The cavernous city of Gracklstug still smoldered in the wake of chaos. Smoke curled from the docks where fire had licked timber and stone, a grim reminder of the Demogorgon’s fury. The adventurers moved among the gray-bearded duergar, their passage watched with awe and unease. The crowd gave no cheers, no triumphal procession, only silence broken by murmurs and sidelong glances. Victors though they were, they remained outsiders—surface folk in a city that had barely survived.
Yet their path was clear. The dragon Thumberchaud had promised words once the demon was slain. So, guided past the wreckage and the ash, the party descended through the grand dwarven halls beneath the city, runes glowing faintly upon walls carved with impossible skill. Priests in robes of flame-hue bowed uncertainly, confused by the dragon’s uncharacteristic flight, but their questions fell silent when a thunderous bellow shook the chamber: Send them in.
The wyrm awaited, vast and terrible, his scales gleaming like burnished brass upon his hoard. The earth itself trembled beneath his return. His voice was both menace and promise. He acknowledged their strength, and when Elora asked for the way to Waterdeep, he granted it. Tunnels reached the surface, and a guide would lead them there. Yet he did more than that. With a toothy grin, he reached into his treasures and bestowed gifts to each of them: to Maledurk, a belt that carried the strength of giants; to Thorn, a staff crowned with living flame; to Elora, a ring that bore the night sky itself within its band; and to Tempest, a wand of wild, unpredictable transformation, perfect for her chaotic soul.
The air was taut with the gravity of this exchange—power offered freely by a being who could as easily have devoured them. His jest about tasting surfacers lingered like smoke. But friendship with such a creature was worth more than gold. With that, he summoned a caravan master to serve as their escort: Bramdur Ironvein, a dwarf of wiry strength and shrewd eyes, who drove a cart pulled not by horses but massive lizards bred for the Underdark’s stone ways.
They departed beneath vaulted stone and followed winding caverns westward. Darkness pressed upon them, broken only by their own light and the faint gleam of lichen on rock. Days passed in strange rhythm—sleep measured not by the sun but by fatigue and habit. They grew restless, unsure if their ascent would ever truly pierce the world above. Yet there was relief in progress, in the sense of distance carried behind them.
One night, Bramdur warned of the greatest danger these tunnels knew: purple worms. He spoke of their immense size, of how they swallowed stone and cavern alike, leaving only smooth, round tunnels in their wake. The adventurers had heard whispers of such beasts—legends of serpents larger than houses, whose passing could collapse the very earth. Even Thorn, ever calm, felt unease at the thought of being trapped in such a monster’s path. But the dwarf reassured them. If worms came, the earth itself would quake long before they struck.
And then, as if called by fate, they found the sign of one. Where the natural stone corridors gave way to jagged walls and uneven footing, suddenly there yawned a perfect sphere of darkness—a tunnel bored smooth and seamless, wide enough for three men abreast. Fresh, Bramdur declared, his brow furrowed. A juvenile, not yet fully grown. And yet his eyes gleamed with greed. Purple worm eggs, he explained, were treasures worth a king’s ransom to wizards. If they dared, they could steal from the nest, sell to a sorcerer named Vizarin who dwelled nearby, and reap a fortune.
The companions exchanged glances. Temptation gnawed. To seek eggs was folly, yet was it not also opportunity? Maledurk, always eager for risk, grinned and declared it worth the venture. Elora’s thoughts lingered on the worm itself, the sense of something vast lurking unseen. Thorn measured the risk and the gain, and Tempest—though absent in voice—was known to embrace chaos with delight. And so, they agreed.
They turned into the worm’s tunnel, smooth walls whispering of the creature’s passage. The air was cold and unsettling, as if swallowed from the world. They followed the path until it broke into a cavern, high and wide. From above, another worm-tunnel gaped thirty feet higher, its mouth opening into darkness beyond. With rope, spell, and wing, they climbed, leaving the cart and lizards behind. Soon they stood in a chamber lit faintly by lichen, the walls alive with a ghostly green glow.
And there, across the cavern, they beheld it: an egg chamber. The ceiling rose eighty feet into shadow, and from it hung strands of web-like silk, strong as rope, glistening with dampness. Suspended within were clusters that pulsed faintly with violet light—purple worm eggs, cradled in their silken nets.
Bramdur’s voice dropped to a hushed whisper, reverent and trembling with greed. “There they are. All we must do is climb the silk, cut them free, and carry them away.”
The chamber fell silent. The faint glow of the eggs lit the cavern with eerie promise. The adventurers knew danger waited close, whether in the silk, in the cavern’s unseen depths, or in the wrath of a mother worm. Yet the lure of fortune—and of the tale itself—pulled them forward.
And so, with hands on rope and eyes on the glowing prize, they readied themselves to trespass in the nursery of giants.
Decision to seek aid from Themberchaud: At the lair of Themberchaud: Audience with the dragon: Themberchaud confirms a grave danger had threatened his city; after reconnaissance, he senses no additional threats in the area. The party requests help to reach Waterdeep. Themberchaud knows the city, remarks it is not friendly to his kind, and says he will not go there, but offers to provide a guide to the surface via the trade guild. Themberchaud offers tangible rewards for their aid: A Keeper is instructed to fetch someone from the trade guild to guide the party. Introduction of the guide: Departure and outfitting: Overland travel through the Underdark: Level advancement: The DM awards level 12 for defeating the Demogorgon, saving Gracklstugh, and beginning the real push toward the surface. Bramdur’s briefing on dangers and approach: Party knowledge checks (Nature): The worm-bored passage: The party reaches a junction where their natural tunnel intersects a near-perfectly spherical, extremely smooth tunnel 10–12 feet in diameter; Bramdur says “this wasn’t here last time.” He judges from the diameter that the worm is not fully grown (a juvenile) and proposes an opportunity: harvest purple worm eggs, which are highly prized for magical properties, to make the trip worthwhile. Egg details and logistics from Bramdur: Party decision and route choice: Through the worm tunnel: First cavern layout and access: The worm’s passage continues across the chamber, ~30 feet up on the opposite wall, as if the worm burst into the cavern, crossed the space, and resumed tunneling. Bramdur identifies a ramp access elsewhere and departs to fetch the cart; shortly he re-enters from another approach, confirming a navigable path. Environmental details: The egg chamber: Harvest plan and roles: The party discusses ascent and extraction: Emphasis on being quick and quiet due to the potential for the parent worm to sense displaced eggs. Session end:Session Notes