to decide what to with their knowledge
hundred and sixty foot across and eighty foot wide. about the mineral content of the mine. There is also
the issue with the duergar having found a way into the
Read the following to the characters as they exit the
mine.
sloped passageway:
The passageway opens into a massive cavern, over a hundred The legends say that Morg invaded Southkrypt with
feet across and eighty feet wide. The ceiling of the cavern two hill giant vampire spawn, and there is no evidence
stretches above you at least fifty feet high. of them being present in the mine.
The walls are lined with luminescing crystals, providing a good Could it be that Morg has tricked the adventurers and
amount of light to the space. The floor is filthy and a number they have only slain one of his minions, and the real
of skeletons lie scattered across it. A large mound of earth lies vampire hill giant has already managed to escape the
towards the north-eastern corner of the room. mine?
As you enter you each hear a voice in your head, “You have Myrkul was clearly opposed to the existence of the
my thanks, little morsels. You have freed me from my silver mine. Given the plans by the like of Ularan
imprisonment. Now you will nourish me before I ascend.” Mortus for the Sword Coast, the mine may come under
The mound of earth starts to shake as a figure rises from it. further attacks from undead forces determined to
Using his shaman abilities, Morg influenced creatures near the dwarven settlement. However, during the
Time of Troubles he lost his connection with Myrkul. The Spellplague followed soon afterwards, forcing
Morg into a torpor.
Some of them are really ancient and keep living near locations permeated by magic, maybe guarding
some artifact or used as guards by some creatures.
Most duergar (including females) are bald and have ashen gray skin. They wear drab clothing designed to
blend in with stone, along with simple jewelry that reflects their severe and utilitarian demeanor.
Duergar make war against their dwarven kin and all other subterranean races. They forge alliances when it
is convenient, then break those alliances when they have nothing more to gain. They take and hold slaves to
toil in the Underdark, regarding them as free labor and crude currency.
Tough as Stone. Like dwarves, duergar have strong constitutions. Adding to their physical stamina is an
incredible mental fortitude resulting from their time as slaves of the illithids. A duergar’s mind is a fortress,
able to shrug off charms, illusions, and other spells.
Born of Darkness. The Underdark is saturated with strange magical power, which the duergar absorbed
over generations of imprisonment. A duergar can increase its size and strength for a short time, becoming a
powerful ogre-sized warrior. If it faces a foe it can’t fight, or when spying on creatures approaching its
territory, it can just as easily become invisible to slip away into the darkness.
Eons spent in the Underdark also sharpened their darkvision, allowing them to see twice as far as other
dwarves. This keen eyesight comes at a cost, however, as a duergar’s vision is compromised by sunlight.
With their stronger sense of identity and willpower, dwarves become ghasts more often than they turn into
ghouls. Dwarven ghasts are cunning and can inspire a pack of ghouls to follow their commands.
Description
A dwarven specter is the angry, unfettered spirit of a dwarf that has been prevented from passing to the
afterlife. Dwarven specters no longer possess connections to who or what they were, yet are condemned to
walk the world forever.
Found in the depths of abandoned dwarven fortresses and settlements, dwarven wraiths are fueled by a
hatred of those that abandoned them to their fate. They will target dwarves before other characters.
The dwarven wight fell defending the dwarven stronghold that it one lived in. Driven by a desire for revenge,
the spirit of the dwarf refused to answer the call of Moradin and reanimated its corpse, becoming a wight in
the process.
Flesh, wood, metal, and bone dissolve when the pudding ebbs over them. Stone remains behind, wiped clean.
Slow Death. An ooze kills its prey slowly. Some varieties, such as black puddings and gelatinous cubes, engulf
creatures to prevent escape. The only upside of this torturous death is that a victim’s comrades can come to
the rescue before it is too late.
Since not every ooze digests every type of substance, some have coins, metal gear, bones, and other debris
suspended within their quivering bodies. A slain ooze can be a rich source of treasure for its killers.
Unwitting Servants. Although an ooze lacks the intelligence to ally itself with other creatures, others that
understand an ooze’s need to feed might lure it into a location where it can be of use to them. Clever
monsters keep oozes around to defend passageways or consume refuse. Likewise, an ooze can be enticed
into a pit trap, where its captors feed it often enough to prevent it from coming after them. Crafty creatures
place torches and flaming braziers in strategic areas to dissuade an ooze from leaving a particular tunnel or
room.
Devious Delvers. Umber hulks can burrow through solid rock, forming new tunnels in their wake. The steel-
hard chitin of its body can withstand the cave-ins, tunnel collapses, and rock falls that commonly follow it.
Burrowing into the wall of a cavern or passageway, an umber hulk lies in wait for creatures to pass by on the
other side, its hair-like feelers sensing any movement around it. When it explodes out in a shower of earth
and rock, its unsuspecting quarry turns to face the oncoming threat — and is entranced by the umber hulk’s
bewildering eyes, forced to stand helpless as its mandibles snap shut.
Mind Scrambler. Many survivors of an umber hulk encounter recollect little about the attack, because the
monster’s confusing gaze scrambles their memory of the event. Those who have fought and killed umber
hulks recognize the signs. For other denizens of the Underdark, grisly tales of vanished explorers and wanton
destruction speak of an unknown foe. Umber hulks take on supernatural status in these harrowing stories,
many of which convey the same warning: once an umber hulk has been spotted, it is already too late to
escape it.
Born from Death. Most of a vampire’s victims become vampire spawn — ravenous creatures with a
vampire’s hunger for blood, but under the control of the vampire that created them. If a true vampire allows
a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its
master’s control. Few vampires are willing to relinquish their control in this manner. Vampire spawn become
free-willed when their creator dies.
Chained to the Grave. Every vampire remains bound to its coffin, crypt, or grave site, where it must rest by
day. If a vampire didn’t receive a formal burial, it must lie beneath a foot of earth at the place of its transition
to undeath. A vampire can move its place of burial by transporting its coffin or a significant amount of grave
dirt to another location. Some vampires set up multiple resting places this way.
Cloak of Displacement
Ring of Protection