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Untdirheim

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100% found this document useful (1 vote)
287 views19 pages

Untdirheim

Uploaded by

jacobbarlow3
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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UNTDIRHEIM

Concept, Design, Direction,


Editing, Layout, Subclass: The Griffon’s Saddlebag
Writing: John Webb
Monster Design: TheArenaGuy
Maps: Cze & Peku
Character and Monster Art: Damien Mammoliti
Cover Art: Benjamin Sommeregger
Special thanks: Austin Bristow II, Domenic Prezio, Rose Whitcomb,
& Zachary Thorpe

2 THE GRIFFON'S SADDLEBAG


UNTDIRHEIM STÓR-GOBLINS
The Stór-Goblins are a subspecies of goblinoids that have
An unmarked letter, from the archives of Waterdeep. It is the only ruled over the ruins of Untdirheim (and the Black Cavern
mention of the lost city of Untdirheim on record. below) for several hundred years. Recent events, however,
The word “Best” is written here, but struck through with a have brought them into civil war: a powerful devil called
single line. Tidings, Bluizasb (see page 11) has tricked most of the goblins into a
blood contract. This blood contract, called “the mutagenic
What’s this I hear about you snooping around the gift” (or simply “black alchemy”) has caused the Stór-Goblins
sewers for some lost city? Untdirheim, was it? My to undergo intense mutations.
dear child, allow me to say it plainly: Untdirheim is Warchief Guttormur. Warchief Guttormur (page 11)
a fairytale of street rats and cutpurses. I assure you betrayed his people and entered into a bargain with Bluizasb,
that no such city exists, and even if it did, it certainly willingly exposing the Stór-Goblins to the mutagenic gift.
wouldn’t be right under the noses of a thousand people! His monstrous, twisted form now sits on the Black Throne.
Your misadventure has cost me a great deal of respect— The Awakened. A small percentage of Stór-Goblins, upon
not to mention a great deal of gold by way of apology exposure to Bluizasb’s blood, were gifted sorcerous abilities.
to the college. If it weren’t for your mother’s pleading, These Stór-Goblin firebrand (see the appendix) now serve
I would have disavowed you as my child. It should go Warchief Guttormur as his personal council.
without saying (though I daren’t risk it, given your ill- Skélfilworgs. Skélfilworgs (see the appendix) are the loy-
acquaintance with common sense) that you write her a al companions of the Stór-Goblins, serving as mounts, beasts
letter expressing your profound thanks; do not write to of burden, and weapons of war. They, too, have been exposed
me. to the mutagenic gift; as a result, these monstrous worgs
Scrying a teleportation circle in the dean’s lavatory— have undergone severe mutations. Their appetites, however,
what were you thinking (if at all)? You wouldn’t have remain wholly intact.
been content embarrassing me at a dockside pub? You
just had to choose the most damaging path possible? KING VESIIK’S REMNANTS
To risk your education—not to mention my career—
over some silly story of antiquity…Untdirheim, bah! Goblins who remained loyal to King Vesiik and refused Blu-
An entire city of ashen foundations under our feet: izasb’s mutagenic gift were forced to flee from the Black Cav-
hilarious! And a primordial cavern underneath that: ern after a brief, brutal civil war. Scattered and overmatched
doubly so! I would have hoped that by now you’d have by their mutated brethren, these remnants wage a guerilla
traded in your pulp novels for the college’s curricula, war throughout the ruins of Untdirheim, hoping to stymie
but alas, I see now that I expected too much. Warchief Guttormur’s efforts.
King Vesiik. King Vesiik (page 11) is an old, wizened ruler
Your mother may have convinced me to give you who led the Stór-Goblins in an age of prosperity. For many
one last chance, but rest assured, it is your last chance. decades, he successfully kept his council of Warchiefs from
Should you embarrass me like this again, consider waging war amongst themselves and against the surface
yourself removed from the family’s history. No more world—but once the devil arrived, he couldn’t prevent
stipend, no more inheritance, no more college—done! Warchief Guttormur from betraying him and the other
Do not disappoint me. Warchiefs.
And when you come home for the holiday, under no
circumstances are you to breathe the word “Untdirheim” FLOR A AND FAUNA
in my presence. It does not exist. Focus on your school
Life in the subterranean world of Untdirheim has evolved
work.
to thrive in the absence of sunlight. However, Bluizasb’s
The words “Lovingly,” “Sincerely,” and “Curtly” are all infernal blood now threatens this delicate ecological balance.
similarly written and struck out with thin, sharp lines. The Here are some notable features to keep in mind as the char-
signature below it, however, is smudged beyond recognition, acters explore:
as if stained by water—tears? Bioluminescent Fungi: Second and Third Layers. The
The following words are written in a different handwriting: earthen ceilings of Untdirheim’s ruins and the Black Cavern
are covered in massive colonies of bioluminescent fungi that
P.S. This is your mother! If you think there’s a oscillate between the full spectrum of color; this oscillation
secret city somewhere, I believe you. Go find it—prove is their way of communicating migration patterns between
everyone wrong! But don’t neglect your studying. And one another, with the added benefit of attracting insects.
don’t go into the dean’s lavatory again. Love you! Each colony stays in a unique, fixed shape, and their migra-
tion follows a similarly stable path, much like a constellation
in the night sky. The fungi provides dim light to creatures
ECOLOGY OF UNTDIRHEIM that rely on sight.
Untdirheim consists of three layers: the sewers, the ruins Foraging: All Layers. Bluizasb’s blood has trickled into
of Untdirheim, and the mysterious Black Cavern. Each layer every layer of Untdirheim’s ecosystem, from its mushroom
shares a similar ecology. forests to its insects and beasts. The DC to forage for food
Placing Untdirheim. The setting of Untdirheim can be is 20. Whenever a character forages for food, roll a D20. On
placed under any major city that would have a robust sewer an 18 or higher, they forage something affected by Bluizasb’s
system. mutagenic gift. Whenever a creature consumes mutagenic

3
rations, it must make a DC 25 Constitution saving throw. On y Creatures inside the sewers have disadvantage on Wis-
a failure, they retch the food after an hour of indigestion, dom (Perception) checks that rely on smelling.
suffer one level of exhaustion, and must find more food for y Characters that ingest sewer water (either willingly or ac-
the day. cidentally, such as by falling into the water) must succeed
on a DC 11 Constitution saving throw or contract sewer
THE LAYERS OF UNTDIRHEIM plague (see the Basic Rules).
y Treat all areas of the sewers as having no light.
Exploring Untdirheim. Each layer of Untdirheim is rep-
Storm Surges. Each day at dawn, roll a d20. On a 19 or 20, a
resented by 8 notable locations, which contain NPCs and
storm occurs outside, affecting locations inside the sewers.
points of interest. The order in which these locations are
Refer to the “Notable Locations” table on the next page to see
discovered, however, are determined randomly. Only certain
which locations are affected by storm surges.
locations have exits attached to them, which allow the char-
acters to move to the other layers.
For example: King Vesiik’s Hideout (The Sewers) has an One Person’s Trash…
exit attached to it. The characters descend to the next layer The sewers are littered with the detritus of civilization,
and discover The Crumbling Arena (The Ruins of Untdirhe- but not all trash is worthless. A ring might slip off one’s
im)—even though this location isn’t listed as having an exit, finger in a heavy rainstorm, a necklace may be ripped away
it “inherits” the exit of the previous location, allowing the and segmented by a careless thief, or a seemingly ordinary
characters to travel back and forth between the two layers. trinket might be discarded out of ignorance. Whenever the
Adventure Grid. As the characters descend through the characters finish a random encounter (or whenever you deem
three layers of Untdirheim, you may wish to use a visual it appropriate), roll on or choose from the Trash to Treasure
reference to keep track of what they’ve discovered, where table to see what bubbles up from the muck. Each result can
notable NPCs are located, and where the exits are on each lay- only occur once; reroll repeat results.
er. Provided below is a simple 8x3 grid: each row represents a
layer, and each square represents a notable location. Trash to Treasure
To determine which square of the first row the characters
d8 Treasure
begin on, roll a d8. Count a number of squares in, from left
to right, equal to the number rolled. This square represents Ancient coinage of Untdirheim. The faces are barely
the Sewer Entrance (area 1 of the “Notable Locations” table 1–3 visible. Worth 2 cp to common merchants, or 25 gp to
on the following page). Place a 1 in that square to mark the collectors.
placement of the notable location. A leaking alchemical vial. Its contents are inert. A
Adventure Grid successful DC 12 Intelligence (Arcana) check, how-
4
ever, determines that devil’s blood is present in the
mixture.
A copper ring of water walking. Somehow, it’s in
5
pristine condition.
A broken gold necklace. Can be repaired during
a short rest by succeeding on a DC 12 Dexterity
6 (Sleight of Hand) check using proficiency with jew-
eler’s tools. Once repaired, the necklace is worth 25
gp.
A jade statuette of a crocodile (25 gp) floats on the
THE SEWERS 7
muck.
Built over the ruins of Untdirheim, the sewer system pro- A filthy, muck-encrusted set of pipes of the sewers. A
vides prospective explorers the most direct route into the humanoid skeleton floats nearby; its mouth is ajar,
forgotten city. King Vesiik, the goblin lord recently deposed as if surprised even in death. A DC 10 Wisdom (Med-
by Warchief Guttormur after refusing the mutagenic gift, has 8 icine) check reveals rat bite marks on the skeleton’s
been forced to retreat up to the sewers after a long, protract- bones. The pipes of the sewers are cursed: rats called
ed siege of the city below. Adventurers looking to plunder by its music attack the wielder without mercy, chew-
Untdirheim’s treasures and secrets must first come face to ing them down to the bone.
face with King Vesiik—whether or not they choose to help
the goblin king reclaim his ancestral home (or hinder his
efforts) is up to them.
Surface Detail. Biting insects flit to and fro in the noisome
air, seeking purchase on any inch of exposed flesh. Filthy,
ankle-deep muck sloshes underfoot. The stone tunnels wind
away into darkness and dead-ends; several intersections have
already collapsed, and even more are visibly buckling under
the weight of civilization.

4 THE GRIFFON'S SADDLEBAG


Notable Locations
As the characters explore the sewers, they might come across
a notable location. Roll on or choose from the table below to
see what they discover:
The Sewers: Notable Locations
d8 Location Exit?
1 Sewer Entrance Characters can navigate to the surface from this location. No
2 Main Intake During storm surges, water level rises up to 5 feet; treat the location as difficult terrain. Yes
The pump station can be repaired with a successful DC 20 Intelligence (Arcana) check
3 Pump Station A using proficiency with tinker’s tools. When both pump stations A and B are repaired, No
storm surge effects are ignored.
4 Canal Walk During storm surges, water level rises up to 5 feet; treat the location as difficult terrain. No
This pipe intersection is narrow and cramped. It’s only wide enough to walk single file.
Main Lateral Inter- On initiative count 20 of each round, roll a d20. On a result of 19–20 (5–20 during
5 section storm surges), a wave of wastewater washes down the pipes, completely filling them. Yes
The wastewater subsides on initiative count 20 of the following round. During storm
surges, however, the water does not subside.
The path forward is blocked. The block can be cleared by repairing the pump station.
The pump station can be repaired with a successful DC 20 Intelligence (Arcana) check
6 Pump Station B using proficiency with tinker’s tools. Alternatively, the blockage can be forcibly removed No
with a successful DC 20 Strength check.
When both pump stations A and B are repaired, storm surge effects are ignored.
A 15-foot-deep basin. Fills completely with water during storm surges; treat the location
Stormwater Collec-
7 as difficult terrain. When filled, characters roll twice on the “Trash to Treasure” table No
tion
after completing an encounter.
Do not roll a random encounter for this location.
A fortified, relatively dry area in the sewers. Occupied by King Vesiik, dozens of goblin
civilians (commoners) and a contingent of 20 goblin soldiers.
As long as the characters remain friendly, they can rest, trade, and consult the king.
8 King Vesiik’s Hideout Yes
If the characters express their intent to depose Warchief Guttormur, King Vesiik vows
to join them in their final battle; he still has spies in the Iron Warren, and will teleport
himself and a contingent of knights to the characters’ aid (see “Part Three: The Devil and
the Warchief” on page 13).

Random Encounters d8 Encounter


As the characters explore the sewers, a complication or 2 goblins loyal to King Vesiik are desperately trying
development might help bring the setting to life. The table to escape the clutches of a roper. If the characters
below offers some suggestions: 4 help the goblins, they offer to guide them directly
to King Vesiik’s Hideout (entry 8 on the “Notable
The Sewers: Random Encounters Locations” table above).
d8 Encounter 3 ghouls attempt to ambush the weakest-looking
5
character, hoping to paralyze and drag them away.
The characters come across goblin corpses. A suc-
cessful DC 12 Intelligence (Investigation) or Wisdom A group of escaped prisoners (5 bandits led by 1
1 bandit captain) have taken residence in this location.
(Medicine) check reveals they had been fighting each 6
other; mutagenic ichor stains the walls black. They won’t let the characters pass without a payment
of coin…or blood.
3 swarms of rats, infected with mutagenic ichor,
attack the characters. Treat the creatures as normal, The location appears to be completely abandoned,
except their attacks deal necrotic damage, and any until a ghost materializes and uses its Horrifying
7
2 damage they deal reduces the target’s hit point max- Visage to frighten the characters. If the ghost is de-
imum by the same amount. This effect remains until stroyed, it reappears in this location 24 hours later.
the characters finish a long rest or until ended early The skeletal remains of a giant shark rest here; as
by the lesser restoration spell or a similar effect. to how is unknown. If disturbed, it animates and
A shambling mound of sewage waste lies hidden in attacks! Treat the creature as normal, except it’s un-
the characters’ path (treat it as normal, except any 8 dead, has a walking speed of 30 feet (accomplished
3 by flopping around), is vulnerable to bludgeoning
creature hit by it must succeed on a DC 11 Constitu-
tion saving throw or contract sewer plague). damage, and is immune to poison damage and the
exhaustion and poisoned conditions.

5
THE RUINS OF UNTDIRHEIM the ruins. Skeletons, both recent and ancient, goblin and
humanoid, line the city’s gutters.
Beneath the sewer tunnels, the forgotten city of Untdirheim Treat all areas of the Black Cavern as being dimly lit by
has lain in ruined silence for many centuries. However, in the bioluminescent fungi.
wake of the goblins’ infighting, the ancient city is beginning
to stir to life once more. Warchief Guttormur’s raiding par-
ties scour the ruins day and night, searching for traitors who Magical Treasures
refused the mutagenic gift and fled; subterranean monsters, The city of Untdirheim was once home to rare and wondrous
disturbed by the raiders’ comings and goings, have become treasures, all of which have since been lost and forgotten.
unusually aggressive, attacking any who cross their paths. Over the intervening decades, these objects have become
As the characters explore Untdirheim’s ruins, they’ll have to cursed by the haunted spirits of the city’s former inhabi-
tread lightly, lest they incur the wrath of the ever-watchful tants; these curses can be removed by targeting the object
Warchief Guttormur. with remove curse or similar effects.
Surface Detail. This once-impressive city is now but a Whenever the characters finish a random encounter (or
museum of crumbling foundations and ashen buildings; whenever you deem it appropriate), roll on or choose from
few landmarks remain to punctuate the landscape. Signs of the Untdirheim Treasures table to see what they discover.
battle—the result of King Vesiik’s fighting retreat—scar Each result can only occur once; reroll repeat results.

Untdirheim Treasures
d8 Object Function Curse
Will occasionally constrict (GM’s discretion). If worn, it deals
1 Obsidian ring Mundane; worth 100 gp
1 point of slashing damage.
Will occasionally weigh down the carrier (GM’s discretion),
2 Smooth, obsidian bead Mundane; worth 50 gp
halving their speed and preventing them from flying.
Functions as an elephant
A figurine of an uniden-
figurine of wondrous power, The object speaks in a language that hurts whoever hears it
3 tifiable creature, carved
except the creature is un- for 2 (1d4) psychic damage (GM’s discretion).
from obsidian
recognizable.
When worn, a perfect simulacrum of the user appears in the
4 A gold-lined cloak Mundane; worth 100 gp
nearest available space. After 6 seconds, it dies. Horribly.
The object whispers to the owner in their dreams, urging them
A shining shoulder
5 Mundane; worth 100 gp to commit terrible acts. The owner only recovers half their hit
pauldron
points from long rests.
Weapon (warhammer), mun- The item randomly disappears and reappears (GM’s discre-
6 An obsidian warhammer
dane; worth 100 gp tion).
Whenever the owner catches their reflection in the object, it
Weapon (shortsword), mun- fills them with inexplicable dread: until they complete a long
7 Silver ceremonial blade
dane; worth 100 gp rest, they have disadvantage on Wisdom and Charisma saving
throws.
Functions as a permanent Using the object inside the ruins of Untdirheim causes 3 (1d6)
teleportation circle; its sigil angry mage shadows (treat them as normal shadows, except
8 A dormant gateway
sequence is inscribed on its they can cast ray of frost as a bonus action) to emerge and
surface. attack.

6 THE GRIFFON'S SADDLEBAG


Notable Locations
As the characters explore the ruins of Untdirheim, they
might come across a notable location. Roll on or choose from
the table below to see what they discover:

Ruins of Untdirheim: Notable Locations


d8 Location Exit?
The clock mechanism can be repaired with a successful DC 20 Intelligence (Arcana)
check using proficiency with tinker’s tools.
1 Ruined Clocktower Yes
Once repaired, the clock face opens up to reveal a secret treasure (roll on the “Un-
tdirheim Treasures” table).
Skeletal remains of Untdirheim’s citizens litter this plaza of abandoned market stalls.
Characters can search the remains by performing a DC 12 Wisdom (Perception) check.
2 Abandoned Bazaar No
A character that succeeds finds 1d4 ancient Untdirheim coins. The faces are barely
visible. Worth 2 cp to common merchants, or 25 gp to collectors.
This once-grand arena is now a shattered shell of itself. The location is haunted by gladi-
ators of old; the characters can hear their whispers in the dark.
If challenged, 4 spectral warriors (treat them as ghosts, except they have a Strength
score 18, and the Spear and Shield Bash actions and the Parry reaction identical to a
3 Crumbling Arena gladiator) materialize and attack. A spectral crowd fills the stands, their moans a pained No
mimicry of cheering.
If defeated, the warriors pledge their service to the characters; they give them a spec-
tral sword that, when unsheathed, summons them to their side. The sword is consumed
in the process.
A burnt out place of worship. A partially destroyed statue sits at the sanctum’s center,
which is engraved with an unknowable language.
Once per day, a good-aligned character can attempt to read the engraved scriptures
on the statue and beseech Untdirheim’s old gods. When they do, they must also place an
4 Blasted Sanctum Yes
offering worth at least 25 sp at the statue’s feet and make a DC 20 Intelligence (Reli-
gion) check.
On a success, the creature receives Untdirheim’s Blessing: until it finishes a long rest,
the creature has advantage on Wisdom and Charisma saving throws.
The colossal skeleton of a tarrasque is all that keeps the cavern ceiling from collapsing
in this location.
During combat, whenever a creature misses with a weapon attack or spell, roll a d20.
On a result of 19 or 20, the weapon or spell strikes a load-bearing bone instead. Area of
5 Titan’s Bones effect spells and effects automatically strike a load-bearing bone when used. No
Whenever a load-bearing bone is struck, all creatures in the location must make a DC
12 Dexterity saving throw or take 6 (2d6) bludgeoning damage from falling debris.
When five load-bearing bones have been struck, the location collapses, crushing crea-
tures inside of it and blocking progression.
Rows of ruined homes. Some of the beds still have skeletons on them.
6 Residential Area No
Creatures in this location have advantage on Dexterity (Stealth) checks.
Untdirheim’s forges survived relatively unscathed.
The forges can be restarted with a successful DC 20 Intelligence (Arcana) check using
7 Forgeworks proficiency with tinker’s tools. Yes
Once restarted, the blazing fires ignite a rusting shortsword, transforming it into a
flame tongue.
This repository of forgotten knowledge burned down many hundreds of years ago.
A successful DC 20 Wisdom (Perception) check reveals a hidden manuscript, miracu-
lously unharmed: Mystica Pheranomicon, which documents the techniques of Untdirhe-
im’s wizards to control their magic.
8 Ashen Arcaneum No
A creature capable of spellcasting can study the manuscript whenever they take a
short rest by making a DC 20 Intelligence (Arcana) check. After 5 successful study ses-
sions, the creature permanently gains an additional 2nd-level spell slot, and the book’s
magic can’t be used again until 100 years have passed.

7
Random Encounters THE BL ACK CAVERN
As the characters explore the ruins of Untdirheim, a compli- Below the city ruins lies an enormous, hollow cavern: the
cation or development might help bring the setting to life. ancestral home of the Stór-Goblin horde. Within, Warchief
The table below offers some suggestions: Guttormur plots his assault on the surface world, command-
ing his people to accept the mutagenic “gift” of the devil
Ruins of Untdirheim: Random Encounters
Bluizasb. As the fires of industry roar to life in service to war,
d8 Encounter and as the devil’s alchemy dribbles into the earth, the Black
Cavern’s gentle ecological balance begins to strain. From the
A raiding party from the Black Cavern (3 Stór-Goblins center of the cavern, atop a giant throne of black glass, the
1
riding 3 skélfilworgs) are scouting the area. monstrous form of Warchief Guttormur telepathically bends
The characters come across 3 rusting golems (ani- his horde to the task of domination.
mated armors, except their speed is halved and they Surface Detail. From above, the Black Cavern appears as
2 have resistance to damage from nonmagical attacks). a sea of bioluminescent mushroom clusters; and like the
Amber gems worth 25 gp each are inset into the tides, they seem to ebb and flow as one organism. The air is
golems’ eye sockets. thick with redolent spores and the constant squelching of
A shimmering portal materializes in the location; the mushrooms’ tendrils. Smoke rises in the distance, ac-
it leads to a random location in the Black Cavern companied by the hacking of many axes—little by little, the
3 that doesn’t already have an exit attached to it. The mushroom sea is beginning to splinter against the goblins’
portal stands for 1 hour each day at noon before industry.
disappearing. Treat all areas of the Black Cavern as being dimly lit by
bioluminescent fungi.
6 goblin civilians (commoners) loyal to King Vesiik
are attempting to flee from a raiding party (3
4 Stór-Goblins riding 3 skélfilworgs). If the characters Defenses and Hazards
help them, they give them directions to the nearest The Black Cavern is a hostile environment ruled by a hostile
location with an exit to the Black Cavern. Warchief, filled with dangerous flora, aggressive fauna, and
mutated goblinoids. As the characters explore, keep the
A gelatinous cube occupies this location, hiding in
following in mind:
plain sight: the characters must make a group DC 16
Corpse Flowers. Hidden amongst the flora of the Black
5 Wisdom (Perception) check. If they fail, a random
Cavern are poisonous corpse flowers (see the appendix).
character walks into the gelatinous cube, subjecting
Whenever the characters begin a combat encounter, roll a d10
it to the ooze’s Engulf feature.
for each character in the encounter. For every result of 5 or
The location is ruled by an adult black dragon called higher, a corpse flower enters the battle in a space adjacent
Chitonael. The creature is searching for the dormant to a random creature—player or otherwise—and strikes
gateway (entry 8 on the “Untdirheim Treasures” them.
6
table on page 6); he’ll let the characters pass only if Raiders. Warchief Guttormur’s raiding parties are con-
they find it for him. Otherwise, they’ll have to sneak stantly moving back and forth between the Black Cavern and
past the dragon or slay him to proceed further. the ruins of Untdirheim. Whenever the characters enter a
4 imps, servants of Bluizasb, are scouring the notable location that was previously explored (i.e., when no
location for signs of rogue goblins. Once defeated, a random encounter would otherwise occur), roll a d10. On a
7 result of 7 or higher, 3 Stór-Goblins riding 3 skélfilworgs
family of goblin civilians (commoners) come out of
hiding, thank the characters, and move on. enter the location; combat can be avoided with a successful
group DC 12 Dexterity (Stealth) check.
Upon entering this location, each character must
Hunting Traps. The Stór-Goblins have installed rudimen-
make a DC 20 Wisdom (Perception) check. Creatures
tary hunting traps throughout the Black Cavern. Whenever
with tremorsense pass this check automatically. Any
the characters transition to a new notable location, roll a d10.
creature that succeeds senses a near-imperceptible
8 On a result of 9 or higher, a character chosen at random—and
rumbling in the earth that seems to be responding
at a time of the GM’s choosing—is struck by a trap for 2 (1d4)
to their movement. As long as creatures in the area
piercing damage and their speed is halved until they receive
move cautiously, nothing happens. Otherwise, 2
magical healing.
bulettes burst out of the earth and attack.
Magic Spores. Each day at dawn, every character occupy-
ing the Black Cavern must succeed on a DC 12 Constitution
saving throw or be subjected to the mushroom’s magic
spores. Creatures with immunity to poison and creatures
native to Untdirheim are unaffected. Roll on or choose from
the Magic Spores table on the following page to see how a
character is affected:

8 THE GRIFFON'S SADDLEBAG


Magic Spores
d6 Effect
Duplicates the effect of the confusion spell. Ends when the character makes a successful DC 16
1 Confusion Spores
Wisdom saving throw at the end of its turn.
The character can hear the thoughts of all creatures within 30 feet of them. Ends when the charac-
2 Telepathy Spores
ter finishes a long rest.
The character can understand any language it hears, but speaks in complete gibberish. Ends when
3 Language Spores
the character finishes a long rest.
The character gains a flying speed equal to their walking speed and can hover. Ends when the
4 Floating Spores
character finishes a long rest.
5 Poison Spores The character is poisoned. Ends when the character finishes a long rest.
The character is affected by mushroom spores tainted by Bluizasb’s blood; the character feels as
though their own blood is running hot.
Whenever a hostile creature damages a character affected by mutagenic spores, the character
must succeed on a DC 15 Wisdom saving throw or go berserk.
While berserk, the character must use their action on each of their turns to attack the creature
6 Mutagenic Spores nearest to them. If they can make extra attacks as part of the Attack action, they use those extra
attacks, moving to attack the next nearest creature if they slay their current target. If they have
multiple possible targets, they attack one at random.
The character remains berserk until they start their turn with no creatures within 60 feet of
them that they can see or hear.
Ends when the character finishes a long rest.

Notable Locations
As the characters explore the Black Cavern, they might come the Black Cavern is the lowermost layer, none of the locations
across a notable location. Roll on or choose from the table be- have descending exits assigned to them by default.
low and on the following page to see what they discover. As
Black Cavern: Notable Locations
d8 Location
A spine of igneous rock hills.
1 The Under-Range Due to its higher elevation, this location is patrolled more frequently by raiders: they appear
on a 5 or higher, instead of a 7 or higher, when rolling a d10 upon entering the area.
Superheated pools of tar-like, black ichor are scattered throughout this location.
2 Bloodweep Pools
A creature that enters a pool or begins its turn inside a pool takes 11 (2d10) fire damage.
A sweeping plain of ash; the Stór-Goblins burned through the mushroom forest here. As a
result, toxic spores have aerosolized in the air.
Creatures entering the area for the first time each day must succeed on a DC 16 Constitution
3 The Ashlands saving throw or become poisoned until they finish a long rest outside the area or until they’re
magically cured (such as by the lesser restoration spell or similar effect).
Creatures who cover their mouths and nose with a cloth have advantage on this saving
throw.
Do not roll a random encounter or check for raiders for this location.
A hot spring, surrounded by lush vegetation, that’s occupied by Hrædirisar (see page 11).
As long as the characters remain friendly, they can rest at the grotto and speak with the
4 Hrædirisar’s Grotto
mountain giant.
If the characters express their intent to depose Warchief Guttormur, Hrædirisar pledges to
join them in the final battle (see “Part Three: The Devil and the Warchief” on page 13).
A yawning pit of magical silence (as the spell, but permanent). The effect can be dispelled by
targeting it with a dispel magic spell of 6th level or higher.
5 Silent Pit
Once dispelled, characters can speak a command word (“Bluizasb”) to open a portal to the
Nine Hells.

9
d8 Location
The center of all mushroom life in the Black Cavern. Characters can attempt to speak with the
mycellic nexus (via speak with plants or a similar effect).
The mycellic nexus can be convinced to suspend its Magic Spores and prevent corpse flowers
6 Mycellic Nexus
(see the appendix) from ambushing the characters with a successful DC 20 Charisma (Persua-
sion) check. Characters who promise to stop the Stór-Goblins from burning down more of the
mushroom forest have advantage on this check.
The center of Stór-Goblin industry.
Characters moving into this location for the first time each day must succeed on a DC 14
Dexterity (Stealth) check or raise an alarm.
7 Stór-Goblin Foundry Characters who have successfully hidden can attempt to sabotage the foundry by succeeding
on 3 nonconsecutive DC 14 Intelligence (Arcana) checks using proficiency with tinker’s tools.
Whenever a character fails a sabotage action, they raise an alarm. Whenever an alarm is raised,
a raiding party (3 Stór-Goblins riding 3 skélfilworgs) descend on the characters.
Do not roll a random encounter or check for raiders for this location.
8 The Iron Warren The seat of Stór-Goblin power. An underground fortress of twisted steel and fiery forgeworks.
Refer to “Part Two: The Iron Warren” on page 12 for more information on this location.

Random Encounters d8 Encounter


As the characters explore the Black Cavern, a complication or 8 will-o’-wisps haunt this location. The creatures
development might help bring the setting to life. The table don’t attack, not even in self-defense, and any de-
below offers some suggestions: stroyed are regenerated daily at dawn.

Black Cavern: Random Encounters y The will-o’-wisps have 3 modes of light: none,
dim, and bright. Each will-o’-wisp begins the
d8 Encounter encounter at “none.”
The location is overrun with 6 corpse flowers (see y Touching a will-o’-wisp changes its mode of light
1 the appendix); rotting goblin bodies are littered at by one step (from none to dim, dim to bright,
their bases. etc.). The change lasts until initiative count 20 of
the following round, at which point its mode of
2 fungal monstrosities (treat them as rhinoceroses, 5 light moves backward by one step (from bright to
except they’re plants, emit a random spore from the
dim, dim to none, etc.).
“Magic Spores” table at the beginning of combat,
2 y Once all eight will-o’-wisps have their modes of
have blindsight out to a range of 60 feet, and are im-
light set to bright, they come together to form a
mune to poison damage and the poisoned condition)
celestial being: a solar called Sopheriel.
charge at the characters from a blindspot.
y The creature explains that it had been pursuing
6 fungal-animated goblins (treat them as normal, the devil Bluizasb, but was caught off guard and
except they’re plants, emit a random spore from the transmuted into orbs of discordant light.
“Magic Spores” table at the beginning of combat, y Sopheriel will remain at this location until the
3 can’t communicate, have blindsight out to 60 feet, characters confront Warchief Guttormur and
and are immune to poison damage and the poisoned Bluizasb, then join them in combat.
condition) pull themselves up from the earth and
4 quasits in bat form occupy this location. They
attack.
attempt to follow the characters as they explore
6
A Black Cavern roc (treat it as normal, except it has the Black Cavern, striking them during a vulnerable
blindsight out to a range of 120 feet) has made this moment.
4
location its nest; animal and goblinoid bones are
Bluizasb’s pet vrock lurks in this location. Unless
spread throughout the location.
stopped, it flees back to its master when it drops be-
7 low 30 hit points; when the characters face Bluizasb,
the vrock will join the battle with half its hit points
remaining.
3 darkmantles are nesting in this location. They
8
attempt to ambush the characters as they pass.

10 THE GRIFFON'S SADDLEBAG


PEOPLE OF INTEREST in Warchief Guttormur’s case).
y Bond: Blood Contract. Bluizasb binds creatures to his
Untdirheim is a subterranean world that’s constantly evolv- will by having them willfully consume his own blood;
ing, filled with goblins, awakened creatures, and other, more the contract is unbreakable while Bluizasb exists on the
sinister forces. Here are a few of the actors trying to bend Material Plane.
Untdirheim’s story to their will: y Flaw: Shadow Operator. Bluizasb’s plan has yet to be
fulfilled. As long as King Vesiik lives, the devil can theo-
retically be banished back to the Nine Hells and separated
Warchief Guttormur
from his unwilling subjects, severing the contract.
Warchief Guttormur (see the appendix) is the undisputed y Goal: Dominate the Stór-Goblins. Bluizasb, through
lord of the Stór-Goblins, and by extension, the entirety of Warchief Guttormur, wishes to spread the devil blood
Untdirheim. After deposing King Vesiik in a daring coup, contract to all Stór-Goblins, thereby binding them to
Warchief Guttormur officially accepted the devil Bluizasb’s eternal servitude in the Nine Hells.
mutagenic gift—and the results were horrific. In a matter of
moments, the Warchief ’s flesh began bubbling and grow-
ing at an exponential rate, swallowing nearby creatures and King Vesiik
destroying his own palace. But through this transformation, King Vesiik (neutral male goblin veteran with the Nimble
Warchief Guttormur was able to telepathically command his Escape trait) is the former ruler of the Stór-Goblins, recent-
subjects, and even see through their eyes. Now, he seeks to ly deposed and forced into exile by Warchief Guttormur. A
spread the devil’s mutagenic gift to the rest of his people, in wise and peace-loving leader, King Vesiik denied the devil
order to prepare them for a forever war on the surface. Bluizasb’s offer of dark alchemy, and banished him from the
Black Cavern. Unfortunately for him, Warchief Guttormur
y Ideal: Power. Warchief Guttormur puts power above was all too willing to accept the devil’s offer in his place. Af-
all other ideals. He is willing to sacrifice anything (and ter a short but bloody civil war, King Vesiik and goblins loyal
anyone) if it means growing stronger. to him fled from the Black Cavern and took shelter in the
y Bond: The Mutagenic Gift. Warchief Guttormur owes sewers above Untdirheim. From there, King Vesiik hopes to
his immense power to the devil Bluizasb and his muta- wage a guerilla war against Warchief Guttormur, weakening
genic gift. He wishes to spread this gift to the rest of the his efforts with hit-and-run tactics.
Stór-Goblins.
y Flaw: Immobile. Warchief Guttormur can’t physically y Ideal: Peace. King Vesiik doesn’t believe in bloodshed,
move his own body. He relies on his awakened priests and opting for peaceful resolutions whenever they present
servants to do his bidding. themselves. The civil war has taken a toll on his psyche.
y Goal: Surface War. Warchief Guttormur wants to extend y Bond: The Stór-Goblins. King Vesiik is loyal to his
Stór-Goblin supremacy to the surface world. Once his people, and wishes to see them restored to harmony; he
subjects have all accepted the mutagenic gift, and once detests the very idea of the mutagenic gift, believing that
every traitor loyal to King Vesiik has been found and this black alchemy is corrupting his people.
slain, his baleful eyes will turn to waging war on everyone y Flaw: Broken Confidence. Even as King Vesiik com-
under the sun. mands his loyal subjects to fight against Warchief Guttor-
mur, he understands that his position is hopeless. Should
he suffer a great blow, King Vesiik would surrender.
Bluizasb
y Goal: Reunite the Stór-Goblins. King Vesiik wants to re-
Bluizasb first approached Warchief Guttormur as a goblinoid unite the Stór-Goblins and bring peace back to the Black
shaman, bearing a “gift” of black alchemy; it was he that con- Cavern. To do so, he’ll need to find a way to slay Warchief
vinced the Warchief to depose King Vesiik and seize control Guttormur and his devil advisor.
of the Black Cavern for himself. Unbeknownst to all, however,
Bluizasb isn’t actually a goblin, but an archduke of the Nine
Hells: a pit fiend (treat him as normal, except he can speak Hrædirisar, Wild Mountain Giant
Common and Goblin, wears an amulet of proof against detection Hrædirisar (“terror giant” in the Stór-Goblin language)
and location, and can magically disguise himself as a Small is an ancient stone giant whose kind was hunted to near
goblinoid creature). extinction by the Stór-Goblins. As the last surviving member
By exploiting Warchief Guttormur’s lust for power, Blu- of his people, Hrædirisar has sworn an oath of vengeance
izasb has secretly bound the Stór-Goblins to his will—the against the goblins; his grotto is littered with the bones of
“mutagenic gift” is a trick, a curse of devil’s blood, binding his enemies. Though Hrædirisar would love to march to war
all who imbibe it into an infernal contract of servitude. Once himself, he understands that his greatest ally is time—his
Warchief Guttormur has spread the mutagenic gift to the en- family will eventually be reborn from the abiding earth,
tirety of his people, Bluizasb will reveal his true form, utter thanks to the grotto’s magic. However, should a group of
the infernal contract’s words of dominance, and force the helpful adventurers appear, Hrædirisar would happily accept
Stór-Goblins to serve as his army in the Nine Hells…just as their help in exchange for sheltering them in his grotto.
he’s done with countless other peoples over the centuries.
y Ideal: Safety. Hrædirisar has seen many eons pass within
y Ideal: Dominance. Bluizasb derives a great deal of plea- the Black Cavern. The Stór-Goblins aren’t the first to dis-
sure from dominance over others, especially when the rupt the cavern’s delicate ecology, and they won’t be the
subject doesn’t realize they’re enacting the devil’s will (as last. Hrædirisar uses a combination of fear and camou-
flage to dissuade the goblins from attacking his grotto.

11
y Bond: Family. Hrædirisar’s people were destroyed by the The Iron Warren: Random Encounters
Stór-Goblins. However, they won’t be gone forever: even
d4+X Encounter
now, his family stirs in the earth. In a couple hundred
years, they’ll be reborn. Until then, however, Hrædirisar The characters come across a kennelled area, where
must keep the grotto safe. 1 4 mischievous dretches (servants of Bluizasb) are
y Flaw: Angry. Though the mountain giants of the taking 4 skélfilworgs (see the appendix) for a ride.
Black Cavern are slow to act, Hrædirisar’s anger at the 3 Stór-Goblins (see the appendix) are bullying a
Stór-Goblins may compel him to march to war on his skélfilworg runt (treat it as normal, except its hit
own. 2 point maximum is halved). If the characters help the
y Goal: Take Revenge. Hrædirisar’s overriding goal is to skélfilworg, it becomes their loyal companion; if a
avenge his people’s deaths at the hands of the Stór-Gob- character harms the creature, it runs away.
lins; destroying Warchief Guttormur and upending the
2 Stór-Goblin firebrands (see the appendix) are
balance of power in the Black Cavern would satisfy him.
attempting to open a portal to the Nine Hells. 2
Stór-Goblins riding 2 skélfilworgs guard them.
FREEING THE STÓR-GOBLINS Opening the portal requires the goblins’ concen-
tration. Unless the characters successfully break
By accepting Bluizasb’s mutagenic gift, Warchief Guttormur
both goblins’ concentration, they successfully open
has unwittingly bound the Stór-Goblins to eternal servitude
3 the portal on initiative count 20 of the third round.
in the Nine Hells. The only thing standing in the devil’s way
While the portal remains open, 2 quasits emerge
is a contractual technicality: King Vesiik, as the rightful ruler
on initiative count 20 of rounds two, four, and six.
of the Black Cavern, must either agree to the devil’s terms
A spellcasting character can use an action to close
or be slain before the contract can be fully executed. As long
the portal by succeeding on a DC 20 Intelligence
as King Vesiik lives, there exists an opportunity to infiltrate
(Arcana) check. Otherwise, the portal closes at the
the Iron Warren, destroy Warchief Guttormur, and banish
beginning of the eighth round.
Bluizasb back to the Nine Hells.
The adventure could play out as follows. 2 Stór-Goblins are doing battle with 6 mycellic
tendrils (treat them as constrictor snakes, except
they’re plants, emit a random spore from the “Magic
Part One: The Sewer King Spores” table on page 9 at the beginning of combat,
The characters stumble upon or are otherwise introduced to have blindsight out to a range of 60 feet, and are im-
King Vesiik at his hideout in the sewers (entry 8 on the “No- 4
mune to poison damage and the poisoned condition).
table Locations” table on page 5). As long as the characters If the characters befriended the mycellic nexus
remain cordial, King Vesiik tells them everything he knows (entry 6 on the “Notable Locations” table on page
about the devil Bluizasb, his pact with Warchief Guttormur, 10), the mycellic tendrils ignore them. Otherwise,
and the mutagenic “gift.” they attack indiscriminately.
King Vesiik is desperate for allies, and is quick to ask the
A Stór-Goblin firebrand is attempting to force feed
characters for their help in reclaiming the Iron Warren and
Bluizasb’s blood to a prisoner (commoner) loyal to
banishing Bluizasb. Should the characters succeed, King Ve- 5
King Vesiik; a dozen other goblins lie shackled near-
siik promises to throw open the Stór-Goblin vaults and allow
by, guarded by 2 Stór-Goblins riding 2 skélfilworgs.
them to take as much treasure as they can carry.
Once the characters enter the Iron Warren in the Black The way forward is choked with toxic gas and smoke.
Cavern, proceed to part two. A creature with proficiency in Survival smells the gas
before passing through the area. Otherwise, each
breathing creature in the area must succeed on a DC
Part Two: The Iron Warren 14 Constitution saving throw or become poisoned.
The characters must explore the Iron Warren citadel (entry Creatures who cover their mouths and nose with a
8 on the Black Cavern’s “Notable Locations” table on page 6 cloth have advantage on this saving throw.
10) and locate Warchief Guttormur and his devil master, A creature poisoned in this way is also uncon-
Bluizasb. scious, and takes 7 (2d6) poison damage at the end
Resting. The Iron Warren citadel is the heart of Stór-Gob- of each of its turns until the effect ends.
lin power, and its halls are constantly teeming with activity; This effect lasts until they’re magically cured (such
the characters can’t take long rests while within the Iron as by the lesser restoration spell or similar effect) or
Warren unless they’re exceptionally well hidden (GM’s dis- finish a long rest outside the Iron Warren.
cretion).
A permanent arcane eye (as the spell) wanders the
Exploration Rolls. Locating Warchief Guttomur will re-
area, serving as an alarm. The characters can avoid
quire the characters to explore the Iron Warren citadel.
the eye by succeeding on a group DC 14 Dexterity
The characters always begin with Encounter 1. Whenever
7 (Stealth) check. Otherwise, 1 Stór-Goblin firebrand,
the characters leave an encounter and move on, roll a d4 and
accompanied by 3 Stór-Goblins riding 3 skélfilworgs,
add 1 to the result for every encounter the characters have
begin pursuing the characters through the Iron War-
completed already (up to a maximum total of 8), including
ren, arriving on initiative count 20 of the next round.
repeat encounters. Then consult the table. Each combat en-
counter will only occur once, even if the same result is rolled The characters enter the throne room. Proceed to
8
multiple times; roll again. part three.

12 THE GRIFFON'S SADDLEBAG


Part Three: The Devil and the Warchief Forcing Retreat. If Bluizasb is reduced to under half his
hit points while in pit fiend form, he swears vengeance on
After navigating their way through the Iron Warren citadel,
the characters, then retreats back to the Nine Hells—thereby
the characters arrive at the foot of the Black Throne, where
severing the blood contract. This abrupt severance psychi-
Warchief Guttormur awaits.
cally wounds every creature affected by Bluizasb’s blood,
Surface Detail. The Warchief ’s flesh spills over the sides
stunning them and causing them to miss their next turn.
of the Black Throne; its metal groans under the strain. Goblin
King Vesiik Knocked Out. If King Vesiik is reduced to
servants climb his massive frame, ferrying shovelfuls of food
0 hit points, he is instead reduced to 1 hit point and falls
into his mouth. Finally, perched on the Warchief ’s shoulder,
unconscious. If the characters win the battle, he reawakens.
whispering into his ear, sits a hooded goblin man.
If the characters lose the battle, he is eaten by Warchief
The Battle for Untdirheim. Warchief Guttormur is
Guttormur.
distracted by both Bluizasb’s incessant whispering and his
Victory. Once Bluizasb is banished and Warchief Guttor-
servants’ feeding. As long as the characters don’t announce
mur lies dead, proceed to part four.
themselves, they have an opportunity to surprise the enemy
by succeeding on a group DC 12 Dexterity (Stealth) check.
Warchief Guttormur (see the appendix) is accompanied Part Four: A Gift Rejected
by 6 Stór-Goblins, 3 Stór-Goblin firebrand, and the devil With the devil’s blood pact severed and the traitorous
Bluizasb; Bluizasb initially uses the Stór-Goblin firebrand Warchief slain, King Vesiik has reclaimed the Black Throne
stat block, but transforms into a pit fiend once his hit points and restored peace to the Stór-Goblins. As Bluizasb’s blood
are reduced to 0. If the characters encountered Bluizasb’s pet burns out of the veins of King Vesiik’s people, their muta-
vrock while exploring the Black Cavern, the creature will join tions subside, and they return to their natural state. Under
the battle at the beginning of the second round with half its King Vesiik’s leadership, the Stór-Goblins may finally heal
hit points remaining. the wounds of civil war, and embark on the arduous task of
Unless the characters are extremely advanced (at least level repairing the Black Cavern’s delicate ecology.
18), this encounter will prove deadly. Luckily, the characters Rewards and Aftermath. As a reward for the characters’
have access to several allies: service, King Vesiik grants them access to the Stór-Goblin
vaults, which is filled to the brim with treasure. Each char-
y If befriended in his hideout, King Vesiik (neutral male
acter is allowed to take up to 505 (10d100) gold pieces, 403
goblin veteran with the Nimble Escape trait) and 5 goblin
(8d100) silver pieces, 303 (6d100) copper pieces, 105 (10d20)
knights (treat them as normal, except they also have
small gemstones (25 gp each), 55 (10d10) small art objects (25
the Nimble Escape trait) teleport onto the battlefield on
gp each), and 3 (1d6) large art objects (100 gp each).
initiative count 5 of the first round. All six creatures act
Additionally, as a personal token of thanks, King Vesiik
on initiative count 5.
gives them one of the following magical items.
y 4 spectral warriors (treat them as ghosts, except they
have a Strength score 18, and the gladiator’s Spear and
Shield Bash actions and Parry reaction) can be called EXAMPLE TREASURE
forth by unsheathing a magical sword granted to the
characters after defeating them in the Crumbling Arena Anything of typical goblin make would be appropriate in Un-
(page 7). All four creatures act on initiative count 10. tdirheim. You can also cater the treasures based on the city
y If befriended in his grotto, Hrædirisar (stone giant) or settlement above the sewers, treating them as remnants
bursts up from the earth on initiative count 15 of the 2nd from another time that had slowly drifted downward or been
round. The creature acts on initiative count 15. lost to time below ground. In terms of usefulness, anything
y If saved from her torturous state (page 10), Sopheriel helpful when traversing the waters below or relating to dev-
(solar) appears on initiative count 20 of the 3rd round; ils would be relevant.
her presence washes the battlefield in bright light. The Fitting treasure examples include the following selec-
creature acts on initiative count 20. tion of items: amulet of buoyancy, angler’s wand, ashen bloom,
bloodthirsty trident, bubble collar, captain’s pride, chain devil
Managing Creature Groups. To keep the fight manageable gloves, chapel lantern, consecrated hunter’s crossbow, devil-beat-
for the GM, we recommend combining the following crea- ing brush, doubloon diver’s goggles, drowner’s pearl, fish ripper,
tures into groups: flood pauldron, fortune’s fivepence, giant captain’s hook, heart of
damned intervention, hellion’s mask, Horatio’s impossible ship in
y Stór-Goblins a bottle, pipe of the mermaid, pop-up business card, Riff ’s dimen-
y Stór-Goblin firebrand sional ripper, rod of water absorption, toadstool veil, wavecutter,
y King Vesiik’s Knights (sharing initiative with King Vesiik) weirdwater poison, whalefall armor, or wishing well token.
y Spectral Warriors

Each creature group shares an initiative. Whenever a creature Amulet of


group would make a roll (such as an attack roll or a saving
Buoyancy
throw), you may choose to roll only once per creature group
and apply the effects evenly. For example, if the spectral
warrior group would attack the Stór-Goblin group, their
combined Spear attacks would cause 44 (8d6 + 16) piercing
damage. Stór-Goblins have 36 hit points each, meaning one
Stór-Goblin would be slain and another would be slightly
wounded.

Horatio’s Impossible
Ship in a Bottle
13
APPENDIX: UNTDIRHEIM
STAT BLOCKS Corpse Flower
Medium plant, unaligned

CORPSE FLOWER Armor Class 12 (natural armor)


Hit Points 39 (6d8 + 12)
Corpse flowers are grotesque plants that grow in sickly Speed 10 ft.
corners of the world. They flourish in places of refuse and STR DEX CON INT WIS CHA
plague. Despite these conditions, their scent is mysteriously
13 (+1) 12 (+1) 14 (+2) 1 (−5) 10 (+0) 3 (−4)
alluring, and has been known to make even the most capable
of adventurers stray from safety and meet their end in the Skills Perception +2
belly of a flower. These plants typically grow up to 5 feet Damage Immunities poison
tall, but have been recorded as stretching up to 8 feet when Condition Immunities blinded, charmed, deafened,
particularly well fed. exhaustion, poisoned
Senses blindsight 60 ft. (blind beyond this radius),
SKÉLFILWORG passive Perception 12
Languages
The worgs of Stór-Goblins, mutated and hell-bent n destruc- Challenge 1/2 (100 XP)
tion. While healthy worgs are infamous for their intelligence
and wherewithal, Skélfilworgs have traded a portion of Alluring Scent. A creature that starts its turn within 20 feet
themselves for the mutagenic strength offered by the black of the corpse flower must succeed on a DC 11 Wisdom sav-
alchemy. ing throw or become charmed by it. A creature charmed in
this way must use all of its movement on its turn to move
toward the corpse flower. If a creature’s saving throw is
STÓR-GOBLIN successful or the effect ends for it, that creature is immune
Goblins that have partaken in the black alchemy, or blood to this corpse flower’s Alluring Scent for the next 24 hours.
pact of Bluizasb. These enhanced goblin warriors are zealous
in their actions, and bear the sickly scars of the devilish ACTIONS
blood’s mutations. Riddled with pustules and completely Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one tar-
hairless, these goblins lumber through the underground get. Hit: 4 (1d6 + 1) piercing damage plus 5 (1d10) poison
catacombs with tremendous arms and swollen egos. damage, and if the target is a Medium or smaller creature,
it is grappled (escape DC 11). Until this grapple ends,
the target is restrained, and the corpse flower can’t bite
another target.
Swallow. The corpse flower 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 corpse
flower, and it takes 5 (2d4) poison damage at the start of
each of the corpse flower’s turns. The corpse flower can
have only one target swallowed at a time. If the corpse
flower dies, a swallowed creature is no longer restrained
by it and can escape from the corpse flower’s remains
using 5 feet of movement, exiting prone.

Corpse Flower

14 THE GRIFFON'S SADDLEBAG


Skélfilworg Stór-Goblin
Large monstrosity, neutral evil Small humanoid (goblinoid), chaotic evil
Armor Class 14 (natural armor) Armor Class 14 (studded leather armor)
Hit Points 30 (4d10 + 8) Hit Points 36 (8d6 + 8)
Speed 50 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 6 (−2) 13 (+1) 10 (+0) 12 (+1) 15 (+2) 13 (+1) 10 (+0) 11 (+0) 12 (+1)
Skills Perception +5 Skills Athletics +3, Stealth +6
Damage Resistances fire Damage Resistances fire
Senses darkvision 60 ft., passive Perception 20 Senses darkvision 60 ft., passive Perception 10
Languages Goblin, Worg Languages Common, Goblin
Challenge 1 (200 XP) Challenge 2 (450 XP)

Devil’s Sight. Magical darkness doesn’t impede the skélfil- Devil’s Sight. Magical darkness doesn’t impede the
worg’s darkvision. stór-goblin’s darkvision.
Keen Senses. The skélfilworg has advantage on Wisdom Magic Resistance. The stór-goblin has advantage on saving
(Perception) checks. throws against spells and other magical effects.
Magic Resistance. The skélfilworg has advantage on saving Mutagenic Brawn. The stór-goblin doesn’t have disadvan-
throws against spells and other magical effects. tage on attack rolls made with heavy weapons as a result
of being Small.
ACTIONS Nimble Escape. The stór-goblin can take the Disengage or
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one Hide action as a bonus action on each of its turns.
target. Hit: 10 (2d6 + 3) piercing damage. If the target is
a creature, it must succeed on a DC 14 Strength saving ACTIONS
throw or be knocked prone.
Multiattack. The stór-goblin makes two attacks.
REACTIONS Greatsword. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 8 (2d6 + 1) slashing damage.
Pustule Pop. When the skélfilworg is hit by an attack
from a creature within 5 feet of it, a pustule bursts open, Longbow. Ranged Weapon Attack: +4 to hit, range 150/600
spraying infernal mutagen at the attacker. The target must ft., one target. Hit: 6 (1d8 + 2) piercing damage.
make a DC 12 Dexterity saving throw, taking 3 (1d6) acid
damage and 3 (1d6) fire damage on a failed save, or half
as much damage on a successful one.

Stor Goblin

Skelfilworg

15
STÓR-GOBLIN FIREBRAND
Some of the mutated goblins find a special reward for them
after their transformation. These goblins are given hellish Stór-Goblin Firebrand
powers: a gift from the mysterious black alchemy. A Fire- Small humanoid (goblinoid), chaotic evil
brand casts spells by drawing on an infernal wellspring of
Armor Class 12 (15 with mage armor)
magic, rather than through meticulous practice or tutelage.
Hit Points 44 (8d6 + 16)
Speed 30 ft.
WARCHIEF GUTTORMUR STR DEX CON INT WIS CHA
The goblin warchief granted power by Bluizasb. Mutated be- 11 (+0) 15 (+2) 14 (+2) 12 (+1) 10 (+0) 16 (+3)
yond recognition, Guttormur was once a champion warrior
Skills Arcana +3, Stealth +6
among his ilk. Now, his oozing flesh carries his ill-gotten
Damage Resistances fire
throne along in his wake, and issues commands to his loyal,
Senses darkvision 60 ft., passive Perception 10
mutated goblins at his devilish patron’s behest.
Languages Common, Goblin
Challenge 4 (1,100 XP)

Devil’s Sight. Magical darkness doesn’t impede the


stór-goblin’s darkvision.
Magic Resistance. The stór-goblin has advantage on saving
throws against spells and other magical effects.
Nimble Escape. The stór-goblin can take the Disengage or
Hide action as a bonus action on each of its turns.
Spellcasting. The stór-goblin is a 5th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 13, +5 to
hit with spell attacks). The stór-goblin has the following
sorcerer spells prepared:
Warchif Guttormur
Cantrips (at will): dancing lights, fire bolt, message, minor
illusion, poison spray
1st level (4 slots): hellish rebuke, mage armor
2nd level (3 slots): darkness, scorching ray
3rd level (2 slots): fireball, haste
ACTIONS
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) piercing damage.

16 THE GRIFFON'S SADDLEBAG


Warchief Guttormur Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one
target. Hit: 25 (3d12 + 6) bludgeoning damage plus 7 (2d6)
Gargantuan monstrosity, chaotic evil acid damage.
Armor Class 17 (natural armor)
Hurl. Ranged Weapon Attack: +12 to hit, range 30/90 ft., one
Hit Points 248 (16d20 + 80)
target. Hit: 19 (3d8 + 6) bludgeoning damage plus 7 (2d6)
Speed 0 ft.
acid damage.
STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 21 (+5) 14 (+2) 17 (+3) 20 (+5) BONUS ACTIONS
Saving Throws Con +11, Wis +9 Subject Sense. Warchief Guttormur chooses one of his allies
Skills Deception +11, Insight +9, Intimidation +11, Perception he is aware of within 120 feet of him. Until the start of his
+9 next turn, he can see through the target’s eyes and hear what
Damage Resistances fire; bludgeoning, piercing, and slashing it hears. He can choose to end this effect early (no action
from nonmagical attacks required). While perceiving through the target’s senses, he is
Condition Immunities charmed blinded and deafened to his own surroundings.
Senses darkvision 120 ft., passive Perception 19
Languages Common, Goblin, telepathy 120 ft. LEGENDARY ACTIONS
Challenge 18 (20,000 XP)
Warchief Guttormur can take 2 legendary actions, choosing
from the options below. Only one legendary action option can
Corpse Aura. Warchief Guttormur’s surroundings are littered
be used at a time and only at the end of another creature’s
with corpses and the extremities of his fleshy mass. For hos-
turn. Warchief Guttormur regains spent legendary actions at
tile creatures, the ground within 30 feet of Warchief Guttor-
the start of his turn.
mur is difficult terrain, and opportunity attacks against them
are made with advantage. In addition, creatures in the area Absorb Ally. Warchief Guttormur telepathically commands one
gain no benefit from effects that would allow them to drop to of his allies within 30 feet of him to move up to its speed to-
1 hit point instead when they are reduced to 0 hit points. ward him. If the creature ends its movement within 5 feet of
Warchief Guttormur, he can absorb it, killing the creature and
Devil’s Sight. Magical darkness doesn’t impede Warchief
gaining temporary hit points equal to its current hit points.
Guttormur’s darkvision.
Battle Command. Warchief Guttormur telepathically com-
Legendary Resistance (2/Day). When Warchief Guttormur fails
mands one of his allies within 120 feet of him to make an
a saving throw, he can choose to succeed instead.
attack against a target of his choice.
Magic Resistance. Warchief Guttormur has advantage on sav-
Mutagenic Surge (Costs 2 Actions). Warchief Guttormur causes
ing throws against spells and other magical effects.
the mutagenic essence within one of his allies to swell. The
Unwavering. Warchief Guttormur can’t be pushed, pulled, target gains the effects of the haste spell until the end of its
knocked prone, or banished against his will. next turn. (It isn’t subjected to a wave of lethargy when this
effect ends.)
ACTIONS
Multiattack. Warchief Guttormur makes three attacks.

17
both real and imagined—that threaten the rest of others. By
devoting themselves to this cause, a paladin sets off to make
a future where everyone can sleep fitfully, safe from harm
and worry.
A paladin of this oath also deals in the subtle workings
of the subconscious mind and magic, sharing their dreams
with others and using them to play tricks of the eye.

TENETS OF THE DREAM WARDEN


The tenets of the Dream Warden guide them to protect their
flock while they’re at their most defenseless.
Guard the Threshold. When terror creeps nearby, stand in
its way.
A Light in the Dark. When hope is hard to find, light the
way.
No Rest for the Wicked. When evil sleeps, strike true, and
cast it away.

OATH SPELLS
You gain oath spells at the paladin levels listed.

Oath of the Dream Warden Spells


Paladin Level Spells
3rd disguise self, sleep
5th invisibility, misty step
9th nondetection, slow
13th hallucinatory terrain, phantasmal killer
17th dream, mislead

CHANNEL DIVINIT Y
When you take this oath at 3rd level, you gain the following
Oath of the Dream Warden two Channel Divinity options.
Holy Respite. As an action, you can use your Channel
Divinity to choose a number of willing creatures up to your

NEW PALADIN OATH Charisma modifier (minimum of 1) that are within 20 feet
of you. Each creature falls unconscious for 10 minutes; the
creature wakes up if it takes damage or if someone uses an
Paladins are zealous warriors given might by their cause.
Some swear oaths to rid the world of certain creatures or action to shake it awake. If the creature remains unconscious
to be a champion of peace, whereas others exist simply to for the full duration, it gains the benefits of a short rest. Once
restore a sense of balance in the world as they see fit. Most a creature gains these benefits, it can’t do so again until it
paladins are good, although some of the strongest and finishes a long rest.
most feared have turned to work in support of evil instead. Sudden Daydream. As an action, you can use your Chan-
Regardless of their virtues, it is this unwavering conviction nel Divinity to choose a point that you can see within 60 feet
among paladins that serves as the source of their strength: a of you. Each creature within 10 feet of that point must make
commitment to righteousness, or at least their version of it, a Wisdom saving throw, unless the creature doesn’t need
that fuels their every decision. to sleep. On a failed save, a creature becomes stunned in a
There are countless paladins across the multiverse, many sleepy stupor for 1 minute. A creature that’s stunned in this
of whose views are at odds with the next one’s. What creature way automatically falls unconscious if it’s within the area of
or cause has wronged you, or is so important to you that it a sleep spell you cast, as if by the spell. If a creature succeeds
drives you headlong into the forces that oppose you? These on the saving throw, its speed is halved until the end of your
beliefs will impact the oaths and paths you take to in order to next turn. Regardless of whether a creature succeeds or fails,
uphold them. this effect ends early if it takes any damage or if someone else
uses an action to shake it out of its stupor.

OATH OF THE DREAM WARDEN AUR A OF DREAM SHARING


The Oath of the Dream Warden binds a paladin to protect Starting at 7th level, you and friendly creatures within 10 feet
one of the most basic, unifying, and coveted elements of of you can share a space of wakeful dreaming. While in this
existence: sleep. These paladins stand in the face of evil— aura, friendly creatures of your choice can choose to start or

18 THE GRIFFON'S SADDLEBAG


stop participating in the shared dream (no action required).
A creature participating in the dream can communicate tele-
pathically with any other participating creature, provided
each one is within the aura. Furthermore, friendly creatures
within the aura can’t be put to sleep by magic and are ignored
by the sleep spell; a friendly creature that’s targeted by dream
automatically succeeds on the saving throw and can end the
effect at any time while it’s within your aura.
In addition, being asleep doesn’t prevent you from keeping
watch. While you’re sleeping, you can magically see and hear,
as if you were awake, within an area equal to 10 times the
radius of your aura.
At 18th level, the range of this aura increases to 30 feet.

RESTFUL HANDS
Beginning at 15th level, you gain additional ways to use your
Lay on Hands feature. You can expend 5 hit points from your
pool of healing to create one of the following effects:

y You remove one level of exhaustion from the creature you


touch. Once a creature has benefited from this, it can’t do
so again until it finishes a long rest.
y You cause a willing creature you touch to fall asleep. You
can specify when the creature will wake up or an amount
of time that it will remain asleep for, up to 8 hours. The
creature wakes up early if it takes any damage or if anoth-
er creature shakes or slaps it awake.
y If you target yourself, you gain the effect of the sanctuary
spell, which lasts for 1 hour (the spell can end early as
normal).

AVATAR OF THE NIGHTMARES


At 20th level, you can use an action to manifest the night-
mares of your enemies, granting them a temporary stay of
your oaths. For 1 minute, you become surrounded by a cloud
of roiling, dreamlike fog, which extends from you in a 30-
foot radius and spreads around corners. The fog lightly ob-
scures the area for hostile creatures. A hostile creature that
enters the fog for the first time on its turn or starts its turn
there must make a Wisdom saving throw against your spell
save DC. On a failed save, a creature takes 10 psychic damage
and is frightened of you until the start of its next turn. Con-
structs, plants, and undead are immune to this effect.
If a creature is within the fog and the area of a sleep spell
you cast, the spell has a different effect for that creature: it
must succeed on a Wisdom saving throw against your spell
save DC or take psychic damage equal to the rolled number
of hit points for the spell.
Once you use this feature, you can’t use it again until you
finish a long rest.

19
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