Out of the Abyss

(Jeff_L) #1
An earth elemental materializes out of the wall
and attacks. When the e lemental is reduced to 0 hit
points. it crumbles. and a galeb duhr e merges from
the ground near the menhir in an unoccupied space.
The galeb duhr faces outward in a guarding pose. but
doesn't move or respond. Another earth elemental then
emerges from the wall of the chamber and attacks.
when it is destroyed. a second stoic galeb duhr appears.
This summoning process repeats once more. until the
third earth elemental appears and is destroyed. The
elementals ignore the galeb duhr. which continue to
stand motionless throughout the fight.
When the characters reduce three earth elementals
to 0 hit points and summon three galeb duhr, a white
light shines from the menhir. producing a hallow
effect protecting the galeb duhr from the influence of
Ogremoch's Bane. The galeb duhr then animate and
acknowledge the characters with a grave nod, before
settling down in their boulder guise around the menhir.
Gurnik delivers his promised blessings when the
characters return to notify him of their success in t he
temple. He can sense whether or not the temple has
been restored lo its former glory, so if the characters
fail to cleanse the temple but tell him they succeeded.
he knows they're lying, and the deep gnomes' attitude
toward the party worsens. If the characters accomplish
Gurnik's task, they can make a DC 15 group Charisma
check to improve the gnomes· attitude. with all
characters making the check with advantage.

DEVELOPMENT
A wide, descending staircase ends before a wall of
collapsed stone that blocks access to the tunnels and
caves that constitute the Pudding Court. The debris
can be cleared with a few days of work. However, if the
characters want to usc this passage as an entry point
to attack the Pudding King. they can use a volatile
concoction brewed by Kazook Pickshine to quickly
clear the debris (see ''Baule for Blingdenstone'' later in
this chapter).

XP AWARDS
Each characte r gains 200 XP for restoring the temple.


GOLDWHISKER WARRENS: GENERAL FEATURES
One of the first thmgs lycanthropy cost the svirfneblin was
the1r fastidious tidiness. The wererat warrens are messy,
with several areas smelling of mushrooms too ripe for any
normal person to eat.
Light. The wererats light their warrens with nightlight
fungi and torchstalks (see "Fungi of the Underdark" in
chapter 5).
Traps. The were rats have rigged traps throughout the
warrens. All were rats know where the traps are and how
to avoid them. The traps are marked with russet squares
on the map. The first time a party member enters one of
these areas, he or she triggers a trap unless the trap has
been detected and disarmed. Roll a d6 to determine the
type of trap: 1-2, spiked pit (1 0 feet deep and lined with
zurkhwood spikes); 3-4, collapsing roof; or 5-6, poison
darts. See "Sample Traps" in chapter 5 of the Dungeon
Master's Guide for information on each trap.

GTTAPT[R G I DUNG!)ENSTONE


Goldwhisk.er Warrens

The svirfneblin wererats of the Goldwhisker clan don't
remember having lived anywhere but in the ruins of
Blingdenstone. They descend from survivors of the drow
invasion who became infected with lycanthropy after an
unfortunate encounter with a pack of wererats.
For decades, the Goldwhisker svirfneblin have lived
and thrived in these caverns, avoiding drow and crazed
clementals, and secur ing their homes in cunning and
vicious ways. They aren't willing to leave just because
the cowards who fled Blingdenstone when it needed
them most have now returned.

23. MAI N E NTRANCE
The svirfncblin installed loc ked doors to close off this
section of the warrens. West of the doors, the wererats
have installed a trap (see the "Traps'' section in the
'·Goldwhisker Warrens: General Features" sidebar).
Four svirfneblin we rerats (see "Random Encounters
in Blingdenstone") attack when the characters trigger,
disarm, or avoid the trap. The wererats avoid biting their
enemies to minimize the risk of giving them the "gifC
of were rat lycanthropy. If the characters kill two of the
wererats, the survivors retreat ro area 25.

DEVELOPMENT
Sounds of battle here a lert every other wererat in the
warrens. Thereafter. the wererats can't be surprised.

24. REFUSE PILE
The characters notice a foul stench as they approach
this cave. This chamber used to be a small residential
area. with homes dug into the walls at various heights,
but no one dwells here now.
The pile of refuse dominates the cave. It contains
decomposing matter. including a pair of slimy. partially
digested svirfneblin corpses. A successful DC 12
Intelligence (Investigation) c heck reveals that the
gnomes were victims of some kind of ooze.


  1. HALL OF MINERS
    Duri ng Blingdenstone's heyday. this cavern held the old
    city's smelters and marketplace for ore and uncur gems.
    It's now the main square of the wererat warrens.


A small crowd has gathered here. Most of the assembled
creatures are deep gnomes, but some have ratlike
features-including a fat specimen standing in front
of the others, smiling at you with jagged buckteeth.
"Peace," the big wererat says. He takes a step forward,
arms extended and hands open. "Chipgrin's the name.
I'm ch1ef of the Goldwh1sker clan. Shall we talk?"

Forty svirfneblin wererats (see "Encounters in
Blingdenstone") are gathered here, making combat
a dangerous proposition and likely inspiring the
characters to accept Chipgrin's peaceful parley. The
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