The daemonfey know the locations of a number of underground structures throughout the North that are not familiar to the younger races that now dwell there. Older elves probably know about many of these places, but have no reason to presume that anyone is making use of them again. By the time the elves realize their ancient foes have returned, Sarya hopes it will be too late for them to stop the revitalized daemonfey.
The bolthole described here was once a dwarven way station where tired dwarves could stop and rest on their journeys between strongholds. It is located in the northern eaves of the High Forest, about 20 miles west of the Stone Stand. It is currently occupied by a scouting party that is en route to the daemonfey stronghold after a successful spying mission in the Silver Marches. Unless otherwise noted, each room is lit with a pair of torches thrust into iron sconces just inside and to either side of the doorways.
1. Staircase Characters who pass within 30 feet of the top of the staircase should make a Spot Check (DC 20) to notice the bolthole's entrance, hidden by a manufactured deadfall of brush and boughs. The stairs are strewn with dead pine needles, bits of decayed leaves, and scatterings of dirt. The center of each stair is relatively free of this debris—a sign that this staircase has been well used recently.
2. Great Hall Those familiar with dwarven architecture recognize it immediately in the style of this large chamber. All the accoutrements and appointments that made it a welcoming respite from travel are now gone, replaced by the stench of sweat, road dust, and the faint but unmistakable whiff of brimstone that accompanies some of the fey'ri.
A pair of daemonfey warriors (CE male fey'ri Rog2/Ftr1) waits here at all times, sitting on the floor near the bottom of the entrance stairwell, on the lookout for trouble. If they discover intruders, they rush to the attack, and the sound of the battle draws the attention of all other creatures within the bolthole.
3. Vesryn's Chamber Vesryn (CE male fey'ri Sor10) has taken this room for himself while he tries to determine the best route back to the daemonfey headquarters.
Vesryn Aelorothi: Male fey'ri Sor10; CR 12; Medium-size outsider (evil); HD 10d4; hp 37; Init +6; Spd 30 ft., fly 40 ft. (poor); AC 18 (touch 12, flat-footed 16); Atk +7 melee (1d8+2/19-20, +1 longsword); SQ Alternate form, familiar benefits, demonic abilities, elf traits; AL CE; SV Fort +5, Ref +5, Will +8; Str 13, Dex 15, Con 10, Int 16, Wis 13, Cha 17.
Skills and Feats: Alchemy +13, Bluff +5*, Concentration +8, Hide +4*, Knowledge (arcana) +13, Listen +5*, Move Silently +2, Scry +9, Search +7*, Sense Motive +4, Spellcraft +13, Spot +9*; Alertness, Combat Casting, Flyby Attack, Great Fortitude, Improved Initiative. *Fey'ri gain a +2 racial bonus on Bluff, Hide, Listen, Search, and Spot checks, which is included in the values above.
Alternate Form: Fey&'ri can change shape at will to humanoid forms of approximately the same height and weight.
Familiar Benefits: Grants master Alertness feat (when within 5 ft.); master can share spells; master has empathic link.
Demonic Abilities: Damage reduction 10/+1; fire resistance 10; detect thoughts, suggestion once per day as Sor10.
Sorcerer Spells Known (6/7/7/7/5/3; base DC = 13 + spell level; 20% spell failure chance): 0—detect magic, disrupt undead, flare, light, mage hand, open/close, ray of frost, read magic, resistance; 1st—cause fear, grease, obscuring mist, protection from good, sleep; 2nd—cat's grace, darkvision, endurance, invisibility; 3rd—clairaudience/clairvoyance, haste, slow; 4th—ice storm, shout; 5th—teleport.
Possessions: +1 elven chain, +1 longsword, 2 potions of cure moderate wounds, potion of neutralize poison, scroll of flashburst, scroll of lesser ironguard, ring of counterspells (magic missile), wand of Melf's acid arrow, 2 waterstars (500 gp each), leather scroll case containing a hand-drawn map of the North.
Bat Familiar: HD 10; hp 18; AC 21; SQ Improved evasion, can deliver touch attacks, can speak with master, can speak with animals of its type; Int 10; see Monster Manual Appendix I.
Vesryn is an exceptionally tall and cadaverously thin fey'ri with dark copper hair. His fiendish heritage is readily apparent when his true form is visible, but he spends much of his time in other, less distinctive shapes. (His favorites are that of a portly human sorcerer with wild, white-blond hair or a moon elf of noble bearing and quiet demeanor.)
Vesryn joined with House Dlardrageth after he was freed from imprisonment following the destruction of Hellgate Keep. He has sworn his obedience to Sarya, and carries out her instructions with relish. He believes wholeheartedly in her agenda, and supports it by making himself available for scouting missions and raids.
4. Teryani's Chamber Sarya's chief scout, Xhalth's daughter Teryani Ealoeth (CE female fey'ri Rgr7), stays in this chamber. The room holds her traveling gear: a backpack (normal adventuring equipment, plus six tindertwigs and a vial of alchemist's fire), a +2 masterwork shortbow, a quiver of 30 arrows and 10 masterwork arrows, and a potion of invisibility.
5. Curing Chamber The sharp smell of game permeates the air of this room. Stretched out on makeshift racks assembled from tree limbs are six deer hides that the daemonfey are curing for later use.
6. Warriors' Chamber The warriors who guard the entrance to the bolthole store their possessions here, typical adventuring gear.
7. Scouts' Room The three remaining members of the party have elected to share this room. They are Jhaartael Ealoeth (CE male fey'ri Ftr2/Sor2), Laerdya Floshin (CE female fey'ri Rog5), and Sariandi Floshin (CE female fey'ri Ftr4). Their travel-worn gear, backpacks containing normal adventuring equipment, and pieces of the same are strewn among their bedrolls.
8. Stairs These stairs descend to the lower level.
9. Kitchen This was once a kitchen where the dwarven travelers prepared their meals. Now it smells of the kill once again, for it contains the slaughtered carcasses of three deer that the fey'ri killed recently. The carcasses hang from stone hooks built into the ceiling on the opposite side of the door for this very purpose. The blood drains into a shallow gutter that carries the liquid away into the earth. A large fire pit dominates the center of the kitchen, filled with recently gathered fallen timber that awaits only a flame.
10. Storage Chamber The dwarves sometimes stored dried and preserved foodstuffs here, but now it's the last resting place of a monstrous large spider that had been dwelling within this chamber before the fey'ri slew it. They have not yet bothered to remove its repulsive carcass.
11. Trophy Room The daemonfey have removed the antlers from the buck deer they killed and affixed them to the wall of this chamber. The antlers (six sets in all, no significant value) function both as trophies of the hunt and as convenient drying racks for cloaks and outer garments.
12. Prisoners Each of these three small chambers, formerly dwarven sleeping rooms, holds a pair of elven prisoners restrained in manacles. The daemonfey captured these folk (all of whom fit Sarya's breeding criteria, since they are particularly fit and attractive members of the elven race) during their excursion into the Silver Marches. They are being marched back to the daemonfey stronghold to await the start of Sarya's infernal breeding program.
13. Dwarven Shrine Three giant dwarven faces, one on each wall (except for the wall near the entrance), glower at the center of this room. This area was a shrine consecrated to dwarven deities. The daemonfey haven't done more than look inside briefly because the place makes them feel uncomfortable.
14. Natural Cavern This entire complex was once a natural cave system, as evidenced by the unworked portion here. The dwarves who built this place either did not have the opportunity to finish, or left the cave as it was for some other reason (perhaps as a tribute to a dwarven deity).
Three frightened quaggoths hide in the rearmost part of the cavern. The fey'ri looked into the cave briefly but failed to notice the concealed creatures. The quaggoths were the slaves of an illithid, but they managed to escape from their master a short time ago. Emerging from the Underdark many miles from here, the creatures made their way through the forest until they stumbled upon this complex. They thought that they had found an ideal place to shelter until the daemonfey showed up a couple of days later. Fearful of being pressed again into slavery or killed outright, the quaggoths have remained inside the cave. Their meager supply of food has run out now, however, and their growing hunger will prompt them to acts of desperation if the daemonfey do not leave soon.