1. The Dragon’s Fangs

Three interlocked, round- walled, three-story buildings form the Dragon’s Fangs, the common house of Deepdelver’s Enclave and the residence of Bailon the Beardless. A pair of black spires juts up and out of the ground beside the buildings, connected to a worked stone wall. A huge armored carapace hangs from the spires above an open gate leading into a courtyard beyond—some great monstrosity that resembles a shark with legs.

2. The Lucky Lute Tavern

Cheerful music flows out from the open door of the Lucky Lute tavern. Lanterns formed from monstrous skulls illuminate the open-air second-story balcony. Within the tavern, two bars and numerous tables surround a central stage adorned with the statue of a dancing halfling joyously playing a lute. Though the statue doesn’t move, the strings of the lute play a cheerful tune all on their own.

3. The Raven’s Claw Inn

The Raven’s Claw Inn is a three-story building built up against a natural stone column that rises one hundred feet to the cavern ceiling above. Three of the Grendleroot’s black spires have pierced up through the building’s roof, and are known as “the raven’s claws.” The beautiful inn includes an outdoor breakfast patio and rooms on all three floors. Balconies jut out from the huge stone pillar, revealing more rooms carved into the rock.

4. Odrah’s Library

Dust swirls along the twisted paths that wind between great stacks of books in this three-story library. Many of those book piles stand over a dozen feet high, and lean at dangerous angles. Even the winding staircase to the upper levels is lined with books, some of which appear to be hundreds of years old.

5. Everyshady Bazaar

A tightly packed cluster of ruined one- and two-story buildings has been renovated into a number of market stalls, each adorned with painted signs depicting the services offered therein. A black spire is thrust up out of the ground in the center of the street. The alleyways that twist between the renovated buildings and shops appear normal at first. But as you step closer, you note strange shadows on the walls, somehow twisting against the light.

6. The Drop

The river that flows through the enclave cascades one hundred feet down a natural stone shaft. The pool it crashes into opens up at the center of a large natural cavern deep below the settlement. A howling wind blows through this cavern, resonating through primitively carved and painted stalagmites to create harmonics that sound like mournful singing.

7. All-Faiths Shrine

A ruined circular wall surrounds the enclave’s only standing shrine. Three faceless humanoid statues stand on three sides of the shrine, while a fourth statue spreads before it in pieces. A large stone archway stands at the edge of the cliff, overlooking the ruins of Shadowreach in the cavern below. A stone altar sits just beyond the archway, set on a promontory that juts out
over the darkness.

8. Starsong Tower

The ruined three-story tower stands atop a small rise on the north side of Deepdelver’s Enclave. Carvings of sinister hooded faces decorate the corners of the tower’s square walls. Halfway up one side, those walls have cracked and fallen away, leaving the tower’s uppermost floor exposed. A large stone door leads into the tower’s first floor. A river of clear blue water is channeled through a canyon some fifty feet away. A beam of wavering violet light shoots up from the top of the tower to strike a large crystal embedded in the cavern’s ceiling high above, causing it to pulse with an unsettling violet light.

9. Mushroom Lake

A tall waterfall joins with other smaller streams to fill the large lake in the center of this natural cavern. Multicolored mushrooms both large and small fill the area, including phosphorescent varieties that light the cavern with a green glow. A series of cultivated mushroom plots cover the south side of the cavern.

10. The Deepfingers

South of Deepdelver’s Enclave, a huge rift in the cavern floor descends thousands of feet into darkness. A scaffold supports an iron cage hanging above the rift, which is controlled by a large, complicated winch. The cage can be lowered some five hundred feet below the edge of the rift, passing narrow rope bridges, roughly carved steps, and iron-rung ladders that provide access to dozens of crevices and tunnels that line the rift’s
walls.