# The Morkai Colony ### General Description The Morkai Colony is a duergar, or gray dwarf, stronghold. The surface temple is dedicated to Bhaal, the god of greed and is the first floor of a three floor colony. The Duergar originally built the under temple to Talos, god of pride. In their lowest level, the catacombs, they built a temple to their Patron god, Laduguer. {{descriptive The Duergar Temple of Greed looms ominously at the southern edge of the Sword Mountains west of Rassalantar. The temple has a dark stone edifice glinting with a sinister sheen. Forgotten trade routes operated long ago can be seen by a trained eye. The atmosphere is heavy with the scent of earth and metal. The entrance tatooed with faintly glowing runes etched into the smooth dark stone emit an eerie light. Intricate carvings celebrate both greed and warfare. Creeping vines intertwine with solid stone, betray the passage of time since this entrance was used. }} : {{note The Surface Temple was once a pristine temple and fortress for the Duergar, built to honor their gods and serve as a bastion of strength in the region. Within its walls the Duergar practiced rune-smithing and traded their works. : The spell plague raged this area, mutating the duergar who survived within into trollesque beasts as a time stop enveloped the colony. Only recently when the full weave was restored did the time stop come to an end. }} {{imageMaskEdge7,--offset:07%,--rotation:270 ![](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/a24ef58d-1442-4cfe-b3dc-f0e690ae302d/dgs4cll-1ca4b2c0-4200-48d4-a152-692a996ffd90.jpg/v1/fill/w_894,h_894,q_70,strp/duergar_fighter_by_metaphysicmc_dgs4cll-pre.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MTI4MCIsInBhdGgiOiJcL2ZcL2EyNGVmNThkLTE0NDItNGNmZS1iM2RjLWYwZTY5MGFlMzAyZFwvZGdzNGNsbC0xY2E0YjJjMC00MjAwLTQ4ZDQtYTE1Mi02OTJhOTk2ZmZkOTAuanBnIiwid2lkdGgiOiI8PTEyODAifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0aW9ucyJdfQ.sbi9Z1aWRegXwicJRtuq9mPsoWrrGdy8_tRxsTwj5fA){height:100%,padding-left:100px;} }} : : : ### Current Situation - Morkai Colony The colony population has shrunk to only 10 duergar, all who are transformed. Throkk Underearth has been crafting rune-smith items with the help of an evil Azer ally, Logi. Together, Logi builds fine items and Throkk adds magical runes to them. : The priest, Morkai Ashlord, has summoned an erinyes devil, Clymestra, with whom the duergar now have a bargain with. Morkai deals with Clymestra, sends duergar to raid for slaves, and controls two hell hounds. : Clymestra buys large bulk of items for Soul Coins which the duergar have become enamored with since they are items of both wealth, power and have the sounds of a tortured soul in them. Not only this, she has rights to strike bargains with any creature she finds in the colony for their soul, should the creature agree. : \page Clymestra has found ample ability to lure the duergar slaves into her web as they seek release from their dispair. This has happened to the chagrin of the duergar as they keep losing their slaves to her and need to replenish frequently. : Batches of 20 items are sold to Clymestra for 1 Soul Coin. This deal has worked out well because she has made contracts with slaves for their souls and has claimed more souls for free than she has paid for the duergars gear. : The collected gear has a few legitimate pieces of weapons and armor, but also many torture devices that are unusable to anyone but Clymestra. : The duergar seek a way out of the contract, but have found none, and thus toil on as a good duergar does. : Finally, in the catacombs the duergar opened a tunnel to a Fomorian lair. Gulkarn leads raids and battles the Fomorians and gathers slaves from the surface. ### Current Situation - Surface Temple On the surface the temple has mostly been abandoned. Many traps are set as the duergar are a distrusting people. There is also much gold a some items on the surface, all of which they have lost interest in since they have found Soul Coins. : Visitors must survive the harrowing traps to acquire the surface level treasure, which is vast. The duergar reset their traps if needed from time to time, but otherwise leave the surface level alone for days at a time. : The entrance to the under temple is guarded by runes and sealed with magic. It can be found with effort, but opening the passage will take much more. The other option is a stakeout and waiting for the duergar to open it from the other side. ### Features The temple's layout is stark and utilitarian, characterized by long, straight corridors and sharp angled turns. The stone floors are often slick with moss, posing a challenge for navigation and balance. : Adventurers must be wary of all manner of duergar craftiness. Mechaniced pressure plates, magical triggers, and even poisons all adorne this relatively small yet rich surface temple. : Besides the traps and treasures both in spades there is no sign of life except for the times the duergar venture up to reset their traps and double check their safety from below. This happens on clockwork once per 10 day. Meaning there is a 10% chance any single day is the day they venture up. ![cat warrior](https://images.nightcafe.studio/jobs/cOfU2SWbkprEMY6UQ8nl/cOfU2SWbkprEMY6UQ8nl--1--oq983_adetailer-face_yolov8n-3iiyn_4x-real-esrgan-x4-v3-wdn.jpg?tr=w-1600,c-at_max) {width:325px,mix-blend-mode:multiply} {{artist,position:relative,top:-60px,left:20px,margin-bottom:-30px ##### Clymestra [Erinyes Devil](https://images.nightcafe.studio/jobs/cOfU2SWbkprEMY6UQ8nl/cOfU2SWbkprEMY6UQ8nl--1--oq983_adetailer-face_yolov8n-3iiyn_4x-real-esrgan-x4-v3-wdn.jpg?tr=w-1600,c-at_max) }} {{note When the duergar do come up they use their innate invisiblity. The door can open and be heard, but only seeing invisible will reveal a duergar when they are investigating their top level. }} ### Factions or NPCs Throkk and Logi craft items mostly independently. Morkai controls the slaves an 1d4 hell hounds. 8 other duergar work the mines and battle underground enemies with Gulkarn. The 3d4 slaves are carelessly abused. Clymestra comes every third tenday to trade and entice slaves to sell their souls. Approximately 30 Soul Coins are currently the possesion of the dwarves based on this math. : {{note If interested in pursuing the Clymestra storyline over time, she is a direct employee of Glasya, a daughter of Asmodeus. A summary of Glasya can be found in the appendices. }} : Clymestra seeks to bargain for souls and has the ability gift warlock powers max spell level 3, common-rare magic items, she can perform tasks or allow for a devil to be summoned. All these gifts require a soul or steps toward evil so a soul can be won down the road. She is happy to be patient for souls and grant gifts and powers as long as the PC is taken down the road to corruption. : Clymestra has brokered a deal with a teen boy in Rassalantar. The PC's may wish to attempt to break that deal, but that scenario is detailed in the Rassalantar module. \page ## A1. The Forgotten Entrance The Forsaken Entrance spans approximately 30 feet across and 20 feet high and 40 feet deep, boasting a once-grand archway partially concealed by twisting vines. Ancient Duergar carvings still cling to the stone, displaying battles from the past. : Four great pillars stand around the center of the room, faint blue glows from them. A DC 12 Arcana check will reveal this is residual Blue Flame from the spell plague. In the duergar language the words 'Greed is good' are written on each pillar. : 5d10 gems worth 1 gold each litter the ground. Another 300 silver liter the ground as well, seemingly discarded. These are part of a trap and if the players attempt to pick them up the trap is automatically triggered. : {{note A trap is placed in the center of the room which can be deactivated by a switch in the antechamber room A2. If a player steps on the pressure plate 12 wicked tridents weighted with 100lbs of stone are dropped from the ceiling. Each trident hits a random character on a roll of 14 or higher. Each character can only be hit by 1 trident. On a 20 the trident strikes the head and if no helmet is worn it is a auto kill. Each weighted trident deals 4d6 + 5 damage. A DC 13 dex save will halve the damage. }} : After the trap is sprung the players can safely collect the loot if they choose. Players have rooms to the right and left that are connected to the Forgotten Entrance. : ## A2. Antechamber of Bargains This room has a large counter close to the door. Behind the counter are multiple closets, weapons and armor stands, and a large alcove with numerous chests. It appears this room was for handling trades with visitors. {{descriptive This appears to be the most dreary looking shop you have every seen. There is no warmth, color, or comfort to be found. However, around the room you see numerous weapons and armor in excellent condition. Chests hold many coins and even potions can be found in this well rounded market room. }} : The items in this room are all non-magical but of near perfect quality. ##### Abandonned Shoppe Items | Item | Number | Value | Special | |:------------------|:-----:|:------:|:------:| | Short Sword | 3 | 20 gp | 1d8 base dmg | | Long Sword | 2 | 30 gp | 1d10 base dmg | | Battle Axe | 3 | 25 gp | 1d10 base dmg | | Great Axe | 1 | 60 gp | 3d4 base dmg | | War Hammer | 2 | 30 gp | 2d4 base dmg | | Great Hammer | 1 | 100 gp | 2d8 base dmg | | Chain Mail | 3 | 150 gp | 1 DR s/b/p | | Full Plate | 1 | 2,500 gp| 2 DR s/b/p | | Shield | 4 | 30 gp | + 3 AC | : ![homebrewery_mug](https://images.nightcafe.studio/jobs/ZS83YKmt14ATnzbusoRW/ZS83YKmt14ATnzbusoRW--1--5yalz.jpg?tr=w-1600,c-at_max) {width:320px,margin-right:-0cm,wrapLeft} :: {{descriptive In the dead center of the room is a large grey iron chest with a lock. It's only decoration is a very large yellow topaz which almost shimmers in the dark. }} : {{note The chest is trapped with a lightning bolt. Detect magic will reveal it, and dispel magic will cancel it. Otherwise, whomever opens the chest is zapped by a 6d6 lightning bolt which arcs to 3 people dealing 2d6 each. }} ##### Chest of Bhaals Greed | Item | Amount | Detail | |:------------------|:-----:|:-----------------:| | SP | 1,500 | - | | EP | 500 | - | | Magic Items | 3 | Roll from DMG Table F | | Magic Items | 1 | Roll from DMG Table H | | Magic Items | 6 | Roll from DMG Table B | : The topaz can be removed safely by a skilled craftman. It is worth 200 gp and attuned to hold magic spells. It is 4 inches long and 3 inches wide. In the hands of a wizard it can hold a spell they cast which can be released by will or by trigger. DM can decide further details. Max spell level is 4. \page ## A3. Antechamber of Avarice The Antechamber of Avarice is a spacious, dimly lit room filled with sculptures of duergar clutching piles of gold and gems. The air buzzes with a low hum, as if the very walls vibrate with greed. : {{note There are 3 chests in this room, each chest has a Topaz on it with a 6d6 lightning bolt that arcs to 3 more targets doing 2d6. they can be dispelled with dispel magic. }} : ###### Chest 1 200d20 sp and 2d6 random gems worth 1d4 x 50 gp each. Each gem is geometrically perfect and able to hold 1 charge of any spell up to 5th level. A mage who makes a spell crafting check can load a spell into it for future use. ###### Chest 2 A poison spray is triggered inside this chest in addition to the lightning gem on the lid. 200d10 gp, 5 potions of healing, 3 potion of climbing, 1 pouch with 5 x dust of sneezing and choking. {{note Glowing spores mist sprays out at all within 5' of the chest. Take 3d6 poison damage then 2d6 then 1d6 each of 3 rounds. for Save DC 12 Con for 1/2 damage. On failed save have the poison status for 1 hour. Regardless of the save all hit creatures radiate a dim green light for 6 hours. }} ###### Chest 3 A single wand of magic missles sits at the bottom of this chest, placed perfectly in the center. {{note If taken a contingency spell casts flaming hands out of the open lid hitting everyone in 15' cone dealing 3d6 fire dmg. A detect magic will reveal the trap, a dispel magic will cancel it. }} ## A4. Temple of Avarice The players enter this area on the west side of the map from the south. This massive chamber is 20' deep and 70' wide. In the middle is a 30' wide and 10' deep recess where a great altar of pure gold is. Over 5,000 lb's of weight and taking up most of the space is the giant figure of a duergar with a huge axe. Hundreds of gems besparkle all around, easily holding 20,000 gp in gems to your estimation. {{note Duergar are meticulous, crafty, and relentless in their tasks. Every single gem holds a fireball, lightning bolt, or cone of cold charge in it. Any spell caster will realize the fragility of that much magic. Clearly there is danger in casting dispel magic. }} There are two chambers of avarice on the east and west ends of the room behind hidden walls. These hold what appears to be abandoned living quarters for whomever used to live up here. If the players search for the walls the player searching has a change to find a mechanical trap. There is a pressure plate in front of each doors entrance. {{note Each chamber of avarice has a trigger outside it's door that when sprung launches 2 spears from the north and 2 from the south. They can hit at most 1 player randomly on a to hit roll of 12 or higher dealing 1d6 + 2 damage each. }} If the players enter the eastern chamber you can read this description to them. {{descriptive A chill permeates the air, mingling with the scent of damp earth and decaying parchment, echoing whispers of long-forgotten rituals. In the center of the room stands a massive altar fashioned from dark obsidian, etched with cryptic symbols that pulse faintly, as if still resonating with the lost magic of its cursed worship. A worn tapestry, depicting an unsettling scene of numerous duergar stabbing a wierd octopus faced humiond. }} If the players enter the western chamber you can read this description to them. {{descriptive Its walls adorned with intricate mosaics showcasing the insatiable allure of wealth and power. The stale air carries the scent of aged metal and damp earth, while faint echoes of dripping water create a rhythmic backdrop. A massive golden idol of a scowling figure, its eyes set with luminous gemstones, looms over the chamber, silently judging all who dare to enter. }} ## A5. Storage and Stairs Down A great storage room 30' wide and 50' long holds numers wooden barrels and wooden chests. All look normal and if they PC's investigate nothing seems out of the ordinary. Upon further inspection food, drink, and basic goods can be found. Nothing of value except the safety of not being surprised by a deadly trap. : A stone staircase turns and winds where your light won't shine, bidding the foolhardy to continue to forward, and the thoughtful to turn and flee... \page # The Undertemple Here in the undertemple lie the core living and crafting quarters of the duergar dwarves that call this haunted house home. Here Morkai plots and schemes, Throkk crafts, and the slaves sometimes wander up to do menial chores. : The area is as large as above, but not nearly so easy to navigate. On this layer living beings work and at a moments provocation are ready to fight to the death any invader they find. Slaves carry materials to Throkk and Logi and carry finished product down into the catacombs. Sometimes duergar travel to get food or drink from the main temple storage. Other times they be out to or back from a slave raiding mission. However, much of the duergar's time is in working the mines and fighting the Fomorian in the catacombs. : The following table will help with random encounters as players enter each room. : {{note Throkk and Logi are always in room B6 the Forge. Morkai is in the catacombs most of the time, while his hell hounds roam free when not accompanying Gulkarn in battle. The other duergar could be on a mission if you want the party to move forward freely, otherwise roll below and there may be an early encounter. }} ##### Random Room Encounter | d20 | Encounter | |:------------------|:-----------------:| | 1-13 | Nothing, not even a mouse. | | 14-17 | A broken willed slave scurries by caring for naught. | 18 | A hell hound appears alone. | | 19 | A Plague-Born Duergar. | | 20 | A slave who wishes freedom. | : As the PC's move through the area if they fight any Duergar they will soon see that they regenerate and cannot be killed. ## B1. Temple of Talos The first chamber is a 40'x40' room dedicated to the Talos, the god of wrath. {{descriptive The air is thick with the metallic scent of oiled weapons. Low echoing clanks of falling blades and hammers reverberate throughout the chamber like distant thunder. Suspended from the ceiling are a myriad of jagged swords and cruel-looking axes, arranged without any regard for beauty, their edges sharp and glinting ominously in the dim torchlight. : A thick rotten smell permeates the room as you notice a lump of flesh. }} Around the temple are 3 huge heads. Each one malformed, clearly belonging to a giant. These are offerings to Talos, the defeated Fomorian's from recent battles. The Fomorian's are a godless and wicked breed of giants cursed to be as ugly in the flesh as they are in their hearts. A true display of the ugliness of sin. : The mutated duergar are winning their battle due to their regeneration ability, their natural psionic powers of invisibility and enlargement, and their immunity to the Fomorian's evil eye ability which is their greatest weapon. : To the west is B2, the slave chambers. To the south is B3, ## B2. Slave Chamber This is a 20' x 30' jail for the slaves. The east and south have barred doors and numerous cloth items litter the floors. You notice there are no cots or items of comfort. : In this room the existing slaves are kept when not being worked. There are currently 3d4 slaves held captive of mixed races which can include dwarf, gnoll, gnome, human, half-orc, orc, hobgoblin, bugbear. Any small and weak races will not be found as the duergar have no use for small humanoids and will kill or eat them instead of work them. : There is nothing of value or interest in here, the players can attempt to pick locks and enter the room, but they can get to all the same areas bypassing this room and heading south into B3. \page # Stat Blocks {{monster,frame,wide ## Plague-Born Duergar *Medium humanoid (duergar), lawful evil* ___ **Armor Class** :: 14 (natural armor) **Hit Points** :: 73 **Speed** :: 25 ft. **Saving Throws** :: STR +5, CON +5 **Damage Resistances** :: Necrotic, Fire **Damage Immunities** :: Non-magical weapons ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |16 (+3)|12 (+1)|20 (+5)|10 (+0)|11 (+0)|8 (-1)| ___ **Condition Immunities** :: None **Senses** :: Darkvision 60 ft., passive Perception 12 **Troll-Regen** :: Regen 10 hp per turn. ___ ***Innate Psionics.*** Cast enlarge or invisible 1/day each. ### Actions ***Multiattack.*** The Twisted Guardian Duergar makes two attacks with its Runic Greatsword Strike or a Blue Flame Burst. : ***Putrid Great Axe Strike.*** Melee Attack: +5 to hit, dealing 2d6 + 3(str) + 1d6 poison damage. On a hit, the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 round. : ***Blue Flame Burst (recharge 5-6).*** Magical 10' cone burst doing 2d10 blue fire magic damage. : }} {{monster,frame,wide ## Hell Hound *Medium fiend, lawful evil* ___ **Armor Class** :: 12 **Hit Points** :: 52 (7d8 + 21) **Speed** :: 50 ft. **Saving Throws** :: DEX +5, CON +5, WIS +2 **Skills** :: Perception +3, Stealth +5 ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |14 (+2)|16 (+3)|17 (+3)|2 (-4)|12 (+1)|6 (-2)| ___ **Senses** :: Darkvision 60 ft., passive Perception 13 **Languages** :: Infernal **Challenge** :: 3 (700 XP) ___ ***Keen Smell.*** The hell hound has advantage on Wisdom (Perception) checks that rely on smell. : ***Fire Immunity.*** The hell hound is immune to fire damage. : ### Actions ***Multiattack.*** The hell hound makes two attacks: one with its bite or maul and one with its fiery breath. : ***Bite.*** Melee Attack: +6 to hit, dealing 2d8 + 2 piercing dmg + 1d6 fire dmg. : ***Fiery Breath (recharge 5-6).*** Ranged Attack: 15' cone, 4d6 + 6 fire damage and the target must succeed on a DC 13 Dex save for 1/2 dmg or also be ignited, taking 1d6 fire damage at the start of each of its turns for 1 minute. : ***Maul.*** The hell hound mauls with its two claws dealing 2d4 + 2 dmg + 1d6 fire dmg.. : }} : {{monster,frame,wide ## Azer *Medium humanoid (fire subtype), lawful neutral* ___ **Armor Class** :: 19 (natural armor + shield) **Hit Points** :: 50 (6d10 + 12) **Speed** :: 30 ft. **Saving Throws** :: CON +4, CHA +4 **Skills** :: Arcana +2, Insight +2 **Damage Immunity** :: Fire, Poison **Damage Resistance** :: bludgeon, pierce, slash with 3 DR ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |14 (+2)|12 (+1)|15 (+2)|10 (+0)|11 (+0)|15 (+2)| ___ **Senses** :: Darkvision 60 ft., passive Perception 12 **Languages** :: Ignan, Common ___ ***Fiery Aura.*** Any creature that starts its turn within 5 feet of the Azer takes 1d10 fire damage. : ***Master Craftsman.*** Azer has advantage on checks for crafting and repairing items, doubling proficiency bonus if applicable. : ### Actions ***Multiattack.*** The Azer makes two attackswith its warhammer and one with its fiery touch. : ***Warhammer Strike.*** Melee Attack: +6 to hit, dealing 1d10 + 4 dmg + 1d6 fire dmg. with a reach of 10 ft. : ***Fiery Touch.*** Melee Attack: +6 to hit, dealing 11 (2d6 + 4) fire damage with a reach of 5 ft. The target must succeed on a DC 14 Constitution saving throw or be blinded until the end of its next turn. : ***Flame Burst.*** Ranged attack: +6 to hit, dealing 6 (1d8 + 2) fire damage with a range of 150/600 ft. A creature hit by this attack must succeed on a DC 14 Dexterity saving throw or be knocked prone. : }} \page # Unique Magic Items #### Blue Breath Morning Star *Morning Star + 2, very rare* : This weapon grants a +2 bonus to attack and damage rolls. : The Blue Breath Morning Star is a formidable weapon, featuring a long, polished black shaft made from obsidian-like material. Its spiked head is inlaid with azure gemstones that seem to shimmer and pulse with an inner flame. When swung, the air around it crackles with energy, leaving a faint trail of bluish fire. : **Searing Strike**: When you hit a creature with this morning star, it deals an additional 1d6 blue fire damage. The creature must make a DC 15 Dexterity saving throw. On a failed save, the target is ignited, taking 1d6 blue fire damage at the start of it's next turn. : #### Runic Ice Blade *Weapon, Rare* : The Runic Ice Blade is a longsword + 1 with a gleaming frost-blue blade that seems to shimmer with icy runes etched along its length. The hilt is wrapped in dark leather, providing a firm grip, and is adorned with small gemstones that resemble frozen drops of water. : **Runes of Frost**: Once per turn inflicts 1d6 cold damage on a hit and target loses 10' move speed 1 turn. : **Icy Shroud**: Once per short rest as a reaction, the wielder can activate the Runic Ice Blade to surround themselves in a protective layer of frost that absorbs 20 fire damage. : \page # Appendices ## Glasya Glasya is the daughter of Asmodeus and a princess of Hell. Glasya’s symbol is the copper scourge. She rules a layer of Hell, Malbolge, the prison layer known as 'The Crushing'. Glasya's sense of aesthetics belied her inner corruption, as the Princess of Hell was equal parts lovely and loathsome. : She served as the warden of Malbolge, the prison system of the Nine Hells, and so part of the sadistic princess's duties was overseeing the punishments of law-breaking devils. She loved instructing her favored erinyes to tempt targets of her choice, with self-righteous paladins and corruptible elder priests being her particular favorites. Captives that weren't powerful enough to be a threat to her were tortured in her palace where she could watch or participate at her whim. \page