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The Ruins of Ethium · Session plan

Session 5 Next up

Session 5 — Return to Fallcrest

Finish the Grey Burrower fight → Deep Gate / spider → loot & climbing gear → Garnel → optional trogs → waterfall ambush → Tobbs transit demo / Mala notes seed.

Cmd+P / Ctrl+P — table-ready A4 pack (chrome hidden)

Session plan — Return to Fallcrest (Session 5)

Date planned: (fill in)
Maps: duergar-route-sm.png · waterfall-climb.jpg · trogs troglodyte-route.png
Print pack: Ruins_of_Ethium_Session4_DM_Pack_FULL.pdf
Trackers: Duergar_Combat_Tracker_v2.pdf · Troglodyte_Combat_Tracker_v2.pdf
Language sheet: ethium_language_sheet.pdf
Troglodyte module: troglodyte-caves
Source fragment: CHAT GPT session grey worm.md
Story side: table prep, not a novel chapter

Planned spine (authoritative): fight → doors / spider → loot + climbing gear → Garnel at the pool → (optional trog side branch) → Fallcrest waterfall ambush → Tobbs follow-up. Kid-friendly, dramatic; trogs are a choice, not the default next dungeon.


Where we start (cold open)

Last session ended mid-fight in the Assembly Hall. The Grey Burrower is already in play.

Do not recap for long. Ask:

  1. Where is each PC standing?
  2. Who still has actions left this round?
  3. Is the Burrower grappling anyone / anything?
  4. How many duergar / quaggoths are still up?

Garnel: still at the Ethium Pool researching.

Board state — fill before dice

SideACHPNotes / status
Grey Burrower1568Current: ____ · grappling? ____
Duergar Captain1645fled / dead / fighting
Duergar Soldier 11626
Duergar Soldier 21626
Duergar Soldier 31626
Crossbow Duergar 11622
Crossbow Duergar 21622
Quaggoth Slave 11345
Quaggoth Slave 21345

(Empty HP boxes appear under each total — cross one box per damage, same idea as the Duergar Combat Tracker PDF. Mark dead / fled in Notes.)


Goals

  1. Finish the three-way Assembly Hall fight
  2. Deep Gate seals — Stone Marshal / spider beat when they can see it
  3. Treasure + climbing gear for the cliffs / waterfall return
  4. Reunite with Garnel (pool base)
  5. Optional: troglodyte route (module ready — do not clear Chief Grash’s whole lair unless they push)
  6. Return to Fallcrest — wild ogre / goblin / bugbear ambush
  7. Tobbs — locked study / Nimozaran missing / Transit demo / optional Mala notes (kids-safe mystery)

Session rhythm

BeatTimeWhat happens
A20–40 minResume initiative → Burrower + remaining foes
B10 minDeep Gate closes; Stone Marshal / spider when witnessed
C15–20 minSearch hall — relics + climbing cache
D10–15 minReturn to pool → Garnel’s camp → long rest
E0–40 minOptional troglodyte side branch (or skip)
F25–40 minJourney home → waterfall ambush
G15–30 minFallcrest + Tobbs (study → optional Mala notes → Transit demo)

If the fight runs long: keep A → B → C → D. Park trogs / trim Tobbs to locked-study + “come back tomorrow” (Transit / Mala can wait).


Beat A — Finish the fight

Read aloud (resume)

Dust still hangs in the Assembly Hall. The pale worm thrashes between the pillars, blind mouth grinding. Duergar shouts clash with the scrape of stone. The fight is not over.

Grey Burrower

ACHPNotes
1568Current: ____ · grappling? ____
TraitDetail
Speed30 ft, burrow 30 ft · Tremorsense (ground)
MultiattackBite +6 (2d10+4, Grapple escape DC 13) · Tail Slam +6 (2d8+4, DC 13 STR or Prone)
BurrowSkip attacks → vanish → erupt within 30 ft next round
Tunnel CollapseOn emerge: within 10 ft DC 12 DEX or 1d6 bludgeoning; area becomes difficult terrain

Tactics: nearest / loudest; may grab a quaggoth and drag it under. Not allied to duergar. Lure with noise / meat / metal → let it work.

Safety: too hard → worm takes prey and retreats · too easy → erupt near casters.

Remaining duergar (key stats)

CreatureACHPAttacks / traits
Duergar Captain1645War Pick +5 (1d8+3; +1d4 if Enlarged) · Javelin +5 · Enlarge / Invis 1/day · optional Command ally
Duergar Soldier1626War Pick +5 (1d8+3) · Javelin +5 · Enlarge / Invis
Crossbow Duergar1622Heavy Crossbow +4 (1d10+2) · Dagger +4 · cover
Quaggoth Slave13452× Claw +6 (2d4+4) · climb 30 · Wounded Fury (adv. melee ≤ half HP)

Once chaos hits, captain realises the outpost cannot be held. Duergar escape — they do not try to win.

  • Captain (if alive): “Fall back! Seal the Deep Gate!”
  • One soldier may run for the southern doors
  • Crossbows: one more volley, then fall back
  • Quaggoths: keep fighting unless dragged or ordered away

Environmental actions

ActionEffect
Push mining cartSTR DC 12 → 20 ft; path DEX DC 12 or 1d6 + prone
Collapse loose rubbleAttack AC 10 / HP 10 or STR DC 13 → difficult terrain / block
Leap onto rubbleDEX DC 12 → high ground; off floor = harder for tremorsense 1 round
Lure the BurrowerNoise / meat / bang metal — no check if clever; else DC 12

When the fight ends: surviving duergar break south → Beat B. Chase through doors before they close = one round of pursuit, then doors win.


Beat B — Deep Gate / spider

Timing rule: if the PCs do not witness the retreat (still fighting the worm, elsewhere, or delayed), do not narrate the doors yet. Wait until they approach that corridor. Then they catch the end of the withdrawal.

Optional: Stone Marshal / spider (cinematic, ~1 minute)

Use when they can see the southern approach. Skip only if the fight already ate the clock and they never go near the doors tonight.

Preferred colour: a duergar on a large cave spider at the threshold — calm, armoured, dark steel inlaid with black Ethium, enormous stone hammer. He may dismount / stand with spiders screening the retreat. Same face as the Marshal beat in the fragment.

Without raising his voice: “Enough.”

Spiders do not charge the party — they screen the Burrower / buy seconds while engineers finish the gate. The Marshal never attacks. When the last duergar passes through, he steps back; spiders retreat with him.

Read aloud (doors seal)

The great doors grind together with a thunderous boom. Thick bars drop into place one after another. Blue veins of ancient Ethium flare across the stone before fading once more.

Silence.

Whatever lies beyond those doors is no longer another dungeon. It is an occupied city.

Truth for you: forcing the doors tonight is very hard / impossible without keys, allies, or a plan. Name for later: Deep Gate. Optional DC 14 Investigation / Perception → Ethium key slot / seal mechanism (foreshadow only).


Beat C — Treasure + climbing gear

Let them poke around. Keep it punchy. Only award what they have not already taken (duergar-loot-notes.md).

Climbing cache (signature — makes cliffs / waterfall safer)

  • 300 ft climbing rope · two rope ladders · iron pitons · pulley block · harnesses · miner’s lanterns · spare climbing spikes

If they take this kit, journeys back toward the pool / waterfall climb are still hard, but no longer deadly by default.

Signature relics

ItemWhat it does
Explorer’s CompassBlue crystal needle → nearest Ethium Stone; unlocks Explorer’s Guild memory at the viewing table
Ethium Smith’s HammerMasterwork craft tool; Great Forge memory; later repairs / dwarven trust
Child’s DrawingNo gold value; dwarf family + dog + blue crystal; quiet Family Home memory

Print handout — Explorer’s Compass: item-card-explorers-compass.png

Explorer's Compass item card

Optional pouch / keys: 25–40 gp, duergar token, dwarven key fragment, orders in Dwarvish · four keys on captain’s ring (side doors / pens / store — not Deep Gate alone).

Hall flavour: harnesses, fungal food, lizard/spider bedding, spider carcasses, defaced dwarven carvings, mining carts, weapon racks.

Ethium Viewing Table (if time — upper-right on map)

Two sockets: Ethium Stone (power / sphere, not portable) + relic (memory node). Always: Memory Retrieved → glitch → Memory Updated.

RelicPastPresent
CompassExplorer’s Guild farewellGuild hall = duergar barracks
HammerGreat Forge singingForge = armoury / slaves
DrawingWarm home, child drawingSame room: dust, silence
(no relic) PoolCeremonial keepersGarnel at the pool, safe

If short on time: find the room + sockets; Garnel can explain at the pool.


Beat D — Reunite with Garnel (pool)

Journey back passes quickly. Climbing cache = cliffs still difficult, no longer deadly.

Read aloud (approach)

Warm blue light reflects gently from the pool ahead. Something smells different — wood smoke. Fresh stew. Someone has been busy.

Garnel’s camp

Swept rubble · shelves · organised wizard notes · dried blankets · repaired table · small cooking fire · sleeping spaces.

“I thought… if we’re coming back here… it should feel like somewhere worth coming back to.”

Allow a long rest if earned. He reacts to compass / hammer / drawing if shown.

After rest — ask out loud:

ChoiceTonight
Straight home to Fallcrest→ Beat F (planned spine)
Troglodyte / foul tunnels first→ Beat E, then F (or park Fallcrest for next time if late)
Stakeout / grey tunnels / side locksShort scare only — do not open Deep Gate city

Beat E — Troglodyte route (side branch)

Module: troglodyte-caves · Map: troglodyte-route.png · Tracker: Troglodyte_Combat_Tracker_v2.pdf

Smell hits first; chameleon skin; ambush from side tunnels. Goal if they push tonight: first contact + one skirmish, not the whole warren — unless the table is hungry and time remains.

Quick HP board (if running tonight)

CreatureACHPNotes
Carrion Crawler1335Ceiling ambush · Tentacle +8 · Bite +4 (2d4+2) · DC 11 CON → Speed 0
Troglodyte 11113+4 (1d6+2) · Stench DC 12 · Chameleon Skin
Troglodyte 21113
Troglodyte 31113
Troglodyte 41113
Chief Grash1335Bite/Claw +4 · Green Stone Surge below 18 HP — only if they push deep

Loot (if they clear a cache): see module / troglodyte-treasure.md (Javelin of Lightning · Stone of Good Luck · mithral scale · potions, etc.).

Then rejoin the spine at Beat F when they head for Fallcrest.


Beat F — Return to Fallcrest (waterfall ambush)

Uneventful until the waterfall path.

Preferred colour — the escaped / wild ogre

Broken trees · dead goblins · huge footprints · heavy chains dragged through mud. Something enormous broke free. A chaotic fight is already underway: goblin handlers trying to regain control, bugbears barking, archers keeping distance. Nobody cares about the party at first.

Keep useful PDF stats (Session 4 pack pp. 10–11). Soften “Hobgoblin King scripted ambush” — the King may still be the distant power who wanted a warning shot, but tonight’s colour is wild ogre + panicking goblinoids. Ogre may escape (balances the fight / leaves a recurring threat).

Read aloud (either colour)

The waterfall path is louder than you remember. Spray turns the stones slick. Broken trees. Dead goblins. Huge footprints. Heavy chains dragged through mud.

Below, something enormous thrashes with a tree-trunk club. Goblins scramble. Bugbears shout. Arrows clatter. The fight was already happening before you arrived.

Ambush board

CreatureACHPRole
Ogre (wild)1159Blocks / smashes; may flee if bloodied or handlers fail
Bugbear 11627Ambush / bark orders
Bugbear 21627Isolates a PC
Goblin Archer 11310Ledge
Goblin Archer 21310Ledge
Goblin Archer 31310Ledge
Goblin Archer 41310Ledge
Goblin Archer 51310Near rope/ledge
Goblin Archer 61310Flees when bosses break
Hobgoblin Captain (optional)1739Leadership +1d4; retreats if losing — use if you want a clear “officer”

Key combat stats

CreatureACHPAttacks / traits
Ogre1159Greatclub +6 (2d8+4) · Rock +6 (2d6+4) · may shove toward water · escape if half HP or free of handlers
Hobgoblin Captain1739Longsword/Longbow +4 (1d8+2) · Leadership +1d4 · retreats below half HP / if ogre gone
Bugbear1627Morningstar +5 (2d8+2) · Javelin +4 · Ambusher +2d6 on surprise
Goblin Archer1310Shortbow +4 (1d6+2) · Scimitar +4 · Nimble Escape

Outcomes: ogre dies → goblins scatter · enough goblins fall → bugbears withdraw · ogre escapes into the scrub → survives for later. Objective is survival drama, not a wipe.

Map: waterfall-climb.jpg


Beat G — Tobbs / Fallcrest follow-up

From the ChatGPT fragment — kids table: mystery and worry, not gore. Do not invent past fragment + existing canon.

NPCs: Tobbs · Nimozaran · Garnel · Mala
Language sheet (binding words only if they ask): ethium_language_sheet.pdfKaelith Vorn = bind item ↔ stone; do not invent a teleport phrase tonight.

Town arrival

Something feels wrong. Town continues as normal, but people whisper. Nobody has seen Nimozaran.

Tobbs — empty study

Exhausted; hasn’t slept properly.

  • Nimozaran never leaves without telling him — not once, for years
  • One morning the study door stayed locked
  • Hours later Tobbs unlocked it: room empty
  • No struggle · fire still burned · tea on the desk · books open · quill on unfinished notes
  • As though he had simply vanished

Do not confirm kidnapping. Do not confirm teleportation. Leave every possibility open.

The tiefling visitor (seed)

Two days later a well-dressed tiefling woman visited the tower. Polite questions about: the map, Ethium, Garnel, the ruins. She smiled, thanked him, left. Tobbs wishes he had paid closer attention. (Fits Gang of Four / Valnaran interest — do not name Maelis unless they already know.)

If Garnel is with the party — Mala’s notes (soft beat)

Only if Garnel came to Fallcrest. While they are in the study / office (looking around, comforting Tobbs, poking open books):

  • Garnel recognises grandmother Mala Stoneblender’s hand among Nimozaran’s papers — scraps / annotated pages, not a full stolen book
  • Soft implication only: Nimozaran and Mala knew each other before she died (shared Ethium research). No long flashback.
  • One line is enough — e.g. Garnel, quiet: “That’s… Grandmother’s writing. He had her notes.”

DM: seed revealed if this scene plays. Do not force if Garnel stayed at the pool. No answers about how the notes got here tonight.

Tobbs demo — Ethium stones, Transit, and the Anchor

If time / earned. Aligns with fragment (Ethium Transit Network). Kid-friendly show-and-tell — unlock the idea of faster travel; do not ship the whole party to the pool tonight unless the table is buzzing and you want one supervised hop.

Tobbs leads them beneath the tower (Nimozaran never showed this to outsiders).

ThingKid-friendly meaningTable fact
Transit CircleMagic doorway floor — unfinishedNimozaran’s life’s work, not ancient Ethium ruins
Anchor StoneFallcrest’s home addressEnormous blue stone fused into the foundations; Fallcrest was never on the old network — without the Anchor, the town has no address
Transit StoneA small stone that remembers placesAlready knows two destination runes: Fallcrest · Ethium Pool; new circles teach new runes later

Tobbs (plain speech): “Master said every place in the old world had an address.” He sets the little blue Transit Stone in the circle.

Optional 30-second demo (safe)

The unfinished circle wakes — soft blue light crawls along the carved lines. The Transit Stone’s Fallcrest rune and Ethium Pool rune both glow. The Anchor in the floor answers with a deep, steady thrum — like a heartbeat under the tower.

Tobbs grins, tired and proud. “See? Stones for the journey. The big one stays here so home can be found. The little one learns the way.”

  • If they have the Explorer’s Compass: needle may twitch toward the Anchor / nearest Ethium Stone — same relic idea as the viewing table, not a new system.
  • Optional language flavour only if someone asks how binding works: Kaelith Vorn (sheet) — bind / link. No new teleport word.

If the clock is gone: plant “Tobbs has something under the tower to show you — tomorrow” and stop.

Soft end image (optional)

If they still have the Explorer’s Compass: Garnel (or Tobbs) sets it down — needle turns not north, not toward the pool — somewhere none of them have explored yet.


Quick reference — do not forget

MomentReminder
OpeningMid-worm. Initiative. No long speech.
BurrowerPredator; three-way chaos; lure = smart
Retreat”Seal the Deep Gate!” — escape, not last stand
Doors / spiderIf not witnessed, wait until they approach the corridor
Climbing cacheRope / ladders / pitons → safer cliffs
RelicsCompass / hammer / drawing > coin
GarnelPool camp upgrade; long rest; then choice
TrogsSide branch — module ready; not required tonight
WaterfallWild ogre colour; may escape; PDF stats still apply
TobbsLocked study / empty room / tiefling visitor; no answers yet
Transit demoCircle + Anchor (address) + Transit Stone (Fallcrest · Pool); safe glow demo OK
Mala notesOnly if Garnel is in Fallcrest — soft “they knew each other”
Demon / mountain waterDo not name yet

After the session (2 minutes)

Copy into session-05 when played:

  • Who lived / fled / got eaten by the worm
  • Whether Deep Gate sealed; whether Marshal / spider was seen
  • Which relics / climbing gear found / viewing table visions seen
  • Whether Garnel’s camp was seen; rest taken?
  • Trogs: skipped / skirmish / deeper?
  • Waterfall: ogre dead / fled / who retreated
  • Tobbs beats delivered; Transit demo / hop?; Mala notes found?
  • Funny lines for the novel

FileUse
CHAT GPT session grey worm.mdAuthoritative Return-to-Fallcrest arc draft (Transit / Tobbs beats)
Tobbs · Nimozaran · Garnel · MalaNPC facts / soft seeds
ethium_language_sheet.pdfActivation pairs; Kaelith Vorn if binding comes up
Ruins_of_Ethium_Session4_DM_Pack_FULL.pdfAssembly Hall + waterfall stats / read-alouds
Duergar_Combat_Tracker_v2.pdf · Troglodyte_Combat_Tracker_v2.pdfCompact HP tracks
troglodyte-cavesReplayable troglodyte module
duergar-outpostOutpost / Burrower / viewing table building block
duergar-loot-notes.mdCaptain/slave loot already partly claimed
troglodyte-treasure.mdTrog loot list
MAP-CATALOG.mdFull map catalog