Encounter
The Glowworm Crystal Grotto
Moderate fight for 4 level-7 characters in the caves below
- XP
- 3,900 of a 5,200 XP moderate budget
- Party
- 4 characters of level 7
Green glowworms speckle the ceiling, and their light glints off crystals jutting from every wall. Pale spores drift down like snow; you taste them, bitter, on your tongue. Giant mushrooms crowd the shore of a black, still lake, its surface breathing cold. Beyond it, a rope bridge sways over a chasm. A pebble skitters off the edge and you never hear it land. Near the water a man lies curled on his bedroll, smiling, murmuring a woman's name. Draped over his chest is what looks like a dark leather cloak. It ripples, slowly, as if something beneath it is breathing.
Setup. The cloaker has laired here for generations, feeding on stray memories. Tonight it found Orrin Vell, a peddler who stopped to rest, and is savoring his happiest recollections one by one; each it takes, he loses forever. It wants to finish the meal undisturbed. It is not starving and not cornered yet, so it will defend its prey and its home, but it would rather talk than die.
Terrain
- Spore cloud: a creature that disturbs the giant mushrooms releases spores; creatures within 10 feet make a DC 13 Constitution saving throw or are Poisoned until the end of their next turn.
- Underground lake: the black water is deep and freezing; a creature that starts its turn in it takes 1d4 Cold damage.
Tactics. The cloaker opens with Moan to rattle the party, then casts Phantasms so blows strike false copies. It flies over the lake and the chasm where earthbound foes cannot follow, swooping in to Multiattack: Attach on the most fragile target, Tail lashes with its long reach. It herds enemies into the giant mushrooms to burst spore clouds or knocks them toward the freezing water. It shies from bright light, which hampers its attacks. When cornered, it lashes out at everyone in reach, the sleeping peddler included. Badly hurt, it drops into the chasm or offers parley.
If they talk
- the cloaker
His memories are sweet and he will not miss them. Leave, and I will not taste yours.
- the cloaker
Your village carved its name beside mine on this deed. Who sent you to break their word?
- the cloaker
Put out that light, little thieves, and we can speak like neighbours.
Twist. Reveal this when the cloaker first falls back or the party hesitates: it rasps that it was here first, then unrolls a brittle deed from a crystal crevice. Signed by the village founders, it grants the grotto to the dweller below in exchange for leaving the bridge safe. The villager who hired the party, Hesk Marrow, wants the crystals and knew about the deed. Clearing the grotto breaks the founders' bargain.
Adjust on the fly
- Easier: Give the cloaker its minimum Hit Points and drop its strongest action for the first round.
- Harder: Add one more cloaker (7,800 XP total, beyond the High budget: dangerous for a tired party).
Treasure. 1,400 gp in mixed coins and two gemstones worth 140 gp each; Oil of Slipperiness; A pair of dice that always roll the same total.
Afterward. In the cloaker's crevice lie mixed coins, two gemstones, a vial of Oil of Slipperiness, and a pair of dice that always roll the same total. Orrin wakes unable to remember his wife's face. If the deed survives, the village council will want to see it, and Hesk Marrow will want it burned before they do. Whoever keeps it decides who owns the grotto.
The writing in this drop is by AI (Claude), working from our hand-built tables. Creatures, numbers and rules come from the tables and the SRD, never from the AI. How we use AI