Grotto of Dreams-V5
Grotto of Dreams-V5
Lusterton
Grotto of Dreams is an adventure for 4 to 6 A small, primarily gnome frontier town that
characters of 5th - 6th level. has been thriving on the proceeds of a deep
Like all Wondrous One-Shots, this short emerald mine. For decades it has been doing
adventure can be played along with any other well, partly due to a partnership with a dwar-
5e campaign as a stand-alone gaming session ven mining community that helps maintain the
or as several short encounters. As long as the well-traveled tunnels, as well as exploit the vast
characters can find themselves in a mining wealth of the Depths.
town, they can find themselves caught up in It has, as of late, been difficult getting
this adventure. supplies and exchanges at the the arranged
meeting place – The Tongue. It is a long way
Setting and Synopsis down, beyond the gaping hole in the world’s
The following local features, creatures, and crust (called the Quartzmaw), but it was always
locations will be important parts of the ad- well-policed and watched for threats so that
venture and the GM should get familiar with everyone could profit. But recently the trade
them, whether they are adding this to an ex- parties have not been returning, and now the
isting campaign or running it as a standalone people of Lusterton are eager to find out what
adventure. has gone wrong and what can be done to fix
things.
Wondrous One-Shot
Grotto
of Dreams
For more information on this adventure, the Greenwold, and
the rest of the Dungeon in a Box campaign, check out our site:
www.dungeoninabox.com
Copyright 2020 - Dungeon in a Box LLC
Written by Bryan Steele. Cover art by Gelar Kharisma.
Dungeon In A Box is not affiliated, endorsed, or sponsored by Wiz-
ards of the Coast® or Hasbro®. Dungeons & Dragons®, and D&D®
are registered trademarks of Wizards of the Coast®.
1
Tinpick and Sons Mining Company es of the Depths – a terminus on a relatively
Local dwarf Bront Tinpick, and his three sons – well-maintained trail of tunnels and caverns
Njal, Ssorn, and Rugger – have been overseeing that provides one last stop before plunging into
Lusterton for generations, but it hasn’t been the dark.
easy. Through grit and hardwork they have
always maintained their position as a fami- Grotto of Dreams
ly-run and organized mining outfit for three The dwarves had exploited the natural wealth
generations – even when two of the “and Sons” of the Depths for many generations. Near the
were actually daughters. By facilitating trade Quartzmaw, the dwarves dug twisting mines
between the isolationist mining dwarves in the and tunnels from which emeralds and ore were
Depths, and the surface gnomes of Lusterton, chipped away – with richer rewards being
Tinpick and Sons has ensured prosperous trade found ever deeper.
in the region to the benefit of all. Recently, a miner stumbled upon the moth-
erload – a vast grotto whose walls are lined
The Quartzmaw with emeralds like that of a dwarf’s fist, and
This vicious looking local entrance to the pools that run sparkling with silver motes of
Depths has been used by an alliance of gnomes mithril...an unreal place, like something out of
from Lusterton and a mining community of a dream.
dwarves for ages. They'd meet at the Tongue, Disregarding the strange feeling of disquiet
a long natural bridge that marks the end of the grotto brought on, the dwarves listened to
even remotely safe travels down into the their greed instead and set to work digging up
Depths. Emissaries from both communities the cavern's wealth.
would meet near the sprawling stone bridge, The undertaking of the excavation did not
trade stories and materials, have a ceremonial go unnoticed, however. The presence of the
meal, then check to make sure they were both dwarves became known to the grotto's creators
doing their part. The gnomes maintained the – a hive of mindeaters.
tunnels, passages, and trade with the surface The abominations, made aware of the
folk, while the dwarves mined away in secret dwarves by their incursion, followed the miners
tunnels – digging emeralds out of the area so back to their settlement on The Tongue. After
both communities could flourish. a short battle, the dwarves were defeated and
This alliance maintained control over the turned into thralls or food by the mindeaters.
area for generations, up until the dwarves With easy access to the surface, the abomina-
pushed too deep. Following a vein of emer-
alds, the dwarves stumbled upon the Grotto
of Dreams.
2
tions attempted to hide their activites as they and useful spelunking equipment, including
lay the foundation for a greater assault. a lockbox filled with 1d6 gemstones worth
1d10x5gp each. 35% chance to be protected
Random Encounters by a fire trap.
4. Loose Stalactites: The ceiling of the tunnel
or chamber is covered with sharp, stony
The following are tables used to generate
stalactites that could fall at any moment.
random encounters throughout the mining
Characters must move at half speed and
caverns and deeper into the Depths.
avoid loud noises, or have a 50% chance of
The Upper Caves tables are used in the
being struck by a falling stone spike. +5 to
early caves and mines before reaching the
hit, 1d8 piercing damage.
Crossing the Tongue encounter. The Deep
5. Raw Vein: An open, natural vein in the
Caves tables are used when the players cross
cavern wall that can be mined-out with the
the Tongue and search for the Grotto of Dreams. right tools and an Athletics, or appropirate
Roll a d6 for encounters when the party Tool, skill check. On a failure, the mining
enters either location type, when they spend activity draws the attention of a random
time investigating a particular feature, or when creature encounter. Roll 1d6. 1-2: Quartz
you need to inject excitement. On a roll of 1-2 (DC 12)1d6x5gp, 3-4: Silver DC 14
there is a Terrain Encounter, on a roll of 3-4 1d10x10gp, 5: Gold DC 16 1d4x50gp, 6:
there is a Creature Encounter, but on a roll of Platinum DC 18 1d3x100gp.
5-6 there is a Terrain AND Creature Encounter. 6. Thin Flooring: The stone floor is dotted with
Difficulty levels are given in parentheses. shale patches that could shatter underfoot.
Every 10 feet of movement in this chamber,
Upper Caves Encounters characters must pass a Dexterity saving
throw DC10, or break through and fall 1d6x5
Upper Caves Terrain feet into a chamber below.
d6 Terrain Encounter
Upper Caves Creatures
1 Disorienting Echoes
D6 Creature Encounter
2 Trickling Stream
1 Out For a Scuttle
3 Mining Storage Gap
2 Miners’ Bane
4 Loose Stalactites
3 Slithering in the Dark
5 Raw Vein
4 The Cave is Alive?
6 Thin Flooring
5 Cave Witch
1. Disorienting Echoes: For the next 1d4 hours,
6 Ancient Predators
all sound within the tunnels and chambers
bounce around erratically. It makes calculating 1. Out For a Scuttle: Two duergar are taking
directions naturally almost impossible, their prize giant spider for a stroll around
imposing disadvantage on all Perception and the tunnels. They might not want to even
Survival skill checks. fight, but they’ll protect their family pet, to
2. Trickling Stream: A small trickling stream, be sure (Easy).
1d6 feet across and less than a foot deep, runs 2. Miners’ Bane: A pack of five rust monsters
out of the bedrock and crosses the chamber. is roaming the tunnels in search of ore and
It is surprisingly fresh water, containing metal tools – an instant source of lost profits
enough silver particles to fill a 10sp pouch. if they are successful (Easy).
3. Mining Storage Gap: A gap in the cavern wall 3. Slithering in the Dark: A mated pair of grick
containing a small collection of mining tools are on the hunt for warm prey to adorn their
3
nearby nest and feed their impending young 5. Black Mithril Vein: The sunlight-sensitive
(Easy). version of dark elven mithril can be mined
4. The Cave is Alive?: A slumbering galeb using the right equipment and a successful
duhr has been awakened by the characters’ DC 16 Strength (Athletics), or appropirate
footfalls (Medium). Tool, skill check. 2d6 minutes of natural
5. Cave Witch: A local legend, a night hag, has sunlight will cause it to dull and corrode
been watching the adventurers and is now rapidly, but anything made from this metal
ready to try and manipulate them to her counts as having a +1 magical enchantment
benefit (Medium). until that happens.
6. Ancient Predators: Three hook horrors 6. Spawning Pool: A large, shimmering pool of
are scouring the upper levels for tasty glittering water that contains a deadly hidden
morsels that they can drag back into the secret – 2d10 mindeater larvae (use stats for
depths for their mewling babies (Hard). quipper,) and 2d20sp in the muddy pool floor.
Deep Caves Encounters Deep Cave Creatures
4
track, but nothing's worked. Desperation is the
Grotto of Dreams word of the day.
It is evident that things are strange in Lus-
The following sections details encounters that terton, and anyone the adventurers converse
will take place as the party responds to a call with will point them in the Tinpicks’ direction.
for aid. When the party reaches the Tinpicks’ house,
Each encounter will lead to the next, as the read the following:
party explores deeper into the Depths. Break
up the encounters as desired by using the Ran- A stout stone building, built partially
dom Encounter tables in the previous section. into the side of the mountain, speaks of old
The adventure begins as the party is travel- dwarven craftsmanship. A thick column of black
ing through a mountainous or hilly area, where soot-smoke rises from a wide chimney – the
they happen upon the small but thriving mining occasional short-lived spark of ember swirling in
town of Lusterton. From there, they will be the updraft – as the telltale peal of a hammer on
called into action and explore the abandoned forge-soft metal echoes out through the narrow
mining tunnels of the Quartzmaw, eventually arrow slit windows. Signs of chaos surround the
arriving at the well-defended Tongue. Over- house, however. Strewn about the wide-paved
coming the Tongues defenses, the party will yard is a disorderly array of mining equipment
make their way into the glittering "Grotto of – many barrels, a handcart, shovels, picks, and
Dreams" itself, and face down a lurking evil. more lay discarded, or sit disused in an empty
stable."
Tinpicks’ Request Rugger and his brother Njal are inside when
the adventurers arrive. A third brother - Ssorn
has actually traveled to the nearest big city to
The party finds itself walking through a small ask around for aid (which is why there are no
but prosperous mining community, populated wagon or pack animals here) and will not be
largely by gnomes and dwarves. back until the (hopeful) celebration at the end
The town indicates a great deal of wealth of the adventure.
and healthy profits, as made apparent by those Rugger is quick to express good will and will
they see in the streets, but many of the shops greet the characters with full mugs of warm
and houses are closed when they otherwise dwarven lager, quickly inviting them in to have
shouldn’t be. Furtive glances, quick ducks out a drink and discuss “important matters.” Njal is
of potential conversational ranges, and other hammering out some new iron pitons for spe-
oddities hint that something isn’t quite right lunking, but the noise will get to be too much,
in Lusterton. and Rugger will bark angrily at his brother to
When the party eventually gets curious “Cut out that racket!”
enough to ask someone what’s going on, or A DC12 Wisdom (Insight) skill check will
if they wander the town long enough so that reveal that both dwarves show signs of utter
someone gets curious about them, they receive exhaustion from long overwork: sunken eyes,
an answer. One of the Lusterton residents ex- shaking hands, rapid irritability, and so forth.
plains that the town's fortunes are tied to the If the characters bring this up, Rugger will try
mine and things have been... weird in the mine to hide his discomfort with thickly applied
recently. Miners who went down either haven't pleasantries and over-generous portions of
come back, or have come back glassy-eyed and drink.
vacant. If they press the matter or ask for him to
The lead mining family in town, the Tin- rest a moment, he will seemingly deflate into
picks, have been trying to get things back on the oak and brass chair at the end of the table
5
before going into the troubles that are stealing to know of the fabled “Grotto of Dreams” that
sleep from him (and many others), and why supposedly lies beyond the Tongue.
he needs to hire capable explorers. He explains A DC 16 Wisdom (Insight) skill check will
that Lusterton has a mining camp inside the show that he is hiding something. If prodded
Quartzmaw on “this side” of the Tongue, where further about his motives, he will offer to dou-
miners from town would go and work for days ble the percentage of the haul. If the characters
or weeks at a time. So rich were the veins of poke further about what is really going on, it
emeralds, useful salts, and occasional copper will be Njal that will speak up, gasping, “We
strikes that the town profited dramatically have to tell them!” This will prompt Rugger to
for years – only to recently see empty-handed tell them about something the dwarves were
miners wandering around the caverns, almost trying to keep secret – the location of the "Grot-
never coming back up to the surface after their to of Dreams" and its great wealth. He has no
descent to work. proof, but feels in his gut that the vacant stares
During the explanation he focuses on being of some of the miners, the recent disappear-
short-handed, overwhelmed, and worried ances, and the lack of communication from
about all the fellow miners, including his father, Lusterton’s dwarf allies in the Depths points
Bront, who was below when things started going to something evil coming from the Grotto.
wrong. Someone or something has seriously Rugger cannot afford to pay them any more
capped off the flow of materials from the mining than the doubled offer, but he does have access
camp at the Tongue. The scouting expedition to two +1 war picks and a single potion of cloud
that went down has failed to return, and Rugger giant strength that he will give them use of for
is beginning to fear the worst. the mission (the picks he will ask for back
He wants to hire the characters to go to the when they return). He will also ask for their
Tongue, figure out what is causing the work forgiveness for trying to mislead them.
stoppage and eliminate it. He will offer to pay It is one day’s travel to the Quartzmaw when
100gp each up front and “anything they can led by Njal Tinpick. He will wish them the best
carry on their persons when they emerge.” and stay at camp nearby until they return, or,
Anyone with knowledge of the business will until the Depths erupt with mindeater thralls,
know that this is a remarkably good deal for the amongst other horrors.
adventurers, especially if they have any reason
6
Once inside the cavern sprawl within the ing equipment, which is strange for a thriving
Quartzmaw, the characters have some subter- business to sacrifice profitable goods in this way.
ranean exploration to do before they reach the There are only a few dwarves squatting in
A Held Tongue encounter. It should take 2d3 the camp on this side of the Tongue. They are
successful DC14 Wisdom (Survival) skill checks glad to see the adventurers, especially if they
to find the Tongue, with each successful check mention coming on the behest of the Tinpicks.
taking 1 hour and each unsuccessful check They have tried a few times to cross the Tongue,
taking 1d2 hours. but as soon as the dwarves on the other side
Every two hours, regardless of skill check, – friends, colleagues, and family members,
they will need to roll for an Unearthed Caves mind you – notice the attempt, they either rain
Encounter. fire down from the arbalests or send others
out to deal with them. The Lusterton Union
Boss, a dwarf named Marlin Oregrinder, gave
A Held Tongue these dwarves the order to stay and wait for
his return when he and his guards ran across
successfully…four days ago.
Once the adventurers have come down into the A few small conversations with the dwarves
Depths and wandered around enough to have at the camp will reveal the following information:
finally found the Tongue, what they were told • The reason why Lusterton was so successful was
would be waiting for them is vastly different because of a long-term trade agreement with
than what truly is. the Bronzebeards, a clan of mountain dwarves.
There should have been a thriving mining The dwarves did deep-mine unearthings of rare
ores and huge swathes of emeralds in exchange
and preparation camp on both sides, but now
for gold and gnome-facilitated trade goods.
the surface-side is little more than a few hud-
dled tents and standing pavise shields dotted • There hasn’t been contact with the dwarves
from the other side of the Tongue in weeks, and
with arbalest bolts – while the opposite side
the lack of true profits from below threatens to
looks more like a war compound. bankrupt the whole community of Lusterton.
The far side has been strangely reinforced
• Many miners that have gone across to the
to defend the Tongue from topsiders, complete
deeper mines never returned, and those that
with spear-nested barricades, shuttered win- have are strangely vacant, confused, and
dows, and heavy crate-mounted arbalest turrets occasionally erratic or violent. A few have been
(2d8 piercing damage, range 200/500). Many seen manning the arbalest turrets across the
of the defenses are made from workable min- Tongue.
7
• The mines have all but been dug out on this
side of the Tongue, but without the trade and
help from the deep gnomes, or even the ability It is a LONG Way Down…
to go beyond to explore the Depths, there is If any of the characters fall off the
nothing that can be sent up to Lusterton except Tongue, it will be very unpleasant. Falling
for the sick, wounded, and more bad news. 50 ft. into a shallow silt pool causes a base
• They believe there is some kind of deep devil of 5d6 bludgeoning damage, but there is
or abject horror that is controlling the deep also a 15% chance of landing at least par-
gnomes and the miners that venture forth, tially on a jagged stalagmite thrusting up
possibly brought about by the uncovering of near the water, inflicting an additional 3d8
the fabled Grotto of Dreams and its rumored piercing damage.
curse.
Survivors can then begin the arduous
It's clear that the answers to what is really climb back up using lowered ropes, the
going on wait for the party from across the guano-slick cliff walls, or – hopefully –
Tongue. The adventurers will need to come magical aid.
up with a plan on how to cross the dangerous
bridge, hopefully without getting perforated
by arbalest bolts. If they are lucky or talented
enough, perhaps they can even work their way other side. They've dumped all their supplies
through the defenses without having to draw of oil across the expanse, making it a slick ob-
weapons against the former friends and work- stacle. Any creature walking across the Tongue
ers of Lusterton – or whatever has enchanted (unless aided by spider climb or similar spell)
them this way. is limited to moving 20 ft. on their turn. Char-
acters moving faster than 20 ft. on their turn
must make a DC 13 Dexterity saving throw. On
Crossing the Tongue a failure, the character slips and falls prone in
a random adjacent 5 ft. square, determined by
rolling 1d4:
When the characters prepare to cross the
Tongue, you can get out the encounter map 1 – forward
that came with this adventure. 2 – left
The Tongue is a frighteningly dark and 3 – right
breezy natural stone bridge – only ten feet 4 – backward
across at its widest, and over a hundred feet
long. It spans a chasm from fifty feet in the air, The Tongue is guarded and watched by
stretching above a silty shallow . The rest of the the thralls, and they must sometimes send out
Depths, and eventually the Grotto of Dreams, scouts into the surroundings. As a result, there
are on the other side. is a good chance that the party will cross paths
This was the place where the mining with others currently traversing the Tongue.
dwarves would meet with gnomes from Lus- Roll a d20 when the party first tries to cross
terton to make trades, engage in ceremony, the Tongue to determine if there is a creature
and then go back their own ways. Even with encounter. On a roll of 15 or higher, the party
the gnomish caretaking and the well-practiced has an encounter.
stonecraft of the dwarves, the Tongue is still a Roll a d6 and consult the table below to ran-
dangerous environment. This is even more so domly determine what the party encounters,
true now that mindeater thralls and psioni- or choose one you feel is appropriate. For each
cally-numbed miners roam around. additional hour the party spends in the area,
The stone surface of the Tongue has been roll again to see if there is an encounter.
made hazardous to cross by the thralls on the
8
• 1-3.
Four laboring, mind-numbed dwarf miners
pursue Wrothy, and arrive at the Tongue 1d4
(use stats for thugs, with advantage on saving
throws against poison, spells, and illusions, as rounds after she does.
well as being able to resist being charmed or Once the characters cross the Tongue and
paralyzed). They carry clay bowls filled with get through the thralls’ defenses, they are able
sloshing slime and one mindeater larva (use to enter the dwarven mining tunnels. These
stats of a quipper). twisting passages contain clues to what befell
• 4-5. Five mindeater thralls (see page 14) have the dwarves – abandoned treasures lying
been dispatched from the war camp to where they fell, lining the path to the hidden
capture trespassers for impregnation or Grotto of Dreams.
psionic scouring.
• 6. A dwarf miner (use stats for veteran), Wrothy
Graveltongue, has broken loose and tries to
escape the encampment and cross the Tongue. Here There Were Dwarves
Wrothy is unarmed and unarmored.
Even after crossing the Tongue, the party Finding the recent ruins of the Bronzebeard
will have to get through the defenses of the mining tunnels gives the characters a chance to
mining outpost. witness firsthand what happened to the miners
Four mindeater thralls man the arbalest on and how quickly things can go badly down here.
the wall and will fire a warning shot when they The simple barracks that stand in caverns
notice intruders attempting to cross. Crossing between the tunnels appear to have been aban-
characters must succeed at a DC 13 Dexterity doned abruptly. Food still sits on tables, partially
(Stealth) to sneak through the area or the eaten, and tools lay where they were left. Some
thralls minding the arbalest turrets will begin situations look so quickly interrupted that the
to attack. characters could believe that the dwarves would
The thralls begin by firing a warning shot. return home at any moment.
If the intruders continue, they will continue to It has only been a few weeks since the
fire for 2d3 rounds, or until all of the characters dwarves worked here. They were a happy
are off of the Tongue or unconscious. The thralls and functional dwarven community until
exit the compound to recover any unconscious their desire to delve deeper, combined with
bodies. After firing for 2d3 rounds, the thralls the demand for ore from Lusterton, caused
run out of ammunition and must spend two them to stumble upon the strange Grotto of
rounds reloading their turrets. Dreams, thus revealing their presence to a hive
If the party encounters the mind-numbed of mindeaters.
miners, they may recognize them as members The encampment’s proximity to the grotto
of the Bronzebeard clan, or as part of Marlin's made it the first target for the mindeaters to
expedition. come and devour brains, make thralls, and
The party can attempt to help them recover dominate slaves to help create its new nest.
from their charmed condition by using magic or Inquisitive characters can discover this in-
passing a DC 15 Wisdom (Medicine) check. The formation by exploring the expansive mining
mined-numbed miners will fight only if kept tunnels, even finding hidden treasures around
from bringing their freshly-hatched passengers the area in the process. Players who want to
to the Grotto – or if the clay bowls they carry explore the tunnels should make Intelligence
are harmed – before they are brought to their (Investigation) checks. Each check takes 1d4
senses. hours to complete. Before the roll is made,
If they party encounters Wrothy Grav- the GM should ask the character to declare if
eltongue, she can tell them all about the min- they're searching for loot, or clues. Compare the
deaters’ attack on the encampment and warn player's result to the Mining Tunnel Discover-
them about the Grotto. Five mindeater thralls ies table (right) to see what the character finds.
9
Additionally, the characters could choose to The Grotto of Dreams
make the abandoned tunnels a defensible posi-
tion and try to take a rest before going further. When the characters are successful in follow-
Every six hours, the area is swept through ing the thrall tracks into the Grotto of Dreams,
by a team of four mindeater thralls with 1d4 place the Grotto Map on the table.
mind-numbed dwarf miners looking for fresh When the characters venture forth into
minds to bring back to their master in the the Grotto of Dreams, they initially see the
grotto. gaping chamber opening as an entrance to a
Finding the correct passage to reach the shimmering, glittering cavern lined with green
Grotto of Dreams require a successful DC 14 jewels. However, as they get closer it's clear
(Wisdom) Survival skill check in order to follow that the incredible treasure haul of the cavern
the columns of shuffling tracks. Failure results has come with a great price.
in a Deep Caves encounter, and having to re- Read or paraphrase the following as the
check to find the tracks again. party enters the grotto:
10
and dozens of emeralds, some as large as a – creating new thralls to serve the growing
dwarf's fist, stud the walls, and a pool of water, mindeater army.
gleaming like mithril, illuminates the room. Attaching a mindeater larva to the captive
Yet things are not as they seem. The requires the thrall to make an attack with the
glittering silver motes on the water’s surface creature. If the thrall succeeds on two attacks
are not all flecks of mithril...but the shining, versus AC 10, the larva adheres to the captive's
bulbous eyes of squid-like larvae, darting to and brain stem.
fro beneath the surface of a mucous-filled pool: If they are successful the captive will be-
a spawning ground of abominations. come a new mindeater thrall over the next 24
Along the jeweled walls, huddled together hours. Casting remove disease on the host in
in half-conscious groups, are ragged-looking that time will kill the larva and allow them to
prisoners. Dwarves, gnomes, and an elf struggle be healed.
in heavy chains as mind-addled thralls lumber Once a thrall attaches a larva to a host, they
toward them…bearing in their numb hands the will return to the pool and restart the process.
wriggling worm-like creatures from the pool. If a thrall is attacked, or prevented from per-
Grotto of Dreams? Hardly. This is a chamber forming its task, it will fight back, trying to
of nightmares. grapple the characters and drag them into the
spawning pool.
The pool at the center of the grotto has Overseeing the entire process, at the far
been turned into a spawning pool – home to end of the chamber, is the source of all this
a colony of larval mindeaters, the equivalent chaos – an adult mindeater (use stats from MM.
of five swarms of quippers. pg.222). The mindeater is in a state of psionic
There is a pair of drow warrior corpses meditation when the party arrives, using its
at the bottom, 10 ft. below the surface, eerily mental powers to frenzy the larvae into a state
preserved, with the larvae slowly eating the where they will be able to feed on their hosts.
brains out of them. Each drow is wearing +1 This keeps the mindeater out of the combat
elven chain and is armed with a +2 longsword initially, but if/when any of the following occur,
and +1 shortsword (all of drow make, and it will end its reverie and protect its spawning
subject to disintegrating in the sunlight). grounds:
In the grotto itself, tending to the hatchery
(either by holding down the drow bodies or by • Bront Tinpick is killed
lifting larvae in order to impregnate the cap- • The characters perform actions that target
tives chained on the far wall) are six mindeater the spawning pool or cause numerous larval
thralls (see page 14) and one completely dom- deaths
inated slave of the mindeaters - Bront Tinpick • The characters attack the mindeater
(use stats for gladiator with advantage on
• Any character manages to free a cluster of
saving throws against poison, spells, and illusions,
prisoners (see below)
as well as being able to resist being charmed or
paralyzed).
Bront was the first to fall to the mindeaters, The Prisoners
and is now their mindless servant - he will fight The mindeater keeps the starved, mind-
to the death to protect them. numbed, and severely beaten prisoners chained
Unless being actively combated, the thralls around the walls of the grotto, preparing them
take larval mindeaters from the pool and up either to become hosts or to be fed to the
to the captured prisoners. There, the thralls spawning pool.
will attempt to let the larvae merge with the The prisoners are all survivors from either
captives and turn them into their new hosts the mining community or the scouting parties
11
that were sent down from Lusterton. They are into the spawning pool. Any dominated
chained to each other in groups, and attached slaves snap out of their stupor and return to
the walls by a web of repurposed chains and themselves.
locks (DC 15 Dexterity check, made with If the party succeeds on saving the pris-
thieves' tools to pick). The mindeater has left oners and defeating the mindeater, the party
the key with Bront. should be able to find their way up and out of
The prisoners are held in four groups; they the Depths relatively easily,
currently include:
The Mindeater
When the mindeater enters combat, the charac-
ters all hear the following in their minds (unless
they are shielded from telepathy or choose to
pass a DC 18 Wisdom saving throw):
“Welcome, surface stench. Gaze upon your
fate and relax. They are offerings for the Great
Mind, just as you shall be. Submit”
12
The Aftermath
with them, they would not refuse any financial
The characters are able to return to the surface assistance the characters want to toss their way.
relatively easily, aided by any freed prisoners of No matter what happens, the Tinpicks and
the mindeater. the returning prisoners will throw a festive
In the town of Lusterton the party will be celebration for the characters’ return and
received with wonder and amazement. Several for the freeing of their friends and allies. The
dominated miners who had been lingering in characters will have made good friends here in
the city have miraculously returned to their Lusterton, gnomes and dwarves alike, and owe
former selves, and the town is pervaded by a the party their thanks for a chance to rebuild.
feeling of happiness and relief that was missing The characters can leave this place knowing
when the party left for the grotto. they did well by this community, and dealt a
Rugger will abide by whatever terms he blow to the horrible abominations that spawn
originally set. While the dwarves will not ask in the darkness of the Depths...
for any of the loot the characters brought up
13
Mindeater Thrall
Medium humanoid, chaotic evil
It starts as echoes in the corner of your mind; echoes that reverberate inside your head there is a
cacophony of terror and pain that blocks out every other sensation and makes the simplest of thoughts
like running through metaphorical quicksand. By then…it’s too late. It’s already inside you.
Many believe the worst thing that the brain-slurping mindeaters can do to them is bore
their tentacles into their skull to rip out their brains. That is incorrect. Mindeaters can use
their psychic abilities to scour free will and independent thought from their victims, infecting
them with a dormant larva at the base of the back of their necks. The hive mind then takes over,
puppeteering the host while the larva feeds on thoughts from inside its leathery shell. When
it is large enough to reach maturity, the larva bores into the thrall’s brain and steers it to the
nearest spawning pool, where it will drown the host, freeing itself and gifting the now dead
flesh to the swarming community.
14
Grotto Prepare to take your table
into this Wondrous One-Shot!
of Dreams