Out of the Abyss

(Jeff_L) #1
Destroy Vazuk. a deep gnome who is mad with grief
and a threat to the other residents of Blingdenstone.
His specter can be found haunting his old home
in area 12a.
Recover the remains of a deep gnome named Udhask
and bring them to the catacombs. jadger knows that
the deep gnome died somewhere in Rockblight, the
northeast section ofBiingdenstonc.
Jadger tells the characters he will answer one
question for each ghost laid to rest (including Pelek from
Gracklstugh. if the characters have returned his hand
ht're). His knowledge of the Underdark is considerable.
though somewhat outdated.

XPAWARDS
If thf" party returns Pelek's remains to the catacombs.
each character gains a special award of 100 XP.

9. CULT I VATION CAVE
This cavern complex is devoted to the cultivation of
useful fungi the svirfneblin use in their cooking and
crafting, including the following edible and exotic fungi:
3d6 barrelstalks
6d6 bluccaps
3d6 ilhogg's noses
3d6 torchstalks
3d6 trillimacs
Two blocked-off tunnels lead north and northeast to
areas that have not been resettled. All elemcntals are
kept away from the passages because the Stoneheart
Enclave believes they lead to the cavems where
Ogremoch's Bane lurks.


  1. STAGING AREA
    This cave is fortified with barricades and defended
    by eight deep gnomes and four cave badge rs (see
    -Random Encounters in Blingdenstone''). There are no
    earth elementals reinforcing security here because the
    passage on the north wall sealed at either end with
    a locked door-leads to areas where the deep gnomes
    have confirmed the influence of Ogremoch's Bane.


UNSEEN EVIL
The leader of the guards is a wryly cynical svirfneblin
named Sark Axebarrel, who warns the characters of
reports of a medusa lurking in the caverns beyond the
doors, in a section of the old ciry that the gnome refers
to as Rockblight. Jf they decide to explore Rock blight,
Sark asks them to find out whatever they can about
the medusa and kill her i f they are able. He offers
a payment of 50 gp per character for useful
information, plus a diamond worth 1,000 gp if
they bring back proof that the medusa is dead.



  1. CAVE S OF CLATTER
    This cluster of caverns on the eastern end of the
    settlement serves as a workspace for weaponsmiths and
    armorsmiths. Traditional svirfneblin arms. including
    picks, darts, and daggers. along with ring maiJ, scale
    mail, and chain mail shirts, arc forged and traded here.
    Less common equipment such as swords and shields
    can be custom ordered. Prices for weapons and a rmor
    are double those listed in the Player's llandbook.
    The passages leading to area 17 are sealed off by steel
    walls that can't be opened.

  2. RESIDENTIA L CAVES
    These caverns branch off into smaller caves sen·ing
    as hovels for families of svirfneblin. Tunnels lead to
    secondary chambers that branch out into more hovels.
    Deep gnome hovels have no doors.
    The locals are willing to ta lk with the characters.
    pointing them toward a particular cave that was recently
    evacuated. A "ghost" manifested there and chased out a
    family trying to settle within (see area 12a).


12A. VAZUK'S HOME
Vazuk was a simple leathenvorkf"r who died in the drow
invasion. His spirit awoke when a family moved into
what used to be his home, then began to throw fits and
ter rorize any creatures coming near.
Vazuk is a specter (use the poltergeist variant). He
can't be turned while inside his former home. He attacks
the characters as soon as they enter the house. all the
while screaming ''Mine! My stuff! Not yours!"
Treasure. A character who searches the hovel and
succeeds on a DC 15 Wisdom (Perception) check
spots a concealed hole in the floor. The hole contains a
small zurkhwood chest holding eight tiny rubies worth
250 gp each.
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