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.
Session plan — Return to Fallcrest (Session 5)
Date planned: (fill in)
Maps:
·
· trogs 
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:
- Where is each PC standing?
- Who still has actions left this round?
- Is the Burrower grappling anyone / anything?
- How many duergar / quaggoths are still up?
Garnel: still at the Ethium Pool researching.
Board state — fill before dice
| Side | AC | HP | Notes / status |
|---|---|---|---|
| Grey Burrower | 15 | 68 | Current: ____ · grappling? ____ |
| Duergar Captain | 16 | 45 | fled / dead / fighting |
| Duergar Soldier 1 | 16 | 26 | |
| Duergar Soldier 2 | 16 | 26 | |
| Duergar Soldier 3 | 16 | 26 | |
| Crossbow Duergar 1 | 16 | 22 | |
| Crossbow Duergar 2 | 16 | 22 | |
| Quaggoth Slave 1 | 13 | 45 | |
| Quaggoth Slave 2 | 13 | 45 |
(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
- Finish the three-way Assembly Hall fight
- Deep Gate seals — Stone Marshal / spider beat when they can see it
- Treasure + climbing gear for the cliffs / waterfall return
- Reunite with Garnel (pool base)
- Optional: troglodyte route (module ready — do not clear Chief Grash’s whole lair unless they push)
- Return to Fallcrest — wild ogre / goblin / bugbear ambush
- Tobbs — locked study / Nimozaran missing / Transit demo / optional Mala notes (kids-safe mystery)
Session rhythm
| Beat | Time | What happens |
|---|---|---|
| A | 20–40 min | Resume initiative → Burrower + remaining foes |
| B | 10 min | Deep Gate closes; Stone Marshal / spider when witnessed |
| C | 15–20 min | Search hall — relics + climbing cache |
| D | 10–15 min | Return to pool → Garnel’s camp → long rest |
| E | 0–40 min | Optional troglodyte side branch (or skip) |
| F | 25–40 min | Journey home → waterfall ambush |
| G | 15–30 min | Fallcrest + 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
| AC | HP | Notes |
|---|---|---|
| 15 | 68 | Current: ____ · grappling? ____ |
| Trait | Detail |
|---|---|
| Speed | 30 ft, burrow 30 ft · Tremorsense (ground) |
| Multiattack | Bite +6 (2d10+4, Grapple escape DC 13) · Tail Slam +6 (2d8+4, DC 13 STR or Prone) |
| Burrow | Skip attacks → vanish → erupt within 30 ft next round |
| Tunnel Collapse | On 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)
| Creature | AC | HP | Attacks / traits |
|---|---|---|---|
| Duergar Captain | 16 | 45 | War Pick +5 (1d8+3; +1d4 if Enlarged) · Javelin +5 · Enlarge / Invis 1/day · optional Command ally |
| Duergar Soldier | 16 | 26 | War Pick +5 (1d8+3) · Javelin +5 · Enlarge / Invis |
| Crossbow Duergar | 16 | 22 | Heavy Crossbow +4 (1d10+2) · Dagger +4 · cover |
| Quaggoth Slave | 13 | 45 | 2× 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
| Action | Effect |
|---|---|
| Push mining cart | STR DC 12 → 20 ft; path DEX DC 12 or 1d6 + prone |
| Collapse loose rubble | Attack AC 10 / HP 10 or STR DC 13 → difficult terrain / block |
| Leap onto rubble | DEX DC 12 → high ground; off floor = harder for tremorsense 1 round |
| Lure the Burrower | Noise / 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
| Item | What it does |
|---|---|
| Explorer’s Compass | Blue crystal needle → nearest Ethium Stone; unlocks Explorer’s Guild memory at the viewing table |
| Ethium Smith’s Hammer | Masterwork craft tool; Great Forge memory; later repairs / dwarven trust |
| Child’s Drawing | No gold value; dwarf family + dog + blue crystal; quiet Family Home memory |
Print handout — Explorer’s Compass: 

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.
| Relic | Past | Present |
|---|---|---|
| Compass | Explorer’s Guild farewell | Guild hall = duergar barracks |
| Hammer | Great Forge singing | Forge = armoury / slaves |
| Drawing | Warm home, child drawing | Same room: dust, silence |
| (no relic) Pool | Ceremonial keepers | Garnel 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:
| Choice | Tonight |
|---|---|
| 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 locks | Short scare only — do not open Deep Gate city |
Beat E — Troglodyte route (side branch)
Module: troglodyte-caves · Map:
· 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)
| Creature | AC | HP | Notes |
|---|---|---|---|
| Carrion Crawler | 13 | 35 | Ceiling ambush · Tentacle +8 · Bite +4 (2d4+2) · DC 11 CON → Speed 0 |
| Troglodyte 1 | 11 | 13 | +4 (1d6+2) · Stench DC 12 · Chameleon Skin |
| Troglodyte 2 | 11 | 13 | |
| Troglodyte 3 | 11 | 13 | |
| Troglodyte 4 | 11 | 13 | |
| Chief Grash | 13 | 35 | Bite/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
| Creature | AC | HP | Role |
|---|---|---|---|
| Ogre (wild) | 11 | 59 | Blocks / smashes; may flee if bloodied or handlers fail |
| Bugbear 1 | 16 | 27 | Ambush / bark orders |
| Bugbear 2 | 16 | 27 | Isolates a PC |
| Goblin Archer 1 | 13 | 10 | Ledge |
| Goblin Archer 2 | 13 | 10 | Ledge |
| Goblin Archer 3 | 13 | 10 | Ledge |
| Goblin Archer 4 | 13 | 10 | Ledge |
| Goblin Archer 5 | 13 | 10 | Near rope/ledge |
| Goblin Archer 6 | 13 | 10 | Flees when bosses break |
| Hobgoblin Captain (optional) | 17 | 39 | Leadership +1d4; retreats if losing — use if you want a clear “officer” |
Key combat stats
| Creature | AC | HP | Attacks / traits |
|---|---|---|---|
| Ogre | 11 | 59 | Greatclub +6 (2d8+4) · Rock +6 (2d6+4) · may shove toward water · escape if half HP or free of handlers |
| Hobgoblin Captain | 17 | 39 | Longsword/Longbow +4 (1d8+2) · Leadership +1d4 · retreats below half HP / if ogre gone |
| Bugbear | 16 | 27 | Morningstar +5 (2d8+2) · Javelin +4 · Ambusher +2d6 on surprise |
| Goblin Archer | 13 | 10 | Shortbow +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: 
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.pdf — Kaelith 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).
| Thing | Kid-friendly meaning | Table fact |
|---|---|---|
| Transit Circle | Magic doorway floor — unfinished | Nimozaran’s life’s work, not ancient Ethium ruins |
| Anchor Stone | Fallcrest’s home address | Enormous blue stone fused into the foundations; Fallcrest was never on the old network — without the Anchor, the town has no address |
| Transit Stone | A small stone that remembers places | Already 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
| Moment | Reminder |
|---|---|
| Opening | Mid-worm. Initiative. No long speech. |
| Burrower | Predator; three-way chaos; lure = smart |
| Retreat | ”Seal the Deep Gate!” — escape, not last stand |
| Doors / spider | If not witnessed, wait until they approach the corridor |
| Climbing cache | Rope / ladders / pitons → safer cliffs |
| Relics | Compass / hammer / drawing > coin |
| Garnel | Pool camp upgrade; long rest; then choice |
| Trogs | Side branch — module ready; not required tonight |
| Waterfall | Wild ogre colour; may escape; PDF stats still apply |
| Tobbs | Locked study / empty room / tiefling visitor; no answers yet |
| Transit demo | Circle + Anchor (address) + Transit Stone (Fallcrest · Pool); safe glow demo OK |
| Mala notes | Only if Garnel is in Fallcrest — soft “they knew each other” |
| Demon / mountain water | Do 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
Related files
| File | Use |
|---|---|
CHAT GPT session grey worm.md | Authoritative Return-to-Fallcrest arc draft (Transit / Tobbs beats) |
| Tobbs · Nimozaran · Garnel · Mala | NPC facts / soft seeds |
| ethium_language_sheet.pdf | Activation pairs; Kaelith Vorn if binding comes up |
| Ruins_of_Ethium_Session4_DM_Pack_FULL.pdf | Assembly Hall + waterfall stats / read-alouds |
| Duergar_Combat_Tracker_v2.pdf · Troglodyte_Combat_Tracker_v2.pdf | Compact HP tracks |
| troglodyte-caves | Replayable troglodyte module |
| duergar-outpost | Outpost / Burrower / viewing table building block |
duergar-loot-notes.md | Captain/slave loot already partly claimed |
troglodyte-treasure.md | Trog loot list |
MAP-CATALOG.md | Full map catalog |