Rock Gardens
The Rock Gardens serve as the closest and most strategic hideout of The Hangmen bandits to Nulb, located on the western banks of the Imeryd's Run. Hidden within natural caves and surrounded by the foreboding wilderness, this stronghold is the hub for local raiding, smuggling, and the nefarious activities of the infamous bandit gang.

"We may be bandits, but even we know not to touch the mounds. You don’t mess with ancient stuff."
Entrance Rock Gardens
The Rock Gardens is a network of natural caves beneath towering granite mounds. A constant stream of water cascades into the main chamber, pooling around the mounds and flowing deeper underground. These granite mounds, clearly shaped and placed by ancient hands, suggest a lost civilization but now serve as a grim shelter for bandits.
Rock Gardens Entrance by 3orcs
- Cavern Entrance: Concealed by dense foliage and the natural contours of the Imerydy Run, the entrance to the caves is nearly invisible to outsiders.
- Main Chamber: The largest cavern houses the iconic granite mounds and serves as a gathering place for the bandits.
- Living Quarters: Smaller side chambers are equipped with makeshift beds, weapon racks, and crates filled with stolen goods.
- Defensive Measures: Traps and ambush points are scattered throughout, ensuring no unwelcome guest escapes alive.
"Ah, the smell of charred ambition. How delightful!" - Tzarrik
Role
The Rock Gardens are critical to The Hangmen’s operations as both a tactical base and a storage point for their illicit goods. Here, the bandits plan their raids, trade contraband, and house prisoners before transferring them to more permanent locations.- Raiding Operations: Launching point for attacks on merchant caravans and river traffic.
- Smuggling Hub: A waypoint for contraband moving between Nulb and the Temple of Elemental Evil.
- Prisoner Holding: A temporary holding facility for captives before their sale or transport to the Temple.
"You hear that drip-drip-drip? That’s the sound of this place slowly driving me mad." - Karst Ironfist
Background
The caves have long been rumored to be a sacred site for an ancient, forgotten people. The bandits, uninterested in its history, repurposed the site years ago under orders from Naelin, leader of The Hangmen.- Historical Significance: Granite mounds suggest the site once held religious or ceremonial importance.
- Bandit Occupation: Claimed by The Hangmen five years ago, the caves were chosen for their seclusion and defensibility.
"Rahbias gives me the creeps, always muttering about sacrifices and curses." - Flick
DM-Only Secrets
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Ancient Origins
The granite mounds are relics of a civilization that worshiped primordial earth spirits. Beneath the caves lies a deeper ruin, sealed by ancient wards, that holds forbidden knowledge and treasures.Tzarrik’s Pact
Tzarrik maintains his position through a pact with the Temple of Elemental Evil. He is bound to serve Naelin, but secretly despises his mortal master and schemes to break free of his control.Rahbias’ Agenda
Rahbias uses the hideout to conduct experiments on captured prisoners, testing rituals that could bolster the Temple’s power.Treasure Trove
The Rock Gardens hide a cache of magical artifacts stolen during raids, including:- Whispering Dagger: A blade that allows its wielder to telepathically communicate with the target before striking.
- Granite Amulet: Grants the wearer resistance to bludgeoning damage while underground.
- Sunken into the pool is a chest containing the bandit’s treasure.
- The chest contains: 1,200 gp, 300 sp, 500 cp, and an assortment of gems and jewelry worth 2,500 gp.
"You’d think with all this stolen loot, we’d have better food. I’m sick of eating stale bread and dried fish."
Quest Hooks
- Disrupt the Bandits: Local authorities or rival factions hire the adventurers to eliminate The Hangmen’s hideout.
- Uncover Ancient Secrets: The party discovers clues leading to the deeper ruins beneath the Rock Gardens.
- Bargain with Tzarrik: The imp offers valuable information in exchange for his freedom from Naelin’s control.
- Rescue the Captives: A daring mission to save prisoners held by the bandits before they are transported to the Temple of Elemental Evil.
Notable Items
- Bandit Gear: Rusted weapons and armor, poorly maintained but effective.
- Stolen Goods: Bolts of silk, casks of wine, and barrels of spices, waiting to be sold.
- Prisoner Ledger: A list of names and destinations for captured individuals.
"Keep your voice down! The rocks carry sound, and we don’t need any unwanted company."
Conclusion
The Rock Gardens are a place of danger, mystery, and opportunity. With its layered secrets and sinister inhabitants, this hideout offers a compelling challenge for adventurers seeking to uncover the dark machinations of The Hangmen and their allies.Tzarrik the Whispering Flame
Small fiend (devil), Lawful Evil- Armor Class: 13 (natural armor)
- Hit Points: 38 (7d6 + 14)
- Speed: 20 ft., fly 40 ft.
- Skills: Deception +4, Intimidation +4, Stealth +5
- Damage Resistances: Cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
- Damage Immunities: Fire, poison
- Condition Immunities: Poisoned
- Senses: Darkvision 120 ft., Passive Perception 11
- Languages: Common, Infernal
- Challenge: 3 (700 XP)
Traits
- Devilish Leader: Tzarrik grants allies within 10 ft. advantage on saving throws against being frightened.
- Invisibility (Recharges after Tzarrik takes damage): As a bonus action, Tzarrik can magically turn invisible until he attacks or uses his fiery trident.
Actions
- Multiattack: Tzarrik makes two melee attacks with his fiery trident.
- Fiery Trident: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d8 + 3) piercing damage plus 3 (1d6) fire damage.
- Hellish Rebuke (1/Day): When damaged, Tzarrik can use his reaction to point at the attacker, dealing 10 (3d6) fire damage on a failed DC 13 Dexterity saving throw, or half as much on a success.
Personality:
Cunning and sadistic, Tzarrik thrives on tormenting others, whether with sharp words or fiery violence. He uses manipulation and fear to maintain control over his subordinates, ensuring his dominance with both charisma and cruelty.
Rock Gardens by 3orcs
"Mortals are so predictable—greed and fear will break them faster than any blade."

Tzarrik the Whispering Flame by 3orcs
Imp Leader: Tzarrik the Whispering Flame
The fiendish captain of this hideout, Tzarrik, is a diminutive demon imp with a penchant for manipulation and cruelty. A creature summoned by dark rituals, Tzarrik commands respect and fear among the bandits.- Description: A small, wiry imp with blackened wings and glowing red eyes. Always cloaked in smoke and carrying a fiery trident.
- Personality: Cunning, cruel, and sadistic. Tzarrik relishes tormenting both enemies and his own subordinates.
- Motivations: Loyal to Naelin and The Hangmen, Tzarrik’s primary goal is to expand their influence while sowing chaos.
Rahbias, Initiate of the Fifth Circle
A human warlock in service to Stonebridge and the Temple of Elemental Evil, Rahbias is Tzarrik’s second-in-command. His knowledge of dark rituals is instrumental in maintaining control over the bandits and their operations.- Description: A pale, gaunt man with sunken eyes and a constant air of dread. His robes are tattered, and his left hand is unnaturally skeletal.
- Personality: Quiet and calculating, Rahbias prefers to let others do the fighting while he manipulates events from behind the scenes.
- Motivations: Seeks to climb the ranks of the Temple’s hierarchy and eventually supplant his superiors.
Bandit Cohort
The Rock Gardens are manned by a rotating crew of twelve seasoned bandits.- Leader: Gareth "Splitjaw," a brutal enforcer known for his viciousness in battle.
- Key Members:
- Drenna One-Eye: Scout and sharpshooter, missing an eye from a past skirmish.
- Karst Ironfist: The group’s blacksmith and heavy hitter, armed with a warhammer.
- Flick: A wiry rogue specializing in traps and ambushes
"Tzarrik’s temper is worse than a dull blade. You don’t want to get on his bad side."
Lieutenant (Fighter 5)
Medium humanoid (human), Neutral Evil- Armor Class: 16 (chainmail, shield)
- Hit Points: 48 (5d10 + 10)
- Speed: 30 ft.
- STR 16 | DEX 12 | CON 14 | INT 10 | WIS 11 | CHA 10
- Skills: Athletics +5, Intimidation +2
- Actions: Multiattack (2 attacks), Longsword +5 to hit, 8 (1d8+3) slashing.
Sergeant (Fighter 2)
Medium humanoid (human), Neutral Evil- Armor Class: 15 (chainmail)
- Hit Points: 22 (2d10 + 8)
- Speed: 30 ft.
- STR 14 | DEX 11 | CON 14 | INT 10 | WIS 10 | CHA 9
- Skills: Athletics +4, Perception +2
- Actions: Longsword +4 to hit, 7 (1d8+2) slashing.
12 Guards (Fighter 1)
Medium humanoid (human), Neutral Evil- Armor Class: 14 (leather, shield)
- Hit Points: 11 (1d10 + 1)
- Speed: 30 ft.
- STR 13 | DEX 11 | CON 12 | INT 10 | WIS 9 | CHA 8
- Actions: Spear +3 to hit, 5 (1d6+1) piercing.
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