Out of the Abyss

(Jeff_L) #1
spy from Ncsme who descended into the Underdark
two years ago to find Mantoi-Derith and infiltrate the
Zhcntarim enclave there. She got lost in the depths and
has no idea how close she's come to finding what she's
been looking for. She also has no idea how to get to the
surface. Fear, loneliness. and the demonic incursion
have driven her mad. She now believes that e\·eryone
she encounters is out to kill her. This is considered a
form of indefinite madness (see "Madness" in chapter 8
of the Dungeon Master's Guide).
Traps. Rystia has planted four spring-loaded hunting
traps under the pebbles around her t<::nt. A cre::ature
within 15 feet of the tent can spot the hidden traps
with a successful DC 15 Wisdom (Perception) check.
Any creature that approaches within 10 feet of the tent
and is unaware of the traps steps on one (see chapter
5, "Equipment," in the Players Handbook for hunting
trap rules).
Treasure. In addition to her weapons and traps,
Rystia possesses a satchel made from car rion crawler
hide, inside which are ten pounds of edible fungi. She
also carries a full waterskin and three torchstalks (see
"Fungi of the Underdark'' in chapter 2), one of which is
already lit.
XP Awards. lf the characters cure Rystia's madness,
award each of them 100 XP.

lE. ZHENTARIM SECRET DOOR
The password to open this secret door is "eyebite."
The tunnel leading away from Mantol-Derith winds
steadily upward, and branches leading to other areas of
the Underdark have been sealed off with wall of stone
spells, leaving a single navigable passage. This passage
is clear of monsters. but the Zhents have installed trip
wires and pressure plates at irregular intervals. These
are triggering mechanisms for collapsing roofs, poison
darts, and rolling spheres (sec "Sample Traps" in
chapter 5 of the Dungeon Master's Guide). The passage
ends at a dungeon complex under a ruined watchtower
overlooking the Surbrin River, north of the Ever rnoors.
The Zhentarim have guards stationed th roughout the
dungeon to keep surface dwellers from finding their
way to Mantoi-Derith via this route. If the characters
find this secret door and use it to make their way back
to the surface world, design and populate the Zhentarim
dungeon al> you see fit.

2 .TRENCH
This 20-foot-wide, 50-foot-deep trench bisects Mantoi-
Derith from north to south. with a secret door at each
end (areas lb and ld, respectively). A shattered platform
of crystal sits in the middle of the trench-an old magic
device once used to lift caravans up into the main cavern
ofthe outpost and back down into the trench. It now lies
broken. its magic spent.
The duergar and drow collaborated to replace the
crystal lift with a system of four mechanical lifts. two
on each side of the shattered platform. These lifts use
magic to power their winches and lighten the loads on
the lifts. Each lift is designed for easy use and can be
operated as an action simply by pulling on a Lever.


CIIAPH R 9 I MANTOI.·D EIHTH

The trench's walls sport numerous hand holds and
can be climbed with a successful DC 10 Strength
(Athletics) check.


  1. MAI N CAVER N
    When the characters exit the trench, they find the
    normally quiet outpost in chaos.


The trench bisects an enormous cavern with a 30-foot-
high ceiling supported by naturally formed stone
columns. Conlmual flame spells cast on stone lampposts
reflect off crystals embedded in the walls and ceiling,
illuminating myriad fountains, waterfalls, streams, and
pools. Water drips from stalactites onto leather tarps
covenng clusters of merchant stalls west and east of
the trench. Beyond these marketplaces are well·tended
gardens o f mold and fungi, crystal walkways, and stone
bridges. The tranquil beauty of Mantoi·Derith is undone
by sounds of combat to the northeast, where you hear
the thunderous boom of metal against stone and see
panicked svirfneblin running from 8-foot-tall duergar.

The marketplaces of Mantoi-Derith have been closed
ever since the ducrgar attacked the svirfneblin. The
duergar are killing any svirfneblin they encounter and
breaking into the svirfneblin warehouse (see area 6a).

3A. WEST MARKETPLACE
The drow and Zhentarim markets are clustered here.
on the west side of the trench. However, the tents, stall
and pens stand empty, the merchants having retreated
to their respective enclaves with their goods and
livestock. A stream runs nearby, crossed by two stone
bridges leading to the drow and Zhentarim enclaves.
The stream is 5 feet deep and fed by the Darklake. The
water isn't fit for drinking.

3'8. EAST MARKETPLACE
The svirfncblin and duergar markets are clustered
on the cast side of the trench. Most of their tents and
stalls have been knocked over, and various goods (sec
"Treasure'') arc strewn upon the cavern Hoor amid
the slaughtered corpses of giant lizards and steeders.
Characters approaching the market see nvo enlarged
duergar chasing a pair of deep gnomes who have
cast blur spells on themselves. A third unarmed d eep
gnom e is hiding in plain sight under the wreckage of
a zurkhwood stall. He has a pale leather bag tucked
under one arm.
If the characters rescue the blurry svirfneblin, they
reveal that more duergar are trying to smash into
the svirfneblin warehouse (area 6b), and that Yantha
Coax rock. a svirfneblin mage, has been captured
and taken to the duergar warehouse (area Sb). The
svirfneblin don't know why the ducrgar broke the
peace in Mantoi-Derith. 1f a duergar is captured and
imerrogated, he or she reveals that Yantha stole a
valuable gemstone from a ducrgar merchant and refuse-
to return it.
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