Out of the Abyss

(Jeff_L) #1
a chance to sway them. If the characters demonstrate
their willingness to challenge the beholder (including
by killing Shedrak), surviving slaves can be convinced
to aid them with a successful DC 16 Charisma
(Persuasion) check. On a failed check, slaves either
attack the characters or hide from them, waiting for
Karazikar to deal with them.

ARRIVAL


When the characters come within a mile of the Vast
Oblivium. they feel a growing sense of being watched.
They catch glimpses of eyes peering out of the shadows.
These eyes close and vanish when anyone tries to focus
on them. and adventurers who search for signs of what
caust>d them must succeed on a DC I t Wisdom saving
throw or gain one level of madness (see ··Madness·· in
chapter 2).
The characters· tunnel ends at t he top of one of the
exterior s hafts of the Vast Oblivium (see "The Vast
Oblivium: General Features" sidebar). Characters can
usc the rope ladders to reach the bottom of the shaft,
and from there make their way to the chasm known as
Karazikar's Maw.

WELCOME TO KARAZlKAR'S MAW
Shedrak meets visitors at the chasm. greeting them in
the name of his master. the great Karazikar, and asking
their business. Use the mage statistics to represent
Shedrak. with the following modifications:



  • S hedrak is chaotic evil.
    He has te n small eyes tattooed on his bald head that
    allow him to see invisible creatures and objects as if
    they were visible.

  • He carries a nonmagical staff topped with a varnished
    beholder eye. Karazikar can see through this eye and
    treats it as one of its own eyes for the purpose of using
    iis eye rays. Breaking the staff renders the eye inert
    and prevents Karazikar from using this property.
    He carries a potion of healing. a potion of poison, and
    a spell scroll of globe of invulnerability.
    As long as t he adventurers are respectful toward
    Shedrak and his master- and particularly if t hey claim
    to carry messages or items of possible interest to the
    beholder-Shedrak agrees to lead them to Karazikar.
    If the characters become hostile, Shedrak orders
    them to depart. lest they provoke the wrath of his
    all-powerful master. If attacked. he uses his globe of
    invulnerability scroll. casts fly on himself. and !lies into
    the chasm.
    Shedrak allows up to ten party members accompany
    him, demanding that the rest of the expeditionary force
    remain behind. Shcdrak then leads the smaller group
    across a bridge into the middle of Karazikar's Maw.


AUDIENCE WITH KARAZIKAR
Whether rhey"re escorted by Shedrak or make their
own way imo Karazikar"s Maw. the adventurers first
encounter the beholde r as they cross the chasm. The
beholder descends from the shadowy ceiling. staying at
least 20 feet away from the bridge.
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