(ENG) D&D 5a Ed. - Out of the Abyss - Rage of Demons (x Livello 1-15) - Flip eBook Pages 1-50 (2024)

OUT or THE ABYSS"

CREDITS This book was a collaboration between Wizards cfthe Coast and creen Rorilri Publishing, Mernoers ofthe creen Rorilri creative team are marked with an asterisk. StovyCreators: Christopher Perkins, Adam Lee, Richard Whittevs story consultants: R.A. Salvatore, Troy Defining Lead AdventureDesigner:steve l<ensori—- Designers: Cam sanksr waiter cieehannwsm Alex Melchot,* Christopher Perkins, chris Framas,’~“ wolrertl. sehwallryt Matt serriett, iiodneyrhonipson, Raywlnnlngef‘ Managing Edit lererny Crawford Editors: Scott FitzgeraldGray. Christopher Perkins, Tom Cadorette* Additional Proofreading:Peter Lee, sean K Reynolds Producer:creg Bilslarld D&D Lead Designers: Mike Mearls, iererriy crawtord Art Directors: Hal Marigold." Kate lrwin, shauria Narciso Carver illustrator: Tyler lacobson Interior Illustrate : Empty Room studios, Sam Eutley, Olga Drebas, wayrie England, lllch Henrtquez, David Hueso, William O'Connor, Claudio Pozas, lasper sandrier, Craig spearing, Bryan syrrie, Carlos Nunez de Castro Torres, Francis Tsai, Anthony waters, Richard whitters, Bert Wootten, Kleran Yznnev Canographers: iared alando, Mike Schley Graphic Designer: Em! Tani. Pruiczt Managerne Neil shinlde, iohn Hay Production serviees: Cyndz callaway, iettersen Dunlap, David cershrnan grand and Marketing; Nathan stewart, Llz Schuh, chris Lindsay, shelly Mazzarloble, Hilary Ross, iohri Fell. Laura Tommelvtk, Greg Tito, Kim tundstrom, Trevor Kidd playtesters: Robert Alariie, lay Anderson, sill Benham, staey eerrries, Anthony Caroselll, Krupzl Desal, Frank Foulis, jason Fuller, cregory L. Harris, lustin Hicks. Yzrl Lzchzrlté, ionathan tongstah, Matt Maranda. Shawn Merwiri. Lou Mlchelll, Mike Mlhalzs, l<arl Reseh, Kyle Turner, Arthur wright, Keokl vourig FOREWORD To gel myselfin the mindset of telling an Underdark— themed story srt In the Forgotten Realms. 1 went back and read Exile by RA. Salvatore, one of my favorite Drizzt novels. ll tells lllc‘ story ofthc dark elf‘: initial ascent to the surtaee world. Along the way. Drizzt encounters weird Underdark characters. including a deep gnome with hamniers {or hands, n pech (a small earth creature) polyinorplietlinto a hook horror, and a Crazy wizard with a Daernsinstant furrrr '5. After reading the book again, I was reminded ufAliCc'5AdVe1ltures in Vi/mlderlatld and Through the Looking Glass. That's when I decided that our Underdark tale was going to draw inspiration from Lewis Carroll‘s works. We would paint the Untlcrdark 2: tin insanely wondrous domain into \’\Iili(7l'l our heroes must descend. First, we needed a villain as deranged as the Queen or Hearts. Lolth was an obviouschoice, as was Zuggttnoy. In rese rching thr- latter, 1 was reminded of the Demon Queen or Fungts ongoing {end withJuiblex. That's when it nrturred to mt: that we could be bold and tell all underdark story featuring notjust one demon lord, but several of them. Maybe CVCJ1 all of them. We knew that our dcmoninfcstod tale would have two Drizzl novels as bookcndsr so we asked R.A. Salvatore to help us ltreak the story. we also asked Troy Denning, another one of our tulttntcd authors. tojoiti us, since he was writing a novel about Orcus. Out of those discussions came the Rage of Demons storyline,which we presented to the folk I Green Ronin. Calloofl, Galley!They agreed to t. llahurate with US on a D811) advcnture—this book you now hold in your hands, Have fun with it. and may the stories of your players‘ harrowing exploits be as wontlerful and unforgettable as any grcat novel! Chri:.tt)pl'Ier Perkins June 2015 prrrlarrner E:/uvtyuulakzondvmanlorlisrorisulraphyslclarr Dario! arirt ll/l.l1hrllwhl‘lIaklrlg an iiemarl larar ratirigairahaiara ll:/rrllrllnrmrvlny iricrutrylzlzrrlskajflzath oihrrrraeeyruira/aernanlararmayinrluaehaliunnalianr,rnirdleorugegiuttanv,greed pnmrlula my lltlusluvl aonul wgzt riihiiitrn hedariitrri rvlegalamnma lzrrlttxllzlimrrlplu lnrvilhnllvrl llrilalxlp/Ipzrtarlulllltt rlridhtirvllaldnlflxythlltlt ON THE COVER TylerJacobson illustrates Demogorgorr, the Frinae otoernons, rampaging through Menzoberranxan after being ripped from the Abyss by the drow archmage Cvomph aaenre. CE 52032439000001 EN ISBN 978—0—7865-658l-6 First Printing septemherzuls 987654321 DUN(rEONS&DRAC0NS,D&D,\|«lz:rasc'tll2CoastForgotteniiealrnsthedragorarrioersaria outotihrtayss, niayers Handbook MuHstelMAllual Dlmgl‘nnMiiS:USClAlde zllotherWizard»uillittfunlptndlltlMme; andttteirrespeetivelogn.ari»~iinern.irtsatwirardsartheraastirirneusit indatrerrauritrier Allthzrittsvsavldlhclrriltlmrtlvc llltznessexalzpvopzvlyDV\A/izatdxoltllt-Curr’ rni. material ii prareeted tmderthc raayiighi lawselthe united states n‘AmeY:LA nriyiiniodiierianarurianthai-zedusaarthe materialmwvtwavkzontainedhereinlspwhibltedwrllloullhrrxpvesswvluervpsrmlssionu7Wluld»u1't0lt*CnAt Clrtll Wunm rteiishing and me(.'!:'' rtania Puhlislllllg lugoarrxrdderviarks atoreeri iiariiri vuhlishir, i>.i.ittdiriir.. USA Z)?Ul5v‘/>1avdsaftl’!CDi5LlL(,POE0x7D7iteriion WA9X05/ mm usA MAml1'AtlurrdbyHasbinSA iiuerniile Buechnll zsoo Dolemoiit (M mr<ssnud u» .

CONTENTS ch. 1: Prisoners onhe Draw. Escape’ . The Adienhire Begin in me Slave re: The Draw Velkynw-‘Ive. Means of Escape Leaving \.’elkynvz1vc.. XP Awarrk ch. 2: Into Darkness W11:-re |u G0? Underdark Tr v Equipm nt. rung: iii the iinderdnrk Nz\rr<\|1ng|he¢jm1rm=y Druw Pumuil Random Emtuuntrr snnnnnnzing Trave SCI E111.uu1I|e Ihu snhen Paths. Hook llormr min The Uoziug Tuinple .. 34 Lost Ibmb dixiiaun. .37 ch. 3: The Darklake Traversing the Darklake Random Emouxlmra. Sloobludup. x F’ Awards . ch. 4: Gracklstugh Going‘ to Curarklsmgli Grar,k1sx11zh . . Darklake District 1_ndnener's Furro V1/es! Cleft & EasrCl::f1Dis1ricLs . Halls of Sabrcd Spells Calrngnrm Cavcn Themhr=,rrh:u1d'< Lair. Wh1)1'ISrI)nPTunnels , Leaving ernekxsrnnli Huh! unhe neenking. .. Ch. 5: Neverligh! Grove.. Crmng to Nevmznh: Grnve Arriving ai me Grove , Ncverl1ghtGruv Ygguiurgu . , . , Ltzuving New nhrcrnve .. Bl |11gdcn:10nc0u1skir|.~ oiner Bliugd<:nsLune.. lunar Blxlxgduxlstunm. Rockbligm... Goldwhraker Warrrn: Ch. Ch. Ch. CIT. Ch. Ch. Ch. . 12: The TowcrufVangeance The Puddingcnim tinuin iuriahngdensmne . Leaving Bhngdrnsmne 7: Escape {mm the Underdark_.. us The wa, am. 116 riiddmg Fart»/1 11 .117 cnnrmining Ihe Druw 118 Fmlhcr/\dvL:111ures... H9 8: Audience in Gauntlgrym snmmnnen by Brucnur Cvaunllgrym Evenrs In (:aI1r|(1g1'y1u Forging an Alliance The \’Vay Ahead 9: Mamol-Derith Fraz:Urh'l11u'sCx(‘m. . RearhmgMantel Dc: nh Mant<>I—[)emh LeawngM.1nIo|rlJer11I\ . 10: Descentinto the Depths Fellow Travels in Cumnland . Random Even . Undenhnhnurnoscs Rmracing Slaps 11: Grnven1io11ow.. Using [(1 Gravenhullnw The Slum.’ L1brar_\.. The hntlny ufUur Enemy Stonespcakcrtr, suds Rehirnzng lo \ nennn. |.r,:aVingGra\'1:1|I1o1luvw .. Rearhlngthe Tuvwer. Ar crane Tuwer 13: The Wnrmwrithings. The Worm Tunnels . Tmglnrlyre I.a1r Vine In me Dar Worm Nur<Pvy The Dark Hnnrers The Va.~:IOh11v111m 14: The Labyrimh Ln 'r1nlh Encounters. AdamannneTower sn al dime Horned King l'il1lxnr.ldL-n March to Nowhere Vccm;g!1u's Hunt Gallery drAnge1.. nn Mm Engine. Ch. 17: Against the Demon Lurds. App. 3- Magic nenis. App. c: crenmres App. Ch. 15: The ciiy orsniders G ua (iinng In Mrn7nbrrrm1mi1.. .\/len1uber1':mzan. C11yLu«:.'m0ns. . . L1IL‘\p1.4|1‘1I.-\l||e*.\ |’n\.a|e Vleenngs Ch. 16: The Fclid Wedding wedrhng lmi1.i1in. Myconid March -Kr.1111n\/cos. Enior 1111 U01! Inznrheum, nremn.... .. Lev Tm-m Speak New .. .. Fighling [ht lulculuss Lord Ruzulyiiigfihr Plan , Enarlmg :h.— mm: Rugr umeninne Againsi nemnenrno Lime Threads App. A: Mndifying Backgrounds...... 221 subsmune Fr::«1Iure~ Subsmune Bund<. Dcrru. Imxnelml . Crcalurc \/.1ria1iuns. Z26 Ml5CCl1aXIEUu:(:r11aIu7€< . . Z30 Nm1p|.1_1.ur Ch.Irr111e.‘r>. . Demon Lords Banhnmcr . Denmgorpzon Fm .1 rhhn: , Grain. , juihlex arms, . . Yeennghu Zuggl mov

CHAPTER 1: PRISONERS OF THE DROW Deep beneath (hr s'|H’[£I(‘,€ of the world lies the U!I(1Pl”(l£H'k. 2| l'L‘£lhn nfrnrllesslab_ ifiihlnb tunnels and L’£|¥C\'I\S \vhct'c [hr allll newt’ shtncs. Thr Underdark ts fillet! wtxh T£!I’t‘s tttttt L‘I‘t‘a(ln”ES [00 rtumrtmua to count or tisr. and furctttust amrtng the :: ‘L‘re: the dark el\.Cs—tht- «lmw. Ilzxtcd and fcttrrd men Ln thett‘ ICHOVL fl\.\‘C]1L‘1'5tH Lhirklk‘, the drmx rtttd tulle settlrmcnrs in the Urttlrrrlttrk Ll» well as rht‘ S|lf[;l(tE wnr1d.taktng ])1”lSOI1t‘l'Shu\t1\\\ilhlhEInRvndured unconsCiou< with <lt'ov\ p<:t.sutt. thtn collared ?U|da1l1iL’kl8d.[hCSf‘ prtsontrrs are P\‘9fl[l|flU) sold slaves or Efl[C1'[Eul'Hnt'llt tn [hr dark elves sttbtt rrattratt rtties. Thr ttrlmttturers hfl\.'!‘ .11] hurl the ntisfortune M failing tn .nt;tt a late. C£\prurt',Kl by the dI'OW. they .».n~ prtsrrtlmw at one at mp dark elves‘ outposts, uwgtttittg (r;ttt~t)nrl:ttiOn to xtmtznttmntmtt. the Cu}. otsnntens. V\'l-mtltc-r lhe=_\'<‘am(‘ mm the L"ttdet'dark srrktng kIIU\.\It‘dQL or rnnnne. ur vtcrejust in (ht: u rung place at the- wrong: (‘m:‘\ flue}, were rtpe prcy for (I rlnm rand The setup of Out UH/tr3.4b' 5 is ‘nth that the rlttttm ters ncvd h£|\.F no Lt)fll]E2LllO\1S wtth rwttt.s in the [fttderc|a|'k. nr wtflt HID]! other, prior In the start of the zttlventttre. 't‘tn;\ «um meet and gel to know cztch other as prisonc J the tlrow. Hay ‘ who vmultl Itke lhctr cttnracm-s n» lune n strtmger L ntlcrtlttrkttntltteclton can choose from the bztckgmuttd opnuns. tn appendix A. ’Prisoners of [hr 1'7r-.,\\ " _t tt ~ tht rhtnrm lers start at1~t1r\'e1.andth;ttihr}\tt1i:1(]’ttr\'rlnrltmeltitttot 3rd) h_\ the end nt'tht~ . |ld)Vlt! rt tht .'~ld\t Htufr‘. (jiten the A Itztltettgcs of thr ;n1\»:tttttrt zmrt rhv ttftllgrfb 01 the LntJet'dark ytttt t .m -tun the cltztntt ten at a higher lcvcl (2nd or 3rd) in Hlakt‘ thtnqs tt but raster tut’ the players ESCAPE! The t-ttnnn let‘: goal H1 um ( hauter 01 mt» ;tr\\':'rtturr ls %tr;«tIg1It1ut‘»\at‘d Psmtpr tnnn the dram 0\tt[)n>t nt \'«tkttttnt\e.\~t(h an <‘_\.t‘ ltmattt rscaptnfl frorn the UI|(1P!f1LH'k.liU\\'(I\'(’t’.HIl§ goal is c0ntph«'2tn‘:I tn the zttlvHtturer:'lack 0ff;tmt]t:trtt_\‘with thctrsltrmulttlings. Ettrn tr the pt‘ts0nL‘rs run get u\'\a\ [tom Iht‘ dmvt. vtlu-:t‘e \’vt|1lhE»‘gD and htm nttt they snt-vtxtsa RESTRAINTS ,\tt Ih(‘, L]rU\\ 5 pt‘ts0nI3rs inrhuling {hr cltar:tctr'r.\. \\.('£H'¥l’UHa1LU.ECD“8l‘§along nntt tl\dI‘tat‘1csC0t1t1(‘L'tr*tl (0 iron twtt. by n short1rrtg1I?tu!'t*}tutIt Thu: team [hr prI\‘mIt‘,r:s t'e5trainL‘d. but «tn.-,.~n I meet thctr mnwrmettt tn‘ speed. tn atlthllun to being n1;\rI;H‘|e(L spetlcztstcrsrimft have nny spell cntnpnnenn or hwuxrs. tnittatly Itmtttng lhetr spt‘,]|4‘:I~sltI\g abtltu (\\t7urtJ1|tdI‘tu;tet‘s dotfr FI<‘t‘(1UlHh’ .~]J€1“3UUkS!0 cast spntt. Imt wtll he Itnztblt‘ n» rhzmge men ptepa|‘r?(lS1JCHs‘ wtthttul ttmn A: sttch, gtvr‘, vttzard £‘hLir:1Clet'> sontr 1rt'vt'Lty nt (letermintng V\'htA'h ~pe|1s thry had pttviousl} pmpttrrtl l1(1I)I‘L bctt1gr,ztplttretJ.) MUfED\‘€r.SpCH(’}I~|lIIg|\HlpOSSi|J1(‘tl't<t(h‘VhP.tnte pen bectxuse urn; rt1£Igtt’i!|WL\r4I:(xEt‘ arert 11) Slipping: out of m2tn:4L'1r‘s r€qtItrr‘S n mm mnt DC 20 Dexteritychtit k. \\ht|ee breaking them rrttutres I u I 1 uttuuuutuntunu

a successful DC 20 Strength check. A character can unlock the manacles using thieves‘ tools with a successful DC 15 Dexterity check. The manaclcs have 15 hit points. The iron collars can be broken with a successful DC 20 Strength check. The collars have 12 hit points. A character who fails a check to break a collar. break £1 set of rnanacles. or escape from a set of manaclos can’: attempt checks of that ltinrl again until he or she finishes a long rest. A character can still use the Help action to aid another char ,r, however, THE ADVENTURE BEGINS The characters begin the adventure in the slave pens oi Velkynvelve. Stripped of everything but their underclothing, they are at the mercy ofthc dark elves and in the company of other prisoners, many of who aren't what they seem. Captured by the drow! You wouldn't wish this rate upon anyone. yet here you are—locked in a dark cave. the cold, heavy weight ofmetaltight around your throat and wrists, You are not alone. other prisoners are trapped in here with you, in an underground outpost far from the light ofthe sun. Your captors include a cruel drow priestess who calls harsclfmstress llvara of House Mtzzrym. over the past several days, you've met her several times, robed in silken garments and flanked by two male drew. one ofwhorri has a mass orscars along one side orivs face and neck. Mistress llvara likes to impress herwillwith scourge in hand and remind you that your life now belongs to her. “Accept yourtatu, learn to obey, and you may survive." Herwords echo in your memory, even as you plot your Escape. Assume that each player character has been a prisoner in Velkynvelve for 1d10 clays. (Roll separately for each character.) The characters spend most of this time loclted in the slave pcn. crncrging occasionally undcr heavy guard to perform rncnial chores for their captors’ amusem*nt (sac “Hard Labor"). Feel free to play out any interaction between the dmvv. the player characters, and the other prisoners. This is an opportunity to reveal who the rhurattters are and to flesh out their trackgrotnitls and personalities through roleplaying. even as you introtlucc some of their fellow prisoners, llvura’s new CUIISOYI, Shoor, wants to impress his mistress, while Jorlan. her rnrmcr consort. sullenly does his duty but casts a curious eye over the prisoners. Any hostile move is met with poisoned crossbow bolts [mm the draw. and possibly a strike from llvar-ans scourge or aray ofsickness spell. The giant spiders attaclt and poison anyonc who attacks the draw. The draw don't kill any of the prisoners (leaving them unconscious at 0 hit points) but have no cnmpuncuon about beating them. IN THE SLAVE PEN \'clk_vnvclv s- slave pen I.‘ - )$€‘d with a heavy iron gate bolted into the stone. ee urea 11 for more information about the . ave pen. including optitnisfor opening or breaking through the gat The prisoners are provided with clay chamber pots, and one of the duties of slaves is to empty them into the pool during their shift. There are no other comforts in the slave pen. Prisoners must sit or lie on the stone floor. and are let] only once each dny—a thin mushroom hroth served in small clay bowls passed through gaps in the bars of the gate. S_(}Vé\/r_!_ZNGED PossEss1oNs_ The player tthziraclers have not been irile during their captivity, Hztve eeicli player roll (I r|ZO, and add the nurnhcr rlftlnys (M10) that player's character has been irnprisonetl in Velkynvelve. The result determines What, it anything. the ttliaracter has in his or her possession when the adventure begins. SCAVENGED POSSESSIONS Result Item 2-9 — lo—l2 A gold coin 1345 A living spiderthe size ofa tarantula 1543 A Scfootclorig strand otsrlt rope 19.21 A flawed carnelian gemstone worth in gp 2244 A rusted iron oarthat can he used as a club 2547 A flint shard that can be used as a dagger 2840 A hand crossbow bolt coated with drow potsori (see “F'otsoris" in chapter 3 otthe Dungeon Master's Guide) FELLOW PRISONERS Thc chant ers are held with ten other prisoners, cnpturtzrl during vzlrlous raids and likewise awaiting transportation to lttcnzoticrronzan. Some can expect to be sold as slat ' while others await death at the hands of the draw or their pets. Regardless of what they might think or the ztdventurers and cacti othcr—outsidcthe slave pens, all the Nrcr. have good reason to cooperate in order to escape and survive. PRISDNERS or THE Dnow auppido Prince Derendil Talkzttve and cunning derro Quaggotll who claimsto be a cursed eltpnnre Eldelli Feldrun Shield dwarfsmut from cauntlgryrn jimjar Deep gnome with a gambling problem itont orc hully saritl-t Kxekarit Drow accused otrnurder shuusharthe Awakened Kutrtoa hermit and mystic stool Myconid sprout Topsy and Turvy Deep gnome wererat twins tn wit it: l‘l(l~(1I\EltS «'lF‘llll>_ nitoit

i l Dtmnlua DkRENDlL Bu l>l>tDo A male derro, Buppido is surprisingly gregarious and talkative, demonstrating a keen mind and a disarming manner. This pleasant facade conceals the soul of an insane killer. Buppido sccrctly believes he is the living incarnation of the tlerro god Diinkal-azan—an avatar of murder offering bloody sacrifices to create a path of carnage through the Underdark for his people to follow to glory. He rationalizt-:5 any setbacks (including his capture and imprisonment) as part ofhis "divine plan." His killings are carefully ritualizcd. following an exacting process of cutting open the victims and arranging their organs. Although ntad. Buppido is cunning and capable of hiding his true nature to serve his own ends. Because he believes he is a gotl. he is convinced that he cant he killed (or at least that the death of his mortal form means nothing to him), so he is completelyfearless. He assumeseverything is part of his divine plan, and enthusiastically participates in any plot to escape from the drow so he can continue his holy work. Buppido is happy to consider his fellow pristirters allies until such time as he no longer needs them. or becomes convinced that the omens point toward the need for one or more of them to be sacrificed to his greater glory. PRINCE DEREND)L This hulking quaggothis the most menacingrlooking prisoner in the slave pens, and the other prisoners give him a wide berth. ii any at the characters speak to him, however. the quaggoth replies in urbane Elvish. He explains that he is not, in ft t, rt quaggoth. but a gold elf prince polymorphed into quaggoth form by it curse. He claims to be Prince Derendil of the kingdom of Nelrindenvane in the High Forest. His crown was usurped hy the evil wizard Tcrrcstor. who trapped him in this form and exilcd him from his people. Although Derendil ht-haves like the highborn prince he bt ‘eves himselfto be, he responds to stress and parti .ularly tlireats—liltrii quaggoth: violently tearing foeslilnb from limb and rending their flesh with sharp claws and teeth. He comes back to himselfonly alter battle, or when someone reinforces his “true identity" to snap him out ofit. Derendil laments that he is ril\i‘ll-kl l’Rl.\0.\Llt: or lHl rmmt slowly but surely losing hirnseltto thc suvagery oihis quaggoth form. In fact. Derendil is simply mad, touched by the delusions of thc demon lurd Fraz—Urb'luu.The kingdom of Nelrindenvanc doesn't exist. and all in "Derendil's" recollections and personality are an illusion created by the DemonPrince of Deception. The ouaggnth refuses to believe the truth, and any incontrovertible evidence as to his real nature sends him into a murderous rage. ELDETH FELDRUN A ictnale shicld dwart scant tront Gauntlgrym, Eldcth is high spirited and proud othoth her heritage and her people's achicvemenl in reclaiming the ancient dwarvcn kingdom;she suggests Gauntlgrym as a destination to escape from the Underdark. Eldetlt is stubborn and hates the drow and all other "corrupt tlark dwellers" such as the dcrro and duergar. Eldeth wants ll) get back home. but she is also defiant and selfsacrificing —and therefore among the most likely prisoner to perish before getting the opportunity. it that happe . Eldeth asks at character she truststo promlsc to carry word of hcr fate hack to her family in Gauntlgrym, along with her shield and warhamnier if they are recovered. This might win the characters thc approval or Eldeths kin when they latcr v . 't Ctanntlgryin. _]lMJAR A male dccp gnome spy. Jimjar is El reckless rogue with a dcvil-rnayrcare attitttdc, a fondness for coin, and an o .tion with betting on virtually anything and everything. once he knows the character jimjar regularly Offers them bets on things from their own cfforts("I bet you ten gold you can't get past that sentry without being seen") to thc outcomes of random events ("I bet you twenty gold this tunnel is the right way"). He sometimes uses betting to goatl others into doing things. but characters can easily turn the tables knowing that jimjar finds it difficult to refuse a wager. His behavior is unusual for the dour deep gnomes. and others of his kind (includingTopsy uutl Turvy) find _]imjar annoying at best. and unstablc and potentiallymad at worst. jimjar is always true to his word. and he manages to keep exact track olhis debits and crcdits in his head.

paying up on his bets (or demanding payment) as soon as po. ible. lies not above pocketing a little extra coin wheti no one is watching. and he has an arnazing ability to scrret significant wealth on his person. jiinjar leels as though thcrcs something odd about the twins Topsy and Turvy. but he keeps his opinion to himself unless asked. He does his best to get along with everyone. although some find his gregariousness and ranstant wagers grating. RONT A male ore from the lceshielcltribe. Rtmt [led from the slaughter oia band of orcs at the hands of the dwarves. falling down a shaft arid wandering in the Underdark beiore being captured by the druw. He's ashaniecl or his cowardly act and knows that Gruutnsh. the god of the orcs. is punishing him. But he also doesn't want to die. or at least not in draw captivity. Rtmt is mean. stupid. and hateful. hut he also knuckles under to authority and threats. He especially hares Eldetli. as his tribe is at war with her people. Ront engages in threatening behavior and bullying toward the other prisoners unless someone stands up to him. SARITH l(ZEKARIT A male draw, Sarith is ullen and keeps to himself. rebuffing attempts to talk to him. He is disgraced by his imprisoiimcnt but is resigned to his fate. since there doesn't appear to be anything he can do about it. Sarith is accused of murdering one nfhlsfellow drow warriors in a fit of madnr but he has no memory of it. He vari betwccn believing the whole thing is a setup to dis -retlii and destroy hitn. and tearing that it is all truc‘—which. in fact. it is. He being held until he can he sent bark to Menzobcrrallzait as a sacrifice to Lolth and an exaniple to others. Unknown even to the other drow. Sarith is infected with tainted spores ti-om niycorudsCorrupted by Zuggtmoy. the Demon Queen of Fungi. The initial infestation of the spores caused S:trith's bout of madne .and his health and sanity Continue to deteriorate as the spores grow within his brain. Snfilvu Klii-‘lrtil SHUUSHARTHE AWAKENED A kuo—loa. Shuushar is likely to be Line of the more unusual creatures any of the atlwntiirt-rs have met. The aquatic hermit is a cairn and peat-eiol presence. He is aware of his people-'5well-de erved reputation for madness. and Claims to have spent a lifetime in contemplation and solitary mt-ditatioii to overcome that legacy. He appears to have been successful exuding an aura of enlightened halanrr. Sliuushar is cven calm and accepting of his current iitiprisonment. merely sa iig that it is what it is and who can say what end it ni ght eventually lead ttiwartl? AlthoughSlluusltar is by far the most sane. stable. and honest of the adventurers’ fellow prisoners, he is also the most u ~el - to their immediate goals. The kuo-ma hermit is t-otriplete pacilist. He doesn't fight on‘ .~ harm to arty other creature. even refusing to tleterid hirriselror others. He gladly acconipariies the party it perrniuerl to do so. however. helping them in any way he can other than Violating his most s:.i<:retl vow. Shuushar is familiar with Slntilzludop. the kuo—toa town near the Darklake. and has navigated the twisting routes of the Darklake for many years. He hopes to share his enlightenment with his frzllnw kuti—toa. although he isn't aware of recent events in Sluobltldop (see chapter 3 for details). STOOL Stool is a rnyconicl sprout Capttlrrd by Saritll Kzekarir. stool is lonely and frightened. naming only to return to its horns in Ncvcrllght Grove. lfllefrielitled by the characters. Stool gladly offers to guide them to its home. promising them sanctuary with its folk. although it isn't aware of the dangers posed by Zuggttnuys influence on the rnyconids (see chapter _ . Stool uses rapport spores to establish telepathic communication with other creatures. and it does so to communicate with t‘l'lLtraClet's who are kind and friendly toward it. The niyconid will also help establisli COI'l"l|T|U|'1If£I!lt)l1 with Underdark denizens with wlinni the tzharattters dnri't share a language. Once it l)Ct'.0llleS attached to one or tiiore oi‘ the adicntur ~rs. Stool hchat. . otnewhat like an €I‘lKhuSI<’18itl(’.'~llIIJ curious younger sibling. sticking closu to the t:lmrLtL‘tet’5 and asking all kinds of questions. imii ll’.l.\vl\lll*l7l l ti lllla-Vt

5v4uuS>4AR rue Aw/u<Ei~lEu TOPSY AND TURVY Twin dccp gnomes. Topsy and her brother Turvy are originally rroni Blingdeustone in the Underdark. They were aptured by the drclw while out gathering mushrooms in the tunnels near their home. Like most other svirlneblin, Topsy has a stringy rnop of hair while Turvy only has a few tufts of hair atop his otherwise bald head. Topsy is by far the more social oi the two. Turvy constantly mumbles and mutters darkly, with Topsy repeating or translating what her brother says. Topsy and Turvy hide thc fact that they are wererats. Infected with the curse of lycanthropy,neither deep gnome has entirely embraced it yet, and they struggle to control their wererat instincts and urges. They are fearful ofwhat potcntlal allies might do if they learn the truth, and are looking out for each other and their own survival.With their transformations controlled by the unseen cycle nfthe moon. you can use the twins‘ impending change as a wild card in the adventure. They've been prisoners for less than a month, meaning the full moon is coming. 4 A Monsy CREW The other prisoners who manage to escape with the player characters are likely to heroine their companions tor a substantial part otthe adventure, so it is good to lay the groundworkiorthosa relationships early on. Some of the NPCS might not survive the initial escape attempt. others might be lost to the dangers oftlie Uriderd2rkAor 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 fnrtheir own benefit. Their knowledge ofthe Underdzrkshould encourage the player charactersto keep them around at least initially. Since managingsuch a large eastofNPcscan be quite involved, crilistthe aid ofthe players iryou wish, haying each oltherri take on the role ofmanaging one or more of the party‘: 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 doesthis make the secondary characterseasierto manage, it helps the players get to know them and strengthensthe bonds between the NPCs and the adventurers. r l‘llAl>l‘LR l l PRISONLRS or ll-ll: 1ll(0‘r\i WHAT THE _P1;l_so_NERs KNOW Allow the characters to freely mingle and interact with their lellow prisoners or even the drow guards, although the guards rarely talk to the "surfatterdwellerscum." or all the prisoners, only Eldeth and jlinjar speak fluent Common. The others speak Undercommon (or at least understand it). Rent knows some Common. while Derendil speaks Elvish. Stool's rapport spores can establish telepathic corntnunication to allow everyone to speak freely. The guards aren‘t observant enough tn notice. You might wish to consult the social interaction rules in the Dungeon Master's Guide, in which case the other prisoners are initially indifferent toward the characters. Handle the interactions using roleplaylng, charisma checks, or a balance of the two as best suits your group and the way the adventure unfolds. The characters can learn the following things from talking with their fellow prisoners. some of who have been captives of the drow for a tenday or two: There are nineteen draw at the outpost, including Ilvara, shoor. and jorlnn, as well as another priestess named Asha. There are also a dozen quaggoths and a number or giant spiders. Three drow guards watch the slave pen from the hanging guard tower across the rope bridge, visible through the locked gate. The cell has some sort of antimagic effect on it (see area 11 for details). jorlan the drow warrior suffered disfiguring injuries recently. Before then, he seemed more in llvara's favor. Now Shoor seems to have displaced him. jorlan used to have a wand that shot globs of sticky material able to trap targets. Now Shoot carries it, as another sign of their change in status. It might be a matter of days or tentlays before 2 contingent from lVlCl'lZ()l.)N‘l‘anZt'-In arrives to take prisoners back to the draw city. Additionally, the tlrow Saritli Kzekarit knows the following: . A gray ooze lives in the pool. its harmless, leading off waste unless disturbed. . A supplypatrol irom Menznberranzan is a levy days overdue, which is unusual.

;h 1' El E£I’_1-A£9},_, The drow divide their prisoners into three roughly equalsizedgroups and put them to work for a third at the day. supervised by the quaggoths. Thcir menial tasks includefilling and hauling watcr 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 dishe. anti latmrlry. The prisoners are also given cruel or pointl asks to occupy them, and for the dark clves' amu. merit. Such labors include moving or staolting ror _ . coiling ropes. and organizing supplies, with prisoners forced to redo work that doesn't meet the rlrow's arbitrary staiirlartls. Chzir-actors might or might not work together, dcpending on how the (lmw split them up. Prisoners known to be friendly to each other are usually kept apart. and no more than two or three prisoners are allowetl to work at a single task at once. The draw and ouaggoths are cruel and capricious. but also somewhat lmred and lookingfor amusem*nt. The quaggciths are poor conversationalists. hateful and mistrustlul toward the prisoners. The drow are more inttllnt-:tl to talk. if only to boast of their superiority. Characters might trick them into dropping useful bits olinlormation. such as how long the jottrney to Meiizoberranzan is expected to take, or that the outpost is relativelyclose to the Darklake. BAD DREA S The characters’ sleep in the slave pen trtiubled and iitlul. filled with strange tlroains and tlisturliiiig images. Dark shzltlows seem to move and reach out toward them as the charactt wander lost through endless mazes ot tunnels. Oily tentacles slide to brush up against theln. while a great buzzing and howling rises in the distance. Suppurating wounds liurst open in clouds of spores OI‘ crawling masses of maggots or insects. At least one or more of the aracters should wake in a cold sweat from these nightmares after every rest. feeling as though something is out there in the dark l:lepths—somcthing far worse, than the tlrow. 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 tho aftcreffects of drow poison, but they are omens of what is happening in the Underdark. Spellcastcrs. particularly rlt-,r s and warlocks, might be most prone to those dreams. but they can visit any or all of the characters. FIGHT‘ Most of the other prisoners arcii t looking for trouble. and even killers such as Buppido are carelul to hide their time. Still, huth Derendil and Rent have quick tempers and Sarith the drow is prone to bouts of violence as Zuggtmoy's spores take over his mind. it's possible the characters could provoke a fight. If they do. some of the prisoners (includingthe deep gnomes) egg on the lighters while others keep their distance or even try to break up the brawl. Any violent conflict draws the attention of the drtiw guards. who initiallyorder any prisoners to stand down from a fight, threatening them with hand rrosshows from outside the gate. if necessary. they shoot prisoners with poisoned crossbow bolts to lnrapa tate them. (see chapter 8 oithe Dungeon Master's Guide tor information on dmw poison.) The guards let any fight play out for their own amusem*nt as long as the prisoners don't seem likely to actually kill one another. E.EDII.~rG_T1ME If a prisoner becomes too much trouble, or ifthc drow need to mete out a lesson on thc price of disohedienc they make a gruesome spectacle of feeding a inalt-unleiii to the giant spiders in the webs bcncath V ynvelve. Drow guards or quaggoth servants thmw the bound prisoner over the edge intti the wells where the spiders quickly converge to bite the victim, inyecting their venom. Once the victim is paralyzed. the spiders wrap their meal up in webbing. This event is a convenient opportunity to get rid of one or more oithe other prisoners helnre the escape attempt iiyou don't want them around. As well, you can drive home the uelty and threat or the drow by eliminating an NPC with whom the characters have formed a bond. THE DROW The garrison at Vtrlkynvelve consists oltwelve di-ow, five draw elite warriors, a junior dmw priestess named Asha (use the priest stat block in the Monster Manual, but add the Fey Ancestry, lnnato Spellrasting. and Sunlight Sensitivity leatures of the draw stat block). and the outposts Commander.is senior drawpriestess of Lolth named llvara. The drow have the assistance of a pack or twelve qtiaggoths and SIX trained giantspiders. PROMINENT DROW Illnra Mizzvym otow priestess and commander oftlie outpost Aslia Varldvee luntot priestess shoot vandtae Draw elite warrior. llvai.-rs lieutenant and lover, and Asha’s distant cousin lnrlan Dusltryvl Malmed drow elite warrior llvara's Former lieutenant and lover ILVARA MIZZRYM The commander of Vclkynvcltcis an ambitious drow priestess looking to rise in the esteem ofLollli and her house. She considers command ofa rnerr‘. outpost a stepping stone in her ascension. The posting is heiieatli her, and she treats both it and her pr _ nets with contempt. But she also knows the iiostiiig is temporary, and she intends to wring every advantage from it in the meantimt‘, A member ola drow house with a long history as slavers. Ilvara is a cruel mistress who enjoys taunting and tormenting enemies and underlings alike. In addition to a scourge. she wields a tentacle rad. Although she has taken Shoor Vandree as her lovcrt llvara cares no more about him than she did about jorlan Duskryn, the lover she discarded ditc to his (‘rippling injuries. tH\\"TFRl PitiS0\[Ft>' or rllt DRUM

lL\/Uln Ml‘L1l=v'v' AS}-IA VANDREE A iunior drow pricstess tinder llvara's guitiance. Ashe initially considered llvara an example to emulate. That changed after she saw how llwira treated jorlarl Duskr . a seasoned drtsw warrior who was the commanderslover tip until he was lladly wounded. "Varfl discarded jorlan without a. , nd thought. showing Asha the foolishness otexpecting any reward for loyalty. Asha is ambitious enough to know she could assume ctiinntunrl of the outpost if anything was to happen to Ilvara, but not courageous enough to challenge her superior openly. she also knows that she would have to impress her superiors in the City ofSpiders for any such iield promotion to become permanent. As such. Asha moves cautiously. fanning the tires of]nrlan's halrctl while keeping her own hands clean otany plotting. SHOORVANDREE This drow elite warrior has assumed the role of llvaras lieutenant and lover after the injuries suffered liy his pre~,tlccessor,jorlan Duskryn. Slloor relatively young and quite arrogant for a draw male. proud of his abilities anti accomplishments. He is still flush with his success in winning the favor of llvzira anrl advancing his position zztrti ii l l‘Pii\ll\'l'l'\t\Illlfl1}JUl’\‘ ROLEPLAVINC THE DROVI The drew are arrogant, rriiei, arid vlcit1uS,vlewingtheir slaves as little more than livestock and treatingthem with cold disregard. Even the lowest draw understandsthe inferiority of other creatures, behaving toward the prisoners like sneering nobility. with their superiors. however, the drow are fawning sycophants with 2 passiveaggressiveedge The males defer to the females, the rank-andhlewarriors defer to the elite warriors, and everyone deters to the priestessllvara Twithin the outpost. which shows in his swagger and tiie way he lurds it ov r every other male in velkynvelve. particularlyjorlan. ll insecure in his position.Shuor feels the need to demonstrate his skill and effectiveness [0 his mistress and to find ways lu please her. As llvara's lieutenant. Shclor carrics a Wand ofviscid g-loos(see appendix B), which one helongeil tolorian and is used to capture and restrain prisoners. JORLAN DUSKRYN _lorlan turned a talent for inflicting pain inln skill as a warrior. and a certain roguish ciiiirm into a way to ingratiate himselfwith his female superiors. He quickly made himself useful to llvara Mizzrymas both the field commander oi the velkynvelvegarrison anti her lover. enjoyingall the benefits that came with both roles. _]or|an thought that Lolth favoretl him, or at least that hi - charms had deflectcd her malice, until he had the m ortune nfa ruu—in with a black pudding on an otllerw routine raid. [lvara's healing magic saved his life but couldn't undo the tcrrible damage wrought by the 00zt"s acid. With his tmcc—handsome face mclted and scarred, and his sword hand twisted and missing two fingers,jorlan was no longer the warrior he once was. Ilvara relieved_]0rlan oi duty during his recuperation, replacing him with lhc young bravo shnor vantlree. When she then took Shoor to her bedjorlan realized his recovery would never be sufficientto regain what he had lost. His heartbreak and loss has since becomc a virulent hatred for llvara and Shoor that slowly eats at hilTi.Jorlan finds the idea of suicide or reckless self— destruction beneath him. howevcr—unlesshe can find a way to take llvara and her new lovcr with him. jorlari knows full well that the sympathy the priestess Asha shows him is an attempt to manipulate him. But he's willing to play along for the lime being. hoping to draw Asha closer and potentially use her against llvztra when the time is right. Because oihis injuries,Jorlan has disadvantage on attack rolls. Dexterity checks, and Dexterity saving throws. DROW WARRIORS The rcmaining drow males garrisoning Velkynvelve are named Baluk, Betneril. Guldor. Honemmeth, Imhrosijaezredjevail,Kaiaiinar. Malagar,Nadal. Nyin, and sorn.

sh’ id ver. VELKYNVELVE The drow outpost is located high in it czivcrn. built 100 feet above rhc rocky Hour. The outpost consists ofa series of small caves in the raverri walls and (nut "hanging towe —hullowctl-out stalartiles ronnectetl by walkways. s ins. and rope bridges. The towers are concealed by the thitik webs uigi-ant spider. slrelt. ed bclow thi .so that only the lowermost parts of the stalactites are visible from the cavern lloor. With the small amotini olrliin light used in the outpost shicldtttl from the (7ZtVE:\’II floor below. one might walk the €|1\lV‘t‘ It-ngth ttfthe cleft without becoining aware of the outpost uverlieurl. hidrleu in the darkness above the range ul torches and lanterns. The giant spiders also scrvc as guards. dropping down on their web strands to pray upon Creaturesthat liiid their way into the cavern. Similarly. drow warriors can drop to the cave floor on lines of spider silk [0 ambush enemies. Three caves and two hanging towers silrmiinding a platform make up the main part of the outpost for the (lI‘(lW warriors. The largest oftlif‘ hanging towers . reserved for the priestesscs and the shrinc of Lolth. while the other is a guard towcr opposite the cave used to hold slaves. North of the slave port is thr den Or the outposts quaggoth servants. Watch pos lie at either end of thc outpost. near the northern and southern entrances to the cavern. l._S__ou'l'l-IERN WATCH Pos'r Near illt‘ southern passage from the cavern is an alcove used as a watch post. Two drow are stationed here at all times. keeping watch over the passage and noting the approach of any creatures. The duty is long and dull. so thc watcher. art-. sometimes distracted. A successful Dexterity (Stcalth) check made against the guards‘ passive Wisdom (Pen ception) score of 12 allows characters in pa unnoticed. Any light from the passage or the cavern below automatically draws the guards‘ attention. howcvt . The drow guards are IlI1(lf’T ordcrs to report iiiiriirlers immediately.and to keep them iindcr cibS(‘r\'atit>n. They take no other action unless ordered or un hey s .e signs ofa significant thrcat. in that case. th v blow a high, shrill note on A warning trumpet to alert the whole outpost. 2 BARRACKS Stone. steps lead lrom the watch post to a l—foot—thick platturrri 0lLul’khW00d (see "Fiingi of the UnClCl'd;irk" Carllt-‘.r in this chapter) extending bctwccn two of thrhanging towers and into three adjoining i'.;l\'€rns. The two southernmost caves serve as barracks for thtran1e;ind—lile drow warriors ofthc outpost. Six warriors dwell in each barracks. cacti set up with a pallet, a small zurkhwoctd chest for holding pi srinril puss*ssioris and euuipineiit. and a side table. spider silk i-one \’l/elJl)ll\g on the cavern walls is set with hooks for hanging lanterns anti other items. but the barra are rarely lit. One drow is present in rta h of the harrarltsraves at any time. resting in a meditative trun. A resting drow rises at any significant light or noise. ready to attack. 4 VELKVNVELVE:CENERAI. Fsnuizss The roiiowing features applytliroughout the outpost. Light. The interior spaces ofthe outpost are dimly illuminated by lanterns containing phosphorescent fungi. while the exterior is dark. Saund. A small waterfall pouring into the cavern creates a constant background noise. negating the caves tendency to arnphry and carry sounds. Checks made to liear things in the cavern are made normally Stairs. These 5-fout—wide stairs are carved into the stone sides otthe cavern between several ofthe cave entrances. Bridges. Bridges ot’spider—silk rope connect the walkways to the guard tower and the entrance to the prieSteSs'5 tower. The swaying bridges are diititult terrain for nori—drow. Falling. A creature pushed orrthe Stairs. a bridge. or the edge ofa platform must attempt a DC 10 Dexterity saving throw. On a failure. the creature falls. landing in the webs stretched beneath the outpost. on a successful save. a creature grabs hold orthe edge and hangs there until it can climb backup with a DC ll) strength (Athletics) check made as part ofits movement. A failed Strength check means the creature is unable to move and must check again. while failure by 5 or more means a fall to the webs. Webs. The dense webs utgiant spiders kept by the drow conceal the outpost from below. A creature falling into the webs becomesrestrained. As an action. a restrained creature can attempt a DC 12 strength check to break free from the webs. The webs can also be attacked and destroyed lac l0. l5 hp per ‘l0—foot section. vulnerability to tire. and immunity tu iiludgeoning. poison. and psychic damage). Each toot or movementin the webs costs l extra Foot. and any creature otherthan a spiderthat entersthe webs or starts its turn there must succeed on a DC 12 strength or Dexterity check to avoid becoming restrained. Any movement in the webs attracts the attention ofthe giant spiders. which attack and feed on trapped creatures. A creature falling from the webbirigto the cavern floor takes lodfi bludgeoningdamage. r TREASURE The equipment of the resting drow is stored tinder his pallet: a shortsword. a hand crossbow with a t .of 20 hand crossbow bolts. a Cl'|E|ll1 shirt. and El l00-foot coil of silk tone with a small grappling hook at the end. Each of the six chests in each barracks contains a llask of drow poison used to treat crossbow hulls (see "Poisons" in chapter 8 utrhc Dungeon Masters Guide). One flask has cnoiigh poison to treat 20 bolts. Each Chest also contains two sols of tilotliing and M4 items from the Trinkcts table in chapter 5 of the Player's Handbook. 3. MAII§17HALI_ This rave erves as a gathering and eating place lot the drow warriors ofthe outpost. it has four circular labl s carved from zurkhwocid. each surrounded by five chairs. Part oi the hall is used as a food prop-.irritioii and storage area. containing stocks of dried and fresh fungi. dried fruits. cheeses. prcscrvcd meat. and it lew clay-jars of spices. A heavy irnn brazirr provides heat for cooking along with dim light. biil rnui: oi the load is served cold. At any timc. there is a 25 percent chance that 1d4 drowarc in the main hall eating or entertaining themselves with dice ur card games. ll any drow art: i>|\t»‘lll'l l|t|\lli\lN‘§4ll lill iiitiiii

present. 1d4 quaggothsare also on hand, serving and cleaning. If there are no drow lI'| the main hall, there is a 25 percent chance that a lone qttaggoth is here performing its duties. TREASURE There is nothing ofvalue in the main hall apart from what the drow have on them, but characters can loot the larder for the equivalent of up to 30 days of rations. limited by what they can carry. Each day oi rations for one character weighs 2 pounds. 4». ELITE BARR_ACKS The two hanging towers flanking the platform are the quarters of the elite warriors of the outpost. except for the commanderslieutenant (eurrcntlyShoor Vandree) who has his own quarters in the pricstesss tower. Each hanging tower has two chambers, with a rope ladder running betwecn the upper and lower chamber through a zurkhwood trapdoor. The elite warriors have liner furniture, including zurkhwood chairs and small tables around which they sit. One otfduty drowelite 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 deliveringwater. Either reacts hostilely to intruders. but they might choose to flee and warn the outpost rather than attack, depending on the odds. TREASUR E The equipment of the resting drow warrior is stowed beneath his pallet: a shortsword, a hand crossbow with a case of 20 bolts, a chain shirt. and a 100»foot coil of silk rope with a small grappling hook at the end. Each of the chests in the four chambers contains a flask of drow poison used to treat crossbow bolts. One flask has enough poison to treat 20 bolts. Each chest also contains two changes of clothing, 2dn sp, ld8 go, and ]d4 items from the Trinkets table in chapter 5. “Equipment," of the Player's Handbook. 5. LIFT_ Attached to the edge of the barracks platform is a winch» andbasket device consisting ota large swinging arm that carries a thin cord of strong spider silk. The cord runs through a series of pulleysfrom a handcranked 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 quaggothattendants 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. USING THE LIFT Up to four Medium creaturescan tit somewhat snugly in the basket, which is swung out over the edge of the platform and lowered to the cavern floor below by turning the spool using attached handles. This requires a successful DC 18 Strength check. normally provided by two quaggoth servants (one of which makes the (.HAl-11-R | l PRISONFRS Oi THE nnnw check whilc the other assistswith the Help action). Once on the cave floor. the basket can be loaded with other passengers or up to 800 pounds of cargo, then lifted back up to the platform in the same way. It takes 4 rounds for the basket to move between the platform and the Hour undcr normal operation. SHRINE T0 I_oL'rH A steep rope bridge leads from the walkway ledge to the uppermost level of the largest hanging tower. called the priestess's tower, The floor ofthis circular chamber is covered by dark silken mats with a pale web— strand pattern woven through them in silverythread. In the middle of the chamber (at the center of the web) stands .1 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 Wisdotn (Perception) check to recognize it. On a tailure, a character mistakes it for a real giant spider. This place is a shrine to Lolth, the drowsspider goddess, and also serves as quarters for Asha. the junior priestess. She tends the shrine, overseeing routine rituals and offeringsto Lolth. Roll a d6 when the characters enter the shrine to determine who they might meet. SHIINE Acrlvnv d6 Activity 1-2 Asha is in the room alone, resting 3-4 Asha and ldb drow are engaged in worship 5 6 The shrine is empty The back half of the chamber, behind the altar. is piled with a semicircle of pillows and cushions. Rcsting among these is a giantspider trained and kept by the priestesses. The cushions give the spider sufficient concealment to hide from anyone entering the tower from the front. A character must succeed on a Wisdom (Perception) check contested by the spiders Dexterity (Stealth) check to spot it before it moves. TREASURE The altar is flanked by a pair of heavy silver candlesticks worth 25 gp each. They hold thick black candles. lit only when a ritual is being performed in the shrine. The eight "eyes" of the spider statue are eight pieces of polishedjct—four small ones worth 5 gp each and tour larger ones worth 10 gp eaeh. Any non-drowwho possessesthese gems falls under a curse from Lolth. All spiders and spidcrlike creatures attack the bearer of the stones on sight. and such creatures have advantage on checks to detect the possessor of the stones. The curse lasts until all the stones are given into the safekeeping of a drow worshiper oi’ Lolth or the gems are subject to a remove curse spcll. 7_-I’-VA_“E.‘_’£!?."“i._ A rope laddcr leads down from the shrine into this chamber, which serves as private quarters to Mistress llvara, priestess of Lolth and commander of Vclkynvelve. _Q- .

CHt\PH k I PRISONERS OF THI' DROY. 1'3

{$1§E&u2hngwith black mesh resembling : agar v.-aenmlingfi'Dm a central spot on the .‘I2:Ex an E chenls. then diapcd Clown like curtains. Tit. ‘amen mam ccner the Hour.while a low platform 5 tiered I121 L‘L§lJ.|0l’E and pillowsto make a broad. ér _'(.e bed. One side of the chamber contains 3 iii Zabie and two chairs. While the other holds a small §_m2e IO Lolth. draped in white silk. A heavy chest of blackrstained zurkhwood sits at the foot of the bed. llvara retreats to her quarters for privacy, and meditation. Roll a d6. On 1—2, the priestess i here. On a roll of 1. Shoor Vandree is also here with her. llvara is furious if anyone dares to enter her quarters unbidden. If the characters catch her here. she casts web, conjure animals. or irlseclplague to bedevil them while she flecs and calls for help. lf Shocir is with llvara. he attacks to cover her escape. TkAr The chest is locked, and llvara keeps the key in a hidden pocket on the inside of her belt. The lock is trapped with a poison needle tipped with draw poison (see “Poisons" in chapter 8 or the Dungeon Master's ctiide). which is activated it any attempt is made to open the lock without the proper key. The victim takes 1 piercing damage and must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more. the target is also unconscious while poisoned in this way. A successful DC 20 lntelligence (investigation) check reveals the trap. A character using thieves‘ tools can make a successful DC l5 Dexterity check to disarm it. Picking the lock requires thieves‘ tools and another successful DC 15 Dexterity check. TREASURE The side table holds a small silverlramed mirror worth 10 gp. The small shrine to Lolth is carved of zurkhwood and bone. and inlaid with scmiprecious stones. It is worth 50 gp ifthe characters can lind a buyer for it. The chest Contains a variety ofsilken garments and personal items. There is a silver Chain headdress set with small onyx stones, worth 50 gp, and a drawstring bag containing two potions ofhealing. A small leather purse contains 24 gp. 30 sp, and a small moonstone worth 20 go. while another purse is llvara's spare spell component pouch. Additionally, the chest contains any valuables once held by the rharztcters and NPCS. including any spellbooks. components, focu and magic items lost to the adventurers. 8. SHooR’s UARTERS The lowermost and smallest chamber of the priestess's tower belongs to the commanderslieutenant. the leader of the elite warriors of the outpost. Shoor Vandree. llvara s current favorite. is the present occupant. The area's former occupanl,jnrlan Duskryn, has been displaced to the elite barracks after his recent injuries. The chamber contains cushions lald out across floor mats. a small carved table with two chairs, and a sturdy zurkhwood chest. ltnrrml l PR|>()\‘El(S or tilt LlRtl\t' Sltoor spends most of his off-duty time in llvara‘s quarters. attending to his mistress or awaiting her. Unless you wish him to be found here. his quarters are unoccupied. 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 llvara‘s quarters. TREASURE The table holds a pewter pitcher and a pair of matched goblets,worth a total on gp. The chest contains Shnors personal items and clothing, as well as a small purse containing 20 gp. a black velvet mask stitched with silver thread in a spiderweb pattern (worth 25 gp). a set of bone dicc engraved with Elvish characters (worth 10 gp). a small black velvet bag containing a spidershapedonyx brooch (worth 50 gp), and a flask ofstrong. syrupy blue liquor (worth 10 go). The liquor leaves anyonc who drinks it pleasantly poisoned for ld4 hours. 9. WATERFALL Water vents through a crack in the ceiling near the eastern wall between the stalactites ofthe priestess‘s 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 ofwater from the head of the waterfall to serve the outpost‘: 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. 10. GUARD TOWER The fourth hanging tower, connected by rope bridges to the slave pen and the walkway alongside the priestess's tower. serves as a guard tower for observing the cavern. the western passage. and the slave pen. The lower chamber of the tower is occupied by two draw and one drowelite warrior on guard duty. It contains El zurlthwood table and three chairs, a smaller side table, and spider—sillt wchbing set with hooks for hanging equipment. As at the watch posts. guard duty here is a dull affair. and the guards are usually distracted enough (talking or passing the time with dice games) that prisoners can move or act unnoticed with a successful Dexterity (Stealth) check contested by the guards‘ passive Wisdom (Perception) score. The towers upper chamber stores extra arms and armor for the outpost. Characters who gain entrance to the armory can easily loot it (see “Treasure"). TREASURE The contents of the armory include the following: - 6 chain shirts . 6 suits ofstudded leather armor - 6 shields - 6 hand crosshows

ire ielt ed - 20 cases or hand crossbow bolts. each case C0lt— taining 20 bolts - 5 shtirtsworils and 10 daggers - 6 bags nicaltrops(20 caltrops per bag) . 4 l0o—ioot—long coils otsilttrope - 2 building hammers (not usable as weapons) - 2 bags or iron spikcs (l0 spikes per bag) 11. SLAVE PEN This cave is built to hold captives ttntil they are sent to Menzoberranzan to be sold as slaves. The gate in the slave pen is kept locked. A character using thieves‘ tools can pick the lock with a successful DC 20 Dexterity check. A character using makeshift tools can attempt the same check but has tilisadvantage. A lQCk~pI(7l(lng attempt might draw the attention of the giiarrts, requiring a Dexterity (Stealth) check contested hy the guards’ passive Wisdom (Perceptit*ti) scorc to any it off without notice. Each ofthe guards on duty in the other ar of the outpost has a key to the gate hanging from a belt ring. Breaking the gates lock anti forcing it open retpiires a successful DC 20 Strength eheclt. MAGICAL WARDS The drctw have placed powerful wards on the slave pen to inhibitspellcasters and shield the area against scrying attempts. Spell. , st within thc slave pert have no cffect. and any slot or magic item charge expended to cast such a spell is consumed. The wards tlon't suppress or negate spell effectsthat originate ntit*itle the slave port. For example. it creature under the effect of an invisibility spell remains invisible when it enters the‘ slave pen. Creatures insidc the slave pen cant be targeted by any ilivination magir or perceived through magical scrying sensors. 12- Q.‘W3iTH. Beyond the lave pen andPLdown it set of stone steps. this cave is used as a den by the dozen quaggoths that SL'l'\’P the draw of Velkynvelvc. The interior is littered with nest—likc mounds of debris and the scattered bones Or thc qtiaggt>t|is' past meals. Thes Wants otthc itrow use the non only to sleep and cat. wtlll 1d4 quaggothsresting here at arty given time. The quaggoths attack any creattlru that comes into their den that isn't a drow. 2| spider. or one of their kind. They don't initially attack unknown quaggoths or draw on sight. but they know all those assigned to the outpost and will question strangers. Derenoit anti sartthsstatus as prisoners is known to them. 13. NORTHERN WATCH Post This small .'tlCt)\'e just past and below the qtiaggoth tien has thc same features as the watch post at area 1. Two drow are stationcd here on watch. typit-ally hating that duty for its proximity to the qtiaggoih (len. the slave pen, and the pool. l4. PO01. Water pouring down from the waterfall at area 9 iorms a 20-fo0t—deep pool beforeflowing out into an underground river that travels several miles before spilling into the Datklnkt’. since the draw take the water they necrl from the top of the waterfall, they use the pool to dump waste and garbage. Although this fouls the stlrfatte of the pool. the mttstant flow keeps the water beneath the surface clear. A gray ooze lurks in the pools shallows. blending pcrfttctly with the dark. wet stone. lt feeds on the waste dumped itito the pool, along with the occasional creature that finds its way into the cavern or falls into the pool. The inhabitants of Velkynvelve rtzmnin unaware that the recent arrival of the demon lord juiblex in the Uttdertilark has matte this ooze particularly aggressive and malevolent. Iii addition (I) attackiiig any creature in the pool, the ooze. surges up to lo feet out ofthe pool to attack crcattirr: at its edge. When it does so. creatures within 30 feet of the ooze telcpathically sense a voice cry out. “Flesh for the Faceless Lord!" MEANS OF ESCAPE Unless they want to spend the rest ofthcir lives as dmw slaves. the characters should quickly begin looking for ways they can t: ‘cape. Though the task will not be easy. the chart can take advantage of certain opportunities if they use their heads. 1\_cguls1TloNs One or more ofthe charactc ' might have useful items I‘ “Sravenged ]"osscssions"), and ide the ave pen creates new opportunities for the rliaractei-s to acquire antl hide small items. inciiiiiing makeshift weapons or tools, or ten litt a key to the slave pen from a guard. What they can acquire elepentls on the work they tin and when: they go. use the (lost: ption ofthe tliflerent locations throughout the outpost as a guide In opportunities. Taking something without being noiicctt requires a successful Dexterity (Sleight oi Hand) clietit (t0nlE!S[Ed by the wlstloni (Perception) chct-ks otany active observers. or using an tihservei-‘s pass e Wisdom (Perception) score as the bass: DC. A prisoner that fails the rhettk is commander! to relinqttish the item. on pain of death. What equipment and treasures the characters claim during their est-ape depend on how much of the outpost they art‘ able to explore beiort‘ fleeing. For sornt‘ charaeti-rs. it might be a (tin rhalienge to escape into the ljndei-darkwith little more than the clothes on their backs For others (includingspellrasters who need spellbouks or components). consider placing the party-‘s capturetl equipment (normally in llvai-as quarte s) in an alternate location if the characters are intent on cscaping without exploring all of the outpost. such as the elite drow barracks (area 4) or the armory (area 10). «ltti-ltv t l P’-{l\4'7'\Lt(3\lF rtir [lPJ)\V

It: [ortL.«tN’s_(_}AMls1'_r_ When the initial contact between the adventurers and the other prisoners has been played out.]orl2ln Duskryn arranges tn bring the prisoners their food duritig his guard duty. (Shoor delights in giving jorlan such menial work), Standing at the gate to the slave pen and passing in howls, he tnutters to the nearest character: "If I could give you a means to escape from here, would you take it?" If the answer is affirmznive.]orlan quickly and quietly proposes to leave the gate to the slave pen unlocked. as well as to create a distraction during the changing of thc 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 doesn't particularly care it the prisoners actually escape, which is why he doesn't offer any further help or warn them about the gray ooze in the pool. li suits him_iust as well ifthe prisoners are killed during their attempt to flee. He simplywants to create an enlbarrassing incident for shoor and llvara. Jorlan furtively glances around as he speaks quickly to the characters. If they que ion him or ask for changes to the plan, he insists it is all he can do. lf they accept. he is true to his word, leaving the gate unlocked close to the next guard shift change and delayingthe replacement guards tor a few minutes. A Fuvfl 0;D1M91s _ 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 vroek demons into the cavern trorn the northern passagc. The demons swoop and buzz around, initially ignoring other creatures as both groups savagely assault earh other. The demons’ arrival catches all of the drow off guard. The drow rush to defend the outpost from a possible attack. The demons initiallybuzz past the hanging towers, leaving the walkways and caverns out of range or the effects ottheir droning and screeching. However. drow and qtiaggoths 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 savagelytearinto 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 withJorlan's offer to leave the gate unlocked, making it easy for the characters to slip away. Alternatively(or if they refuse jorlan‘s offer). the characters can use thc distraction to engineer their own breakout, then decide how to get down to the cavern floor and where to go after that. Describe the chaos of the demon attack and the drow's response as the escaped prisoners try to flee. The characters can follow ]orlan’s suggestion to drop into the webs and then dive into the pool, possibly dealing with a giant spider or two and the gray ooze along the way. Alternatively, they can look for another (.HAl‘lFRl i l‘klSUiVER:‘ or l'll| Dlluw way down. Reaching the lift requires getting past the druw clustered on the platform and then attempting to operate it during the attack. which might prove difficult. llyou want to provide an additional challenge for the characters. a vrock tumbles almost in front of them as they reach the cavern floor or move toward their chosen exit. The demon is badly woundedi but even with only 11 hit points remaining and having expcndcd its spores and stunning screech abilities, it is still quite dangerous. It screeches at the characters, but it they do nothing to threaten it for 1 round. the demon takes wing and launches itself back into the fight overhead. If the adventurers take on the fallen vrock and defeat or escape from it, award them a quarter of its usual XP value, or 575 XP. given its weakened state. lfjorlan is alive when the demons attack, he might use the distraction to free the prisoners (as described in “_]orlan’s Gambit").Any character who asks Jorlan about the demons gets a stern reply: “The demons are not my doing. Fight them at your own risk." LEAVING VELKYNVELVE The characters have three choices for leaving Velkynvelve: the north, west, and south passages. NORTH PAssActi_ This leads toward Menzoberranzan (see chapter 15) and, eventually, Blingdenstonc (see chapter 6). Most of thc characters‘ fellow prisoners discourage travel toward the drow city, and the deep gnomes suggest Blingderistoiieas a route out of the Underdark. The party can also follow a circuitous route westward toward the Darklake (S(‘l’, chapter 3). WEsT_1’s§s_AGE_ This lcads most directly toward the narldakc (see chapter 3), although the party could eventuallyveer south toward Gracklstugh (see chapter 4). S 0‘£H_P_AS 5£3E_ This leads toward the duergar city of Gracklstngh (see chapter 4), following a southwesterly route. Charactcrs might need to pass under the battling demons, but the cavern floor is well out of range ct their droning and screeching. Tlic demons locked in combat ignore the escaping prisoners, with the possible exception ofa fallen vrock (see “A Flight of Demons"). Whichever route the characters take. chapter 2 covers their passage through the Underdark toward their eventual destination. XP AWARDS in addition to the XP awards earned for overcoming the creaturesin this chapicr, escaping trorn Vclkynvelve earns the characters a special award of 150 XP (divided equally among all party nienihcrs).

:m :m V'‘\ Owe the aclvcnturnrs escapr from \'(=]kymc'lw, |hc‘\'1| wnm m cscapv flvr vmlerdark. ‘\lrrml_\ nulcs m mm the s'url:1Ce.Khr‘_\musl make (hmr wa_\ through an endless mn ze of pa sage: and rmerns. avnirl pur5~uu by [he draw. and |'m(l a mum‘ m the world abnve all the while dealing with the dangers of the Inrlr-nlark and struggling m fund the rvsuun‘ 5 they no rl m ~ur\'i\'P. This chaptrr presents gmric-lnies for (hr r‘h;\rarLE'rs' travels bH\ve,ex\ the \'arim1sIJnderdarkWnrule-x detailrd in Iht‘ mht-r K hapters nfOuIvl'1l7e Ab} Spevilvn‘ areas (inrluding me Imrkme region in L'?Iap[6‘r 3. arm xnodifirntmnsto thrsr, guuirlin 5 [0 sun muse areas L pm-ncumr qualities, 1 hi~ rhamer also n('Tr'rs guidelmrs ‘ for the dmw pursun oftlw escaped pri'<mIr‘r~. along I 1 with addmnnal enmurm-rs mu can plan-, along the adVr‘murrrs' row .1: the) travel‘ WHE R E TO Go‘? The p|aVz:rs'rim question |1pm\€sI:ap\n:{(mrn \[e|kynve]vci.~|vke1 W here «In \.\t go next?" The mlvenluri-r< must hnd a way mu ofthe Hnrlerdnrkand CHAPTER 2: INTO DARKNESS Imrk In the <urf:u'rv\nr1(|.Thmr NP(N‘n1npanion.~lIa\'e f1r‘%\‘1Iv:\[irxIV: nfthrnruwnmnm1rL:\nrl arerhc‘ nmw heel ;\h¥r In navigarr rhv au1‘v1err:mr~:vn n*;1Iuvs,A% nnrh‘ zhs 2H|\'E‘Hl\H'Pl‘S \\i|H1e depenr1rmm\ ||ve=n';zui<‘].1nrv.The Y\‘PCs can nffrr Ilvrerunni and unggectinneax fr1Hr\\\'s: - Bupmrln knows mm m reach <';mnkm.;g|w frnrn me Kmnhfirn rmm? nu! «vf\.'r4|<_V|1Vr‘1\r‘, Hz‘ (‘an aim find H mule in G 1rkI<rngh{rmnrhr Dzurflakr. Rnpnirln urges me <‘Imr;u'!r‘r.\ m 90 m (mu-k|-nigh m m-qmre lxrlrer eqtnpnwnr, and mu ot a dr~vrem1‘«"mrn mlns prnple. He 2\1~n uuends m murder me C|mr;xrvers one hv nne Mnngjlhr\.»:Iy.|):=]ie\ingvlu=1I1in hr rum.» nfl“H= mg. dehvrrc-(I lY’IlnW<|1Rfld.<. Prince D«"rrn<|v|. lhs rlehI=innn1quaqgnrh.rzarI'luffer :nI\'u<r‘fix1rhrvrlmna,buthI'gI:c(l|\' :wrnm[mnir=< {ht parl}. mg:-r to go tn rhr wrfnre world Eldcth Femrun \SI1nV'7vm\h:|r wixh rhxs rvgmn ofihe Undrrrlnrk and ran’! n;wgaIe.bI1[=hr‘has a A 5 bonus nn V\'i<dmn (Snr\'i\'¢\V) checks and can hrlp mu m (hat rvgurtl. mu, Hrs‘-\~‘

4a ON THEIR Own In the event that none ofthe prisoners who manage to escape with the party can navigate lrl the Underdatl<— or none that the characters are willing to head at any ratethe adventurers will be forced to wander.The party remains last until the characters encounter creatures able to give them directions or intent on capturing them. Such creatures can lnclude kuu-toa from Sloobludop. duergar slavers or merchants from Cracklstugh, the goblins from the Sillten Paths encounter, or even their draw pursuers intent on dragging them back to Velkynvelve. ww— - Jimjar can guide the party to Blingdenstone from the north route out of Velkynvelvc. The svirinehlin city will give the characters access to the surface, althoughjimjar is fine with visiting other interesting places along the way, as well as taking Stool back to its home. Rent is unfamiliar with the Underdark and can't navigate. He's willing to stick with the adventurers as long as they seek a destination that gets him back to the surface world. Sarith Kzekarit is the best potential guide in the group, but also the most deceptive. He can navigate to any region of the Underdark shown on the map. but will encourage the rharactcrsto travel to Ncverlight Grove (see chapter 5). He claims to want to take advantage of Stool's olrer of sanctuary, but it is actu— ally the influence of Zuggtmoys demon-tairltcd spores upon his mind. Shuushar can navigate through the Darklake once the party is within three miles or any part oiii. He's wil1— ing to travel with the characters and guide them. and suggests visiting the kutrloa town ofSlnohlutlopto acquire boats. Shuushar wishes to return to his own people in hopes of guiding them to the enlightenment he has achieved. Stool can'l navigate and has no knowledge of the local area, but it desperately wants to return home to Neverlight Grove, pleading with the characters to take it there. It claims that its people will be grateful and offer the party shelter and aid, and describes its sovere eign as wise in the hidden ways of thc Underdark. Topsy and Turvy can navigate to Blingdcnstone. but they're reluctant to do so. As such, they are likely to support any suggestion that will not take them to their former home. Once they feel safer, they're likely to strike out on their own. just as they were before the drow captured them. UNDERDARK TRAVEL TIMES UNDERDARK TRAVEL The Underdart-t is a vast network of caverns, tunnels, vaults, and passages stretching from one end of Faerun to the other. lts physical features are even more varied than those of the surface world. Subterranean rivers, fungus fields. deep gorges. underground cities, yawning cl1asms—the adventurers will have to deal with all these features and more. Much ofthe party's travel through the Underdark is handled abstractly, using the rules and advice in chapter 8, “Advcnturing." of the PlayersIlandbook, The followingspecific guidelines apply to travel in the Underclark during this adventure. TRAVEL PA_cE Travel pace in the Underdark IS sigtlificantlyslower 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 isn't likely an option for the party. UNDERDARK TRAVEL Pace Pace Miles PerDay Ettect Fast 8 >5 penalty to passiveWisdom (Perception) scores; no imaging Normal 5 — Slaw 4 Improvedforaging. or able to use Stealth A fast pace makes it harder to spot ambushes or items of interest and prevents the characters from foraging,while a slow pace allowsthe characters to travel steztlthily enough to surprise or sneak past creaturesthey encounter. and improvestheir chances or successful foraging for food and water. The Unclerdark Travel Times lalilé: shows the time to travel between the locations in chapters 1 through 6 of the adventure. These times assume that the party moves at a normal pace without stopping (other than for time spent resting or becoming lost). For a fast pace, reduce the travel times by one third; for a slow pace. increase them by one third. Location velkynvelve Sloobludop Ciracklstugh Neverlight Grove Elingdenslone Menzobevtanzan Velkynvelve — 8 days 23 days as days so days 26 days Sloobludop 3 days _ 20 days 25 days 20 days 20 days Gracklstugh 23 days 20 days — 12 days 20 days 27 days Neverlight Grove 35 days 25 days 12 days e 16 days 24 days Blirlgderlstone 30 days 20 days 20 days in days — 8 days Menzobenarlzan 25 days 20 days 27 days 24 days 3 days — I8

3-\«-W‘; " Midaxedafic mum ; x mm u~.:u~.~¢_»:

ENcooN'r1-:3 Ss"rUl=_ When an encounter occurs during the adventurers‘ journey. a utunber ct factors will play into its setup and potential dificulty. SPACE AND MARCHING ORDER Ask the players to establish [W0 marching orders for the characters—one for movingsingle me and one for movingtwo abreast. Then when an encounter occurs, roll 3 d6. On a roll of 1-2, the party is traveling through a narrow passageway. so position the adventurers in the singlesfile marching order. On a roll of 3—4, the characters are traveling through a standard passageway and can use the two—abrezist marching order. On a roll of S—6, the encounter occurs in 2| large open area, so allow the players to position the characters wherever they like. ILLUMINATION Roll a d6 to determine how an encounter area is illuminated. On a roll of 173, the area is tlimly lit by the phosphorescent moss and lichen common in the Underdark, or by faerzress (sec “Faerzress"), On a roll of 4—6, the area is dark except for whatever light sources the characters might have. NOTICING THREATS The passive Wisdom (Perception) scores of characters in the party count toward noticing hidden threats only if both the followingconditions are met: - The characters are able to see the threat(due to lil|il~ mination or darkvision) or otherwise perceive it. - The characters aren't 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 When an encounter occurs, determine if the adventurers or their foes are surprised, as normal. The adventurers can achieve surprise only if all the following conditions are met: - The encounter occurs while the party is moving (not stopped or camped). . The party elected the stealth option while moving at a slow pace. - At least one party member is capable of noticing the threat and Communicating it to the rest of the group. I_\{§v1GAT1No_ V Becoming lost is a serious risk in the twisting tunnels ofthe Underdark, and travelers can wander in circles without knowing it. Creatures unfamiliar with a given region of the Underdark are automatically lost, Wanderingin 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 creaturesthat know the routes of the Underdark aren't immune. For each day of travel, and any time CH:\P‘l'ER 2 IVTO D~\Rk\'l-.\S the characters set out again after finishing a short or long rest, the party's 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 lind the right path. MAPPING A character not focused on any other task—includimz watching for danger while traveling—canrecord the groups progress through the Underdark and create a map or the route. Such a map can be a useful resource in later chapters of the adventure when the characters retrace their steps. Having a map allows the party to navigate that area without any chance of becoming lost. FORAGING Unless they obtain a supplyof food and water. the adventurers must forage to survive on theirjourney. 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 Player's Handbook. In addition to foraging,spells such as create food and water and goodberry can help provision the party, and there's always a chance for the characters to encounter others from whom they can buy or steal provisions. Additionally, many creaturesthe 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, aWisdom saving throw to avoid acquiring a level of madness from the awful experience (see “Madness" later in this chapter), or both. CREATURE FOOD YIELD CreatureSite Food Gained Tiny 1 lb, Small 4 lb. Medium 16 lb. Large 32 lb. The characters‘ need to forage and acquire supplies serves as a motivatorto drive them to explore and visit different parts of the Underdark. The more desperate their need becomes—aslevels of exhaustion rack up— the more risk players will likely be willing to take. TIlvt§vKEl~:l=lNG_ 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 creaturesdo the same (if they care about timekeeping at all), unless there is a local means of keeping time.

iii the 1g: tgat EAERZRESS An unusual magical energy the drow call faerzress pervades much of the Underdalrk. The origin of this mysterious arcane power is unknown. Legend claims it is an ancient elven magic dating hark to the time when the dark elves were first exiled from the world abov ,. The drow and other Unrlerdark creatures use the properties of areas suffused with [aerzress to protect their settlements. Areas suffused with faerzress can range in size from a few dozen feet across to several lniles in diameter. and feature the following effects: Areas suffused with Ilacrzress are always filled with Lllm light. A creature in an area suffused with faei-zress has advantage on saving throws against any divina— tion spells. If a divination spell dtle n't allow a saving throw, the caster must succeed on a DC 15 Constitution saving throw in cast the spell. Failing this save means the spell is wasted and has no effect. Any creature attempting to teleport intcl. within. or out via [aerzresssuffllsed area must succeed on a DC l5 Constitution saving throw. On a failed save, the <‘r<‘ll— lure takes ld10fclrce damage and the teleportatmn attempt fails. Even if the save succeeds. the ti»leptirtatitan attempt can suffer a mishap as ifthc d nation was known only by n ription. regardless 0fl1(vVV familiar the destination actually is. Soc the table in the leleport 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 faerzrcssrsufiused area. the caster rolls a C120. On a roll of l. the spell has an additional effect. determined by rolling on the Wild Magic surgc tahle in chapter 3. "Classes." of the Player's Handbook. Ttioiigli faerzrcss cant tic dispelled. its effects are temporarily suppressed in the area clan anrimagic field. EQUIPMENT Thc Cquiprnent the characters have on hand will depend on what they were able to salvage or steal in their escape lrcrn Velkynvelve. Inrleerl. tine of tlle primary rc- (HIS [or the party to visit lrnnwn settlements in the Unrlerdark is to acquire proper equipment and provisions. 9_1_l:\FT1NG A _ Characters can u. downtime during their travels to craft equipment. provided they art: proficient with the necessary tools and have access to them (see "Downtime Anti in chapter 8 of the Players Handbook). Having [r)in1pIClVlS(‘ tools doubles the Crafting time. and some items rcqtlire materials that are hard to find in the Undcrdllrlt.includingwood and other surface—woi—li:l plants. Leather. bone, or zurkhwood (scc Fungi or the Undcrdark" later in this chaptcr) might substitute in some Cllses. (‘rafting can include modifying scavenged or salvngerl items to hr ctticr needs such as creating a make hilt suit olarrntir from gathererl pieces of armor and other materials. COMPONENTS Spellcasters might be without material comportettts for their spells (see "Components" in chapter 10 of the Plays Handbook).They can acquire component pou es and spcllcasting tociiscs from its-leated enemy spttllrasters. settlements. and traders, or the ~ can craft such items during their downtime act ies whilc traveling. MADNESS At the best of times. the Underdark is a bizarre. alien. and inhospitable world. but the infltterlt-e nfthe demon lords has translornied it into a domain nl madness and chaos. Faerzress acts as a catalyst. spreading the demon lorrls' madness throughout the Untlerrlark. Onre the party escapes Velkynvelteand strikes out into the Underdark. begin taking into account the effectsof demonic madness on the characters‘ sanity (see “Madness" in chapter 8 of the Dungeon Master's Guide). At various timcs in thc adventure. characters will he called upon [0 make a saving throw to resist some madnesslnduclngt-Ffecl. ln addition. you can have tine or more characters rrlakc .aving throw against madness whenever one of the following events occurs: The characters encounter or witness something parrirularly alien or disturbing (sin-h as a demon lord). The characters stay in a f.tt:r7ress—sulfused area for a long time (eight or mcrc cons-ct-nttve hntirs). A character takes psychic darnage. particularly in an area suffused with faerness. In Out ofthe Abyss. madness is moastlretl in three levels: MADNESS LEVELS Level Effect 1 Bout of short-term madness (lasts ldlo minutes) 2 Bout oflorlgrtelm madness (lasts ldlo X to hours) 3 Bout ofindefintte madness (lasts until cured) A creature's madness level starts at 0. When the (‘r't‘atul’e fails a madne s saving throw. its madness lnvnl ‘ was by l. and the creature immediately suff s the l 's effect (as clctcrmltletl in rolling on the Short-Term l Madness. Long—Tl:rm Nlzlrlne .or lnclefinite Madness ‘ table in the niingcnn ll.-ism Gttidc. as appropriate). When the effrcl cntls. the creatiit-e'sntadncss level t|m=sn't change, Any time the creature‘: marln ‘S level increases. it sttllrrsthe effect (if the new lL‘VCl. lfa creature with level 3 madness fails a madness saving throw its rrlarltless level becomes I. In this vlay. characters n potentially accumulate multiple lnrms l of madness. Bout. nfshnrt- and l0ng—term ntarlnt-. l as desrriherl in the DllIl,Qr‘OnMasters Guide. GIVCII l the tlemmlir source of il’IC matln s. retrieve CtlI'S(‘ l l l an be cured anti dispel evil are also cffcctlve as cures. A grcatcr rcslnratinn spell or more powcrlul magic is needed tn cure inrlertnite madness and also resets a creaturt-‘s madness level to 0. I .l,trlllt 1‘l\TlJl3,\IviK\'FKS

DEATH Allowing the chips to tail where. they may in combat emphasizes the challenging nature of this adventure. However. ifthe characters start tallingjust as last. you might want to give the players some opportunities to return dead characters to llfl‘ during the lower levtnls of their prngrc s through Our ulthc Abyss. . A spttll scroll niraise dead can turn up among some treasure, either when it is needed or for the iaraetei-s to save for liIlE‘.l". A successful DC I5 spel sting iihil— ity check is required for a lower—lc\lel char; .ter to use such a scroll. A strange faerzress effect can bring a fallen cl1arat:— ter back to life. btit not witliout a cost. 'l'he restored characterstnadne -s level inc ca: by l upon being restored it) life (se atlnes arlier in this chapter). lfa fallcn char r's body is lost or left behind. the party's tltow piirsuers find it. The drew high priestess casts raise dCr'l(l on the rorpse so that tlte charae— ter can he out-stioncd.The character might escape later, or can be reunited with the other advrnturers ln a later chapter of the adventure when the draw catch up to them. lta player character is permanently slain. think about the ways a player might introduce a nevi tzhai-acter to the party in the midst ofajoilrneythrough the L‘ndt-rdark. Convert one of the group's existing nonplayer char acter allies including fellow escaped prisoners from velkynvcive—into a player character. Drtiw. dvvati. and deep gnome characters are all easily playable. You can even allow a player to take control ota more unusual NFC until a new character can join the group. This is particiilarly suitalile itthe playcr has already been nizinztgitig that NFC (see "A Motley Crew" in chapter 1). A creature encounter could reveal a potential new party member. such as a surface dweller lost in the Undcrtlark or sent there to investigate rumors of strange happenings. An escaped slave trom iinothcr Undertlark settlement is another pos bility. A monster encountered by the party might be held ing other victims or hostages (a giant spider with a stillhving victim wrapped up in its web. or troglodytes holding prisoners destined for lhdrlarder, for example). Once the inonstt-xrs arc defeatctl. a former captive mightjoin the group. Characters might meet up with new party members in any oi the Undcrtlafk scttleinents they visit during the adventure. particularly Visiturs or locals with a strong r on to leave in a hurry. FUNGI OF THE UNDERDARK The Unclerdark is home to a tremendous variety of fungi with a variety ofdiflerent us .s. Characters can encounter diffnreiit examples of the Un(lerdark's flora in their travels. Identifyinga species of fungi anti its potential uses requires a successiul DC 15 intelligence (Nature) ch lk but Untlerdark inhabitants are familiar with many ofthese species automatically. ‘lHl7|l'7? : l\IT(l l1\l(k\L~\ E_D”i-E EENE . -. . Edible tungi provide food and water. Bast food and water requirements for characters are covered in chapter 8. "Atlvennirlng." or the Players Handbook. BARRELSTALK A bartelstalk is a large. Caskrsliaptttl iungiis that can be tapped and tlrainctl otthr fresh water stored within it A single barrttlstalk contains 1cl4 t 4 gallons of water and yields 1d6 + 4 pounds oi rontl. BLUECAP Dubbed the "grain of the Untletttlarlt." a bluecap is inedible. but its spores can be ground to make a nutritious. lJl£Il‘tCl flour. Brcritl made from hluecap flour is known as sporcbrend or hluebread. One loafis equivalent to 1 potind oi‘ tond. FIRE LICHEN Pale orange-wliitcin color. fire lichen thrives on warinth. so it grows in regions of geothermal heat Firc lichen can be ground and fermented into a hot. spicy paste. which is spread on sporebr ad or added to soups or stews to flavor them. Duergar also it-rment fire liehcn into a iiercely hot liquor. RIPFLEBARK Ripplebark is a sheirlilte fungus that resembles a mass of rotting fit-sh. it i. surprisingly edible. Though it can be eaten raw, it taste. better roasted. A single sheet of ripplebark yields ld4 + 6 pounds ni lood. TRILLIMAC A trillimac is a mushroom that grows to a height of fourto five feet. and has a broad graygrecn cap and a light gray stalk. 'l‘nt- caps leatliery suriare can be nut and ttleanetl for use in inalting maps. hats. and scrolls (its surlacc takes on dyes and inks well). The stalk can be rleanctl, soaked in water for an hour. then dried to make a palatable food akin to bread. Each trillimac stalk provides l<l6 + 4 pounds of food. WATERORB Awiiierorb is a bulbous fungus that grows in shallow water. A mature vvaterorb can be squeezed like a sponge. yielding a gallon of drinkable water and a pound at edible (lfchew) and somewhat tasteless) lood. ZURKHWOOD Ztirkltwood is a massive mushroom that can reach 3 height oi‘ thirty to forty t'et-.t. Its large grainlike sprites are edible and nutritionally equivalent to M4 + 4 pounds of food. but zurkhwood is more important for its hard and woody stalks. Zurkhwttocl is one of the few sources of timber in the Underdark. used to makt-. furniture. containers. hridges. and ratts. among other things. Skilled crafters can use stains. sanding. and polishing to bring out diffcrctlt patterns in zurkhwood.

' nd EXOTIC FUNG1 Tm fungi sp('Cic< dcsrrlhrxl m [1115 sccnon haw ~|r.'mge §)mpeI'(ies um nu mu rumnal \.a|ue. \'1c,uTLIuH r X nighthghl is 3 (all and (ubv shzumd bxumnwinnscrnt mushmmn that grows In n he ht of hit) ' 4 ice! and V‘Y'I1|l§ bnghi light H1 :1 15 foot xadius and dim hghx fur an addmonal 15 Fm-1. A mgluliglu (hat is uprmnerl or rlestrnyed rzocs dark after] round. lfa Hung mghthgm v~mucI1ed,c'vthrrh_» u Ltreulure or an nbJC('r,IL~1Ighl glues out until u us mu(:hEr| again. ,\'n.nocc's Nos: A N1l|mgg'sn0sc\< A small rmxslxmom that gran r‘rv21|ure thateat=1t2\dv;\|\tugF<>x\Wisdon1 (Pr*r(*rp1mx1) Pherks based on <nw1Ifmm4hours.uowm-r. me rreulure suffers d\sarI\';\n(2|ge on savmg rhrow< agmum effevls based on xrnrll fnr [he .~amC anwum of time. nu ORM U .\ hn>lunnnesr‘cm gm-on musa that grow: m warm and (lamp areas‘ ornm :5 particularly corn mun near atemn tunnels and \s,m> IL Sh€(1s dim Hghr H12 . foot rarhus. and can he harvvsled, dried. and mud? mm :1 phnsphorsscvm povvd:-r or pigment. T1 x1 \x l\ i 5 Also knmkn as "(hr z(«wx1'~ u\u~|mmn. L\mu—1'ooI—mH mnrlsmnl mm nmnae and mi «mp.-,. Luruss 11$ mg.» rnp L';.mum.g ... (lCRlr‘O\H'vQf|VI[T|Il|(\<1»\ causes u m (‘,\’p('l 2: 15 mm mdlus c1nur{nf|vms(\:\.'vus spores. Crenmrrs m |hz' urea must sucr‘I:*mV -» ;. IN‘ 1-1 Lonsmminn mung throw ur br~ pm<nnv‘d.\/Vhfle poisonrtl in lhwn _ me Crealnrr1>un(h-rlhe »rrmm‘ a Confuwmn~pr‘|1\Hlha tiurmion nfl nnnuu=.\\f1u=n\hrspC1|cfi'c'rI ends‘ lhé‘ pni_sm1e(l cnndnum :a|.~n ends. 7 Hrnnmxk wk I‘0\(;uL or \1,xD.\' rss Tongur‘ of nmdn:-s~ |» 2m edlbli‘ flmaus that lmuka SOInGVVh(I\|1kr‘.I large human mnzuc r\ k'|'P'L(lUft‘ (hm eats alonglw U[H1dr1I\t‘>SHI\l5[ sum-mt rm ,. w‘ 12 Consximlmn ~';|\|ng lhmu or c0mp\IN\z'|_v ~nmk alnud its cvrr) thought for the next hour Thr rffc-rt can I)? endvzd mm :1 Ir: serrflszoranon spew nr wmnlar masts '|'m<( HSTALK A om» m Iwn fnnwnll mushroom u uh n vmnhusnhlc Cap‘ a <Ing1rLurchslalkburnsfnrl-1 hourx mm? in Then‘ is n Ir\n—(u chance that a mrrh~la1k explodm when Ht. hursung into :1 cloud r,»9'fir‘r\' \1m\’r‘\ ( rrralurr-x wnhm 10 feel nfan r=xp|oding1mr<'hsmlk take NW6) fin‘ dnlrmgr-.

NARRATING THE JOURNEY ,-\s the adventurers make their way through the Underdark. it helps to improvise descriptions rifwhzit they experience to add flavor to the journey. As you do. try to stresstwo key points. First. the trek is long and arrluous. The party is traveling underground. over incredibly difficult and rough terrain. without any of the comforts of the surface wnrld. Food and water are scarce. Tllr,‘ darkness never ends. The playersshould feel as though their characters are in peril throughout their travels. never knowing when something is set to leap at them from the shadows. Second. the Underdztrk is an exotic, alien landscape unlike anything found on the surface world. Throughout its twisted passageways alitl impossibly large ravcrns. charactersmight find bizarre reminders of lost and forgotten ci Lotions. unearthly flora and fauna, and incrcdible geography, Little is as it sccms, and much is rllfficult to explain. or even to (.iES(!l‘ll’)C. DROW PURSUIT A party of drow lrorn Velkynvelve pursue their escaped prisoners into the tlnrierrlnrk. The (lrow priestess llvarii becomes increasingly obsessed with the adventurer - believingthey are involved in some setrrct conspirac or perhaps some test ortier worthiness. The longer the pursuit, the more determined she is to retake them and have the opportunity to teach them the error of defying her. The drow party consists of llvara (drow priestess of Lolth). the draw elite warriorsjorlan and Shoor, and the junior priestess Asha Vanrlrce (use the priest stat block in the Monster Manual. but add the Fey Ancestry. Innate Spellcastirig, and Sunlight sensitivity ff'c'I(I1r€S of the drowstilt block). The hunting party also includes four drowwarriors who serve as forward scouts. If any of the drow NPCS did not survive chapter I. replace them with newly arrived reinforcements rrorn Menzobcrranaan under the command of llvara. or another priestess ofher caliber. L NARROW Escapes Ifan encounter with the drow is going badly and you don‘t want the characters recaptured, you can always have rate intercede on their behaltwith another encounter or event otlenrig a distraction. For example, a wandering stone giant, a purple worrn, or a pack otsavage gnolls whipped into a frenzy by Yeenoghu might show up lust as the drow have the characters cornered. givlngthem a chance to vim. Likewise, a minor earthquake (caused by instability from the demonic incursionor a wild rnagic surge) rnight cause a (ave-irl, cutting offa tunnel between the party and their pursuevs. and dropplrtgthe pursuit level liy i or 2. Don't do this so often that the players feel they haven't earned it. but use it as an option to keep the pursuit going rather than coming to an antlclimactlcconclusion ‘jammy t:ll\i>ti-it:ll.~.1-0 Ll\l/.Ps’NlS\ TRACKING THE PARTY Th: drow must track the party through the Underdal-k on foot. as there are no mounts available at Vclkynvelve and Ilvara doesirt wait for an already-lzltc relief tlet.-icbnient from Menzoberranzan to at-riy This limits how quickly the dark rlvcs can move to catch up. since they must seek out signs of their quarry's passage. occasionally doubling back to pick up their trail again. PURSUIT LEVEL The closene ' of the draw pursuit is mcasured by a pursuit level. It begins at 4, with the drow not tar behind the characters. If the pursuit level reaches 5, the drow forward scouts ratt-li up to them and thc drow leaders zirrivc not long tliercaiter (see ‘a ing up"). If the pursuit level drops to 0. the party has eluded the drow until circ*mstances bring both factions into contact again (sce "EludingPursuit"). Characters can increase or decrease the pursuit level in the following ways: Decrease the pursuit level by 1 for cach day the party travels at a fast pace. Decrease the pursuit level by l ifii character spends time covering up the party's trail that day, requiring a successful DC 16 Wisdom (Survival) check. Decrease the pursuit level by 1 each time the charac ters cross or traverse some feature that obscures their trail, such as a suhtcrranean river. Decrease the pursuit level by 1 it the party splits into two or more groups. Each group becomes a separate party for purposes of determining ranrlomencounters 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. lncreasc the pursuit lev by 1 for each day the advenr turers travel at a slow pat, Certain terrain encounte increase or decrease the pursuit lev , . See the indi dual descriptions in the "Random Encounters section. The players might come up with arlrliiionat ways of evading pursuit. Adjtldicate these as you sce fit. For exrirnple, ittlie characters convince a randomly elicnuiltercd creature to let them pass by telling them about the wealthy drow followingthem. you might reduce the pursuit level by l as the drow are forced to deal with the encounter before they can resume tracking the party.Similarly. the atlvcnturers could lay traps to slow down their pursue s, or thcy might convince at friendly creature to lie to the tlrow about which way the party went. If you choose to skip over a few days of travel (as described under “Summarizing Travel" later in this chapter), the pursuit level doesn't change during that time. CATCHING Ur When the pursuit level rt-:aches 5, the drow forward scouts spot the party. At this point. the pursuit might become an encounter iitlie characters spot tlic drow Even killed restor willin Cat: with 5 them i closer The cl of est‘. [0 tort Spidel priestr party 1

)\v and engage them. The characters might try to run. at which point a chase ensues (see "Chases" in chapter 8 of the Dungeon Masters Guide), or they might stand and light. Theymight even try to set up some sort of ambush. sincc the front ranks at the party are likely out of sight ofthe drow when they first catch up. It the adventurers flee and successfully escape. they lower the pursuit level to 4 and begin avoidingtheir pursuers again. ltthey right the drow. run the encounter. The draw scouts focus on maintaining close pursuit and peppering the characters with poisoned hand crossbow bolts. After ld6 + 4 rounds. the remainder of the drow party (llvara, Asha._Iorlzui. and Shoot) catches up and joins the encounter. ELUDING PURSUIT If the adventurers lower the pursuit level to 0. the draw lose the trail unless circ*mstances allow them to locate the characters again. This might include the characters spending a day or more in a place where they are recognized. or where they talk openly about their escape irctn velkyiivelire. If the characters p s through an area watched over by drew scouts or spies, llvata will inevitably hear word of the characters’ location. When this occurs. increase the pursuit level to l and begin tracking it again as the draw pick up the trail once more. QAPTURE The draw try to capture the escaped prisoners if at all possible, since Ilvara wants the pleasure of teaching them a lesson about diS()l)t)(ll6!!(‘e. If the dark elves reduce any characters to 0 hit poiiiis, those characters are knocked out rather tliuii dying (see "Knocking ti Creature Out" in chapter 9 of the Player's Handbook). Even itone or more or the characters are accidentally killed, llvara is obsessed enough to cast raise dttad to restore thcm to life (assuming the character's soul is willing to return). Capturlzd characters are disarmed, their hands bound with spidcrsilk rope, and gagged. The draw march them back to Velkytivelve unless Mcnzoberran .an is closer. in which case Ilvara takes them thcre instead. The characters will need to come up with a new plan of escape, ideally before llvara has the opportunity to torture them or sell them into slavery in the City of Spiders. ltthey escape her clutches again, the drow priestess continues her pursuit until she is dead or the party leaves the Undcrdark (see chapter 7). RANDOM ENCOUNTERS Each day of travel through the Underdark, check twitte to see it the characters encounter anything iiniisiial: once while they are traveling. and again while they are camped or resting. Roll a d20 and consult the Random Encounters table to deteririine what. if anything, they encounter. Characters might encounter special terrain. one or more * eatures. or a combination of the two. Any random encounter that oecurs while the party is camped is automatically a creature encounter, in which case determine the encounter by rolling a d2[) and consulting the Creature Encounter table. RANDOM ENCOUNTERS dzo Encounter H! No encounter M45 Terrain troll onte on the Terrain Encounterstable) l6—l7 one oi more creatures (roll once on the Creature Encounterstable) l8—20 Terrain encounter featuring one or more creatures (roll once on the Terrain Encounterstable, then roll once on the creature Encountertable) TEizRA_1_N ENCOUNTERS W The Uiiderdark contains dangerous hazards and wondrous terrain. special terrain rules are explained after the table. TERRAI N Eucou NTERS dzo encounter 1 scricyard 2 cliliaridlaclder 3 Crystal clusters 4 Fungus cavern 5 Gas leak 5 7 3 Gorge High ledge Homd sounds 9 Lava swell lo Muck pit ll Rockfall lZ Rope bridge 13 Ruins 14 shelter 15 Stnkllcle 16 slime or mold l7 Steam vent is Underground stream l9 Warning Sign 20 Webs BONEYARD The characters come upon an eerie cavern littered with countless bones ofvarious creatures. Whether the site is a natural graveyard for some Underdark species or the former lair of ii fearsome predator, the characters can potentially gather useful material for crafting among the bones. When the party enters a boneyard. roll a d20 and consult the table to determine what creatures. ifany, are present. The undead rise up out otthc bones and attacir when the first characters are halfway across the cavern. BONEVARD ENCOUNTER ilzo Encounter 1-14 No encounter 1548 M4 skeletons l9~2o id] mirtataurskeletons ttiltrli-it 2 l INTO DARKNIES)

L _\ D LADDER A \ -1'1 2tl«l ' ll? it it high blocks the party's passage. but at drtlp rope lzttidcr is i-isihle at the top. it soineune xii" C|liTtDll1t \ lifi rvtiuiring a su ssftll DC 15 St; iris hi«\1l1lr1lcs)t'hct'k—and It s tlovtn the ladder rs can prui-t-eti. othervi . they lose ti da tratei finding another rtiiue. ii’ the e araetersremove the lutidei ontc the} tire: at thttoo. they dexrcasc the (ln)\\ pursuit Inc] by 1. CRYSTAL Cl Unitas rhe adventurers pass through a laerzre suffused area containing listusizred chunks oiqutirtz that shed rlirii light in a lU—foni ratlitls. A sharp hlow to one of the rystnls. including tiiruwing it so it i1lIpr'lt'[S a hard sur UK‘. causes it to burst in 4 ]0—f00l'|’3(.l|USflash of hlintling light. Any creature Within the radius must succeed Ull a DE 1U Constitution saving throw or be blinded for 1 minute. A crealurt‘ blinded by this cffcct repeats rhe constitiitioii saving throw at the end or ceich of1tsiur1l:s.OnLisucccssful save. it is no longer blinded. The characters can harvest up to twelve of the t:r_vstals in total. but taking the time to do so increases the draw ptii-suit level by l. FUNGUS CAVERN The ddVFI‘il\lFL'|':i stumble upon it cavern filled with fungi and mushrooms of all sizes and types See "Fungi of the Underdark' and choose some inn-resting eitaniples. Gas LEAK The adrenttirt rs come upon .1 eovern with ti tiangcrotis natural gas leak, Any member of the party with a passive wisdom (Perception) .~t'tir(‘ of14 or higher detects signs ttfthc gas. The cllLlractCrs' travel pact’ for the day is slowed ti halfas they circuintent the area. but |ht‘rc ate no ill effects. If the gas goes undetected. each character in thtarca must iriake a DC 12 constitution saving throw. taking 5 (M10) poison damage on a iailett szivc. or hall as much damage on a successful one. .-\in 0[)Cl'I flames brought into the area cause the gas to t‘XplU(lL‘. Each creature in the explosion must make a DC 15 DrKtk‘l'l\_V saving thmw, taking 10 (3:16) fire damage on 21 failed save. ur llalfas much damage on a successful onc. GORGh The characters must make a difficult climb down a gttrgc 2d4 x 100 ieet deep and tip the ethersidc, or find :3 way around it. Their travel pace for the day is slowed by half unless they collie up with a plan in cross the gorge quickly. H [CH I. E DG E The characters must walk along an 18—lnt‘h—Wid9 ledge that skirts a i-avine 2tl6 x 10 feet deep. The party‘: truvcl pace for the dztv is slowed by half. and Cach character must succeed on a DC 10 Dexterity saving throw to avoid a fall. Pretnutions such as roping everyone together let each character make the savc with advaiitiige. increase the pursuit level of the rlrovr by 1. HORRID SOUN DS For hours. the party's travci is plagued hy terrible shrieks. moans. and it oherent gihberiitg echoing through nearby pas. gcs. without any apparent origin. Eat-ii (7he’t|'aL‘[eI‘ must make it successful DC I 1 Wisdom saving throw, on a failed save. the cliar:it~ter's madness level inert-ases by 1. LAVA SWELL As the party traverses a lung and winding corridor. a tremor opens tip a lavtt-fillctl fissure behitttl thcm, Each cliaracter must make a DC 10 Dcxterity tvirig throw to avoid the lava swell. taking 21 (6d6) fire tlairiagc on a iailetl save. Decrease the drow ptirsult level by l. MUCK Fir The adventurers must wade through a broad. 34.00? deep pit ofslimy muck. The muck is dirricult terrain and characters have disadvantage on Dexterity saving throws while within it. but their travel pace for the day is slower! by half if they go around it. RO(‘KF.e\ LL As the adventurers make their way through r’l long. twisting cavern. a tremor sets ofla mckfztll. Each party member must attempt thrcc DC 12 Dexteri saving throws‘. taking 10 (site) hludgconingtlairtage on each failed save. Any incapacitated creature not moved out of the area is buried under rubble. taking art ;.trl<litional ltlo hlutlgeoning damage at the end or each of its turns until the creature is dug out or dead. Decrease iht-, drow pursuit level by 1. ROPE BRIDGE A ravine 2d4 X 10 feet wide and Zd4 ><10f dccp cuts across the party's path. spanned by an old rope bridge. ii’ the characters (3111 the bridge after they pass. the drow pursuit levcl dccreases hy l.

ca Sion lgc wit h gin. :lom less cuts dge. drow RUINS The adventurers come across a small ruin hidden in the Untlerdark. This might hr: the creation crfa subterranean race or a surface ruin that collapsed and Sank long ago. ltthe characters search the ruins. there i. u 50 percent chanrc ofthcm finding 1:14 trinkets (see chapter 5. "Equipment." of the Player's Handbook).Roll on the Trinkcts table or choose appropriate ones. SHELTER The party stumbles upon a cave that is sheltered and easily delended. If the characters amp here, they can finish a long rest without any chance of an encounter while they are resting. SINKHOLE One random party member steps on and collapses a sinkhole, and must succeed on a DC 12 Dexterity saving throw to avoid falling into a 20-foot-(lee): pit and taking 7 (M6) bluclgeoning damage. Climbing out ot the pit requires a successful DC 15 Strength (Athletics) check. SLIME on MOLD As the adventurers pass through a small cavern. they encounter a patch of slime or mold. Rull a :16 and consult the table to determine what type at slime or mclrl is present (see "Dungeon Hazard. n chapter 5 of the Dungeon Mastcr's Gurrie for details on these threats). SLIME on MOLD Encounrzn d6 Encounter 14 Patch cfgreen slime 4.5 Patch ofyellow mold 6 Patch of brown mold STEAM VENT A hot steam vent erupts beneath a random party member, who must succeed on a DC 12 Dexterity saving throw or take 7 (2dt':) fire damage. UNDERGROUND STREAM A waterway 2d4 X 5 feet wide cuts across the party's path. Thc stream is shallow and easily crossed, and the character can drink and rcfrcsh their water supplies. Edible fish inhabit the stream. so that the DC of any foragingattempts for food in this area is reduced to 10. Crossing the stream reduces the draw pursuit level by 1. WARNING SIGN The characters enter a cavern dotted with stalagntites and stalat, tes. Those with a passive Wisdom (Perception) score of 11 or higher spot the following sigil carved into one ofthc stalagmrtes: The slgil -n tlrow warning sign that mean ahcndl" Any non—drow creature that touches the symbol must make a DC 10 Wisdom saving throw. On a failed save. the creature's madness level increases by 1. if the characters take at long rest within onc mile of the warning sign. roll .1 c120 and consult the table to determine what. if.-rnything. they encounter at the end of their rest. Wnnmnc SIGN ENCOUNTER dzo Encounter M4 N0 encounter lS—l6 1 Invisible barlgutz 1743 3d4 drekhes 1940 1:12 shadow demons WEBS Sticky webs fills a passage (see "Dungeon Hazards" Ill chapter 5 ol the Dungeon Master: Guide). The webs extend for hundreds of feet. Unless the characters come up with a plan tor clearing the webs quickly, the party’stravel pace for the day is halvcd as the characters are forced to cut their way through or find an alternate route. Check for an encounter when the party enters the webs. On El mllof1—2 on a d6. the characters encounter 1:14 giant spiders lurking among the webs. CREATURE ENCOUNVTEEVSV M Keep the partys level in mind when flashing out the encounters, and allowthe 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 he forced to abandon food antl water supplies, for Cxample. CREATURE Encuunrens dzo Encounter l—2 Ambushers: reroll this encounter ifthe characters are resting 3 Carrion crawler 4—s Escaped slaves e—7 Fungi s—9 Gtant fire beetles 1041 Ciant“rocl<tcpu§" ll Marl creature l3 Ochre lelly 1445 Raiders l6 Scouts 17 Society at Brilliance . la Spare servants 19-20 Traders AMBUSHERS Ont: or more creatures attempt to ambush the party as it makes its way through the Untlerdark. Roll 2: d20 and consult the table [D determine what the characters encounter. 'allr\,l‘ltt¢‘.’ lr‘<“It',vLHlil-sNE5r\ t

AMausH:its dzo Encounter 1—2 1 chuul lurking in a pool otwater 3 ids giant spiders clinging to the walls or (Ellmg A~5 1 grell floating near the high ceiling sea ld4 gricks hiding in a crevice or fissure 10-15 lda orogs perchlng on ledges ‘I647 lda piercers masquerading as stalactites 1s—2o i umber hutlr bursting out ota nearby wall lithe ambush occurs in the monster's lair, there is a chance that characters searching the area find something ()i|I||l'E|‘4‘.5\ or value. Roll a d20 and consult the table below tu see what. ilanything, they lino. AMBUSHER LAII DISCOVERIES d20 Discovery 1—1o None 1142 A humanoid skeleton or corpse clutchlng a salvageable,rlonmaglcalweapon (yourchoice) l3—l4 A humanoid skeleton or corpse wearing a salvageable suit otnonmaglcal armor (youtchnice) 1s—i7 ldé so go gems 1349 A humanoid skeleton or corpse carrying a random magic item (roll once on Magic Item Table E in chapter 7 otthe Dungeon Mas:zI's curds) 20 A monster hoard containing zds so go gems and one or more random magic items (roll ld4 times on Magic item Table c in chapter 7 otthe Dlmgezm Master’: Guide) CARRION CRAWLER The characters encounter a carrier: crawlerscouring tunnels and caves for food. There s a 25 percent chance that the crawler is domesticated and outfitted with a leather saddle and harness, though lhereis no sign of the rider. A Cl1£|l’3L‘.l€l' can approach and mount the carrion crawler without being attacked by succeeding on a DC 13 wisdotn (AnimalHandling) chel; While in the saddle and harness. a rider can remain mounted on the Carrion crawler as it crawls across walls and ceilings. ESCAPED SLAVES These slaves have been wandering the Untlerrlarltsince their escape from Gracklstugh or Menzoberroiizait. They are scrounging for food and water. Roll a d4 and consult the table to tleterinine what the characters encounter. Ell’. riwarl, and human slaves are trieitdly; if given food and water they'lljoin the party. Goblin slaves are hostile and likely to attack. Escuzn SLAVES d4 encounter in moon elfcommoners id: shield dwartcornmoners 1d4 human commoners ids goblins b\uN—4 CH.-\l’lt-.R 2 1 INTO DARKNESS FUNGI Roll a d6 and consult the table [0 determine what kinds of fungi the characters encounter. FUNGI ds Encou nter 1.2 N4 gas spores 34 id: shriekers 5-6 tdtt violet fungi There él 25 percent chance that a gas spore carries ct rneniory fragment from a dead beholder in i (see the gas spores description in the ‘ otMorisrer M.-ritual). This mcniory can be or anything you wish, or you can roll a d4 and consult the Beholder Menioriestahle. BEHOLDER MEMORIES d4 Memory 1 Atense negotiation with drow, ending with the beholder agreelng to allow the draw safe passage through --the vast Obllvlum" ln exchange ror help ridding its lair of: deep gnome infestation 2 Chasing svlrfnebllrl thieves through the tunnels of its domain to recover stolen gemstones 3 A fierce battle against a wizened drow archmage, ending with the beholder surtenng a grievousiniury 4 spying on a drow ranger with two gleaming sclmltars and a hlacii, quadlupedal animal companion GIANT FIRE BEETLES The characters encounter 3d6 giantfire beetles scoiiring tunnels and caves tor totitl. Characters in need oflight sources can harvest the glowingglands of slain bCC[lCS. GIANT “Rocl<‘rol>us" This creature is a giant octopus that has cvolved to live and thrive on land. It cart alter its coloration to appear as at rock formation. and it tends to lurk in crevices and fissures. attacking smaller creaturesthat wander near. It has a walking speed of 20 feel and :1 climbing speed of 10 feet, loses its Hold Breath fcnturc. and replaces its Underwater Caittoufldge feature with the following feature: Camouflage.The octopus has advantage on Dexterity (Stealth) checks. MAD CREATURE The party encounters a creature driven insane by the influence of the demon lords. Roll a d4 and consult the table to determine what appears. Then roll on the Indefinite Madness table in chapter 8 of the Dungeon Masters Guide to determine the nature of the creature's madness. ltcurcd ofits madness, the creature behaves in accordance with its alignment.

nds is :lt'r MAD CREAYURE d4 Encounter 1 1 deep gnome 2 l draw 3 1 duergar A 1 stone giant There is a cha that the mad creature has omething of interest or value in its ptissessiuii. Roll 3 L120 and consult the table below to see what, ifanything, it has. The creature doesn't part with the item willingly. MAD CliEA1'unE POSSESSIONS dI0 Possession l—1O None 11-13 A10 gp gem 14-15 A gold ring worth 25 go 16-17 An obsidian statuette of tolth worth 100 gp 13-19 A random magic item (roll once on Magi: item Table A in chapter 7 olthu Dungeon Master's Guide) 20 A random magic item (roll once on Magli item Table E in chapter 7 otthe Dlmgezm Master’: Guide) OCI-IRE JELLY As the characters move through a sari ~ of caves, they attract the attention of a ochrejelly. The ooze follows the characters, attacking when they stop to take their next rest. Characters in the back rank ofthe marching order who have :1 passive Wisdom (Perception) score of 14 or higher spot the ooze followingthem. RAIDERS This grouo or raiders from the surface vcnturcd into the Underdark looking for riches and got lost. Roll a d6 and consult the table to determine what appears. The raiders are initially hostile toward the party, though clever characters might try bribing them for safe passage or information RAIDERS ds Encounter l—Z ldé human bandits aridl human bandit captain 3-4 zda goblins and 1 goblin bass 5-5 1:16 ores and 1 an Eye urcruiirnsii There is a chance that the leader ofthe group has something orititerest or value. Roll a (120 and consult thc table below to see what. lrariytliiiig, the leader or the raiders has in its pass yon. RAIDER LEADER POSSESSIONS dzo Possession 1-s None 6-l0 zds 10 gp gemstones in a pouch 11-14 Zdé so gp gemstones in a pouch ls-17 1d4 torchslalks (see “Fungi orths Ur1derdarl<") 18~19 1d4 waterortis (see “Fungi ofthe underdi-tilt") 20 A random magic item (roll on Magic Item Table B in chapter 7 ofthe Dlmgearl Master's Guide) Scotrrs Eat-,h tilthese groups is in the Underdark on a secret mission. Roll n d6 and consult the table to determine what appears. scours d6 Encounter 1-2 1 drow 3-4 1d4 myconidadults s-a ld6 shield dwarfscouts The drow scout is searching for escaped slaves. If he spots the party. he‘ll attempt to avoid notice and take away information regarding the group's location (see “Draw Pursuit"). The myconid coins are indifferent toward the party and unwilling to discuss their mission or their travels , with the adventurers. Shield dwarf stzmtts are friendly if the party includes one or mart urtacti dwcllt-rs. Thcy are willing to give . the party 2| day or two's worth of food and water rations. SOCIETY OF BRILLIANCE ‘ rhc characters stumble upon a member or the Society » ()fBrillian(tc, 11 srct or highly intelligent monsters that have banded together to solve all of the Underdarlts problems, The society is investigating areassuffused with raerzress ltl ascertain whether it has something to I do with what Ihk‘ society fears i. stlmt: kind of "demonic incursion." Roll 3 CH0 to determine which society member the Characters ettcourtter. l Soclzrv or Bii1LLIANcE ‘ t-no Encounter } 1-2 Y the dorm savant (see appendix C) ‘ 3-4 Blurg the arog 5-is Grazilaxx the mind liiiyer . 7—8 Sltrlss the truglodyle 1 9-to Slooplduop the kuo-to: arclipriest Every member of the Society oil3rilliance has an alignment oriicutral, an intelligence of i8 (+4). and fluency in multiple languages including Dwarvish. Elvish. and Undercommon (although Grazilnitx 1 prefers to comntttnieatc using telepathy). Its statistics are ilnthangcti otherwisei Members are erudite and talkative, preferring diplomacyand dcbart‘ over violence (though they defend themselves ifattacked). Each society member can cast the tclcport spell once per day, but the intended destination must he within 30 feet of another society member. This telepurt effer an be disrupted (see Faerzres. earlier in the chapter). which is how society members sometimes end up in far corners of the Undrrtiark, separated from their fellows. Members of the Society of Brilliance are aware that paths to the surface world exist but haven't explored any of them (their concerns are with the Underdark. after a1l).1ltlie characters seem intent on reaching the surface. a society member might suggest they look for a guide in one of the Underdarks larger settlements, l,‘lll\I'l\R : l l\‘l() ll\kki\.‘ESS

GR/t‘lIL/IIX such as Bliitgtlriistone or Grarltlstugh. The sot-iety member can provide detailed vnrhal directions that <:ltaractcrs can follow to reach whichever Untlerdark Settlentcnt tltey desirc. However, the society tneniber can't guarantee that the route s sale. lf chzirarters are searching for something else, the society member provides whatever assisxantze it can. SPORE SERVANTS One or more creatures killed and reanimatctl by Zuggiinoys spores observe the rharacters as they pass by. The sport" servants don't ttornmunicatc and tltin't attack except in self—clet'cnse. Roll 3 d10 and consult the table to determine what the characters encounter. SPORE SERVANTS d10 Encounter 1—3 ldd dmw spore servants (see appendix c) we ldé dusrgar spare servants (see appendix C) 74: M4 hunk hormr spore servants [see appendix c) 94 o 1:18 quaggoth spare servants TRADtr: RS These traders ply the tunnels of the Untlerdark. traveling from settlement to settlement. Roll Ll d4 and consult the table to detcrmine what appears. TRADERS :14 Encounter 1 2dA deep gnomes 2 2:14 draw 3 2:14 ditergar 4 M4 lruo-toa Deep gnome and draw traders have a 50 percent chance of having hall thcir number in giant lizards as mounts and park animals. Duergar traders have a 50 percent cn/tr-rgita l.\TO mittcxtsi SKWSS stooi=toooi= chance of having half their number in male steeders (. e appendix C) as pack animals. llthorr are male steeders present, there l a 50 percent t-liance that the traders are escorted by a duergar kavalrnchrii astride a female steeder (see appeiidtx c for both). The traders carry goods worth 5d4 >< l0 gp plus ten days of provisions per member of their party: they are willing to sell up to 20 percent of either. it drow traders see tht‘ adventurers and have the opportunity to report it, increase [he drew pursuit level iiy l. SUMMARIZING TRAVEL Instead of checking for random encounters every day, you can skip over or summarize parts of the characters’ journey. Roll ld6 + 1 for the number of days betwecn encourirers, with the usual chance of the encounter being a tcrrain encounter, a creature encounter, or both (as dcscrihed undcr “Random Encounters"). For example. it roll a result of 4, you would tell the players: “You've been tnaking your way through the tunnels and passages for four days before describing the circ*ms nties otthe cncnunter to them. with th . approach. encourage players to describe what their characters do— or even see and experiencc during the intervening time. In addition to downtime activities such as crafting, characters have plenty of opportunities for interaction. If the players are handling the roles of some or all of their nonplayer character companions (sec "A Motley Crew" in chapter 1). ask them to elaborate on the activities or those characters as well, filling iri dctails as you scc fit. Players can also suggest and spin out stories about things their characters have experienced during the intervening time, including arduous climbs, swinging across gorges. or dodging piercers, and you can do the same. This additional storytelling aspect adds color and ha kground to the journey while keeping the pace relatively brisk.

ng SET ENCOUNTERS You can use the followingfour encounters during the party's travels in the Undcrdark between the locations in chapters 3 through 7. inserting them as csired. They provide more detailed challenges for the eharatntt-rs. as vvell as giving them ehanccs to tlncounter some potential allies. It’ the characters need an XP boost as they work through subsequent chapters. these encounters can help provide it. THE SILKEN PATHS The Silken Paths are a network of spider webs crisscrossing a 500—iOOK—ClECp 2 00[)—foot— ide chasm that stretches for nearly five mi 5. The major strands of the webs are traversable but. due to the fact that old webs disintegrate over time and the giant spiders inhabiting the chasm are constantly spinning new ones. the Silken Paths are evenclianging. Tlie chasm has numerous passages at varying heights leading away from it. it is rare for a web mind to connect one opening with another on the same “level." Characters navigating the Silkcn Paths neetl to lollnw sloping strandsas well as climb and LT!) s river several strands to reach their intentlerl destination. This is quite hazardous. but tht sirnply isn't any easy way around the chasm. The characters can easily get lost in the nlass ofstrandsstretlihing across the ehasin unless they have help. IHE WEB RUNNERS The Web Runners are a pair of tl'irill—secl<ing goblins named Yuk Yuk and Spiderbait. They have lived in the tnrierriark for as long as either can rt‘mt:rrIl)cr, with much of their time spent treasure hunting and surviving in the silken Paths. The goblins are prone to daring land often foolish) stunts. That Fithcr ofthem is still alive is a testament to their luck and skill. Modify their statistics as follows: . Both goblins are neutral. - Add /\<:robztt' s +6 and Athletics +3 to the goblins‘ list of skills. . The gnhliiis have advantage on checks made to nvnirl being surprised. The goblins notice the adventurers as they approach the Silltcn Paths and are willing to act as guides and helpers—for El tee. nit: iirse. They'llsettle tor 2 gp per day cac . hut Yutt Yuk (who does all the negotiating) isjust as likely to ask for something flashy belonging to one of the characters. He might also ask for some unspct:il'letl favor, in he paid when the goblins and the adventurers get to wherever they're going and part ways. He might ask for lirst pick of any loot the party uncovers in the Silken Paths, and will expect and ask for a share ofthe treasure regardless. Yult Yuk and Spiderbait each carry a gourd of grease. which they apply to their feet so that they can "surfthe webs." While sliding down wells. they move at twice their normal walking speed. The Web Runners arc; ' good as their word when it comes to their servi nrl they can teach the Vim mi and sninsnuir characters a thing or two. While they travel with the two goblins. the characters have advantage on checks made to avoid being surprised. The goblins know the Silken Paths well enough not to become lost in them. ll" the adventurers make a good impression on the weh Runners and ifthe party's goals appear to om-r interesting opportunities to do new and dangerous things. the goblins offer to stay on after crossing the Silken Paths. and to help guide the charatztc — through the Underdark. The two won‘t leave the Untlerdark, lmwevet. Yuk Yuk will try to negotiate a suitalllt: fee, but the goblins might simplytag along. Contnnt to earn any fair share of whatever the party acquir 4 SILKEN PATHS: Gznsiiitt FEATURES As characters traverse the Silken Paths, keep in mind the following iestures. Difizult Terrain. Any creature with a climbing speed can walk alongthe webs at that speed. For all other creatures, the webs are difficuit terrain. Any creature that falls can potentially become entangled in the webs (see “Fallirig"). Falling. Whenever a creature takes damage while traversing the silken Paths, orwherleverthe webs upon which it l5 walking break, the creature must make a DC is Dexterity savingthrow.on a successful save. the creaturemanagesto avoid a rail by grabbing nearby web strands. on at failure, the creature falls ldlo X 10 feet. lithe distance Fallen IS less than the distance to the chasm floor. the creature becomes entangled in webs and restrained; otherwise, it hits the floor and takes damage from the fall as normal. A restrained(reature can make a DC 12 Strength saving throw at the end ofeach oflts turns, Freeing itself and ending the restrained conditionon a success. Another creature can use its action to help a restrainedcreature within its reach, granting advantageon that (features next saving throw to end the effect. Light. The chasm is dark. Carrying a light source attracts hostile creatures. increasingthe chance otan eneounterto l—3 on a de. File. Webs hurn away when exposed to any attack or etiect that deals fire damage. This causes several strands to break, and all creatures within 30 feet ofthe affected area m st rrlakea saving throw to avoid lalllng (see "Falllrlg"). r Ill \l‘ll-l< 1 l l\'l'<\ D.»\P.li\N[>b

SILK_1iN Para ENC QUNTERS For every 500 feet the party travels through the webs. check {or a random encounter by rolling a d6. An encounter occurs on a roll of 1 unl > s one or more party members are carrying light sourcr in which case an encounter occurs on a roll of 1—3. Roll on the Silkcn Paths Encounters table or choose a suitable encounter when one occurs. SILKEN PATHS ENCOUNTERS I112 Encounter 1 Cocooned Iightfoot naming 1 mi darlrmzntles 3 144 drum and M4 quxggath slaves 44; mo giant spiders 9 1 mimic 10 l spectator 11-12 Web break Cocoomm HAL!-‘LING The characters find a still—living lightfoot halfling cocouned in webbing. He is poisoned and paralyzed for the next hour. Fargas Rumbleluot was a member of an adventuring band looking for a lortgalust tomb when they were attacked by a pack of mad gnolls.Fargas escaped, got lost in the Silken Paths. and was attacked by the spiders. lf rescued. he promises to show the characters the way to the tomb in exchange for a share of its treasures (set-: "Lost Tomb of Khaem" later in this chapter).Fargas is a chaotic good halfling spy. in addition to his armor and weapons, he carries a potion ofinvisibility. DARKMA NTLES These subterranean hunters swoop down and attack the party. DRow AND QUAGGOTH Suvas These hateful draw and their murderous quaggoth slaves are navigating the Silken Paths on their way through the Uuderdark. It Derendil is with the party, he can use an action to make a DC 15 Charisma check, turning the quaggoth slaves against their drow masters on a success. If the draw are disposed of, Derendil can repeat the check to turn the surviving quaggoths into his followers. should Derendil perish, these quaggoths can't be controlled and fight to the death. it‘ any drow escape the encounter, increase the pursuit level of the party's drow pursuers by l. GlANT Srmt-:Rs Giant spiders are the most common inhabitants of the Silken Paths, and they are dra\vn to vibrations in the webs that indicate potential prey. Mtmc This creature pretends to be an iron chest entangled in the web When the characters draw close to examine it. c:i.\1~i'rR 2 l.\lO DARl\,\t-SS SPI-ZCTATOR Freed from its service to a long—dead drow wizard. this mad aberration now floats through the web-filledchasm. lt connnunicates with the characters telepathically, warning them about “demonsrising in the dark." The creature becomes incrrnsittgiy paranoid and convinced that the characters are themselves demons, come to bind it into servitude. at which point it attac s and tries to destroy them. WEE BREAK A strand of web under one randomly determined party member snaps Each creature walking on that web strand must make a DC 15 Dexterity saving throw as do ribed tinder "Falling" in the "Silken Paths: General Features" sidebar. Immediately check for another encounter after the saving throws are resolved. HOOK HoRRoR HUNT The Characters enter an area where a band of gnctlls lured to the Underdark by the demon lord Yeenoghu are hunting a mated pair of hook horrors. Having lett guards at the main entrance to the lair (area 5), the gnoll pack lord has split its remaining hunters into two groups, both ut which are attempting to flush out the hook horrors to win the right to tear them apart. The adventurers wander into the area from a second entrance to the caverns (area 1) and become embroiled in the hunt. Whether they choose to avoid the hunting party, aid the hook horrors, or negotiate their way out of the situation is up to the players. LHOOK HoRRo_Rs The characters hear clacking noises as they approach this point in the passageway. Suddenly, two hook horrors dash from the side passage, movingfrom area 2A toward area 3. The hook horrors attack only in self— defense and are more afraid oithe 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 arcu 2A). &QNQLL HUNTERS Four gttolls move into this arezt the round alter the hook horrors move past the party, then follow their quarry into area 1 on the ioiicwing round. The gnolls can't resist attacking any other creatures that cross their path while shrieking "Sacrifices for Ycenoghul" in their own tongue. (Evcn it no one in the party speaks Gnoll, the name of the demon lord is clearly recognizable.) DEVELOPMENT Sounds of combat or calls from the gnolls might attract their pack mates in areas 2B and 5.

2B. GNOLL HUNTERS The rest of the gnull hunters race through these caverns in Search of the hook hormrs. Unless they are drawn elsewhere. four gnolls and a gnnll packlord are here. TREASURE The gttoll pack lord carries two bloodstones worth 50 gp each and .1 brown tourmaline worth 100 gp. 3. CORNERED The lleeing hook horrors make their way here. where they wait in ambush for any crcaturesthat follow them. The passage is narrow enough that Medium creatures must move single tile through it. The cave appears to be a dead end, and the hook horrors fight to the death against any creaturesthat enter. Characters who take the time to search the cave spot a hole in the 10—foot—high ceiling (martted C on the map). which requires a successful DC 12 strength (Athletics) check to climb up into. It leads to area 4. 4-. HOOK HORROR NEST The sandy floor of this cavern holds a clutch of four 1—fo0t—tliameter eggs with rocky outer shells, all half’ hiirierl in a shallow pit. These are hook horror eggs. and any character that touches an egg can feel it trembling. Eztrh hour, there is a 10 percent chance that one of the eggs hatches. The infant hook horror that emerges imprints on the first creature it sees. lt thereafter follows that creature around like its parent, demanding to be fed. lithe characters rnanztgt‘ (U keep the hook hon-or alive. it eventuallyreaches adulthood after six months. Track its growth using the Hook Horror Maturation table. 4 HOOK Honor: LAI zczuztut Fznunzs As characters explore the hank horror lair. keep in mind the foilowirtg features Light. The tunrreis are completely dark, WHKH doesn't hinder either the grtolls or the hook horrors. right Passages. Tunnels marked w" an the map are narrow enough that Large creatures such as the hook horrors must squeeze through them, spendtngl extra foot of movement for every (act of passage Medium or smaller creatures can move through such areas normally. _ t‘HAi‘T1'R 2 l 1531!) l)!\l<KNt‘<5

GLABBAGOOL ‘ THE OOZING TEMPLE: CENERAL Fzarunss As characters explore the 001mg Temple, keep in mind the following reatures. Light. Except where specified otherwise,the tunnels and chambers are dark. Air. The air is stale and pereeptihly thin. The temple contains enough airiorthe oozes, plus loo hours of breathable airfor one creature, divided by the number of creatures present. For example, a party offour adventurers has 40 hours ofair. Characters who are at rest and not undertaking activities such as moving or fighting consume halfas much air. Once halfofthe breathable air is consumed, the characters suirer one level orexhaustiori (see apperldixA ofthe Player’; Handbook). For each additional l0 percent ofthe air used up, the characters suffer one additional level of exhaustion. At 90 percent, the characters are unable to move when the air is used up, they die. once the first level ofexhaustion sets in, the characters become aware that they are running out ofair, and know roughly how much they have leit. A lit torch or its equivalent uses up air as a character does. Briefer but hotter magical effects consume i hour oi’ air per die ortire damage per round. For example, afireball spell that deals we fire damage consumes 3 hours ofalr, while afirz bolt that deals 'ldl0 fire damage consumes 1 hour cr'ai1 per use. Water. in addition to running low on air, the characters become aware that the tunnels and chambers are filling with water flowing in From area 6. The water rises at a rate ofl foot per hour, meaning most ofthe tunnels and chambers will be completelyFlooded within 10 hours Areas filled with waist-deepwater are difficult terrain (or the characters. Once the water is over their heads, they have to swim. — LH/\l'T)-ltl 2 l\l() l)i\R|\\t\S HOOK HORROR MATURATION Age Size Notes Infant Tiny AC to; 4 (‘ld4 + 2) hit points; (up to 1 month) speed ‘I0 ft, climb in ft.; Slr 9 (-1); no effectiveattacks; challengeo (0 XP) Young small AC ii; ll (Zd6 + 4) hit points; (l—3 months) speed is it , climb is it : str ‘l2 (+1); hook attacks are +3 to hit. have a reach or‘: it , and deal 3 [M4 + i) piercing damage on a hit; challenge 1/4 (50 XP) Juvenile Medium AC 13: 39 (ads +12) hit points: (376 months) speed 20 t't., climb z0t't.;Str1S (+2); hook attacks are +4 to hit, have a reach ofs Ft., and deal 5 (ids + 2) piercing damage on a hit; challenge 2 (450 xv) Adult Large See the Monster Manual (6+ months) 5. GNOLL CAMP The gnolls have a small camp setup here to prevent the hook horrors from fleeing in this direction. Three gncllls guard the camp and attack any creatures cmcrging from the tunnels that are not of their kind. THE OOZING TEMPLE A tremor causes a cave—i'n and traps the adventurers in a maze of tunnels with no obviousway out. With a dwindling air supply ainrl water rising in the tunnels, the characters are forced (I) find a means of Cscapc. Complicating matters, part of the maze belongs to a forgotten temple that now serves as tho lair of servants olthe denion lordJuihlex. 1- BOXEHN As the haracters make their way through a 10—foot—high tubular passage, a tremor shakes the area and drops part or the ceiling on them. Each party member must succeed on a DC 13 Dexterity saving throw or take 5 (ldlo) blutlgeoningdamage from falling debris. Once the dust clears, the characters realize that fallen rock lias buried both ends of the passageway. However, a new passage has opened in one of the walls, orlering a possible escape route. It's clear that the route the party was following has been permanently blocked by tons of rubble. and runs the risk of triggering another collapse it‘ the characters attempt to dig out. 2. DRIPPING DEATH Whether finished stone ur rough rock, the walls of these 10-foot-high are s glisten with dark, dripping water. Each or these heyerl areas holds a gray ooze that pours through cracks in the ceiling to attack any creaturesthat enter.

allen lvcr. mg a any 3 of psc hese 3. GLABBAGOOL This area contains the skeletal remains of 21 drow. alongwith a dark metal mace and 2| scattering of coins. However, the characters are quick to native that these ttems appear to hover above the stone floor. All the visible items are trapped Wlll1Il'I the body ofzl gelatinouscube named Ctla|:tbagt)ol— or at least. that's what it has liosen to call itself. Unlike most gelatinous cubes. this monster has an Intelligence of 10 (+0) and telepathy out to a rarigc of 60 feet (see the Monster Manual introduction for telepathy rules). juiblexs arrival in the Underdark has granted Glabbagool senticncc and awareness. The ooze is genuinely curious about other creatures and wants to learn more about thn world. It defends itselfil’ attacked. but doesn't othnrwisc try to harm the characters. inste asking who they are. where they come from, and why they have come to the temple. Other oozes won't attztck Glallhagool. so it can block a passageway to help the adventurers fend them off. However. the cube can't safely move past characters in a passageway. Glahhagtml might ask to accompany the adventurers if it likes or is intrigued by ll|t‘rl'I. L’n{t)rtunately, the 001 . si)eetlul'15 [eel means that characters arruntpttnietl by it can travel only at a slow place (see "Travel Pace" at the beginning at this chapter). TREASURE Glahliagools body contains a mace along with 14 ep and the mostly digested body ofa drow. It will disgorge the items for the chant. 5 ifthey win its trust. The mace is a common magic item. While atmnccl the weapon. its wielder can use Ell'IElCli0|1KO make the head ofthe mace alight with green flame. or use an action to extinguish the fiztme. VVhilc the matte is ‘.li‘4" it glows as brightly as a torch and (lr,‘£llS an extra l fire damage on a hit. 4. PUDDING PITS This chamber is tlivltlecl into four hallways and floored with heavy llagstnnes. the walls carved with worn and faded bas—reliel's. These show strange. swirling shapes that might he waves, tentat;lr=,s, or some combination thereof. ThAP The squares marked on the map have been undermined. leaving a 1D—foot—deep pit heneath each one. A tH\l'ltk l\Ir\.I\Ri\.Vl'3i$ J.

successful DC 1*’: VVisdom (Perception) check enables a character to notice. that the stone is weakened. More than 50 pounds of weight on an undermined area causes it to collapse. A creature standing in the area must Su(:<:t-ted on a DC 11 Dexterity saving throw to grab the edge of the pit, after which the creature must succcctl on a DC 11 Strength(Athlettt:s)checl< to scramble out. On a failed saving throw or a failed check, the creature falls into the pit and takes 1d6 hludgeoning damage. At thc bottom of each pit is a blackpudding. which attacks any creature that falls in. If denied it victim, or if it devours a tallen creature quickly, the pudding climbs up the sides to attack any dangling creatures, or to move into the hallway in search ofprcy. 5. FOUNTAIN or MADNESS This room contains a stone fountain with a raised edge. The hasin contains shallow, hr.'.ickishwater. At the center of the pool. the rubble of a broken statue rest atop a pedestal. All that remains recognizable are a pair or clawed stone feet clutching the pedcst.'ti'stop. Carved into the walls are seven niches. Water seeps into one niche through a crack in the wall. The two niches that LHAVTER2 l l\‘l'O oatzkxtss flank it are empty. Strange, tormlcss sculptures occupy the four remaining niches. The "sculptures" are actually four gray oozes held in magicu .-tasis. they liquefy and attack when any one or them is touched or damaged. TREASURE l-liddcn beneath the dark waters ofihe fountain are 112 5p, 41 go, three grccn-gold hracclcts worth 25 gp each. a drow +1 dagger (the hilt has a spider design). a potion of greaterhealing, and u Vlal containing oil oislipneriness. 6. WATER CHAMBER characters approaching this roughrwalled cave hear the sound of pouring water. The water enters through cracks in the 10—fcot—high ceiling. Given the rate at which the water flows in. the charactcrs can easily conclude that the cracks were caused hy the tremor they experiencctl, and it's only a matter of time beiorc the water floods the entire complex. The water rises at a rate of 1 foot pet hour until the tunnels are completelyflooded. However, chipping away at any oithe (‘ranks causes more of the ceiling to collapse, doubling the amount ofwater pouring into the complex but also revealing a diverted underground river

er that is the sourec of the water. Once the water level rises to the ceiling, the flow is slowed and the characters can swim upward for 30 leet to reach the waterssurface. Theyfind themselves in a larger cavern froln which they can resume theirjourney. DEVELOPMENT lf Glabbagoolis with the party, the intelligent gelatinous cube lltrars upward as the water rises and squeezes through a crack in the ceiling to escape the llooded temple and remain with the characters, LOST TOMB or KHAEM In ages past, at the height of Faert‘in's great empires of magic, the halfelfsorcerer Brysis of Khaem was interred in a floating tomb. Alter the fall otthe empire of Netheril and its flying cities, Brysis’s tomb plummeted into a crevasse and wound up in the Underdark, where it has remained for centuries. The rise of the demon lords has awakened Brysis from the eternal sleep of death as a wraith, served by spcctets who were once l:ier loyal retainers. Brysis yearns to accumulate enough life force to leave the confines of her tomb. to which her spirit is bound. The adventurers might discover the tomb by accident or with the aid of Fargas Rumblefoot,the halfling from the Sillten Paths encounter. Either way, when they're nearby. read the following to the players: A soft rsrninine voice sounds out in ytlurmlnd suddenly, raint and distant. “Hello? Is someone there 9 oh please, l need your help! I have been trapped in the dark forso long so very long. Please. won't you help to free me?" The characters receive an impression of the direction to the entrance of the tomb, but the mysterious voice doesn't respond to any queries, As they follow the voice, a narrow side passage takes them to a dirty marble wall with a deep—set door made of bronze-encased stone, green with age (see the “LostTomb of Khaem: General Features" sidebar). 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 ofwealth and power. A vista of fantastic floating cities covers the wall to the left of the entrance. Sntmcnsn AN or LAN DING Acrossfrom the entrance. empty stone torch scone flank a dusty staircase descending 20 feet to a landing. Set into the back wall ofthe landing is a Netherese calendar stone. Beyond this landing, the staircase resumes its descent, stopping at three more landings ofbare stone and descending a total of 100 feet before arriving at area 2. LOST Tour: or KHAEM: GENERAL Fsnultzs As characters explore the Lost Tomb of Khaem, keep in mind the following features. Ceilingx. Room Celllrtgs are 15 rest high. The hallways connecting them are 10 Feet high. Dims. Each door in the tomb ls a l0-loot—by—l0-Foot slab of solid marble encased in a thin layer ofbeaten bronze The bronze has turned green with age, The door pivots on a central axis, creating narrow openings on eitherside while open. The door is also heavy and tightfitting, requiringa DC is Strength (Athletics) check to npen or close. Light. Except as otheiviiise noted, the interior ofthe tomb IS dark. ChaoticMagic The tomb was crafted during an age of high magic. and it has become siitriisedwith fizzrzrzss. The ancient and chaotic energy now permeatingthe structure eatises any spell east within the tomb to trigger a roll on the wild Magic Surge table in chapter 3, ‘‘Classes,’' ofthe Player’: Hnndlzoak, 7 2. SI-IRINE 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 gauges, making them unrecognizable. An altar nr pale gray marble stands gauged 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 creaturesthat caused it left no tracks ofany kind in the layer of dust on the floor. 3. SERVANTS’ SARCOPHAGI Four stone sarcophagi mark the resting places of Bry5is's most faithfulservants. The lid of each sarcophagus bearsthe sculpted image ofa robed human figure in repose. Erysis's lour servants have arisen at her command as speeters. If anyone touches or otherwise disturbs a sarcophagus. all four specters emerge from their sarcophagi. howling in rury, and attack. The specters can pursue their prey beyond the confines of the tomb, if necessary. Opening a sarcophagus lid requires a successful DC 17 Strength check and reveals treasure within (see “Treasure"). A character inspecting the northeast sarcophagus and succeeding on a DC 15 Wisdom (Perception) cbeclt notices that the sarcophagus is built on hidden stone rollers. It can he moved aside with a suceesslul DC 10 Strength check to reveal a 4—loot—sqt.tarehole in the floor, and in the ceiling ofa similarly sized chamber directly below this one (area 5). lithe characters move the sarcophagus but leave the chamber without exploring the tomb below, they hear the same telepathic voice that called out to them initially, saying. "Please! Don't leave! I'm here. below!" TREASURE Each sarcophagus contains mummified remains. the tattered remnants of ancient burial garments, and treasure of Netherese origin. CHAPTER 2 l l\lTO lIAKKl\'ESS 4

Tho northeast sarcophagus contains two gold bracclets worth 50 gp each and a ceremonial wand (nnntllzlgicitl) iiiaoe ofchiseled ivo ‘worth 25 gp. The northwest sarcophagus contains an onyx ring worth 50 gp and a silver nccklacc SCI with two u7uritt‘.s and a carnelian worth 250 gp. The southwest sarcophagus contains 21 i-wt~r rmitle or beaten gold worth 25 gr) and a walking Shfk worth 75 gp. The walking stick is riiatle iii iariiislieil yew with it golden ltantllc shaped like a srorpiolt. The suurhv; tslirt-ttpttagtis t-tmtains a gold censer with platinum Ftllgrrt: worth 250 gp. 4. FALSE Toma Stone blocks standing against the \\ , walls are carved with l'Il{‘l'I( .lrl5ltIc which rust H tl07.('ll clay oanopic jars Containingclrs . tcd organ .Th ,. organs belong to Br}. sisk nu-rvnnts, who are ertttittttwtl in area 4. ln (ht: mitltlle ttfthe mom re. s a wide stone sarcnpha— gun atop ll hlack marble bier. The lid of the sarcophagus is inhtitl with tlttsl-t‘,t')\‘PI’&tl mos. ics depicting great floating (it '.s high Blltnét a beautiful landscape. The lid or the siirciipliagiislooks mcrctlihly heavy but is mailileghrtr tiy aii Ltntienl spell that has StIt‘\ ietl to this day. Thr ltd ran he pushed asioo turn a soot-ossful DC lo sireiigili cllerk. The sarcophagus contains 2| his . KI.&tl Str’tl|1t‘UlBi’_\>l:. sctilpteo and painted to miilit it opp.-,ar that she is sleeping coiiilmahti. ‘I he statue is zlffixtttl It) the iiisirte oi the sarcophagus with SoVL%rt‘i{,-in glue aiitl ciiiri be moved. There is no tl'(‘,ZlSIil’K‘ to l)r‘. roiiiiil. TRAP Opening the sarcophagus triggers a magic mouth spvll that halls out in a booming voice. --Yoti haw tlisturtietl the tomb oi Brysis 0l'Khaen15 Accttrsctl art‘. you. most miserable oi" creatttrcsl" Each Crratttrc tn the room. whether it hears the booming VOi(‘C or not. must make a DC 15 Charisma savingthruw. On a fatlur . the Creature is ctii-sett with (‘liS2l(‘l\.£lTItLtgL‘ on art: it rolls and SaVtl‘l[Z throws. The creature can repeat the sorting throw aftrr 24 hours have eta, -ail, r‘.n(lItIg the eltett on itself with a sut . fttl save. Otherwl a remove curse spcll orirlsthis effe t. as does destroying the wraith in area 5. It Bris . . wr-.iith is destroyed. hotli the magicmouth and tht: cur :tln the s plmgus .e-‘ase to function. 5. TRUE TOMB Bt'ysls's true tomb is hidden below area 3 and has murals on the walls decoratetl with rich pigiiieiiis £In(l iiilais otseiriiprotiotis. stones. A gildcd so 'oph2|gus stands atop a stone bier along tht: west wall -’-\n in . ble stone chcst rests at tht‘ foot of the sarcopttagus. Ctiarao ters searching the aroa thorutlghly locate the chest. The Cl'lCS(l'JCCO\'I1CS visible within an ztntimagtc field, and a SHCC ssiiil dispel rnagic (DC 19) also eiirls the lH|r'i5l— bility cffvct. Bi-ysis of Khaem has arisen as a riiiirrleroiis wraith. bound to her tomb ulttil she I] steal enough life ftxrtie to leave it She arit es from within th I't'.0]!lILtgLtS and attacks when creatures enter this rllanlller. She gloats about how the charac— te . death will free her from this prison. and how her \ ictims will serve her even in death. On initlati\e count 1 in the round tn which Brv. . attarks the rharacters hear the telepathic voice that first called to them rt the sarcoph— agus! I can help you!" See "Treasure" for more iniortnatitln. TREASURE The thin gold sheath covering Brysiss sarcoph— agiis can be pried loose and is worth 250 gp. In. tie the stone sarcoplmgus. lying atop Brysis's willtered and iriuniiniiiecl corpse. is a magic svt ord called D8W11bl'im_§e1‘(seE: appendix B). This intelligentweapon is the suttrce of the telc— pathic messages. The stone chest tS unlocked and contains the other treasurcsBrysis took with her into the afterlife: 1.000 sp. 1.200 gp. clcvcn zircons (worth 50 gp each). a rtccklattc of fireballs. a philtcr oflavc. and a potion of grcarcr hcalt 11,9.

CHAPTER 3: THE DARKLAKE T}’u1ghnsn:|r -mightx-\'n1\rnm;1gr~;n(.1singlr Ih4:JL|\rnI\Ir:'r~v.1nusrrhr [).1rM::k:- u. rv.'u'h rn.m_\' bu’rr:m< .m |\u(l)‘n1'\\'.\Irr‘ flu D;.rkL-m.- 1.x .1 n.-mm; drsnn.1riI,:ns in my t,'mI.-rr,1.xrL;. l\lur<- \rnp«m:un1,\‘mm-r J11m1(rgru\|n\lrn~'r>‘mum] l|H'IlI(‘1&,Jl'|(‘\Jl'|.’l]\ mm rn.'1kz‘a n m an]! my m. ir amw pur~ur‘rs m Inn‘ ’.x:\(rnru\rr1nmtnnrrnlalr \\:nrrfi1l<-ul dV.'rrr\\:n1«l rhvm Thv km, run 14 run nl Slm xmlulujl ix }uk'1H<‘II on lhr .n1In'r\. T|ns\.. 1 \\:1Lrrw 5 .~mu~1.r»mrr a humln-Kl (‘;:\|z*ru »agmnn.e [>;.rkm. .andL>upnte=|11m|>uurz'~ .mnm=;|...g.~:1.;.¢ LIP?‘!ll“t'>highH|h(JI - uf\\;|Ir'n rah ms n:1\|g21l|\-r|:1l um Bul:1\lhr‘_\"~rc*ku\|l and{Ir}-I}\\1h;s1;irr unr;.m..m;.|>1e. mm muun-» 41.» «*hAr.aL*rrrs ]t.1rn of Irrrvlwlr‘ pu\\r—r. I.nng;3g4:.(l|1rrg«rr=1\g|xnvrrsrxlrmlwl:nu|\\ulr'm'<l 1.,.m-...nu-1'.m»n1;.rL wur 'l1mnLhe-‘<Irm.\‘ll|r‘km. n} urn.» |nlr*n'm|n<-rluxg pa 1gr~'uflhr‘ D;u’kI;\kr. u- mm...) ulhrr llurrzal ..rmm1- mum > :1]‘~uu)l1atru«’trIl1.“ \(72rm|sxn_ my |:r\\<-ring -rt‘ uILlu<l1Hrr:I1ll:\sl~w\lI|ini[.upPx11|m’ up lam»- — :ruun:- of me neluuxk for tmvel. \Iun_\' Lmdenjark ‘name: Mr &.\]Jt‘IlE‘llL€£l in na\12.1nnE the L)ark1ak:= ~~1umn,4¢m;-xun— (1.=n1n;,;= huI’n.<n:,1 sknovvx1 ms mar in. V m»:rns :.n m, Undel wle than at mm m u-. A. rune lv3~l\v1t|1in an

TRAVERSING THE MAKESHIFT Characters ,-anRmalso t-onstrut-r makeshift rafts using DARKLAKE materials at lland. For t-‘\atnplr,‘. the rap ota giant zurkhwotld ntushrooni ,. n lll‘ hollowcdottt to make a coracle equivalent to u l'0\I\l)U2l[.but with halfa rowboars hit points (see the Airborne and waterborne Vehicles table in chapter 5 of tlte Dungeon Master‘s Guide). This is a downtime erattittg activity requiring one day's work per raft. An even more makeshift cratt might involve a MODES OF TRAVEL character sitting in a floating barrel or otlter wzlrcrtight T? -:—jcontaincr. cithcr steering witll ct paddle or flowing with the current. Such a vessel has a speed ofl mph. requires a crcw or 1. allows tor no passengers or cargo. The adventurers need to find a way to cross the Darklake on the way to their ultimate destination— out of the Underdark and hack to the surface world. Theymight attempt to find a guide or hire passage in Sloobludop, but other possibilities could also present lhemselvcs. The adventurers might find tllffcrcnt waysto cross the Darklake, depending on how long they traverse it and ‘"ll° °’ Wha‘ they e"°°“'“e' **l0"E the WHY‘ and has AC ll. hp 20. and damage threshold 0. since there is no wind in the Underdnrlc all water travel involves either rowing at ll/2 rnilcs pcr hour, or swnmmc floating with prevailirll; currents at 1 milc per hour. swimming in the Darklake is a poor choice given the Characters can work in shift: to row more than 8 nurnhcr of dangerous creatures inhnliittngtt. chcclt hours per day. but crcwing a boat for longer than that is for 3 cams Cncournef each rm, my ('ha'" , Confiidfirhd ii fvrcccl march (569 Chapter 3 Ollhe Pl<'iy€r'5 are swimming. rather than every 4 hours or travel. Haridbuvkln A swimming character must succeed on a DC 10 1; BOAT Constitution saving threw for each hour of swimming or r gain one 3 level ofcxhaustioil. M05‘ 0”“ “a"‘h’3““g ‘he Wale“ (‘WC Darklake “*5 characters not actively swirnmiug hut simply clinging zurkhwuod vessels piloted by the kuo-tun or the duergar. lo Someming ‘hat floats (including me wreckage Ora “"355 l3°a‘5 1“? 5<1“l"3l5'“ }0 l“ell’°¢'l5 (556 ll“ hoat or raft) can drift with the current at a speed or 1 ”‘l'l’°’“° “ml W?“9’l>_°m€ Vehlcles ‘able '" “l“P‘°' 5 0‘ mph. check rut creature encounters each hour that “'5 “"300” Mam” G‘“'d9lcharacters lloat in the water. and call for constitution — checks against exhaustion for every 8 hours oftravel. THE DARKLAKE: GENERAL Fznunzs The rolldwing features commonlyapply to the OTHER OPTIONS Darklake regian. Traveler. ,c'ln mix and match modes ctftravel, and Di1rkrlzss.Truete its name, most otthc Darklake exists a sizable party might need multiple boats or rafts. in pitch blackness. The only light available is whateverthe A creature with 2} swimming speed (includinga characters are able to provide pdlytnorphcd character) can travel without risk or Caves and Tunnzls. The Dzrklake IS a giant labyrinth of mg“ ,0, up lakes, waterways, and canalsthat ‘D 8 ho“,S_ and can even serve .3 connect myriad caverns arid chambers. Some ofthese caverns are massive. with immeasurablydeep water and vaulted ceilings tar outside the range prany light. Others are narrow, with only a raw l feet of space between the ceiling and the surface ofthe water. Some are completely submerged, navigable only by i those able to breatheuriderwzter. RANDOM ENCOUNTERS Navigation.without the sky orthc stars to riawgale by‘ any successful passage prthe Darklake relies on one's familiarity with its intricate network cfcaverris. mount for a creature smaller than it. Waterbrearhing (or nmibreatlling) creaturcs can swim underwater or even walk across the bottom of shallow sections of the Darklake, but need tiilrkvisionor a source ofligln to see. Every 4 hours that the eharaete . are on the Darklake. roll at C120 and consult the Darklake Random passages, and Experienced navigators know how Encounters table to detern-ine what. it anything. they to find and read ancient ducrgar runes carved along the encounter. lithe characters aren't moving—anch0rer:l or Darl<lalte‘s tunnels, though most afthese “road signs" are ashore, for examp1e—auy encounter is ullttlmatically a nearly worn away by the passage arttmc. such knowledge creature encounter. l5 something that takes years, if not dccad-cs, ofwandenng "'9 Dalklake '° 354"“ DARKLAKE RANDOM Encoumzns Those without the skill to navigate the Darklake (including the adventurers) must employ maps or guldeS.|ftl1e characters manage to acquire a map, they 1-13 No encounter Cari make Wisdom (Survival) checks normally to avoid 14-15 Terrain (roll a dlo arid consult lhe Darklake Terrain becoming lost. Foraging. The characters can forage for food while traversingthe Darltlalte, primarily by iishing and gathering d10 Type or Encounter Encounterstable) 1547 one or more creatures (roll a dlz and consultthe edible rung. lscc “Fungi ptthe Uriderdark" in chapter Darklake Creature Encounterstable) 2). Much ofthe water ufthe Darklake lS unsafe to drink. 'l8—2O Terrain encounter featuring one or more creatures making it important to seek out springs and other clean (fell a dig and Consult the Darklake Te,.,a,,, sources ofwater reading into it. Encounterstable, (lien roll a d'l2 and consult the Darklalte Creature Enzouriter tapiel clnrrrlz 2 THF l')i\kK| «hi

DARKLA1<E_TERRAINENCOUNTERS > that-.1|)le. i.:l n-mm rul plznnvd DARKLAKE Tsmmu Eucouwrans dm Yevrain Rockvaix Rough current Run agvound Stone re h Twghl paasage wsmpoux FDLLJSION -1» rerram rm'n\Inn-r c ~.~nrs.:»n1; .1 our ..r rnnrr party ~;.—nbrr> .'.|n-‘Ir.n wing byraf , ng currem. Hm m ’ 13 group Em . rm (~1>.m,1;n,. 4»-ma him a 3 “all or V rrlurgr‘ ..1..m«1»- din’ (I) ahead. lfthe droup:'l\rwk I lhv:cul1is'inn\s:m, 'd.UllLcr\us'r‘.(h:>\v =1 1:110Igludgt-un|ngd:A(11flL1r, JIHLllt‘l'1i”l.~i(H'I and ryone aboard must '<nm 1. 1 a DC 1:’ mrrngxh or n ing Ihrrm [0 maid fal1i:|g4y\'rr|1:x;:rd. FALLS OR Lo. 5 mar \\'1lh;|p.I :1Prn rpunn) Tl OH.’ or beurrr n hi nr [h r 01 a v\ater(uI| . slul DC H gimup "\rre=nv11|\ V.«\Lh|e\ix. um wax. [mm the ' the :,hur;m<-r< 20 m 1-nnlo a p*rn 1\rr]d6' ,» , p A L ,ature- .sV\'t-‘pl m r the falls must mr ll Dexlrrxu wing throw Dr mt‘: Id!» h1.m- - ning damage per 10 fret I‘ Iv .\ sum , creature L(\()H].~‘ u hard There 15 :1 5, pt1Luur:Imn< r (hm ‘1n)'\\‘.xtCrfalI area x. d Llm-rg.1r—bui][ 1« in wluch Laar‘ mm ‘.= n - _ -- x ‘v It [am a su.-mqul Ix’ »(1m».~ug;mun; the km figurr uul how [u op [E [hf] Om r ;: lurk 15 opened. 11 l2|kF.~ 1 hour #1, the xxalrrlwrl14-|u\\'<-r<o me part) L 11 pm: .1.

42 Isl.AN D A small island rises from the water ahead. An island with no hostile creaturesmakes a good place for the party to take a long rest. There is a 50 percent chance that the island has one or more types of fungi growing atop it (see “Fungi of the Underdark" in chapter 2). Otherwise, the island is barren rock. Low CEILING The clearance of the cave or passage lowers suddenly to 3 feet above the water's surface. Each Medium character must succeed on a DC 10 Dexterity saving throw or take ld4 ltludgeoning damage from hitting the ceiling before the passage ends. R0CKFALL Loose rocks fall from the ceiling above. Each character must succeed on a DC 12 Dexterity saving throw or be hit by a Chunk of falling stone for 2d6 hludgeoning damage. If the characters are traveling in a boat or raft, their vessel takes 2d6 hludgeoning damage for each sue gful save: in other words, each rock that misses a character hits the boat or raft instead. Roll the damage for each rock striking a vessel separately to see if it overcomes the vessel's damage threshold. ROUGH CURRENT The waters here are especially turbulent. If the characters are traveling by boat or raft. the crew must succeed on a DC 13 group Dexterity check to maintain control. If the group check fails. the vessel takes 2<l6 hludgeoning damage, and each occupant must succeed on a DC 10 Strength or Dexterity saving throw to avoid falling overboard. RUN AGROUN D This terrain encounter occurs only if one or more party members are traveling hy raft or boat. The vessel hits a shallow area or sandbar and runs aground. The characters can push the vessel back into the water with a successful DC 10 group Strength (Athletics) check. While characters are pushing their boat free, there is a 50 percent chance that one or more creatures attack them: in this event, roll on the Darklake Creature Encounters table to determine what attacks. STONE TEETH This terrain encounter occurs only atone or more party members are traveling by raft or boat, and there's a strong current. Stalagmitcs jutting up from the bottom ofa tunnel arc hiddenjust below the waterline. Spotters must succeed on a DC 13 wistinm (Perception) check to notice the “stone teeth," allowing the vessel's crew to attempt a DC 12 group Dexterity check to navigate through them. If the group check succeeds, the vessel passes through unscathed. Failure to notice or navigate through the stone teeth deals 6d6 piercing damage to the boat or raft. TIGHT PASSAGE The adventurers encounter an especially tight passage, requiring a successful DC 12 group Dexterity check to navigate a boat or raft through it. If the group check CHAPTER 3 THE mun: /xlxt succeeds, the hoat slips through. Otherwise. the boat gets stuck, requiring a successful DC 14 group Streng1h (Athletics) cheek to push it free. While characters are pushing their boat free. there is a 50 percent chance that one or more creaturesattack them: in this event. roll on the Darklake Creature Encounters table to determine what attacks. WH l R LPOOL An underwater crevasse or drain creates a small vortex in this area. much like the whirlpool effect ofthe control water spell (save DC 14). DARKLAKE CREATURE ENCOUNTERS The se tons that follow the table provide additional information to help you run caeh crcaturc encounter. DARKLAKE CREATURE ENCOUNTERS an Encounter l I aquatic trail 2 2d4 darkrnarules 3 M4 + 2 duergar in a lteelbnat 4 l green hag s t grell e—7 lds + 2 ixitxaehitl [see appendix C) 3 ld4 Into-to: in a keelboat 9 M14 marrow 10 ads stirgcs ll l swarm ofquippers 72 V waier weird AQUATIC TROLL An aquatic troll swims up from the depths. It has the abilities ofa normal troll. but can also breathe water and has a swimming speed of 30 feet. DARKMANTLES These creaturescling to the ceiling as the adventurers approach. cloaking themselves in darkness as they uhfurl and attack. A creature in a boat or on a raft that tries and fails to detach a darkmantle from itself or another creature must succeed on a DC 10 Dexterity saving throw or fall out of the ve l and into the water. Duncan A keelboat crewed by duergar is traversing the Darklake on business. The gray clwnrvcs putley with the adventurers—or attack them if the opportunity looksripe to capture them and sell them as slaves in Graeklstugh. If the duergar surprise all the characters. they turn invisible. making it appear that their boat is abandoned so as to lure the adventurers on board before they attack. Roll a d20 and consult the Duergar Keelboat Cargo table to determine what, if-anything, the duergar are transporting in their keethnat.

)at ength irc nt. )l‘[eX intro] -9 rs. hat atcr. DUERGAR KEELIOAT Cuzco d2O Cargo H0 None 1143 ldlflx 100 pounds ofunrelined iron or: 14-16 id4 zurkhwoad crates tilled with miningtools 1749 M4 ziirkhwood casks of harvested fungi lsee “Fungi otthc Uriderdark" in chapter 2) 20 A locked iron chest containing 3d6 x we gp and a random magic item (roll once on Magic item Table B in chapter 7 of the Dungeon Master’: Guide). GREEN HAG Nanny Phinit is a green hag who likes to taunt and lead travels astray. She might instead bargain with the characters with her knowledge of the Darklakc. especially if herlife or freedom is at stake. lf this encounter occurs again, it might be with Nannyor one of her sisters. Maven Delve or Dame Spidcrwort. GRELL A grcll dcsct-nds from the cavern ceiling, attempting to grab and paralyze one party member. then fly offwith its victim. IXITXACHITL These creatures attach any party members in the water. Otherw‘ e. they follow the party and wait for an opportunity to strike. Ilclenied a meal for too long. they begin to gnaw on the hull nfa boat or the underside of a raft. hoping to sink it (this tactic is iiietfective against craft with a high damage threshold). K170 —"roA These kuo-toa pole a keelboat toward Sloobludop (or awa 'from the town if it has been attacked: see the end of this chapter). If the characters have not been to Slciobludop. the kuo—toa might try to capture them and bring them there. See “The Day's Catch" for details. Roll :1 (H0 and consult the KuortoaKeelboat Cargo table to determine what. if anything. the ducrgar are transporting in their keelboat. KUO-TOA KEELBOAT Cuzco dzo Cargo I-15 None l6—i7 ld4 nets, each net has a 50 percent chance tit Containing sde dead, edible quippers ix-l9 1d4 nets: each net has a so percent chance of containing 1214 living stir-ges 20 H4 pieces ofbroken, harnacleencrusted statuary, each worth 50 gp; each weighing id: x 5 pounds, and each depicting a weird alien creature, a lungiorgotten god, or fragment thereof, MERROW These worshipers of Demogorgon have been driven into a frenzy by his arrival in the Undcrdark. They it-nmediatnly attack, trying to capsize or wreck boats as they uttcr the war cry, "Blood and salt for the Princt: of Demons!" in Abyssal. A rncrrow can use IlS action to capsize a boat or raft within 5 feet of it. Anyone in the boat can thwart the rnerrow by using a reaction to make a Strength check contested by the mermw's Strength chcck. lfthc merrow wins the contest, the Vessel capsizes. STIRGES The-se stirges cling to the ceiling like bats. If the party is aware of the stirges, the characters can make a DC 13 group Dexterity (Stealth) check to slip past thc stirges without disturbing them. if the group check succeeds. the stirge. ignore the party. Otherwise. the stirgcs descend and attack the nearest party mcmbcrs. SWARM or QUIPPERS A swarm of quippers keeps pace with the characters. attacking anyone in the water. if an hour passcs and no riieal has presented itselfithe quippers stop following the party. WATER WEIRD Bound to some long—l0st site beneath the surface of the water, this neutrnl evil elemental rises to attack when the characters pass by. Roll a tit’: and consult the Weird Discoveries able to determine what the water weird is guardiug. WEIRD DISCOVERIES as Discovery 14 sunken altar dedicated to a forgotten deity 3—4 Sunken statue with 500 gp black pearls for eyes; a thiefwho removes one or both gems becomes the target ofa contagionspell (save DC Ml. 5—a Sunken, sealed sarcophagus containing a iriiiirirriy and M4 art obiects (roll on the 250 gp Art Objects table in chapter 7 units Dungran Master‘: Guide) SLOOBLUDOP Population:500 kuo-ma Government: The archpriest Plonpplnopeen once ruled in the name of the Sea Mother. the goddess Blibdotilponlp. He was recently challenged and dispiateii by his daughter Bloppblippodd.archpricst of Leenionggoogoonthe Deep Father. Defense: All kuo—tcla rally to the villages defense. iiichidiiig whips and monitors serving the prir‘ -thriorl. Commerce: The kuo—toa trade with Various l‘fl(7l‘S of the Underdark near the Darklake. in addition to pruviding ferry service and navigation. Organizations:Two major shrines and several other minor ones. Sluoblutlopis a kuo-toa village on the eastern cdge of the Darklake. From a distance, it looks liktt a mas 've tangle pl reeds stretching up into the darkne ~- lit by glowing spots ofphosphorcscence. Upon closer approach. a series of rickcty towers can be seen, lashed together by rope and plank bridges set in haphazard patterns. Evcn above ground, the kutrtoa build in line with their thrt:c—dimensiunal aquatic sensibilities. constructing their “great city" as if it were underwater. ri-urrrrt 2 l THL |'IAl?.KL‘tl\l1

Sloohluriop simmers with religious fervor and sectarian tension. While many or the kuo»toa still worship the goddess Blibdoolpoolp, a faction has shifted its worship to Leemooggoogoonthe Deep Father, a vision iiifiut-nced by the manifestation of the l demon prince Demogorgon from the depths of the l Darklake. liii "ally, the archpriest oiBlil:l:loolpnolp y tolerated this—hutthen his own daughter declared y herself an archpriest of Leemooggoogoon.and the Cult | began to grow. SLOUGHING TOWARD SLOOBLUDOP The characters can choose to go to Sloobludop for several reasons: - They need a boat (and possibly a guide) to navigate the Darklake. Travel along the waterways oi the Darklalte is an excellent way to throw off their dmw pursuers (see chapter 2 tor details). Staying a short while in Sloobludop can provide a respite from pursuit, since the drow are reluctant to provoke the kuo—teti needlessly.Reduce the pursuit level by 1 while thn characters consider their next move. The characters need supplies and equipment, and hope the kuo—toa might be willing to trade for whatever they can offer. Alternatively. the characters might l try to steal what they need from the kuo-toa. Shuushar might point out any of the previous reasons or wish to go to Sloobludop to rejoin his people, feel ing he has important guidance to offer them, Shuushar might not he the only one with “higher guidance.‘ One or more characters might experience dreams or visions guiding them toward .a SLOOBLUDUP: GEN ERAL Fzuu ass Sloobludop spreads out along the rocky shore orthe waters ofa broad cavern lake, with high fences ofwoven netting to the north and south ofthe village boundaries, Light. S|ool>ludop’5 cavern is almost entirely dark except tor a few spots dtdim light from phosphorescent fungus and coral, ortrom glowing cave—fish glands.The kuo—toa recall from areas ofbright illumination. becoming hostile ifhright light is brought among them. images and Platfiirms. Bridges and platforms are haphazardlystrung throughout the city, connecting various levels ofstructures with each other as well as crlsscrossmg open spaces. Characters can move at a normal pace across the platforms and bridges, but this puts strain on their poor construction. Wheneverone or more characters move at normal speed across a bridge or platform, roll a d6. On a roll of i. a bridge rlips or breaks to drop characters to the platform below. or a platform tilts to tip the characters into the water. These areas can be navigated safely by treating them as diflicult terrain. Language. None otthc inhabitants otsloobludop speak Common or any surfacerworld language, which might present a challengefor the characters.The fish»folk speak Undercommori,and Stool the myconid sprout can establish communication using its rapport spores ifit is present. Shuushar the kuortoa monk can also translate if he accompanies the party. CHAPTER 3 l THE ll\RkL;\l\F Slclol:llut:lol:l»nt'>t realizing that such dreams are simply iurther rnaniiestntions otihe madness growing in the Underdark. NOTAELE KUO-TOA IN SLOOBLUDOP A number of important kuo-toa have the ability to influence the adventurers’ fate in Slooblutlup. PIIOMINENT KUO-TOA Ploopploopeen Archpriest otthc Bliladoolpnalp ("Ploop") the Sea Mother Bloppblippcdd Ploopploopeen’s daughter, now (“Blopp") calling herseltthc archpriest of Leemooggoogoon the Deep Father; demon tainted cloogiugogg P|oopplanpeen’s son, kuo-toa whip, (“Glnog") and loyal worshiper ofthe Sea Mother Kllbdoloogut Kuo—toa whip and keeper ofthe altar of (“Kllb") the Deep Father SHUUSHAR CONNECTION If Shuushar accompanies the party, the kuo—toa monk can be helpiul in communicating with his people at Sloobludop. However, keep in mind that Shuushar is either a heretic or a holy man depending on which ltuo toa he's speaking to, and how they view things at that particular moment, The mysterious monk could serve as an ace in the hole to help the party out, or he could just as easily cause trouble with his stubborn refusal to acknowledge his fellow kuo—toa's religious obsessions 4 ROLEPLAVINC THE Kuo-ma Though the kuo-toa are mad, at least some ofthat madness comes from an utterly alien mind-set. Although amphibious air dwellers, the kuo—toa still largely behave as aquatic creatures.Thus, much ofwhat they do on land is a bizarre approximationoflife under the water. Kuortoa names are a long series otgargling syllables, and theirvoices have a bubbly, gargling quality. However, the kuo-toa communicate as much through gesture as speech.They have dlfficulty standing still. and are prone to quick, darting movements. They pace constantly, walking in circles around creatures talking to them. A kuo-toa priestspeaking to a group offollowers doesn't stand at a podium but wanders aimlessly while the crowd follows like a school offish. Kuortoa prefer their leaders to be physically above their subordinates. (lfno dais or platformis available tor leaders, they have been known to literally stand on top of prostrate underlings.) However, leaders tend to dwell on the lowest levels of buildings because these are considered the safest areas in a settlement, due to their proximity to the water. Since the kuo-toa are fishlike, they lack eyelids. This isn’t only unnervingin conversation (a kuortoa never blinks), but it also means that kuo-toa all look the same sleeping as awake—and virtually all kuo—toa slecpwalk. makingthings even more confusing.There is a 25 percent chance that any individual kuo-toa the party encounters in sioobludop is sleepwalking. ignoring everyone around it and moving in a shuttling gait rrom place to place,

arof as anything other than "dangerous illusions." etnnhitred with his tireterertce ter nonviolentsolutions. THE DAy’s CATCH \\ hen thr‘ adw-nttrrerssome within an hour's trawl of Sloobludop.r , entzttunter a party of eight kuo-toa led by at kuo-teamonitor. The fish—t'olk tl'l"lIT\r‘,(Il2|lé:1_\ attack. but their tar ties show that they are atternpting to capmrr the nmcters. The ktIO—t0a leave any fallen upponcms mi in us at 0 hit point tntentling to hrrng thrnr batik to Sloobludop as the offeringsto the DeepFather. They bind prisoners with tough rtirds of gut, each with 2 hit points and reqrrrrrng a successful DC [7 Strength check [0 break. THE ENEMY or Mv ENEMY On the way to Slttobludopafter the previous enmunter. :he char.-terers rtrn into another kuortoa palm]. this one made up of six kuo—toa and two kuu-toa monitors, led by thc kuo-toa archpriest Plotippluopeert.If the t ltaractct-- are prisoners of the firsr ku0~l0a patrol. the newcumt-.r~ ambush them and fight to free the charactrrs. otherwise (or aftcr the fight), Ploupploopecn attempts to (‘0l'nn!uI)iCa[6 in Und(il'l',(ll'n man. then casts Inngttrs if none or the eharaetrrsspeak rt. Read the following: “l am Plaopploopeert, archprtest cfthe Sea Mother Ellbdoolvpoolp.she answers my prayers by delivering you. Help us. and you witi he rewarded tor your service," It the characters talk with Ploottplrmpeen.the eirchpriest texplzlins his intentions as the kuO»L0a F§(‘OY‘l1h(‘[)£||’l_V to Sloobludop.If the L’hEIl'H(,'[r)l'S refuse. the kuo—(oz\ attempt to uapture them, as v\ tth the previous patrol. Pineppioepeen t-xptartrs that the inhabitants of Sloobludop hztvt: lived in harmonious S(‘f\’I(‘.(‘ to the will of the SP3 Mother for some limt‘. Oh. there were occasional “vistonax "who stirrcd up trouble (at this. he might cast a wztlleyed gtaner at Shuushar) but nothing ohtny great concern. A few weeks ztgn. Bloppblippotld,Ploopploopectfs own daughter. exporientzeri a powerful vision of‘ Prlxititiggoogoon the Deep Father,"prt)cla1minghm‘! the new god other peopk‘ she has backed up her rlaims with a great increase in her magical power, and new followers have H0('k<!(] to her. 'H\P\Khr in: [MK/lr\L\kl

4 A Kuo-roan Kom The tuotoa are aquatic creatures, As such, they have no real need tor the boats they use to ply the Darltlake, even as boating remains a significantpart oftheir culture. it might well be that the kuo-toa's former masters——the rnind flzyers—used them as ferry pilots and navigatorsin the Uriderdark, and the fish-folk continue to do so out of habit or some deepseated need. certainly, their relative usefulness to the other races ofthe Underdarkhas served the tuotea well. Only the duergar have shown any interest in navigatingthe waters ofthe Darklalre on their own, and not even they do it as well as the l<uo—toa. There is a persistent myth among the inhabitants of Sloobludopthat the maze ortunneis, passages, and pools oithe Darklake is a kind oirneditatton—a Spiritual journey Kuo—toa who navigatethat maze long enough will awaken to a great revelation for their people. As with many oitlie strange beliefs ofthe l(uo~toz, this one might only need time to become a reality mm "we are split in two." Ploopploopeen explains. "fighting among oursclv " The followers of the Deep Father have been making an increasing nurnher of oriei-ings on his altar~killlngblood sacrifices then casting hlootly chum into the waters ofthc Durklake. where it is consumed by something. BAITING THE HOOK The archpriest of the Sea Mother tells the charaere s he wants to use them as bail. The archpriest of the DeepFather needs humanoid sacrifices. and the party represents a pri7t‘ collection in that regard. E'loopploi>peen will offer the characters as a “token of peace and reconctliatio to get closer to the arrhpriest ofthc Deep Father—cxceplthe adventurers will not be helpless prisoncrs, but inlilirators. Ploopploopeen wants the characters to disrupt the upstart fat:tion‘s rituals, allowing his true believers oithe Sea Mother to cut off the head of the cult. The archpricst promises that the characters will hr‘, “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 kLl0'l(7a loyalists closer to his daughter's t'ult. 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. thc knotoa make no effort to bind them or take their weapons. believingin the power of their superior numbers and the divine might or their competing gods. _1. GATE Sloolaludcip is enclosed to the north and south by outer "walls" of heavy netting with sharp hone hooks woven into them. in the middle of each wall is agate 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 takos lrl8 piercing damage and hecornes restrained in the netting, requiring a successful DC 12 Strength check as an action to break free. Stationed outsitle each gate are four kuo—toawhips. They confront anyonewho approaches. Party rncrnhers t=.sct\rt(',(l by other kuo—tuu can pass through the gate t.rt\iti.~i< x i iii: l'l\Fx'l\l \KF unchallcngetl. If the Chara * ers are uncscortetl. any kuo— toa they meet attempt to apture them. Hall a d2U. On a 1—7. captives are taken to area 3. On an 8 18, Captives are taken to area 4. On a l9—2D. the guards are evenly split and iinmedlatcly begin to brawl for the right to taluthe characters as prisoners. 2. Docxs H A ha1f—dozt-,n kuo—man kcclboats are moored h , . Although kuo-tnawill negotiate terms for ferryiiig the charactc s across the Darklalte. none leave without permissiori (see below). Party members can attempt to steal one or more otthc boots. but doing so requires a successful DC 15 Dexterity(Stealth) check (anti the kuo— toa ar able to sense invisible creatures). The kuo—toa pursue any stolen boats. intending to capturi: the thieves as offeringsto appease their gods. Five groups of thrce kuo-toa monitorsled by a knotoa whip patrol the platforms at the water's edge. ‘they ensure no vessel enters or leaves without submitting to "auguries" to deterinine il’a crew's artiniis are pleasing to the god ofthe hour—in this case. the DeepFathcr, The auguri ist ofa half—hotir riiilal. during which the whip casts bones. shells. rintl other tokens and reads the resulting omens. Roll a tl20. On l—8, the whip finds tho, omens favorable: on 9 18, he finds them ulifavorablc; and on 19—20, the uuguries are unclear, and the whip feels the need to consult the archpriest of the Deep Father (area 4). lithc characters met or spoke with the archpriest of the Deep Father before coming here. the whip automatically refuses their request to leave. 3 SHRINE OF THE SEA MQTHER V When the characters arrive here, on their own or escorted. read the followingto the players: A nine-foohtall statue stands here, its body is roughly carved from some kind ofwood in the shape ofa humanoid female. its head and forearms formed from the severed head and claws ora giant albino crayfish. These parts are lashed on with strands of gut, and emit an overpowering stench at rotting shellfish. Shells, brightly colored stories, mushrooms, and rotting fish are piled atthe statues feet and strung in garlands around its neck. Four stein kuo-toa slowly circle the statue. alert and on guard, while a iew others rriill about, gazing up at the statue and bowing repeatedly while chanting. All creaturesthat come here are expected to make an offering to the Grt-at Sea Mother Blibdoolpoolp. A successful DC 13 intelligence (Religion) olieck recalls that Blibdoolpoolpis a scavenger goddnss, meaning that rliscarcled and recovered items are worthy ciiIeriligs— and the more personal the better. Rogurgilating at the goddess: feet nnsidered a sinccri> Show of faith (and a bchaviorf tliiul kuo—to;imight di play if the characters wait long enough).

tu—ma}:1 4‘ ALTAR OF THE DEEP FATHER W - um 11 1) erin, pr:1\'rr~. rumnuy rm zhrinr ag kuo-toa wing and sun qr r rchprwsl of U1, . \fnvhr-r. The f21n_\un«—.mcludmg: rm kuu um Am r 4 « ul lPn>|0n<. \\n.:mh.~ :mrtrr>\i.~ul1 (;\rnHhr]:)&ep read an ‘n11m\.ng U1 1 The mo» ca Leemonggoogcon the Deep Father consists n ‘mill howl qdnrflu [0 ‘IF afa Warge Hrde cm voughiy m the shape ofa manta ray hi, F ‘WWM Lu 1 x known} Tm is and stretched out on cords between two suppovl po1e5.A x r he b ngs (hr 1' v ' V. . , V _ dead, sp1ayed—out manta ray x; pinned to the center oflhe me. Two dead octopuses ave draped across me top‘ thew ‘ mums pmned and ar!fuHy anaved, thew heads med rm.-ne Llff1](‘Hl‘Kh[1fIf‘>l m1ra1n3. Mn. - . , tW\}(d.'t‘tHddb\ (Th, rn {rum Ies.-»h' lunart I Jwlrr ur culled 0°e ‘er 1" Pam ed M re 3” He wgmy‘ S P \do\ reeks ufdecay, and the broad stone am: be\o\A/the \do\ IS stamed dark wnh Mood 1 [N30 gp ma]. (\\‘(rpu1iIIIL~ all al/‘no .1 puunn 0I'u'azc‘r I11 nd n.spc‘Il.sI'roIlr ‘1i,«;11:.

Six kllorloa work at the altar. clcaning up and arranging offerings.Klibdoloogut.a kuo-toa whip dedicated to the DeepFather. stands in front of the altar with two kuo-toa monitors. offerings are usually living creatures killed on the altar, although an offeringof ones own blood also satisfies the whip. Humunoids other than kuo~lna are immediately taken into custody to be brought belore the arcllprlest of ilie Deep Father, who summarily condemns them to be sacrificed. Bloppblippodd. a female kuo—toanrchpriest or the DeepFather, lives on the bottom floor of a squat hovel near the altar. She is a bloodthirsty sarlist absolutely assured that her divine vision will raise her in glory tn rule her people. Bound and gagged against the for wall is a duergar prisoner (set: “Thc Offering"). TREASURE Bloppblippodds hovel contains wealth accuniulutr-d since her rise to power; 1,000 cp. 500 sp. 290 gp, an embroidered silk handkerchief with a spider design worth 25 gpl three azurite gems worth 10 gp each. a (luCrg£If—l'T|£|dE bronze cup worth 25 gp. and a silver choker with a spider design worth 30 go. Tile OFFERING If allowed to do so. Ploopploepeeii brings the charactcrs 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 son's concerns with a negligent wave, telling Glooglugoggthat he mtist flow with the rurrents of the goddess's Visions The whip relents but throws the characters a hostile glare. Within the hour, twclve kuortoa led by a kuo-tea monitor arrive at Ploopploopeens quarters. The archpriest of the Sea Mother adtnits the monitor and informs him that he, his whip, and the prisoners will accompany them to see the nrchpriest of the Deep Father. They are escorted to the altar of the Deep Father near the docks. where Bloppplippoddawaits them. De he the scene to the players as given in that area, then read the following boxed text: if none of the characters speak Undercommon. the exchange is gibberish to them, though Shiiushar can translate. The arehprlest ofthe sea Mother steps forward across the span ofthe altar toward the kuo—toa waiting for him there, “The time has come," he says, “for us to acknowledge your divine vision and welcome it. l have brought these as offerings." He gestures toward all of you, standing within a circle ofguards behind him. "Will you not actept them?” "You are wise, rather," the younger archprlest replies. ‘‘I accept your offering in the name ofthe Deep Father. Maythelr blood nourish and strengthen himl" A burbllng cheer goes up from the surrounding lumen. their fists raised in the air. (ll-\Pl‘ER'5 THE nttaktxkt The followersofthe Deep Father are already preparing to sacrifice a bruised and bedraggled duergnr named Hemeth—anarms smuggler who was looking to cut a deal with one or both factions of the kuo—toa, but instead found himself captured for his trouble. He's willing to cooperate with the characters to save his own skin. and will even return the favor given the opportunity (see chziptcr 4, "Grack1stugh"). 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 can't tell one faction of fish—folk from the other, but they see the archpriest of the Sea Mother and his whip movingtoward the altar. Bloppblippoddcalls for the sacrifices to be brought forth. and one ltuo-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 ofinnumerablo sacrifices, and they can hear the gentle lapping of the Darklake coming up through the grate, Thc chanting grows louder. When the sacrifices are brought forward. Bloppblippoddgestures toward the altarl whereupon hcr lather suddenly attzirks, 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 ofthe combat, and they can't take reactions until that first turn ends. As the two archpriests and their followerslight, the characters can intervene on either side or attempt to slip away during the melee. On round 3 of the fight, charactersnotice kuo-toa crying out and flailing in the shallows ofthe Dztrklake. Several are pulled under or strike at unseen foes beneath the surface. The water foams red with blood. Dozens otixitxnchitl(see appendix C) are responsible for the attacks in the water. They have been drawn by the kuo—toa ritual and feast on any creatures they can reach, including party members in the water. The sudden frenzy sets a wave of panic through the kuo-toa. Thc young archpriest calls out “Leemooggoogoon!" just as her father strikes a final, fatal blow, dropping her before the profane altar. (If any character is also engaging the archpriest oi the Deep Father. allow that character to strike the filial blow.) DEMOGORGON RISESl Although Blopphlippodtlrolls, the ritual still achieves a terrible success. Read the following:

he ttrn ‘-tar ‘H3. Anothersound rises above the burhhrlg cuss ottha tho. zoa The davk surface ofthe water farther out bubbtes and begins to foam A thick, city teritade bursts forth (showed by zmuthev. Then two monstrous heads break the sttttace, both vesembhrig hideous, arigvy babouris with wickedly curved tusks. Both heads ave attached to a sttigte torso. and the monster‘; red eyes burn with htooaittst and madness The Creatuva using From the Darktake must stand thtvty feet tzth ct more, with water cascading down its hack and shou1derS.Uporireaching its fut! height, the gveat demon throws bazk both its heads and tears‘ ’ he kuortoa ntT«'rit\gi and U14‘ h'r\ut' U‘ ht; \\or.~.htpet‘s tn Darklakt‘ hate tttawn tht‘ attetttton of thttttigtitgtitt see appcritltx D). tipnn Vvilnrxxtltg tho HS!‘ tit the ‘Jrtttce of DL‘l'W)II\.each party tttettttm ntttat Htltt(‘t‘,t‘(l :n A DL I3 Charisma sa fig throw or gain (I |tj\P| ul " tthtess (st hltitlttess“ in rhzspter J . H11‘ kttthttta > t-mrtc int tljiiifttaledfor 1:110 tmnutes Cr} mg uttt *1, t-etttooggttttgminz" ovcr tttttt U\r‘I’ again D€t'n0g()rg()lt utxdezs t0Vt'HI'tl Sluobhldrlp.hEadSI'Oal‘tt1;l .1 Etbbvrltlg. tentaclcs tittittttg and Sli1EXShiIIg the watt-r. " Jrounds, hr CDIUCS within reach ofthr shorelinc and Imhes 0ut.sn\a5htt1Li (IUl‘1v\s and sending hntt , ttyittg . th each ~'t\Pep ofhis [t‘IIl2tI‘]E‘:. Whrri the demon lord tit*. <0mr‘ kuottoa t‘(‘t‘t»\rr their Vvtts tttnttgh [D fiat‘. htle othnre. mtt-at-. partttuett with ffzlr. .APl.\I(} T1IEDt.‘i1OI\' LORD - attttetutitt. tht- pl‘t\)€t”S the bt‘[(t‘l'[1&lrltJf eX(‘rt Lltur and flee as >00!) as tht'_\' see the dcmnn lord. ll the '4‘Ol'|fl'Uf\lhtl71.[hF_y?l\‘(‘HIIHDSICEY‘[aiI'|I}'(1(.'OI]]€d. t"t:trttthatet_t for thcm. D('m0gUrg(tl\ is tot-ttsett on smashing the kuo—to;i ~etI1t>tnent and p.'ty- httlc head [0 the ]i|H|_\‘ nreatttm fleeing trottt him. The character. [MIR hate a gnarl thttttce at getting ;tw:t_\ ifthey art qtttttttt. They might firsl need to that with Companlutls U\(‘l'(‘0l‘HE‘ by |)Ollt>UfIHad\1CS§. hm\'r:i. .and th«'_\ tterd ttt tIe‘(‘I(le how tht-y intend to t’§(‘£lpt‘. Escape byLand. Fleeing b v iantt rettttitt-< thtttgittg lf‘Fl’irtl‘d ktto—tmt. tmtl etcn fighting tiah—l’olk drtwn to a hitting it-enzy against the characters tot 11E\\it1g(|l"ttV\.n H1l~ tloom down ltpull them. Rnil .1 tl2U. Uri 2| 17 20. 2d1 kuo—toa attack the t hamctsrs during their as ape. Escape by Water. Thc £td\'l"i1\’1tI’P)’§ can strut boats fl'On1[ht'd(:t'k’» tttttt patttttt: thettt along the ahtirt awa} truth the attacking d|’Jl\t)n lord. tht- tttttacttttt attack anynnr in the \\'E\[t',‘t‘. hut most arc uttcttpied with s1:\ughh‘i‘tl\gkutlrtfla ttccittg tnttt the nattthttte. A twatmiss frtitn titte titpemogorgtttts tentacle‘: might r£‘(|\I\rf‘ each Fhétratflrr [0 makf. J DC 10 Strength or Dexterity saving thttitt tntatet-3 Chultir), with thitttte ittthnatirttg that Tht‘ rht\m<‘ter has bvttn tltmwtt ovcrhnztrd by a wave. [)h\'ELOP.\1ET\T The ad\'CJ'|HH'K-‘t'.~and this chapter V\il1"| a terrible Yeallzationi Detttogorgon is I005?’ itt the Uttttetttarht tttttiaity. thet might bla ITK‘ the kuO—l0a tttttttt U!’ the ixttxztrhitl. But as [1’tC} learn more about vthttt has happcrtett the ttccct to (‘NC he the Undt't'd1trkb€CO1‘|'|CS even lTIt)t'(‘ urgent. XP AWARDS In .tttttttimt tn Iht‘ XP awards r‘.1l'n(‘,(I for the Fl‘K‘£|tu|’r: the part) otctrtttne. tn K1113 chapter the t‘hat‘:t(7trrs earn 400 XPttIivtdr,t1 EquallyEl1‘r\Ui1gHH[)aI'IVn1L'rnhFI’S]f0I‘ !aut‘\'tVtl1£f(h(‘(‘,!ILUuD[E1'\\'iYh thectthnt thv Deep Fathcr tttttt their brush “I111 the Pl‘in(’('L>fDEt1W0n.~‘.


(ENG) D&D 5a Ed. - Out of the Abyss - Rage of Demons (x Livello 1-15) - Flip eBook Pages 1-50 (2024)
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