Outofthe Abyss
Outofthe Abyss
Outofthe Abyss
Credits
D&D Encounters
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Season Length
The Rage of Demons storyline season for D&D Encounters
runs from July 23, 2015, through March 15, 2016. This D&D
Encounters edition of the adventure contains enough play
for 9 to 13 sessions. If you start the adventure the first week
and play the sessions in the recommended two-hour weekly
increments, you will finish this edition well before the end
of the D&D Encounters season. To fill out the rest of the
season, see Additional Play at the end of this adventure.
D&D Encounters
Not for resale. Permission granted to print and photocopy this document for personal use only.
Preparing the
Adventure
Table of Contents
D&D Encounters................................................................... 2
Chapter 1: Prisoners of the Drow......................................... 7
Escape!............................................................................... 7
The Adventure Begins........................................................ 8
Designing D&D Encounters Sessions.............................. 8
In the Slave Pen................................................................. 9
The Drow.......................................................................... 13
Velkynvelve....................................................................... 14
Means of Escape.............................................................. 19
Leaving Velkynvelve......................................................... 20
XP Awards........................................................................ 20
Chapter 2: Into Darkness.................................................... 21
Where to Go?................................................................... 21
Designing D&D Encounters Sessions............................ 22
Underdark Travel.............................................................. 24
Equipment........................................................................ 25
Madness........................................................................... 26
Death................................................................................ 26
Fungi of the Underdark.................................................... 27
Narrating the Journey...................................................... 28
Drow Pursuit.................................................................... 28
Random Encounters........................................................ 30
Summarizing Travel......................................................... 35
Set Encounters................................................................. 35
The Silken Paths............................................................... 35
Hook Horror Hunt........................................................... 37
The Oozing Temple.......................................................... 39
Lost Tomb of Khaem........................................................ 41
Chapter 3: The Darklake...................................................... 44
Traversing the Darklake................................................... 45
Designing D&D Encounters Sessions............................ 45
Random Encounters........................................................ 45
Sloobludop....................................................................... 49
XP Awards........................................................................ 55
Developments.................................................................. 55
Aditional Play....................................................................... 56
Appendix A: Modifying Backgrounds................................. 57
Substitute Features.......................................................... 57
Substitute Bonds............................................................. 57
Appendix B: Magic Items.................................................... 58
Appendix C: Creatures........................................................ 59
Derro................................................................................ 59
Ixitxachitl.......................................................................... 60
Other Creatures............................................................... 61
D&D Encounters
Not for resale. Permission granted to print and photocopy this document for personal use only.
Awarding Certificates
The D&D Encounters kit contains certificates for all
permanent magic items and any rare or higher rarity
consumable items found in an adventure. Whenever
a character records such a magic item on his or her
logsheet, ask the organizer for a certificate from the
kit to award to that player. Certificates can be awarded
while supplies last.
Certified magic items are a fun reminder of play,
but they also serve an important purpose: most
unlock the ability to trade a magic item to another
D&D Adventurers League character. Magic items
earned without certificates cannot be traded to other
characters.
Other items in the adventure might also be certified,
including special rewards. If a special item or other
reward has a certificate, it is noted in the adventure.
Character Advancement
A character who earns enough XP to advance a level can
do so at the end of a long rest or at the end of a session.
A character who earns enough renown to advance a
rank in his or her faction can do so at the end of either
part of the adventure.
D&D Encounters
Not for resale. Permission granted to print and photocopy this document for personal use only.
Death
Adjusting the
Adventure
D&D Encounters
Not for resale. Permission granted to print and photocopy this document for personal use only.
Rebuilding Encounters
The Dungeon Masters Guide and the D&D Basic
Rules provide guidelines for creating balanced combat
encounters. If you have time before you play, use these
guidelines to calculate the appropriate XP budget for
your party and increase the number of monsters in an
encounter as appropriate.
Noncombat XP
In addition to XP earned for overcoming monsters in
combat, special noncombat XP awards are noted at
different points in the adventure. You can also give out
such awards as appropriate when the characters engage
in good roleplaying to overcome a challenge, or when
the adventurers undertake a complicated, risky strategy
that allows them to bypass a dangerous encounter
rather than face it.
In general, if the characters are able to bypass
a combat encounter with effective roleplaying and
strategizing, award full XP as if the party had overcome
the encounter, so as to ensure that characters can
advance in the adventure as expected. However, in
the event that a party later has to fight foes that were
initially bypassed, characters gain no additional XP for
the combat encounter.
Noncombat XP awards are given either on a per
character basis or as a lump-sum award to be divided
by the party. Where awards are given to each character,
you can award the same value to any number of
characters in the party. Where an award is given as
a lump-sum value, divide the award by the number of
characters in the party.
The Dungeon Masters Guide has more information
on noncombat challenges and awarding XP.
D&D Encounters
Not for resale. Permission granted to print and photocopy this document for personal use only.
Escape!
Restraints
All the drows prisoners, including the characters,
wear iron slave collars along with manacles connected
to iron belts by a short length of chain. This leaves
the prisoners restrained, but doesnt affect their
movement or speed.
In addition to being manacled, spellcasters dont have
any spell components or focuses, initially limiting their
spellcasting ability. ( Wizard characters dont need their
spellbooks to cast spells, but will be unable to change
their prepared spells without them. As such, give wizard
characters some leeway in determining which spells
they had previously prepared before being captured.)
Moreover, spellcasting isnt possible inside the slave pen
because of its magical wards (see area 11).
Slipping out of manacles requires a successful DC
20 Dexterity check, while breaking them requires
a successful DC 20 Strength check. A character
can unlock the manacles using thieves tools with a
successful DC 15 Dexterity check. The manacles have
Buppido
Derendil
Scavenged Possessions
The player characters have not been idle during their
captivity. Have each player roll a d20, and add the
number of days (1d10) that players character has been
imprisoned in Velkynvelve. The result determines what,
if anything, the character has in his or her possession
when the adventure begins.
Scavenged Possessions
Result
29
1012
1315
1618
1921
2224
2527
2830
Item
A gold coin
A living spider the size of a tarantula
A 5-foot-long strand of silk rope
A flawed carnelian gemstone worth 10 gp
A rusted iron bar that can be used as a club
A flint shard that can be used as a dagger
A hand crossbow bolt coated with drow poison
(see Poisons in chapter 8 of the Dungeon
Masters Guide)
Fellow Prisoners
The characters are held with ten other prisoners,
captured during various raids and likewise awaiting
transportation to Menzoberranzan. Some can expect
to be sold as slaves in that great drow city (part of the
full adventure of Out of the Abyss), while others await
death at the hands of the drow or their pets. Regardless
Eldeth
Feldrun
Buppido
Jimjar
Ront
that the omens point toward the need for one or more of
them to be sacrificed to his greater glory.
Prince Derendil
Eldeth Feldrun
Sarith
Kzekarit
Jimjar
Ront
A male orc from the Iceshield tribe, Ront fled from the
slaughter of a band of orcs at the hands of the dwarves,
falling down a shaft and wandering in the Underdark
before being captured by the drow. Hes ashamed of his
cowardly act and knows that Gruumsh, the god of the
orcs, is punishing him. But he also doesnt want to die,
or at least not in drow captivity. Ront is mean, stupid,
and hateful, but he also knuckles under to authority and
threats. He especially hates Eldeth, as his tribe is at war
with her people.
10
Shuushar
the Awakened
Stool
Sarith Kzekarit
A Motley Crew
The other prisoners who manage to escape with the player
characters are likely to become their companions for a
substantial part of the adventure, so it is good to lay the
groundwork for those relationships early on. Some of
the NPCs might not survive the initial escape attempt.
Others might be lost to the dangers of the Underdarkor
might reveal their true colors and betray the party. A few
could become true companions. Keep in mind the other
prisoners have their own personalities and goals, but are
generally willing to cooperate for their own benefit. Their
knowledge of the Underdark should encourage the player
characters to keep them around at least initially.
Since managing such a large cast of NPCs can be quite
involved, enlist the aid of the players if you wish, having
each of them take on the role of managing one or more of
the partys companions. The player generally decides what
that NPC is doing, with the knowledge that you, as Dungeon
Master, can overrule them as needed by the story. Not only
does this make the secondary characters easier to manage,
it helps the players get to know them and strengthens the
bonds between the NPCs and the adventurers.
Topsy and
Turvy
Stool
11
Hard Labor
The drow divide their prisoners into three roughly
equal-sized groups and put them to work for a third
of the day, supervised by the quaggoths. Their menial
tasks include filling and hauling water barrels, operating
the lift, cleaning any or all parts of the outpost (whether
they need it or not), emptying chamber pots, food
preparation and service, washing dishes, and laundry.
The prisoners are also given cruel or pointless tasks to
occupy them, and for the dark elves amusement. Such
labors include moving or stacking rocks, coiling ropes,
and organizing supplies, with prisoners forced to redo
work that doesnt meet the drows arbitrary standards.
Characters might or might not work together,
depending on how the drow split them up. Prisoners
known to be friendly to each other are usually kept
apart, and no more than two or three prisoners are
allowed to work at a single task at once.
The drow and quaggoths are cruel and capricious,
but also somewhat bored and looking for amusement.
The quaggoths are poor conversationalists, hateful and
mistrustful toward the prisoners. The drow are more
inclined to talk, if only to boast of their superiority.
Characters might trick them into dropping useful
bits of information, such as how long the journey to
Menzoberranzan is expected to take, or that the outpost
is relatively close to the Darklake.
Bad Dreams
The characters sleep in the slave pen is troubled and
fitful, filled with strange dreams and disturbing images.
Dark shadows seem to move and reach out toward them
as the characters wander lost through endless mazes of
tunnels. Oily tentacles slide to brush up against them,
while a great buzzing and howling rises in the distance.
Suppurating wounds burst open in clouds of spores or
crawling masses of maggots or insects. At least one or
more of the characters should wake in a cold sweat from
these nightmares after every rest, feeling as though
something is out there in the dark depthssomething
far worse than the drow.
You need not explain the cause of these dreams and
images at this time. Characters can chalk them up to
the conditions in the slave pen, or to the aftereffects of
drow poison, but they are omens of what is happening
in the Underdark. Spellcasters, particularly clerics and
warlocks, might be most prone to these dreams, but
they can visit any or all of the characters.
Fight!
Most of the other prisoners arent looking for trouble,
and even killers such as Buppido are careful to bide
their time. Still, both Derendil and Ront have quick
tempers, and Sarith the drow is prone to bouts of
12
The Drow
Prominent Drow
Ilvara Mizzrym
Asha Vandree
Shoor Vandree
Ilvara
Mizzrym
Jorlan Duskryn
Ilvara Mizzrym
violence as Zuggtmoys spores take over his mind. Its
possible the characters could provoke a fight. If they do,
some of the prisoners (including the deep gnomes) egg
on the fighters while others keep their distance or even
try to break up the brawl.
Any violent conflict draws the attention of the drow
guards, who initially order any prisoners to stand down
from a fight, threatening them with hand crossbows
from outside the gate. If necessary, they shoot prisoners
with poisoned crossbow bolts to incapacitate them.
(See chapter 8 of the Dungeon Masters Guide for
information on drow poison.) The guards let any
fight play out for their own amusement as long as the
prisoners dont seem likely to actually kill one another.
Feeding Time
If a prisoner becomes too much trouble, or if the drow
need to mete out a lesson on the price of disobedience,
they make a gruesome spectacle of feeding a malcontent
to the giant spiders in the webs beneath Velkynvelve.
Drow guards or quaggoth servants throw the bound
prisoner over the edge into the webs, where the spiders
quickly converge to bite the victim, injecting their
venom. Once the victim is paralyzed, the spiders wrap
their meal up in webbing.
Asha Vandree
13
Shoor Vandree
Jorlan Duskryn
Drow Warriors
Velkynvelve
14
2. Barracks
Stone steps lead from the watch post to a 1-foot-thick
platform of zurkhwood (see Fungi of the Underdark
earlier in this chapter) extending between two of the
hanging towers and into three adjoining caverns.
The two southernmost caves serve as barracks for the
rank-and-file drow warriors of the outpost. Six warriors
dwell in each barracks, each set up with a pallet, a small
zurkhwood chest for holding personal possessions and
equipment, and a side table. Spider silk rope webbing on
the cavern walls is set with hooks for hanging lanterns
and other items, but the barracks are rarely lit.
One drow is present in each of the barracks caves at
any time, resting in a meditative trance. A resting drow
rises at any significant light or noise, ready to attack.
Treasure
3. Main Hall
This cave serves as a gathering and eating place for the
drow warriors of the outpost. It has four circular tables
carved from zurkhwood, each surrounded by five chairs.
Treasure
4. Elite Barracks
The two hanging towers flanking the platform are the
quarters of the elite warriors of the outpost, except for
the commanders lieutenant (currently Shoor Vandree)
who has his own quarters in the priestesss tower. Each
hanging tower has two chambers, with a rope ladder
running between the upper and lower chamber through
a zurkhwood trapdoor. The elite warriors have finer
furniture, including zurkhwood chairs and small tables
around which they sit.
One off-duty drow elite warrior rests in one of the
chambers here at any given time. There is a 50 percent
chance that one quaggoth is also present, carrying out
chores such as cleaning up or delivering water. Either
reacts hostilely to intruders, but they might choose to
flee and warn the outpost rather than attack, depending
on the odds.
Treasure
5. Lift
Attached to the edge of the barracks platform is a winchand-basket device consisting of a large swinging arm
that carries a thin cord of strong spider silk. The cord
runs through a series of pulleys from a hand-cranked
horizontal spool to a heavy woven basket suspended at
the end. The basket is kept up on the platform except
when it is in use.
Two quaggoth attendants remain by the lift to watch
for a signal from below for the basket to be lowered.
They are on guard in case anyone other than a drow or
one of their own kind approaches.
15
16
6. Shrine to Lolth
A steep rope bridge leads from the walkway ledge
to the uppermost level of the largest hanging tower,
called the priestesss tower. The floor of this circular
chamber is covered by dark silken mats with a pale webstrand pattern woven through them in silvery thread.
In the middle of the chamber (at the center of the web)
stands a broad pedestal carved from zurkhwood, with
a 10-foot-high sculpted spider at its head. The carving
is so lifelike that anyone initially entering the chamber
and seeing it in dim light must succeed on a DC 12
Wisdom (Perception) check to recognize it. On a failure,
a character mistakes it for a real giant spider.
This place is a shrine to Lolth, the drows spider
goddess, and also serves as quarters for Asha, the junior
priestess. She tends the shrine, overseeing routine
rituals and offerings to Lolth.
Roll a d6 when the characters enter the shrine to
determine who they might meet.
Shrine Activity
d6
12
34
56
Activity
Asha is in the room alone, resting
Asha and 1d4 drow are engaged in worship
The shrine is empty
Treasure
7. Ilvaras Quarters
A rope ladder leads down from the shrine into this
chamber, which serves as private quarters to Mistress
Ilvara, priestess of Lolth and commander of Velkynvelve.
Inside, the walls are hung with black mesh resembling
a spiders web, extending from a central spot on the
ceiling out to the walls, then draped down like curtains.
Thick, woven mats cover the floor, while a low platform
is covered with cushions and pillows to make a broad,
divan-like bed. One side of the chamber contains a
small table and two chairs, while the other holds a small
shrine to Lolth, draped in white silk. A heavy chest of
black-stained zurkhwood sits at the foot of the bed.
Ilvara retreats to her quarters for privacy, rest, and
meditation. Roll a d6. On 12, the priestess is here. On
a roll of 1, Shoor Vandree is also here with her. Ilvara is
furious if anyone dares to enter her quarters unbidden.
If the characters catch her here, she casts web, conjure
animals, or insect plague to bedevil them while she flees
and calls for help. If Shoor is with Ilvara, he attacks to
cover her escape.
Trap
Treasure
8. Shoors Quarters
The lowermost and smallest chamber of the priestesss
tower belongs to the commanders lieutenant, the leader
of the elite warriors of the outpost. Shoor Vandree,
17
Trap
The chest is locked, and Shoor keeps the key in his belt
pouch. The lock is trapped with a poison needle trap
identical to the one in Ilvaras quarters.
Treasure
9. Waterfall
Water vents through a crack in the ceiling near the
eastern wall between the stalactites of the priestesss
tower and the guard tower, creating a small waterfall
that pours down to the cavern floor and forms a natural
pool (see area 14). Quaggoths gather small barrels
of water from the head of the waterfall to serve the
outposts needs.
The water makes the stone wall within 10 feet of it
difficult to scale. Any creature attempting to do so has
disadvantage on checks made to climb. Any character
who falls lands in the pool below, taking no damage.
Treasure
6 chain shirts
6 suits of studded leather armor
6 shields
6 hand crossbows
20 cases of hand crossbow bolts, each case containing 20 bolts
6 shortswords and 10 daggers
6 bags of caltrops (20 caltrops per bag)
4 100-foot-long coils of silk rope
2 building hammers (not usable as weapons)
2 bags of iron spikes (10 spikes per bag)
Magical Wards
18
14. Pool
Water pouring down from the waterfall at area 9
forms a 20-foot-deep pool before flowing out into an
underground river that travels several miles before
spilling into the Darklake. Since the drow take the water
they need from the top of the waterfall, they use the pool
to dump waste and garbage. Although this fouls the
surface of the pool, the constant flow keeps the water
beneath the surface clear.
A gray ooze lurks in the pools shallows, blending
perfectly with the dark, wet stone. It feeds on the
waste dumped into the pool, along with the occasional
creature that finds its way into the cavern or falls
into the pool.
The inhabitants of Velkynvelve remain unaware
that the recent arrival of the demon lord Juiblex in the
Underdark (as detailed in the full version of Out of the
Abyss) has made this ooze particularly aggressive and
malevolent. In addition to attacking any creature in the
pool, the ooze surges up to 10 feet out of the pool to
attack creatures at its edge. When it does so, creatures
within 30 feet of the ooze telepathically sense a voice
cry out, Flesh for the Faceless Lord!
Means of Escape
Acquisitions
One or more of the characters might have useful items
in their possession (see Scavenged Possessions), and
working outside the slave pen creates new opportunities
for the characters to acquire and hide small items,
including makeshift weapons or tools, or even lift a key
to the slave pen from a guard. What they can acquire
depends on the work they do and where they go. Use
the description of the different locations throughout the
outpost as a guide to opportunities. Taking something
without being noticed requires a successful Dexterity
(Sleight of Hand) check contested by the Wisdom
(Perception) checks of any active observers, or using an
observers passive Wisdom (Perception) score as the
base DC. A prisoner that fails the check is commanded
to relinquish the item, on pain of death.
What equipment and treasures the characters claim
during their escape depend on how much of the outpost
they are able to explore before fleeing. For some
characters, it might be a fun challenge to escape into
the Underdark with little more than the clothes on their
backs. For others (including spellcasters who need
Jorlans Gambit
When the initial contact between the adventurers and
the other prisoners has been played out, Jorlan Duskryn
arranges to bring the prisoners their food during
his guard duty. (Shoor delights in giving Jorlan such
menial work). Standing at the gate to the slave pen and
passing in bowls, he mutters to the nearest character:
If I could give you a means to escape from here, would
you take it?
If the answer is affirmative, Jorlan quickly and quietly
proposes to leave the gate to the slave pen unlocked,
as well as to create a distraction during the changing
of the guards on duty. He tells the characters about the
armory, located in the chamber above the guard post in
the hanging guard tower in front of the slave pen. The
escapees can jump down into the webs below, then over
the edge into the pool, making their escape from there.
Jorlan doesnt particularly care if the prisoners
actually escape, which is why he doesnt offer any
further help or warn them about the gray ooze in the
pool. It suits him just as well if the prisoners are killed
during their attempt to flee. He simply wants to create
an embarrassing incident for Shoor and Ilvara.
Jorlan furtively glances around as he speaks quickly to
the characters. If they question him or ask for changes
to the plan, he insists it is all he can do. If they accept, he
is true to his word, leaving the gate unlocked close to the
next guard shift change and delaying the replacement
guards for a few minutes.
A Flight of Demons
During a guard change, the prisoners hear a horrible
droning buzz echoing through the cavern, followed by
inhuman shrieking. Alarm horns sound out as four
chasme demons pursue a pair of vrock demons into the
cavern from the northern passage. The demons swoop
and buzz around, initially ignoring other creatures as
both groups savagely assault each other. The demons
arrival catches all of the drow off guard.
The drow rush to defend the outpost from a possible
attack. The demons initially buzz past the hanging
towers, leaving the walkways and caverns out of range
of the effects of their droning and screeching. However,
drow and quaggoths in the towers are close enough to
be affected. The aerial battle eventually circles around
the platform and the towers of the elite warriors as the
demons savagely tear into each other.
The drow move to engage the demons and defend
the outpost, leaving the characters with an opportunity
to escape. You can combine this event with Jorlans
offer to leave the gate unlocked, making it easy for the
characters to slip away. Alternatively (or if they refuse
Jorlans offer), the characters can use the distraction
to engineer their own breakout, then decide how to get
down to the cavern floor and where to go after that.
19
XP Awards
Leaving Velkynvelve
North Passage
This leads toward Menzoberranzan and
Blingdenstonetwo great cities of the Underdark, each
of which is part of the full adventure of Out of the Abyss.
Most of the characters fellow prisoners discourage
travel toward the drow city, and the deep gnomes
suggest Blingdenstone as a route out of the Underdark.
Unless you are playing the full adventure of Out of the
Abyss, the party should follow a circuitous route
westward toward the Darklake (see chapter 3).
West Passage
This leads most directly toward the Darklake (see
chapter 3). If you are playing the full version of Out of
the Abyss, the party might eventually veer south toward
the duergar city of Gracklstugh.
South Passage
This leads toward Gracklstugh (detailed in the full
version of Out of the Abyss), following a south-westerly
route. Characters might need to pass under the battling
demons, but the cavern floor is well out of range of
their droning and screeching. The demons locked in
combat ignore the escaping prisoners, with the possible
exception of a fallen vrock (see A Flight of Demons).
Whichever route the characters take, chapter 2 covers
their passage through the Underdark toward their
eventual destination.
20
Where to Go?
21
On Their Own
In the event that none of the prisoners who manage to
escape with the party can navigate in the Underdark
or none that the characters are willing to heed at any
ratethe adventurers will be forced to wander. The party
remains lost until the characters encounter creatures able
to give them directions or intent on capturing them. Such
creatures can include kuo-toa from Sloobludop, duergar
slavers or merchants from Gracklstugh, the goblins from
the Silken Paths encounter, or even their drow pursuers
intent on dragging them back to Velkynvelve.
22
23
Underdark Travel
Encounter Setup
Travel Pace
Travel pace in the Underdark is significantly slower
than for overland travel. Not only are the tunnels and
passages often difficult terrain with uneven surfaces,
but routes in the Underdark are rarely direct, and
the characters must follow available passages and
their various twists and turns, climbs and descents.
Creatures that can burrow through solid rock (such as
purple worms) move at their normal burrowing speed,
but this isnt likely an option for the party.
Effect
5 penalty to passive Wisdom
(Perception) scores; no foraging
Illumination
Noticing Threats
The passive Wisdom (Perception) scores of characters
in the party count toward noticing hidden threats only if
both the following conditions are met:
The characters are able to see the threat (due to illumination or darkvision) or otherwise perceive it.
The characters arent engaged in other activities,
including navigating or foraging.
A fast pace imposes a 5 penalty to passive Wisdom
(Perception) scores to notice threats. You might also
decide that only characters in a particular rank of the
marching order are able to notice a specific threat.
Surprise
Velkynvelve
8 days
28 days
36 days
30 days
26 days
Sloobludop
8 days
20 days
26 days
20 days
20 days
Gracklstugh
28 days
20 days
12 days
20 days
27 days
Neverlight Grove
36 days
26 days
12 days
16 days
24 days
Blingdenstone
30 days
20 days
20 days
16 days
8 days
Menzoberranzan
26 days
20 days
27 days
24 days
8 days
24
Navigating
Becoming lost is a serious risk in the twisting tunnels
of the Underdark, and travelers can wander in circles
without knowing it. Creatures unfamiliar with a
given region of the Underdark are automatically lost,
wandering in a random direction for every 4 hours of
travel until they encounter an area they are familiar with
(which could be a very long time).
Even creatures that know the routes of the Underdark
arent immune. For each day of travel, and any time
the characters set out again after finishing a short or
long rest, the partys navigator makes a DC 10 Wisdom
(Survival) check. If the party is moving at a slow pace,
the navigator gains a +5 bonus to the check, while a fast
pace imposes a 5 penalty. A failed check result means
the characters become lost, wandering in a random
direction for 1d6 hours before the navigator can make a
new check to find the right path.
Mapping
A character not focused on any other taskincluding
watching for danger while travelingcan record the
groups progress through the Underdark and create a
map of the route. Such a map can be a useful resource if
the characters need to retrace their steps, whether you
plan to play the full adventure of Out of the Abyss or you
want to expand this adventure with your own Underdark
adventures. Having a map allows the party to navigate
a previously explored area without any chance of
becoming lost.
Foraging
Unless they obtain a supply of food and water, the
adventurers must forage to survive on their journey.
Finding sustenance in the Underdark is difficult but
not impossible. Characters can gather food and water
if the party travels at a normal or slow pace. A foraging
character makes a Wisdom (Survival) check. The DC is
typically 15, but might be as high as 20 in some parts
of the Underdark. Food and water requirements for
characters are described in chapter 8, Adventuring, of
the Players Handbook.
In addition to foraging, spells such as create food and
water and goodberry can help provision the party, and
theres always a chance for the characters to encounter
others from whom they can buy or steal provisions.
Additionally, many creatures the adventurers might
meet and kill can be butchered, but the meat they yield
spoils after a single day if uneaten. Eating spoiled meat
might require a Constitution saving throw to keep the
meal down, a Wisdom saving throw to avoid acquiring
a level of madness from the awful experience (see
Madness later in this chapter), or both.
Food Gained
1 lb.
4 lb.
16 lb.
32 lb.
Time-Keeping
With no sunlight, visible sky, seasons, or weather in the
Underdark, most characters can only track the passage
of time based on their periods of rest. Most Underdark
creatures do the same (if they care about timekeeping at
all), unless there is a local means of keeping time.
Faerzress
An unusual magical energy the drow call faerzress
pervades much of the Underdark. The origin of this
mysterious arcane power is unknown. Legend claims
it is an ancient elven magic dating back to the time
when the dark elves were first exiled from the world
above. The drow and other Underdark creatures use the
properties of areas suffused with faerzress to protect
their settlements.
Areas suffused with faerzress can range in size from
a few dozen feet across to several miles in diameter, and
feature the following effects:
Areas suffused with faerzress are always filled
with dim light.
A creature in an area suffused with faerzress has
advantage on saving throws against any divination spells. If a divination spell doesnt allow a
saving throw, the caster must succeed on a DC 15
Constitution saving throw to cast the spell. Failing
this save means the spell is wasted and has no effect.
Any creature attempting to teleport into, within, or out
of a faerzress-suffused area must succeed on a DC 15
Constitution saving throw. On a failed save, the creature takes 1d10 force damage and the teleportation
attempt fails. Even if the save succeeds, the teleportation attempt can suffer a mishap as if the destination
was known only by description, regardless of how
familiar the destination actually is. See the table in
the teleport spell for more information.
Areas suffused with faerzress have become tainted by
the chaos of the demon lords. When a spell is cast in
a faerzress-suffused area, the caster rolls a d20. On a
roll of 1, the spell has an additional effect, determined
by rolling on the Wild Magic Surge table in chapter 3,
Classes, of the Players Handbook.
Though faerzress cant be dispelled, its effects are
temporarily suppressed in the area of an antimagic field.
Equipment
25
Crafting
Characters can use downtime during their travels
to craft equipment, provided they are proficient with
the necessary tools and have access to them (see
Downtime Activities in chapter 8 of the Players
Handbook). Having to improvise tools doubles the
crafting time, and some items require materials that
are hard to find in the Underdark, including wood and
other surface-world plants. Leather, bone, or zurkhwood
(see Fungi of the Underdark later in this chapter)
might substitute in some cases. Crafting can include
modifying scavenged or salvaged items to fit other
needs, such as creating a makeshift suit of armor from
gathered pieces of armor and other materials.
Components
Spellcasters might be without material components
for their spells (see Components in chapter 10 of
the Players Handbook). They can acquire component
pouches and spellcasting focuses from defeated enemy
spellcasters, settlements, and traders, or they can
craft such items during their downtime activities while
traveling.
Madness
Madness Levels
Level
1
2
3
Effect
Bout of short-term madness (lasts 1d10 minutes)
Bout of long-term madness (lasts 1d10 10 hours)
Bout of indefinite madness (lasts until cured)
Death
26
Edible Fungi
Edible fungi provide food and water. Basic food and
water requirements for characters are covered in
chapter 8, Adventuring, of the Players Handbook.
Barrelstalk
Bluecap
Fire Lichen
Ripplebark
27
Trillimac
Waterorb
Zurkhwood
Exotic Fungi
The fungi species described in this section have strange
properties but no nutritional value.
Nightlight
Nilhoggs Nose
Ormu
Timmask
Tongue of Madness
Torchstalk
Drow Pursuit
28
Pursuit Level
The closeness of the drow pursuit is measured by a
pursuit level. It begins at 4, with the drow not far behind
the characters. If the pursuit level reaches 5, the drow
forward scouts catch up to them, and the drow leaders
arrive not long thereafter (see Catching Up). If the
pursuit level drops to 0, the party has eluded the drow
until circumstances bring both factions into contact
again (see Eluding Pursuit).
Characters can increase or decrease the pursuit level
in the following ways:
Decrease the pursuit level by 1 for each day the party
travels at a fast pace.
Decrease the pursuit level by 1 if a character spends
time covering up the partys trail that day, requiring a
successful DC 16 Wisdom (Survival) check.
Decrease the pursuit level by 1 each time the characters cross or traverse some feature that obscures their
trail, such as a subterranean river.
Decrease the pursuit level by 1 if the party splits into
two or more groups. Each group becomes a separate
party for purposes of determining random encounters
and whether or not the group becomes lost.
Increase the pursuit level by 1 each time the party
has a random encounter with one or more creatures,
unless the encounter is bypassed or avoided entirely.
Increase the pursuit level by 1 for each day the adventurers travel at a slow pace.
Certain terrain encounters increase or decrease the
pursuit level. See the individual descriptions in the
Random Encounters section.
The players might come up with additional ways
of evading pursuit. Adjudicate these as you see fit.
For example, if the characters convince a randomly
Narrow Escapes
If an encounter with the drow is going badly and you dont
want the characters recaptured, you can always have fate
intercede on their behalf with another encounter or event
offering a distraction.
For example, a wandering stone giant, a purple worm,
or a pack of savage gnolls whipped into a frenzy by the
demon lord Yeenoghu (part of the full adventure of
Out of the Abyss) might show up just as the drow have
the characters cornered, giving them a chance to run.
Likewise, a minor earthquake (caused by instability from
the demonic incursion or a wild magic surge) might cause
a cave-in, cutting off a tunnel between the party and their
pursuers, and dropping the pursuit level by 1 or 2.
Dont do this so often that the players feel they havent
earned it, but use it as an option to keep the pursuit going
rather than coming to an anticlimactic conclusion.
Catching Up
Eluding Pursuit
Capture
The drow try to capture the escaped prisoners if at all
possible, since Ilvara wants the pleasure of teaching
them a lesson about disobedience. If the dark elves
reduce any characters to 0 hit points, those characters
are knocked out rather than dying (see Knocking a
Creature Out in chapter 9 of the Players Handbook).
Even if one or more of the characters are accidentally
killed, Ilvara is obsessed enough to cast raise dead to
restore them to life (assuming the characters soul is
willing to return).
Captured characters are disarmed, their hands bound
with spider-silk rope, and gagged. The drow march
them back to Velkynvelve (unless Menzoberranzan is
closer and you are playing the full adventure of Out
of the Abyss), in which case Ilvara takes them there
instead. The characters will need to come up with a new
plan of escape, ideally before Ilvara has the opportunity
29
Random Encounters
Random Encounters
d20
113
1415
1617
1820
Encounter
No encounter
Terrain (roll once on the Terrain Encounters table)
One or more creatures (roll once on the Creature
Encounters table)
Terrain encounter featuring one or more creatures
(roll once on the Terrain Encounters table, then roll
once on the Creature Encounter table)
Terrain Encounters
The Underdark contains dangerous hazards and
wondrous terrain. Special terrain rules are explained
after the table.
Terrain Encounters
d20
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Encounter
Boneyard
Cliff and ladder
Crystal clusters
Fungus cavern
Gas leak
Gorge
High ledge
Horrid sounds
Lava swell
Muck pit
Rockfall
Rope bridge
Ruins
Shelter
Sinkhole
Slime or mold
Steam vent
Underground stream
Warning sign
Webs
Boneyard
Boneyard Encounter
d20
114
1518
1920
Encounter
No encounter
3d4 skeletons
1d3 minotaur skeletons
Crystal Clusters
30
Fungus Cavern
Gas Leak
Gorge
throws while within it, but their travel pace for the day is
slowed by half if they go around it.
Rockfall
Rope Bridge
Ruins
Shelter
High Ledge
Sinkhole
Horrid Sounds
Lava Swell
Muck Pit
The adventurers must wade through a broad, 3-footdeep pit of slimy muck. The muck is difficult terrain
and characters have disadvantage on Dexterity saving
Slime or Mold
Encounter
Patch of green slime
Patch of yellow mold
Patch of brown mold
Steam Vent
31
Underground Stream
Warning Sign
Creature Encounters
d20
12
3
45
67
89
1011
12
13
1415
16
17
18
1920
Encounter
Ambushers; reroll this encounter if the
characters are resting
Carrion crawler
Escaped slaves
Fungi
Giant fire beetles
Giant rocktopus
Mad creature
Ochre jelly
Raiders
Scouts
Society of Brilliance
Spore servants
Traders
Ambushers
Encounter
No encounter
1 invisible barlgura
3d4 dretches
1d2 shadow demons
Ambushers
d20
12
3
45
69
1015
1617
1820
Encounter
1 chuul lurking in a pool of water
1d6 giant spiders clinging to the walls or ceiling
1 grell floating near the high ceiling
1d4 gricks hiding in a crevice or fissure
1d4 orogs perching on ledges
1d6 piercers masquerading as stalactites
1 umber hulk bursting out of a nearby wall
Webs
Creature Encounters
Keep the partys level in mind when fleshing out these
encounters, and allow the characters to retreat from or
avoid an encounter that is too great a challenge. Escape
should come at a cost, however. Characters fleeing their
camp to avoid a creature encounter might be forced to
abandon food and water supplies, for example.
d20
110
1112
1314
1517
1819
20
Discovery
None
A humanoid skeleton or corpse clutching a
salvageable, nonmagical weapon (your choice)
A humanoid skeleton or corpse wearing a
salvageable suit of nonmagical armor (your choice)
1d6 50 gp gems
A humanoid skeleton or corpse carrying a random
magic item (roll once on Magic Item Table B in
chapter 7 of the Dungeon Masters Guide)
A monster hoard containing 2d6 50 gp gems and
one or more random magic items (roll 1d4 times
on Magic Item Table C in chapter 7 of the Dungeon
Masters Guide)
Carrion Crawler
32
Escaped Slaves
Escaped Slaves
d4
1
2
3
4
Encounter
1d2 moon elf commoners
1d3 shield dwarf commoners
1d4 human commoners
1d6 goblins
Fungi
Encounter
1d4 gas spores
1d4 shriekers
1d4 violet fungi
Beholder Memories
d4
1
2
3
4
Giant Rocktopus
Mad Creature
Mad Creature
Fungi
d6
12
34
56
Memory
A tense negotiation with drow, ending with the
beholder agreeing to allow the drow safe passage
through the Vast Oblivium in exchange for help
ridding its lair of a deep gnome infestation
Chasing svirfneblin thieves through the tunnels of
its domain to recover stolen gemstones
A fierce battle against a wizened drow archmage,
ending with the beholder suffering a grievous injury
Spying on a drow ranger with two gleaming
scimitars and a black, quadrupedal
animal companion
d4
1
2
3
4
Encounter
1 deep gnome
1 drow
1 duergar
1 stone giant
Possession
None
A 10 gp gem
A gold ring worth 25 gp
An obsidian statuette of Lolth worth 100 gp
A random magic item (roll once on Magic Item
Table A in chapter 7 of the Dungeon Masters Guide)
A random magic item (roll once on Magic Item
Table B in chapter 7 of the Dungeon Masters Guide)
Ochre Jelly
Raiders
33
Blurg
Skriss
Sloopidoop
Grazilaxx
Raiders
d6
12
34
56
Encounter
1d6 human bandits and 1 human bandit captain
2d4 goblins and 1 goblin boss
1d6 orcs and 1 orc Eye of Gruumsh
Possession
None
2d6 10 gp gemstones in a pouch
2d6 50 gp gemstones in a pouch
1d4 torchstalks (see Fungi of the Underdark)
1d4 waterorbs (see Fungi of the Underdark)
A random magic item (roll on Magic Item Table B in
chapter 7 of the Dungeon Masters Guide)
Scouts
Scouts
d6
12
34
56
Encounter
1 drow
1d4 myconid adults
1d6 shield dwarf scouts
Society of Brilliance
Society of Brilliance
d10
12
34
56
78
910
Encounter
Y the derro savant (see appendix C)
Blurg the orog
Grazilaxx the mind flayer
Skriss the troglodyte
Sloopidoop the kuo-toa archpriest
34
Spore Servants
Spore Servants
d10
13
46
78
910
Encounter
1d4 drow spore servants (see appendix C)
1d6 duergar spore servants (see appendix C)
1d4 hook horror spore servants (see appendix C)
1d8 quaggoth spore servants
Traders
Traders
d4
1
2
3
4
Summarizing Travel
Set Encounters
Encounter
2d4 deep gnomes
2d4 drow
2d4 duergar
2d4 kuo-toa
35
Encounter
Cocooned lightfoot halfling
1d4 darkmantles
1d4 drow and 1d4 quaggoth slaves
2d4 giant spiders
1 mimic
1 spectator
Web break
Cocooned Halfling
36
Darkmantles
Giant Spiders
1. Hook Horrors
The characters hear clacking noises as they approach
this point in the passageway. Suddenly, two hook
horrors dash from the side passage, moving from area
2A toward area 3. The hook horrors attack only in selfdefense and are more afraid of the giggling, rampaging
gnolls than they are of the characters.
The gnolls are two chambers behind the hook horrors,
reaching this point on the following round, unless the
characters move toward them (in which case the two
groups converge in area 2A).
Mimic
Spectator
Four gnolls move into this area the round after the hook
horrors move past the party, then follow their quarry
into area 1 on the following round.
The gnolls cant resist attacking any other creatures
that cross their path while shrieking Sacrifices for
Yeenoghu! in their own tongue. (Even if no one in
the party speaks Gnoll, the name of the demon lord is
clearly recognizable.)
Web Break
Development
Treasure
3. Cornered
The fleeing hook horrors make their way here, where
they wait in ambush for any creatures that follow them.
The passage is narrow enough that Medium creatures
must move single file through it. The cave appears to
be a dead end, and the hook horrors fight to the death
against any creatures that enter.
Characters who take the time to search the cave spot
a hole in the 10-foot-high ceiling (marked C on the map),
37
Young
(13 months)
Small
Juvenile
(36 months)
Medium
Adult
(6+ months)
Large
5. Gnoll Camp
The gnolls have a small camp set up here to prevent the
hook horrors from fleeing in this direction.
Three gnolls guard the camp and attack any creatures
emerging from the tunnels that are not of their kind.
Notes
AC 10; 4 (1d4 + 2) hit points;
speed 10 ft., climb 10 ft.; Str
9 (1); no effective attacks;
Challenge 0 (0 XP)
AC 11; 11 (2d6 + 4) hit points;
speed 15 ft., climb 15 ft.; Str 12
(+1); hook attacks are +3 to hit,
have a reach of 5 ft., and deal 3
(1d4 + 1) piercing damage on a
hit; Challenge 1/4 (50 XP)
AC 13; 39 (6d8 + 12) hit points;
speed 20 ft., climb 20 ft.; Str 15
(+2); hook attacks are +4 to hit,
have a reach of 5 ft., and deal 5
(1d6 + 2) piercing damage on a
hit; Challenge 2 (450 XP)
See the Monster Manual
38
1. Boxed In
As the characters make their way through a 10-foot-high
tubular passage, a tremor shakes the area and drops
part of the ceiling on them. Each party member must
succeed on a DC 13 Dexterity saving throw or take 5
(1d10) bludgeoning damage from falling debris.
Once the dust clears, the characters realize that fallen
rock has buried both ends of the passageway. However,
a new passage has opened in one of the walls, offering a
possible escape route. Its clear that the route the party
was following has been permanently blocked by tons of
rubble, and runs the risk of triggering another collapse
if the characters attempt to dig out.
2. Dripping Death
Whether finished stone or rough rock, the walls of these
10-foot-high areas glisten with dark, dripping water.
Each of these keyed areas holds a gray ooze that
pours through cracks in the ceiling to attack any
creatures that enter.
3. Glabbagool
This area contains the skeletal remains of a drow,
along with a dark metal mace and a scattering of coins.
However, the characters are quick to notice that these
items appear to hover above the stone floor.
All the visible items are trapped within the body of a
gelatinous cube named Glabbagoolor at least, thats
what it has chosen to call itself. Unlike most gelatinous
cubes, this monster has an Intelligence of 10 (+0) and
telepathy out to a range of 60 feet (see the Monster
Manual introduction for telepathy rules).
The presence in the Underdark of the demon lord
Juiblex (part of the full adventure of Out of the Abyss)
has granted Glabbagool sentience and awareness.
The ooze is genuinely curious about other creatures
and wants to learn more about the world. It defends
itself if attacked, but doesnt otherwise try to harm the
characters, instead asking who they are, where they
come from, and why they have come to the temple.
Other oozes wont attack Glabbagool, so it can block
a passageway to help the adventurers fend them off.
However, the cube cant safely move past characters
in a passageway. Glabbagool might ask to accompany
the adventurers if it likes or is intrigued by them.
Unfortunately, the oozes speed of 15 feet means
that characters accompanied by it can travel only at
a slow place (see Travel Pace at the beginning of
this chapter).
Glabbagool
39
Treasure
4. Pudding Pits
This chamber is divided into four hallways and floored
with heavy flagstones, the walls carved with worn
and faded bas-reliefs. These show strange, swirling
shapes that might be waves, tentacles, or some
combination thereof.
Trap
5. Fountain of Madness
This room contains a stone fountain with a raised edge.
The basin contains shallow, brackish water. At the
center of the pool, the rubble of a broken statue rest atop
a pedestal. All that remains recognizable are a pair of
clawed stone feet clutching the pedestals top. Carved
into the walls are seven niches. Water seeps into one
niche through a crack in the wall. The two niches that
flank it are empty. Strange, formless sculptures occupy
the four remaining niches.
The sculptures are actually four gray oozes held in
magical stasis. They liquefy and attack when any one of
them is touched or damaged.
40
Treasure
6. Water Chamber
Characters approaching this rough-walled cave hear
the sound of pouring water. The water enters through
cracks in the 10-foot-high ceiling. Given the rate at
which the water flows in, the characters can easily
conclude that the cracks were caused by the tremor they
experienced, and its only a matter of time before the
water floods the entire complex.
The water rises at a rate of 1 foot per hour until the
tunnels are completely flooded. However, chipping
away at any of the cracks causes more of the ceiling to
collapse, doubling the amount of water pouring into the
complex but also revealing a diverted underground river
that is the source of the water. Once the water level rises
to the ceiling, the flow is slowed and the characters can
swim upward for 30 feet to reach the waters surface.
They find themselves in a larger cavern from which they
can resume their journey.
Development
1. Entrance Room
A stone diorama stands to the right of the entrance,
depicting the sorcerer Brysis Khaem as a Netherese
noble in her prime, surrounded by attendants, slaves,
and other trappings of wealth and power. A vista of
fantastic floating cities covers the wall to the left of
the entrance.
2. Shrine
The stairs lead down to this shrine, where shreds of
dusty tapestries lie scattered across the floor. Friezes on
the walls are defaced with deep gouges, making them
unrecognizable. An altar of pale gray marble stands
gouged and cracked against one wall.
A successful DC 13 Intelligence (Investigation) check
reveals that the damage to this room is relatively recent,
and that the creatures that caused it left no tracks of any
kind in the layer of dust on the floor.
3. Servants Sarcophagi
Four stone sarcophagi mark the resting places
of Brysiss most faithful servants. The lid of each
sarcophagus bears the sculpted image of a robed
human figure in repose. Brysiss four servants have
arisen at her command as specters. If anyone touches
or otherwise disturbs a sarcophagus, all four specters
emerge from their sarcophagi, howling in fury, and
41
Treasure
4. False Tomb
Stone blocks standing against the western and eastern
walls are carved with niches, inside which rest a dozen
clay canopic jars containing desiccated organs. These
organs belong to Brysiss servants, who are entombed
in area 4.
In the middle of the room rests a wide stone sarcophagus atop a black marble bier. The lid of the sarcophagus
is inlaid with dust-covered mosaics depicting great
floating cities high above a beautiful landscape. The lid
of the sarcophagus looks incredibly heavy but is made
lighter by an ancient spell that has survived to this day.
The lid can be pushed aside with a successful DC 10
Strength check. The sarcophagus contains a life-sized
statue of Brysis, sculpted and painted to make it appear
42
Trap
5. True Tomb
Brysiss true tomb is hidden below area 3 and has
murals on the walls decorated with rich pigments and
inlays of semiprecious stones. A gilded sarcophagus
stands atop a stone bier along the west wall. An invisible
stone chest rests at the foot of the sarcophagus. Characters searching the area thoroughly locate the chest. The
chest becomes visible within an antimagic field, and a
successful dispel magic (DC 19) also ends the invisibility effect.
Brysis of Khaem has arisen as a murderous wraith,
bound to her tomb until she can steal enough life force
to leave it. She arises from within the sarcophagus and
attacks when creatures enter this chamber. She gloats
about how the characters deaths will free her from this
prison, and how her victims will serve her even in death.
On initiative count 1 in the round in which Brysis
attacks, the characters hear the telepathic voice that
first called to them. In the sarcophagus! I can help
you! See Treasure for more information.
Treasure
43
Traversing the
Darklake
Modes of Travel
The adventurers might find different ways to cross the
Darklake, depending on how long they traverse it and
who or what they encounter along the way.
Since there is no wind in the Underdark, all water
travel involves either rowing at 1 miles per hour, or
floating with prevailing currents at 1 mile per hour.
Characters can work in shifts to row more than 8
hours per day, but crewing a boat for longer than that is
considered a forced march (see chapter 8 of the Players
Handbook).
Boat
Makeshift Raft
Swimming
Other Options
Random Encounters
Type of Encounter
No encounter
Terrain (roll a d10 and consult the Darklake Terrain
Encounters table)
One or more creatures (roll a d12 and consult the
Darklake Creature Encounters table)
Terrain encounter featuring one or more creatures
(roll a d10 and consult the Darklake Terrain
Encounters table, then roll a d12 and consult the
Darklake Creature Encounter table)
45
Terrain
Collision
Falls or locks
Island
Low ceiling
Rockfall
Rough current
Run aground
Stone teeth
Tight passage
Whirlpool
Collision
Falls or Locks
Island
Low Ceiling
Rockfall
Rough Current
Run Aground
46
Stone Teeth
Tight Passage
Whirlpool
Encounter
1 aquatic troll
2d4 darkmantles
1d4 + 2 duergar in a keelboat
1 green hag
1 grell
1d6 + 2 ixitxachitl (see appendix C)
1d4 kuo-toa in a keelboat
1d4 merrow
3d6 stirges
1 swarm of quippers
1 water weird
47
Aquatic Troll
Darkmantles
Duergar
Cargo
None
1d20 100 pounds of unrefined iron ore
1d4 zurkhwood crates filled with mining tools
2d4 zurkhwood casks of harvested fungi (see
Fungi of the Underdark in chapter 2)
A locked iron chest containing 3d6 100 gp and a
random magic item (roll once on Magic Item Table
B in chapter 7 of the Dungeon Masters Guide).
Green Hag
Cargo
None
1d4 nets; each net has a 50 percent chance of
containing 3d6 dead, edible quippers
1d4 nets; each net has a 50 percent chance of
containing 1d4 living stirges
1d4 pieces of broken, barnacle-encrusted statuary,
each worth 50 gp; each weighing 1d4 5 pounds;
and each depicting a weird alien creature, a longforgotten god, or fragment thereof.
Merrow
Stirges
Swarm of Quippers
Grell
Ixitxachitl
Kuo-toa
Water Weird
Weird Discoveries
d6
12
34
56
Discovery
Sunken altar dedicated to a forgotten deity
Sunken statue with 500 gp black pearls for eyes; a
thief who removes one or both gems becomes the
target of a contagion spell (save DC 14).
Sunken, sealed sarcophagus containing a mummy
and 1d4 art objects (roll on the 250 gp Art Objects
table in chapter 7 of the Dungeon Masters Guide)
48
Sloobludop
49
Prominent Kuo-toa
Ploopploopeen
(Ploop)
Bloppblippodd
(Blopp)
Glooglugogg
(Gloog)
Klibdoloogut
(Klib)
Shuushar Connection
50
A Kuo-toan Koan
The kuo-toa are aquatic creatures. As such, they have no
real need for the boats they use to ply the Darklake, even
as boating remains a significant part of their culture.
It might well be that the kuo-toas former mastersthe
mind flayersused them as ferry pilots and navigators in
the Underdark, and the fish-folk continue to do so out of
habit or some deep-seated need. Certainly, their relative
usefulness to the other races of the Underdark has served
the kuo-toa well. Only the duergar have shown any interest
in navigating the waters of the Darklake on their own, and
not even they do it as well as the kuo-toa.
There is a persistent myth among the inhabitants of
Sloobludop that the maze of tunnels, passages, and pools
of the Darklake is a kind of meditationa spiritual journey.
Kuo-toa who navigate that maze long enough will awaken
to a great revelation for their people. As with many of the
strange beliefs of the kuo-toa, this one might only need
time to become a reality.
cut off the head of the cult. The archpriest promises that
the characters will be well rewarded for their aid.
If the characters refuse, Ploopploopeen tries to turn
them over anyway, still using them as bait to get his own
kuo-toa loyalists closer to his daughters cult. However,
he no longer depends on or supports the characters as
allies, leaving them to survive on their own.
No matter whether the characters approach the final
encounter as willing participants or prisoners, the kuotoa make no effort to bind them or take their weapons,
believing in the power of their superior numbers and the
divine might of their competing gods.
1. Gate
Sloobludop is enclosed to the north and south by outer
walls of heavy netting with sharp bone hooks woven
into them. In the middle of each wall is a gate through
which creatures can safely pass. Any creature wishing
to crawl through the netting can do so with a successful
DC 15 Dexterity (Acrobatics) check. On a failure, the
creature takes 1d8 piercing damage and becomes
restrained in the netting, requiring a successful DC 12
Strength check as an action to break free.
Stationed outside each gate are four kuo-toa whips.
They confront anyone who approaches. Party members
escorted by other kuo-toa can pass through the gate
unchallenged. If the characters are unescorted, any kuotoa they meet attempt to capture them. Roll a d20. On a
17, captives are taken to area 3. On an 818, captives
are taken to area 4. On a 1920, the guards are evenly
split and immediately begin to brawl for the right to take
the characters as prisoners.
2. Docks
A half-dozen kuo-toan keelboats are moored here.
Although kuo-toa will negotiate terms for ferrying the
characters across the Darklake, none leave without
permission (see below). Party members can attempt to
steal one or more of the boats, but doing so requires a
successful DC 16 Dexterity (Stealth) check (and the kuotoa are able to sense invisible creatures). The kuo-toa
pursue any stolen boats, intending to capture the thieves
as offerings to appease their gods.
Five groups of three kuo-toa monitors led by a kuotoa whip patrol the platforms at the waters edge. They
ensure no vessel enters or leaves without submitting to
auguries to determine if a crews actions are pleasing
to the god of the hourin this case, the Deep Father.
The auguries consist of a half-hour ritual, during
which the whip casts bones, shells, and other tokens
and reads the resulting omens. Roll a d20. On 18, the
whip finds the omens favorable; on 918, he finds them
unfavorable; and on 1920, the auguries are unclear,
and the whip feels the need to consult the archpriest of
the Deep Father (area 4).
If the characters met or spoke with the archpriest
of the Deep Father before coming here, the whip
automatically refuses their request to leave.
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Treasure
52
hide. Two dead octopuses are draped across the top, their
idol reeks of decay, and the broad stone altar below the
Treasure
The Offering
If allowed to do so, Ploopploopeen brings the characters
to his quarters near the Shrine of the Deep Mother.
There they meet Glooglugogg, who loudly tells his father
in Undercommon that he sees no need for outsiders to
be involved in sacred matters. The archpriest dismisses
his sons concerns with a negligent wave, telling
Glooglugogg that he must flow with the currents of
the goddesss visions. The whip relents but throws the
characters a hostile glare.
Within the hour, twelve kuo-toa led by a kuo-toa
monitor arrive at Ploopploopeens quarters. The
archpriest of the Sea Mother admits the monitor and
informs him that he, his whip, and the prisoners will
accompany them to see the archpriest of the Deep
Father. They are escorted to the altar of the Deep
Father near the docks, where Bloppblippodd awaits
The Ritual
Kuo-toa parade around the altar in a wide circle as
they chant. Part of their path sends them splashing
and wading through the shallows of the Darklake. The
characters quickly cant tell one faction of fish-folk from
the other, but they see the archpriest of the Sea Mother
and his whip moving toward the altar.
Bloppblippodd calls for the sacrifices to be brought
forth, and one kuo-toa per character jumps to do her
bidding. They prod the characters with their spears to
herd them toward a slight depression 20 feet from the
altar, with a large grate at its center. The characters can
see that the stonework of the depression is stained with
the blood of innumerable sacrifices, and they can hear
the gentle lapping of the Darklake coming up through
the grate. The chanting grows louder.
When the sacrifices are brought forward,
Bloppblippodd gestures toward the altar, whereupon her
father suddenly attacks, striking her with his scepter.
Kuo-toa loyal to him surge forward to attack, while the
guards that brought the characters forward stand in
shock. They are surprised and cant move or take an
action on their first turn of the combat, and they cant
take reactions until that first turn ends.
As the two archpriests and their followers fight, the
characters can intervene on either side or attempt to slip
away during the melee.
53
Demogorgon Rises!
Although Bloppblippodd falls, the ritual still achieves a
terrible success. Read the following:
Another sound rises above the burbling cries of the kuotoa. The dark surface of the water farther out bubbles
and begins to foam. A thick, oily tentacle bursts forth,
followed by another. Then two monstrous heads break
the surface, both resembling hideous, angry baboons
with wickedly curved tusks. Both heads are attached
to a single torso, and the monsters red eyes burn with
bloodlust and madness. The creature rising from the
Darklake must stand thirty feet tall or more, with water
cascading down its back and shoulders. Upon reaching
its full height, the great demon throws back both its
heads and roars!
XP Awards
Developments
55
A dditional Play
More Information
Additional Play
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56
Substitute Features
Substitute Bonds
Substitute Bonds
d10 Bond
1 You were once lost in the Underdark, and a group of
kuo-toa helped you find your way out. You learned that
there are kindly folk even among that otherwise mad
race, and remain indebted to them for their aid.
2 You once had the opportunity to meet a circle of
myconidsthe mushroom folk of the Underdark. They
offered you shelter and a chance to meld using their
telepathic spores, and you have yearned ever since to
repeat that experience.
3 One of your best friends in your youth was Morista
Malkin, a shield dwarf and member of the Emerald
Enclave. Though you havent seen her in years, you
heard she found her way to Gauntlgrym.
4 You once worked for Davra Jassur, a Zhentarim
troubleshooter recruiting promising new talent for
the Black Network. She helped you get your start as an
adventurer, and you owe her for that.
5 You have long had a curious recurring dream about
visiting a vaulted stone library in the depths of
the Underdark, and becoming lost in the endless
lore it holds.
6 You studied with a deep gnome alchemist and miner
named Kazook Pickshine, who saved your life once
when a magical experiment went awry. Last you heard,
his family controlled some of the largest mines in the
deep gnome settlement of Blingdenstone.
7 What little you know about the Underdark, you learned
from living and fighting alongside the Feldrun clan
of dwarves. You swore an honor debt to the clan
before they joined the forces retaking Gauntlgrym and
established themselves there.
8 Years ago, a vicious noble named Ghazrim DuLoc
was implicated in the death of someone you cared
about. The crime was covered up, though, and DuLoc
disappeared. Rumor has it the Zhentarim aided his
escape, but youve sworn to find him one day.
9 Years ago, you lost people you loved in a raid by
creatures from the Underdark. They disappeared
without a trace, and youve always wondered whether
they might still be alive and held as prisoners.
10 You know the dwarf hold of Gauntlgrym well, having
fought alongside the dwarves to help reclaim it. King
Bruenor Battlehammer congratulated you on your
valor, and you know the price the dwarves paid in
blood to regain their home.
57
Dawnbringer
Dawnbringer
58
A ppendix C: Creatures
This appendix presents new creatures encountered in
this adventure.
Derro
Challenge
1/8
1/4
1/4
1/4
1/2
1
2
2
3
3
Derro
CHA
9 (1)
Skills Stealth +4
Senses darkvision 120 ft., passive Perception 7
Languages Dwarvish, Undercommon
Challenge 1/4 (50 XP)
Insanity. The derro has advantage on saving throws against
being charmed or frightened.
Magic Resistance. The derro has advantage on saving throws
against spells and other magical effects.
Sunlight Sensitivity. While in sunlight, the derro has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Actions
Hooked Shortspear. Melee Weapon Attack: +2 to hit, reach 5
ft., one target. Hit: 1 (1d4 1) piercing damage. If the target is
a creature, the derro can choose to deal no damage and try to
trip the target instead, in which case the target must succeed
on a DC 9 Strength saving throw or fall prone.
Light Repeating Crossbow. Ranged Weapon Attack: +4 to hit,
range 40/160 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Appendix C: Creatures
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59
Ixitxachitl
Derro avant
Ixitxachitl
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) piercing damage.
Reactions
Barbed Tail. When a creature provokes an opportunity attack
from the ixitxachitl, the ixitxachitl can make the following attack
instead of using its bite. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Appendix C: Creatures
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60
Other Creatures
Duergar
The Monster Manual provides statistics for the typical
armed duergar. The full adventure of Out of the Abyss
features other kinds of duergar, including the following.
Duergar Kavalrachni
Vampiric Ixitxachitl
Medium aberration, chaotic evil
Actions
Vampiric Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 6 (1d8 + 2) piercing damage. The target
must succeed on a DC 11 Constitution saving throw or its
hit point maximum is reduced by an amount equal to the
damage taken, and the ixitxachitl regains hit points equal
to that amount. The reduction lasts until the target finishes
a long rest. The target dies if its hit point maximum is
reduced to 0.
Spore Servants
Statistics for three new kinds of spore servants are
presented here.
Reactions
Barbed Tail. When a creature provokes an opportunity attack
from the ixitxachitl, the ixitxachitl can make the following attack
instead of using its bite. Melee Weapon Attack: +6 to hit, reach
10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
Appendix C: Creatures
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61
Steeders
Duergar breed and train these giant Underdark-dwelling
tarantulas. Male steeders are as big as ponies and used
by the duergar as beasts of burden. The larger females
are trained and used as mounts.
Steeders dont spin webs, but they exude a sticky
substance from their legs that lets them walk on walls
and ceilings without trouble, as well as snare prey.
Female Steeder
Large beast, unaligned
Actions
War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) piercing damage.
Skills Stealth +7
Senses darkvision 120 ft., passive Perception 10
Languages
Challenge 1 (200 XP)
Leap. The steeder can expend all its movement on its turn to
jump up to 90 feet vertically or horizontally, provided that its
speed is at least 30 feet.
Actions
Actions
Multiattack. The spore servant makes two hook attacks.
Hook. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 11 (2d6 + 4) piercing damage.
Male Steeder
Medium beast, unaligned
Appendix C: Creatures
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62
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 7 (1d8 + 2) piercing damage, and the target must make a
DC 12 Constitution saving throw, taking 4 (1d8) acid damage
on a failed save, or half as much damage on a successful one.
Sticky Leg (Recharges when the Steeder Has No Creatures
Grappled). Melee Weapon Attack: +4 to hit, reach 5 ft., one
Small or Tiny creature. Hit: The target is stuck to the steeders
leg and grappled until it escapes (escape DC 12).
Appendix C: Creatures
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63