Grithmaar Deep is a vast subterranean expanse beneath the mountains, associated with the dwarves and characterized by expansive caverns and a dark, foreboding environment. This long-abandoned trade concourse, once a bustling hub for commerce between outsiders and dwarves, features immense widths of hundreds of feet and a broad thoroughfare that stretches for several miles. The area is now largely deserted, with remnants of past trade visible in the form of old ruts and structures, but it lacks any signs of current habitation. Access to Grithmaar Deep involves navigating winding ramps and a heavy-duty bridge leading into the concourse, where rocky terrain meets intricate stone formations. It is believed to house a great creature left by the god Mollthain, known as The Rampart. The climate is cool and damp due to its underground nature, and the area is rich in resources but also fraught with dangers, leading to caution among those who venture there.
Grithmaar Deep serves as a critical point, representing both a destination and a potential source of power linked to various mythological elements and the sacred Blessed Branches associated with the Old Gods, particularly Otheidas, the god-king. The Living Fortress, with its rooftop tree, stands as the only greenery in the otherwise barren environment, adding an unusual feature to the otherwise stark landscape.
Recent exploration revealed large flying mantis-like creatures at the edge of the luminous hole near Grithmaar Deep. These creatures exhibited a phasing quality, partially embedding into stone, prompting experiments with their remains. The group discussed strategies for descending into Grithmaar Deep, considering options for resting and crafting gliders from the creatures' wings. Notably, the luminous hole allowed a view into the barren expanse of the World Below, where titans were observed, underscoring the significance of Grithmaar Deep as a site of both danger and opportunity. It has also been identified as a viable target for acquiring god-touched artifacts, reinforcing its role in potential conflict and discovery.
In a recent account, Jamal, the settlement's lone survivor, recounted the slaughter of his people by raiders, which has left the area largely abandoned and dangerous. He noted that the Mollthain's Warden resides below Grithmaar Deep, heightening the risks associated with the location. The group collected dragon scales and secured dragon bile glands within the Living Fortress, while avoiding Drosven’s Gate and venturing deeper into the mountain. They faced various hazards, including a rope trap that triggered a rockfall, obstructing their path, and encounters with goblinoids and horned iron figures. To fortify their position, they stacked rubble to create a defensive barricade. Sylvie's Umbral Raven scouted the area, revealing the Mollthain's Warden lurking below, and the raven's destruction confirmed its presence. Sylvie reached out to Ygva, who counseled her on the potential to harvest power from the Mollthain's Warden, as the party prepared to confront the dangers ahead, including the possibility of capturing the creature's essence.
Further exploration has uncovered that Grithmaar Deep is not only a trade concourse but also a dwarven city known for its multiple levels and intricate architecture, featuring monumental statues that mark entrances and exits. Within the city lies a vast ceremonial hall adorned with pillars and statues honoring past leaders, including a statue of Tariq The Mason, renowned for his craftsmanship. However, the hall is currently experiencing significant flooding, with rising water levels indicating a disturbance within the city. Undead dwarves have been encountered in the flooded hall, including familiar faces from Jamal's past, who exhibit rage and confusion. The environment is chaotic, with water surging and undead converging, necessitating swift action to seek higher ground while facing spectral foes.
More recently, Grithmaar Deep features a stone staircase leading up from a flooded pool, providing an alternate exit from the depths. The area remains damp, with water and stone structures, and is characterized by narrow corridors that suggest a complex layout. A stone golem named Bob is trapped underwater, alongside the drowned remains of You Bastard. After leaving Grithmaar Deep, the group camped on the staircase while the floodwaters settled. Heyou returned underwater to retrieve items from Bob, including the Blessed Branch and the Guardian's collar. The group engaged in fishing and battled large crabs that emerged from the lake formed in the cratered mountaintop of the Stoneheart Peaks. They harvested crab carcasses for food, discovering their regenerative properties. They found a sheltered cleft used by Stone Weavers for camping, where they settled for the night. Sylvie experienced magical disturbances while casting spells, feeling the ground and sky bulge toward one another. Her dreams included visions of disembodied voices and a plea for help from Ygva, as well as scrying by former associates.
The Grand Hall
The Grand Hall is a vast ceremonial space within the Deep, its impressive pillars and statuary honoring past leaders — among them Grithmaar The Founder and Tariq The Mason — underscoring its historical importance as a place of governance and celebration. The hall is currently flooded, with water risen to shoulder height, a sign of the disturbance gripping the city. It is inhabited by undead dwarves, including familiar faces from Jamal's past, and the flooded environment is made more perilous by a Dwarf Colossus and spectral foes.
The Scholar Statue Chamber
The Scholar Statue Chamber is a mixed herbalism and alchemy facility set in a drier side hall. At its heart stands a statue of three Dwarven women scholars symbolizing Vigor, Valor, and Trust; meditating at the statue of Vigor offers a slight restoration of vitality. The chamber holds planters, scroll racks, a mortar and pestle, and trays of trace powders and tools, though its cultivated plants have begun to go feral. A box of concentrated chemical powders, opened by Draz, releases noxious fumes that induce coughing and stinging eyes; he managed to close it and carry it off.
Intruders face a formidable guardian — a large undead dwarf wielding an epic battle-axe. Ignited by a flaming arrow, he retaliates with a heavy crossbow (a bolt striking the statue's eye) and summons spectral lieutenants, escalating the threat within the chamber.