Duergar Camp Building / Landmark in Faerûn | World Anvil
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Duergar Camp

A Dungeon for 11th Level Characters

Overview

A deep gash in the ground, located on the foot of a small hill, marks the site of this dig. Rusted mining equipment lies strewn about; toppled carts and broken pickaxes litter the area.   This abandoned diamond mine deep in Neverwinter Wood now serves as a small surface slave camp operated by the duergar, who pay mercenaries to capture folk around the area. A tunnel connects the camp to the Underdark, through which the duergar funnel their slaves. A total of twelve duergar, eight duergar stone guards, a duergar warlord, and four quaggoths make up the camp’s forces.   If adventurers decide to watch the camp, roll a d6 for each hour that passes. On the roll of a 6, or after 6 hours have passed, they see duergar walking around the compound.  

Camp Locations

D1. Guard Post

The path branches out into this small, partially collapsed room. Broken supports and debris litter the ground, but a narrow way has been cleared, which leads further inside.   Two invisible duergar guards watch the narrow pathway leading up to the camp from the cave mouth, while two additional duergar take a short rest in the adjoining room. They change position each hour, when the other team can use their Invisibility action again. If the duergar spot adventurers, one alerts the resting duergar. If adventurers pass by the guard post, the invisible duergar follow them.   If adventurers enter, the duergar attack and scream for help, alerting the camp. After the camp is alerted, all forces assemble in room D2 to throw back the attackers.   Anyone who succeeds on a DC 18 Wisdom (Perception) check spots the secret door, as well as the button to open it. The duergar have found none of the secret doors yet.  

D2. Warlord's Room

A collection of manacles adorn the walls of this room. All are well oiled and free of rust. On a large desk lies a thick ledger, surrounded by writing material, stamps, and stacks of parchment.   In the northern anteroom, six duergar stone guards watch the entrance. They attack any adventurers who enter, and alert the two duergar stone guards and duergar warlord organizing operations in area D2, who join the battle the next round.   Anyone who succeeds on a DC 18 Wisdom (Perception) check spots the secret door, as well as the button to open it.   If adventurers search the room, they find extensive records about the duergar operation and a chest containing ten garnets and ten tourmalines. Anyone who peruses the records for 10 minutes finds that the duergar have led seventy-eight people into the Underdark, where they sold them on the slave markets. Additionally, adventurers find that ten additional people are being held further inside the complex.  

D3. Barracks

A handful of steaks sizzle on a large stone slab in the center of this room, surrounded by several bunk beds.   Eight duergar use this room as their temporary home. They sleep in bunk beds and have only a few amenities. They roast unicorn meat on an enchanted stone slab in the center of the room, which heats up and becomes red-hot after speaking the command word “cook” in Undercommon.   If adventurers search the room, they find 145 gp and a unicorn horn worth 1,000 gp.   Anyone who examines the flesh and succeeds on a DC 16 Intelligence (Nature) check realizes that it stems from a unicorn, a celestial creature. Anyone who eats the unicorn steaks feels strange and must make a DC 20 Charisma saving throw. On a failed save, they are constantly harassed by woodland beings, suffering from disadvantage on Dexterity (Stealth) checks in forests. A druid or priest who follows a god with the nature domain can help affected creatures appease nature, by handing them a dangerous quest to make amends.  

D4. Underdark Tunnel

A ladder sticks out from a small hole in the ground here, from which a howling sound and strong breeze emerge.   A narrow, vertical 50-foot-tunnel connects this room with a cavern below. The duergar installed a zurkhwood ladder which allows easy access to the cavern, which leads all the way into the Underdark.  

D5. Quaggoth Pen

The rank smell of wet dogs hangs strongly in this room. The floor is covered with old, torn sacks and dried grass.   Four trained quaggoths are located in this room. They attack creatures other than duergar on sight. If the alarm is raised, the quaggoth leave their room and support the duergar in battle. The room contains nothing of worth.  

D6. Slave Pen

Ten people, shackled and gagged, huddle against the walls. The duergar intend to lead them through the tunnel into the Underdark once more duergar arrive.   All of the people are from the surrounding area. Their names are Napoleon Bates (NG male Tethyrian human commoner), Essie Samuels (N female Tethyrian human commoner), Derick Botterill (NG male Tethyrian human commoner), Fernando Villanueva (NG male Turami human commoner), Wolfe Priestley (NG male Tethyrian human commoner), Caeldrim Adler (NG male half-elf commoner), Faran Smoothhands (LG male lightfoot halfling commoner), Arumawann Offund (LN male forest gnome commoner), Hank Harlow (CE male Tethyrian human commoner), Quilla Bafflestone (LG female rock gnome commoner).  

D7. Secret Storage Room

Thick dust covers a large number of flasks stored on shelves lining the walls here. A small chest stands on a table in the center of the room, likewise coated with stone powder.   The diamond mine was abandoned after an orc attack, during which the foreman who knew about this secret storage room died. There are twenty flasks of alchemists' fire on the shelves and a diamond in the chest.
Type
Prison camps
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