Cave of the Black Hammer (5e Quest)

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For 4 players of 4th level

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Adventure Background[edit]

This game can be run in most any D&D 5e setting or other RPG system with some editing.

In a small mining town called Darkstone you are hired by a dark haired LN dwarf named Gorge Blackhorn. Gorge was a miner until he lost both arms and an eye uncovering a rich copper vein. His missing arms were replaced with metal forks and his eye was replaced with a marble. He bought most of the land which is now Darkstone and ran the town as a copper mine which has run dry. While his miners sought out a new vein they unearthed a natural cavern. The problem is that strange sound has come from the entry and the paranoid miners fear it's an evil spirit. Gorge wants you to investigate.

Inside the cave is an unusual catacomb leading to a large open cavern. The high walls are mounted by enormous shelf fungi as big as a house on these live peaceful Myconids. On the ground are mud huts inhabited by highly intelligent Quaggoth who have formed a symbiotic relationship with the Myconids and the Kuo-Toa that live in the black water beneath. A fungus topiary stands in the center of the strange city known as Greenmoon, the monument depicts Chief Jin the ancient patriarch of the Quaggoth who freed them the Myconids and the Kuo-Toa from the Duergar slaver known as BlackHammer. The obsidian hammer wielded by the Duergar is now clutched by Jin’s image.

Overview[edit]

In this adventure, the party must discover the source of the frightening sounds echoing from the new mine. In the part 1 of the adventure, the players arrive at the village of Darkstone and meet the governor, who is willing to pay them to discover the source of the problem and end it.

In the part 2, adventurers uncover an underground village where myconids, kuo toa and quaggoth live in peace, and learn that the village is being haunted by the spirit of a duergar who once enslave them.

Finally in part 3, the heroes finally face off against the spirit of the Blackhammer, defeating him and freeing both Greenmoon and Darkstone from the vengeful spirit.

Hook[edit]

If your party is in the Underdark of Faerun this adventure can be placed there or in a subterranean home brew setting. Possible hooks include a member of the party being native to Greenmoon.

Part 1: The village of Darkstone[edit]

This small mining town consists of a governors lodge, a blacksmiths, a tavern and a trading post surrounded by shacks housing the local miners. It’s almost always cloudy and cold but dry as the dust in the wind from the mine. The only plant life is the occasional dried up weed patches and dead grass.

The village is inhabited by mostly dwarves, and a few half-orcs.

Scene 1: Dusty Throat Tavern[edit]

Dusty throat tavern, This is where you meet Governor Gorge and receive your quest. This tavern evokes a western saloon feel in a high fantasy setting. Consider a duel in the streets or another western cliche.

Part 2: The “city” of Greenmoon[edit]

This settlement is named after the huge green glowing fungi on the cavern ceiling, it’s home to the three races listed above and is filled with shelf fungi and mud huts. The city surrounds a huge body of water which appears as black glass when you gaze across its stillness. The three primitive races live in harmony despite the differences between them because of the history of the founding chief, the great Quaggoth Jin. The city is inhabited by Myconids, Quaggoth and Kuo toa.

Scene 2: Meeting the Natives[edit]

Meeting the natives, The natives are welcoming to non Dwarf/Duergar adventurers and share information and resources freely. They all (except the kuo toa) want the spirit destroyed. The kuo toa want the spirit to be harnessed and build shrines for it.

Since it’s unlikely the party has someone who speaks Quaggoth or Kuo-Toa have the shaman offer a bite of a magic fish that has the game effect of a comprehend language spell. The Quaggoth chief will explain the topiary and will describe a spirit that’s haunting the cave. Upon further investigation the party learns the Duergar slavers ghost haunts his ancient hammer. The hammer is an artifact (see features below for details) the only way to free the cave of the spirit is to strike down the Duregar ghost with his own obsidian hammer.

Part 3: The Duergar Mine[edit]

The players venture into the old Duergar mining village, deep into the earth, and find the corpses of the old dwarves killed during Jin's revolt. They can finally confront Blackhammer.

Scene 3: The Spirit of Blackhammer[edit]

Use wraith stats for the spirit.

Treasure[edit]

From the Myconids you each receive a fungus sombrero which is worth 50 gp each if sold as local art, or a +1 charisma -1 stealth while wearing.

From the Quaggoth you receive the Obsidian Hammer.

From the Kuo-Toa you each receive a stone necklace with four dried tentacles hanging from it worth 100gp as local art, or a +2 cha.

Obsidian Hammer

artifact, very rare, warhammer The hammer has 10 charges it gains 1d10 every night at midnight. It can cast the stone shape spell for one charge. It normally does 2d10+str/B damage.

Developments[edit]

If you fail or ignore the request to fight the spirit both Greenmoon and Darkstone will fall into ruin. If you succeed George will give you an acre of land each and the natives will give you the rewards below.

Conclusion[edit]

This adventure can be inserted in any setting so the consequences depend on the setting you choose.

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