Out of the Abyss

(Jeff_L) #1

or higher notices the hidden passag('. Anyone acmely
scarchmg the rubble must succeed on a DC 10 W isdom
(Perception) check to find it.



  1. RALLY POINT
    S'slaar's cavalry troops are gathered in this cavern.
    waiting for their master's order to auack. Six
    troglodytes arc mounted on six giant lizards.
    Rocks and small boulders are piled up along the
    south wall. The rubble conceals a tunnel to area 13.
    Anyone with a passive Wisdom (Perception) score of 15
    or higher notices the hidden passage. Anyone> actively
    scnrching the rubble must succc>ed on a DC 10 Wisdom
    (Perception) check to find it.


DEVELOPMENT
When the order comes to attack. S'slaar's cavalry bursts
through the hidden passageway on the south wall of the
cave (see ··Resolving the Standoff'').


  1. EXIT TUNNEL
    This purple worm tunnel leads back into the
    Wormwrithings. Unless they're being pursued, the
    characters can safely leave the troglodytes behind when
    they rt>aC'h this area.


RESOLVING THE STANDOFF
H'slaat orders his followers to commence their attack 20
minutes nftcr the characters arrive at area 1. Unless the
characters intervene, the confli ct plays out as follows:


  • H'slaat orders his fellow troglodytes in area 2 to rush
    aC'ross the stream while the troglodytes in area 3 rain
    j:welins down on the chieftain's forces. Meanwhile.
    H'Slaat grabs H'hoort from area 3.
    H'slaat crosses the stream. dragging her behind him.
    He threatens 10 kill her unless the chieftain meets
    him in battle.

  • The troglodytes in areas 5 and 7 try to make their
    way through the side caverns to attack the chieftain's
    forces in area 4 from the rear. However. if the ropers
    and picrcers in area 8 have not already been killed
    by the adventurers. the troglodytes are surprised
    and massacred.
    S'slaar·s cavalry in area 14 makes its way through
    the western side caves and attack H'slaat's forces
    from behind.
    If the adventurers don't inten·ene in any way, the
    battle lasts approximately 20 rounds and ends when
    ll'slaat kills the chieftain in the basin at area 4. Half
    the troglodytes on both sides are killed in the conflict.
    Those who remain accept H'slaat as their new chieftain.
    While the battle is underway. a character can
    sneak through an area occupied by troglodytes with a
    successful DC I 0 Dexterity (Stealth) check.
    As tense as the standoff between H'slaat and S'slaar
    might be. the troglodytes quickly forget th('ir conflict
    and unite against common threats. such as the
    characters and their unwelcome expeditionary force.


VOICE I N THE D A R K

After dealing with or avoiding the troglodytes. the
adventurers can continue on toward the purple worm
nurS«'ry. However, within six mile!> of the nurst>ry they
come across an unexpected prC'sence in the darkness.

The remnants of a rockfall have opened up a small
vaulted cavern along the passageway. Apart from the
occas1onal glowing insect scuttling along the walls, the
cavern IS dark.
Suddenly, a loud voice booms out all around you in
Undercommon: "Turn back or suffer a death so horrible
you cannot imagine! You have been warned!"

The voice is actually a minor illusion cantrip. If no
one in the party understands Undercommon, the dire
warning is just loud gibberish to them. The cantrip was
cast by Hanne Hallen. a young drow allied with House
Mizzrym. Hannc has the statistics of a drow. with the
following modifications:
Hannc's AC is 12. or 15 with mage armor. She doesn't
wear a chain shirt.
Her Intelligence is 17 (-r 3).
Add Arcana + 5 and Investigation +5 to her skills.


  • Add Common to her list of known languages.
    Hanne also has the following Spellcasting feature:
    Spellcostlng. Hanne is a 1st-level spellcaster. Her spellcasting
    ability is Intelligence (spell save DC 13 , +5 to hit with spell
    attacks). She has the following wizard spells prepared:


Cantnps (at will): minor illusion, roy of frost
lst Level ( 2 slots): shield, mage armor
Hanne's mother, Zhora Hallen, leads the Dark
Huntcrs-drow explorers who steal purple worm eggs.
These eggs arc prized by wizards, who use them in
various arcane rituals. Hannc was on her first egg run
with h~r mother's team when a passin~ purple worm
burst into the tunnel they wen' traveling through.
separating her from the rest of the group. Convinced
that her mother and the rest of the Dark Hunters were
killed by the purple worm. the headstrong and half·
starved young mage-in-training is attempting to make
her way back to Menzoberranzan.
Hanne spoued the adventurers as they approached
and tried to scare them away. She's hiding in the
rubble along the cavern wall but can be spotted with a
successful DC 15 Wisdom (Perception) check.
If thr adventurers decide to turn back, finding another
tunnel going in the right direction adds twenty miles to
their journey to the worm nursery. If they press ahead.
the voice shouts in Undercommon again: "Fools! Flee
now! This is your final warning!" Once the adventurers
enter the cavern. Hanoe can be spotted with a DC 10
Wisdom (Perception) check. I f spotted, Hanne threatens
the party with her "powerful magic." but drops her
hostile attitude if offered food and water. She can be
convinced to tell her story with a successful DC 12
Charisma (Persuasion) check.

CHAPrt:;R I J I TH!i WORM'\\'RITHIJI;GS
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