Out of the Abyss

(Jeff_L) #1

SEC O N D FLOOR


This empty chamber has a ladder affixed to one wall that
climbs to an adamantine trap door leading to the roof.
The trap door is closed and locked. though the proper
command word ("mimsy") can open it.
The two sh adow dem ons lurk in the darkness of this
room and attack the first character who enters, Likely
taking their prey by surprise.


BATTLEMENT S
The top of the tower features an open space surrounded
by a crenelated wall. l f the four gargoyles have not yet
aLtacked the adventurers. they do so here.

SPIRAL OF T H E


HORNED KING
M inotaurs have roamed the tunnels of the Labyrinth for
ages. but as Baphomet's influence grows. so too has the
ferocity of his chosen servants. The waxing of Baphomef s
power has not gone unnoticed by the packs of gnolls
rampaging through the Underdark. The gnolls have
begun making inroads into minotaur territory. The latest
battlefield in the ancient feud between Baphomet and
Yeenoghu is a maze of passages that grant access to the
deeper passages of the Labyrinth.

The tunnel you have been following gradually widens
until it opens into a cave with a htgh ceiling overhead.
Patches of glowtng fungi cling to the walls and fill the
chamber with dim light. Columns of stone support the
ceiling. the rock marbled with vetns of glittering crystal.
Across the chamber, a great cleft is nnged by a profusion
of sigils and glyphs. Stacked to either stde of the opening
are two mounds of severed heads.

The cleft leads to the Spiral of the Horned K ing-a
maze of tunnels and caves along the outer edge of the
Labyrinth. Though other routes can be found into the
Labyrinth. this entrance is the easiest to find.
I nvocations to Baphomet, dire curses, and the
inverted names of the gods arc scrawled around the
cleft in dried blood. and continue on down the tunnel
walls. Anyone who can read the Abyssal tongue can
tell that this place has been con ecrated in the name of
Baphomet. the Horned King and lord of minotaurs.
The minotaurs tear off their victims' heads. then leave
them to "watch" the entrance for intruders. Most of
the heads are from gnolls, though different Underdark
races can be found if any character wants to sift through
the piles.

GASH THE GNOLL
\linutes after the characters arrive, they hear the
sounds of footsteps approaching. A few moments later. a
gnoll sli nks from the tunnel ahead.

A gnoll creeps out of the shadows, glancing cautiously
at the piles of heads to either side of it. Its filthy body is
bent and covered with tatters of clothing and scraps of
blood·crusted armor. The creature looks you over with
one good eye, the other lost in a mass of scar tissue.

This wretched gnoll is named Gash. Thanks to treachery
he committed against his kind. the minotaurs spared his
life. Howe\·er. their mercy comes with regular abuse and
torment The gnoll now sees himself as a loyal and willing
servant of the brutes. and he is eager to lead gnolls and
anyone else to his minotaur masters.
Gash is a gnoll with the following modifications:


  • Gash has 11 hit points.

  • He has a walking speed of 25 feet.
    H e has disadvantage on Wisdom checks and W isdom
    saving throws because of the physical and mental
    abuse he has suffered. A lesser restoration spell rids
    him of these effects.
    Cringing and mewling. Gash approaches the party
    with arms out and head down. He speaks in both Gnoll
    and Abyssal. If the characters can't understand him.
    he pantomimes helpful gestures and beckons them to
    follow him.


"Powerful masters," the gnoll whtnes. "You honor us by
your presence. Seek you passage through the maze? The
Spiral of the Great Horned Ktng? I can help. Yes. Trust
Gash and he will see you through the maze, he will."

Any aggressive action sends Gash skittering back into
the maze and to his masters. If the characters capture
him. he shrieks and screams, drawing one minotaur to
investigate the racket.
Accepting Gash's offer transforms the cringing gnoll
into a duti ful guide. lie leads the characters through
passage after passage, choosi ng directions seemingly at
r andom until the characters encounter the minotaurs.lf
t he battle turns against the minotaurs, Gash flees.
If the adventurers show pity or kindness. Gash
beromes confused. as he has never experienced such
things. A character can befriend the gnoll with a
successful DC 20 Charisma (Persuasion) check. lf any
character uses magical healing on Gash. the check is
automatically successful.
If the characters befriend Gash. he warns them to
turn back. ftcc. and never return. lie says his masters
are vile minotaurs who wait in the maze. eager to kill all
trespassers. If asked. Gash explains that the minotaurs
spared his life in exchange for leading travelers into
the maze. If the characters insist on entering the maze.
Gash goes with them. trying to keep his new friends
safe. If the characters defeat the minotaurs and move
deeper into the Labyrinth, Gash can accompany them as
a follower and guide, giving the characters advantage on
Wisdom (Survival) checks to avoid becoming lost in the
Labyrinth.

CJIAP,.~'R 1 ·1 l Tl-11:: LABY!H:o-:TH
181
Free download pdf