On her first turn in combat. llvara casts conjure
animals to summon two giant spiders to fight alongside
the drow, while Asha casts spirit guardians on herself
and concentrates to maintain it. The other drow cast
darkness to hinder ranged attackers before closing to
melee. Shoor protects llvara, whilejorlan makes no effort
to protect his fellow drow. llvara prefers to strike from
a distance with her tentacle rod. or cast spells such as
poison spray and ray of sickness.
If Ilvara loses more than half her hit points, she
attempts to summon a yocblol demon.
EVENING THE ODDS
The characters might have a couple^1 P C companions
around to help them defeat the drow (see "Bidding
Farewell''), but if they need more assistance, consider
the following options:
Having pushed themselves to catch up to their prey,
the drow all have one level of exhaustion.
Ilvara and Asha have already expended some of their
spell slots.
The characters make it to the surface before being
intercepted by the drow, and the dark elves follow
them into daylight. Under the light of the sun, the
drow have disadvantage on their attack rolls and on
Wisdom (Perception) checks relying on sight. The
drow can pursue the characters for 1 hour before their
armor and weapons are destroyed by the sunlight.
Asha chooses the confusion of combat as the moment
to betray llvara, attacking while the elder priestess's
back is turned. llvara instantly turns her auention to
eliminating the traitor, distracting her and weakening
the drow side if s he succeeds.
Wanting to deny Jlvara the triumph of recapturing
the adventurers.jorlan turns against his fellow drow,
attacking them until he's slain. If he survives, he turns
against the characters in his self-destructive fury once
all the drow are dead.
One or more NPC companions whom the characters
left behind in the Underdark show up to help, having
spotted the pursuing drow and followed them.
TREASURE
The characters can claim any equipment and treasure
carried by the drow, although drowcraft items don't
survive exposure to sunlight (see the ''Drowcraft Items"
sidebar in appendix B). In addition, if the characters fled
Yelkynvelve without retrieving specific magic items or
valuables.llvara can be carrying those items, allowing
the adventurers to finally reclaim their property.
XP AWARDS
Each character earns 300 XP if the parry makes it to
the surface.
FURTHE R ADVENTURES
The end of this chapter of Out of the Abyss forms
a break between the first half of the adventure and
the second half, which begins when the characters
are summoned to an audience with King Brucnor
Battlehammer of Gauntlgrym (see chapter 8). You can
usc the break between the two halves of the adventure
to deal with any or all of the following.
OVERLAND TRAVEL
Once they reach the surface. the characters must still
travel some distance to reach civilization. Most of the
tunnels that connect to the Underdark in this region
lie in or near the Evermoors or the Lurkwood-wild
regions filled with ruins and monsters. You can choose
to narrate as much of the party's overland travel as you
wish, setting up encounters en route.lfEideth is still
with the characters. she wants to set off for Gauntlgrym
as soon as possible. If the characters accompany
her, this journey can easily form part of the bridging
material between this chapter and chapter 8.
RECOVERY AND DOWNTIME
After their harrowing experiences in the Undcrdark,
the characters might need time to recuperate, ridding
themselves of madness and find the means to break
curses and cure diseases. Other downtime activities
are also possible (as detcrmi ned by you, the Dungeon
Master). For more information on downtime activities,
see the "Downtime Activities" sections in chapter 8 of
the Player's Handbook and chapter 6 of the Dungeon
Master's Guide.
RESUPPLY
Characters can visit a surface community or trading
post to acquire proper equipment and supplies in
exchange for some of the treasures they bring out of the
Underdark. By the beginning of chapter 8. they should
be properly and fully equipped for the first time since
the start of the adventure.
WARNINGS
The events the characters have witnessed during their
harrowing escape are likely to make them want to warn
the world that demon lords have come to the Underdark.
It's only a matter of time before these fiends find their
own way out of the depths. threatening the exjstence of
the surface world.
Characters belonging to factions might feel compelled
to report to their superiors. Others can share what
they've learned with well-connected NPCs who can get
the word out. The attention gained by the characters as
a result leads into the events of chapter 8.
LEVEL ADVANCEMENT
The characters should be 8th level by the start of the
next chapter. If they're not there yet. plan additional
encounters so that the characters can earn more
experience points during their O\'erlandjourney to
Gauntlgrym.
If you'd rather skip the encounters and jump ahead
to chapter 8, assume that the characters survive a few
harrowing encounters en route (which you can describe
or not) and gain enough XP to advance to 8th level by
the time they reach Gauntlgrym.
CHAPTER 7 I t.SCAPE FROM THf U~DERDARK