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Check out page if the heroes go this way. West Passage: This leads to Darklake. South Passage: This leads to Gracklstugh, which is 28 days away. For the next half of the book, the heroes wander the Underdark, looking for a way out.
There is no set exit point! It is entirely up to you how and when they exit. The book even suggests using a magic portal on page Read Up on the Drow Pursuit : The entire time, the drow pursue the group as detailed on page Check out the Drow Chase stuff on page ! It should be implemented right away. Keep in mind on the journey, if the heroes do something that slows them down, the drow scouts will catch up with them. Madness Rules : These are detailed on page When a PC fails a madness check from being in the faerzress or laying eyes on a demon lord, etc.
In this way, characters can potentially accumulate multiple forms of madness. He asks the heroes to go back down to find out more in a place called Gravenhollow, where great knowledge is kept. Foraging : This is on page of the DMG. The party can forage while traveling at a normal pace. Check out page 22 of Out of The Abyss for a great list of edible fungi. You might even want to roll to see which type of fungus is found during foraging, as some also give water! Match this up with the material on page Each character needs a pound of food and a gallon of water each day.
Daily Outline : This is basically what you do each day: Roll to see if the group gets lost. Roll for random encounter page Roll a d Make foraging rolls. Did anything happen that would cause the drow to catch up? Make Camp. Roll for a random encounter again. Keep in mind that the heroes will likely get lost, which will add days to their travel. What follows is an outline just to give you an idea of how this kind of thing can be organized and run. I pre-rolled the encounters, and only ended up with two.
So I decided to use one of the mini-dungeons to fill out the trip a bit. His story has some inconsistent elements. He claims the elf king has a great curly mustache. Stool is scared and sticks to his favorite PC very closely. The group finds some Tongues of Madness page 23 growing on a wall. DC 12 DEX save, 10 damage on a fail. Those who are buried take d6 per turn until they are dug out. A carrion crawler attacks, attracted by the commotion.
Day 2: Jimjar bets a PC that he can find more food when foraging on this day. He gambles rations of food and water. The group enters tunnels suffused with faerzress, weird dim light tainted by the demon lords. When a spell is cast, the caster has a 1 in 20 chance of a wild surge. The faerzress distresses Shuushar greatly. Remember that because the heroes are spending more than 8 hours in the faerzress, they will need to make madness checks.
Day 3: The tunnel becomes so thin that the group must travel single file. The walls are lined with Ormu page 23 , shedding dim green light. During the night, a PC notices Topsy and Turvy nervously whispering to each other.
The group comes upon The Silken Paths page The group is going to have to cross it to continue on their journey. Giant spiders messing with a cocoon that has a still-living halfling named Fargas Rumblefoot trapped inside. It turns out to be a mimic. Day 5: The tunnel the heroes are in clearly slopes downward, causing great dismay. Shuushar speaks of pacifism and enlightenment.
Day 6: The path becomes a large cavern with massive stalactites. The area is dotted with timmasks page They find an uprooted timmask and a dead bandit neat it. He was stabbed to death uprooting the mushroom created a cloud which put the bandit under a confusion spell.
He attacked his fellow bandits and was slain. While the group is camped for the night, 4 bandits and their leader attack. The leader has 70 gp in gems and is touched by madness. Day 7: The group travels on a ledge. On one side, it drops off into a void. Buppido becomes sweaty. If he can get a PC away from the group, he will try to shove them over the side and claim it was an accident.
The Silken Path is really great. I wrote about hook horrors a while back here. The Oozing Temple is beyond awesome. You must use it. This is a higher level dungeon, so I would wait a while to use it. In this adventure there is an excessive amount of walking for miles and miles and it is bound to become tedious.
Prepare in advance so that once your group hits level 9, they can start teleporting around a bit. On the water, the heroes are traveling 1 mile per hour. If you eyeball the Underdark map, you can guesstimate the scale of the map based on the fact that it was 56 miles between Velkynvelve and Sloobludop. So: Sloobludop to Gracklstugh : miles, 7 days of sailing. Do the Drow Pursue the Group on the Water?
I guess they make rafts of their own and question anyone they come upon. Made from the cap of a giant mushroom – what an awesome idea. Takes a day to make. Whirlpool page 42 : This works like the control water spell PH page It is 50 feet wide. Any thing within 25 feet i pulled ten feet toward it per roung. I think you might want to let the PC save each round.
Also, the drowning rules should probably kick in on the second round. The kuo toa have 6 of these parked at the docks in their village of Sloobludop. The Plan : The heroes are meant to meet Plooploopeen as they approach Sloobludop. He tells the heroes that his daughter has overthrown him as ruler. She worships a new entity Demogorgon! Ploop has a plan – he wants the heroes to pretend to be prisoners that will be used for human sacrifices. The kuo toa have a duergar named Hemeth that they are getting ready to sacrifice.
That leads to the coolest encounter in the book so far.. The Ritual : This is such an awesome scene. I almost hate to spoil it. The heroes have no chance against him. They need to run. You can have Demogorgon make two tentacle attacks on a building. Holy crap. It was quite the undertaking to sort it out.
Almost all of the quests ultimately involve finding him. His stats are on page The contents of his sack of stuff is on page The duergar are starting to notice the rise of demonic madness in the city. There are many derro insane evil gnomes in Gracklstugh.
They are mostly immune to the demonic madness, because they are already mad. Grackle-Lung page 54 : This is crazy. If they catch grackle-lung page 54 they will cough, spew black phlegm and gain a level of exhaustion.
Once they hit level 6 exhaustion. Themberchaud the Wyrmsmith : The city has a red dragon that keeps the forges ablaze. The duergar are secretly getting ready to off him and replace him with a new dragon. The city is split in half by a rift. Drow might be here looking for the heroes Signs of Pursuit, page There are also abandoned guardhouses page 64 that the PCs can squat in.
The Keepers of the Flame are trying to get it back. The egg is being kept deep in Whorlstone Caverns page Everything is all jumbled and broken up in this chapter. They organized broken-up pieces of the quests by city district, without page numbers referring you to the other parts!
Rampaging Giant page 59 kicks in, which leads to Audience with the Stonespeaker page The heroes are given a stonespeaker crystal page In Conscripted by the Stone Guard page 62 , they are asked to spy on a derro named Droki in the West Cleft district and bring him in for questioning.
They are also asked to look for signs of demonic corruption among the duergar citizens. Then they spot Droki page He gets away sad trombone noise. Remember, Droki is wearing boots of speed DMG page He can double his speed for up to 10 minutes.
Also see Chasing Droki page The dragon talks to the group in private in Agents of the Wyrmsmith page The dragon makes the heroes be his spies. Then, in A Task for the Keepers page 66 , he tells our heroes to find Droki. Searching will uncover Access to the Whorlstone Tunnels page I will talk about Whorlstone below, as it is a gigantic dungeon. Going through that dungeon and nabbing Droki will bring the group an interesting reward. They are brought to the Hold of the Deepking page 82 and have an Audience with the Deepking page His consort is actually a succubus, an agent of Graz’zt corrupting him.
How the heroes would find this out, I have no idea. She will help them if the heroes investigate how the derro are getting all this surface world coinage. I guess this leads to Entering Derro Territory page 64 where the heroes find the entrance to Whorlstone Tunnels page On page 81, the heroes meet a derro named Pliinki. She has an ancient elven coin. Maybe I missed something, but she says something about it being a miracle.?
Maybe the monolith in room 14 page 80 is responsible? Ylsa will then tell the group how to get to Blingdenstone, where there is a way to get to the surface. At the Docks, the heroes see a merchant being attacked in Assassins Interrupted page His name is Werz Saltbaron. Werz asks the heroes to meet him at the Shattered Spire the following day in The Shattered Spire page Werz asks the group to deliver a sack of gemstones to Kazook Pickshine in Blingdenstone. While negotiating, a Bar Fight page 63 breaks out.
With that done, the group can head to Blingdenstone. This place is gigantic. It has some unique traits: Whorlstone is suffused with faerzress, which means wild surges and if the group is here for more than 8 hours, madness checks.
Foul Water : Drinking water here is not good. DC 12 CON save or you are poisoned for at least one hour. Enlarge is on page of the PH. The character doubles in size as does their equipment – any item dropped returns to normal size , their weight is multiplied by 8.
Reduce is on page of the PH. Finally Finding Droki : On page 68, we are told that the heroes are meant to spot Droki and then chase him through the dungeon he uses tunnels that only small creatures fit in. It is up to you, the DM, as to when the heroes catch up with him. On the map, his route is traced in a red line.
The Ghost : A ghost named Pelek page 70 wants the heroes to get his severed hand which is in area 13 and return it to Blingdenstone. Gnomes are immune. You laugh madly for d4 hours. You can make the save each round. I probably missed something. This chapter is gigantic and very exhausting. If anyone knows what the deal is, please let me know. See page Chapter 5: Neverlight Grove I have to say that the previous chapter was a total fiasco.
Did they run out of time to edit it or something? The adventure expects that the heroes will either stumble on it, or that one of tree npcs will lead them there: Stool : It is his home and he innately senses the location. Sarith Kzerait : This drow has been secretly infected by Zuggtmoy from the start. Since Zuggtmoy is here in Neverlight Grove, he is drawn to this place.
Rumpadump : This myconid is from Whorlstone in chapter 4 might have joined the party. Rump is worried that his home is infected. You repeat the save every 24 hours. If you fail again, your body is slowly taken over with fungal growth. You die after 3 fails in a row, and are reborn as a spore servant.
Neverlight Grove is ruled by two myconids: Sovereign Phylo : He is secretly a thrall to Zuggtmoy, and is corrupting the colony. Sovereign Basidia : Basidia is suspicious of Phylo, and wants the heroes to check out a place called The Garden of Welcome. He offers them a reward a chest full of treasure. Drow : Once in the garden, the group stumbles on some drow who had been hunting for them. The drow are buried up to their heads, rotting and fungus-y.
They beg for death. Yestabrod, a myconid who is mutating into a larval creature, attacks the group along with some flunkies. He becomes a spore servant and joins in on the attack against the heroes. Flee : If Yestabrod is killed, his servants go inert and his other flunkies flee.
Rehearsal : Then, nearby the heroes hear singing. If they spy on it, they have a vision of Zuggtmoy. DC 10 WIS save or gain a level of madness. Yggmorgus : The procession files into Yggmorgus, a massive mushroom. Chapter 6: Blingdenstone Lots of cool stuff here. The deep gnomes have rebuilt, but the city is still a mess. This is the point where you have a bunch of options as far as what to do with Topsy and Turvy. They are deep gnome wererats. They might join the Goldwhisker Clan page 99 , they might come clean to the group, or they might flee into the underdark.
Sections of the city have been taken over by monster factions, including wererats, ghosts, and The Pudding King who is an agent of Juiblex who controls slimes. The group has the opportunity to really change this whole town. Random Encounters : This city is dangerous. Roll once per day. These are really good! I love the xorn who follows the heroes around, expecting to be fed valuables. All of the molds and slimes are on page of the DMG.
Where To Stay? The group can stay at The Foaming Mug page Glyphic Shroomlight. Tappy Foamstrap. Warden Jadges. Sark Axebarrel.
When your group finds some gems, throw some dollar bills in the air and tell your group to ‘Bling dem stones. Werz Saltbaron of Gracklstugh might have hired the heroes to bring him some gems.
The Severed Hand Quest : If the group got the severed hand in Whorlstone, they can place it in the temple on page Can We Go Home Now?
The group will need to complete some tasks for the deep gnomes, most notably defeating The Pudding King. An Outline : Here is what happens once your group is in Blingdenstone: There are layers of defenses that the group will have to pass through just to get in to Blingdenstone Area 1, page This sort of foreshadows the menace of The Pudding King.
If the group goes to the temple on page , they will meet Barrow Warden Jadger, who asks them to complete two quests: destroy a spectre named Vazuk area 2 page , and bring back the remains of Udhask area 8, page , who died somewhere in Rockblight. A bunch of NPCs have quests for the group to complete in Rockblight see below. There are also further quests given in area 14 for Goldwhisker and The Pudding King on page When the group checks out The Pudding King, they see he has an army of oozes and slimes.
If the group tries to attack alone, they are doomed. Once the group tells the deep gnomes about this army of oozes, there is a council meeting page The council decides to have their army distract the oozes so the group can try to kill The Pudding King. Barrow Warden Jadger page : Wants the group to retrieve the remains of Udhar located at area 17 on page Gurnik Tapfinger page : Gives the group a spell gem to place in a menhir in Rockblight see area 22, page Also lurking here is Neheedra Duskryn, a drow who turned into a medusa.
The heroes team up with the deep gnome forces. I think those were put in just so that if your group skipped those locations, this is a way to get them there. This adventure thinks it is a sandbox, but really it is a railroad in serious denial. That sounds really fun. Like with most of these charts, I recommend you roll them in advance and have the monster stats on a cheat sheet.
The heroes will probably be worn down from all the previous fights, but this guy only has 49 hit points. While the heroes approach, he will have time to cast spells to give himself a boost. Blur : He has this as an innate ability usable once per day.
Any creature has disadvantage to hit him. This is a concentration spell. He keeps his original hit points. I guess he uses Gray Ooze MM page stats? Also, any non-magical weapon that hits him corrodes, too. Their stats are on page of the DMG. DC 10 Dex save. It also does 11 damage to wood or metal, which is really nasty to your armored fighters. Treasure : You might want to add teleportation circle to the spells in the spellbook entitled Magick from Beyond the Mirror on page I strongly believe teleporting around the underdark is a good idea once the group hits level 9.
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