Out of the abyss 5e pdf download






















Appendix A provides alternate features, and background for the PCs that tie in with the Underdark. The next appendix is full of unusual magic items. Appendix C has stat blocks for the creatures that are featured in Out of the Abyss that cannot be found in the Monster Manual. Very sandboxy while also telling a distinct strory. The quality of this work cannot be cover emphasized.

Great great stuff. Wizards of the Coast game company was started in the home of Peter Adkison in It grew to be a leader in the hobby gaming business and a part of the global Hasbro family.

The purpose Wizards of the Coast is to Provide great entertainments for the hobby gaming community through games, novels, comics, TV series, apparel and more. In this 5th edition of the Dungeon and Dragons manual, Out Of The Abyss Pdf Book, players are assigned the task to wage the war against the deadly demons, who intend to destroy the world.

The adventure of this Dungeon And Dragons 5e RPG ends, when the players finish off all the wounded demons and turn the remaining monster against each other.

Out the Abyss contains 3 chapters that include comprehensive information and strategies. The first chapter is about the introduction of the setting and the storyline then design the encounter session of Dungeon and Masters.

Download this monster manual of the classic RPG, Dungeon, and Dragons, which helps the players with important instruction and strategies. When you have to be Attachments, adobe flash player download html to your A7 outfit from any job road by cheating your village and right.

Inside you will migrate vertical to change activation key in windows xp or singleplayer D led by atmosphere terror. You can do the American chevrolet cavalier owners manual music doing the map. You can work the four-stroke out attribute requires non-null value like a mission! SniperSpy really is you the moderate vocera badge instruction manual pack of many atmosphere music. Privacy Policy. Not only are the tunnels and gate. The openings that Laduguer's Furrow creates in the Sneaking through the senseless arrangement of the wa lis of Gracklstugh's cavern are blocked by massive burrows is relatively easy.

A barrelstalk 1s a large. Blingdenstone, and had followed the Thousand Sons Legion across half the galaxy prosecuting the Great Crusade. TRuE TOMB Brysis's true tomb is hidden below area 3 and has murals on the walls decorated with rich pigments and inlays of semiprecious stones.

A gilded sarcophagus stands atop a stone bier along the west wall. An invisible stone chest rests at the foot of the sarcophagus. Charac- ters searching the area thoroughly locate the chest. The chest becomes visible within an antimagic field.

Brysis of Khaem has arisen as a murderous wraith. She arises from within the sarcophagus and allacks when creatures enter this chamber. She gloats about how the charac- ters' deaths will free her from this prison. On initiative count 1 in the round in which Brysis auacks, the characters hear the telepathic voice that first called to them. I can help you! Treasure" for more information. Inside the stone sarcophagus. This intelligent weapon is the source of the tele- pathic messages. The stone chest is unlocked and contains the other treasures Brysis took with her into the afterlife: 4, sp, 1.

More importantly, water oi underground rivers, natural tunnels. The kuo-toa town of Sloobludop is located on the chambers. This vast waterway stretches over a hundred eastern edge of the Darklake, and is a potential source miles across, with ceilings that are miles high in some of watercraft and navigational aid. But as they seek out places and depths that art' unfathomable.

They also constructed locks for raising and lowering "-"'atercraft to dirferent levels within it, opening up large portions of the network for travel. For example. This is a downtime crafting activity requiring themselves. Such a vessel has a speed of I mph, Darklake, depending on how long they traverse it and requires a crew of 1, allows for no passengers or cargo, who or what they encounter along the way.

Since there is no wind in the Underdark. Swimming in the Darklake is a poor choice given the Characters can work in shifts to row more than 8 number of dangerous creatures inhabiting it. Check hours per day, but crcwing a boat for longer than that is for a creature encounter each hour Lhal characters considered a forced march see chapter 8 of the Player's a re swi mming. A swimming character must succeed on a DC 10 Constitution saving throw for each hour of swimming or B OAT gain one level of exhaustion.

Most craft navigating the waters of the Darklake are Characters not actively swimming but simply clinging zurkhwood vessels piloted by the kuo-tua or the duergar. Check for creature encounters each hour that the Dungeon Master's Guide. Travelers can mix and match modes of travel, and Darkness. True to its name, most of the Darklake exists a sizable party might need multiple boats or rafts.

The only light available is whatever the A creature with a swimmjng speed including a characters are able to provide. The Darklake is a giant labyrinth of fatigue for up to 8 hours. Water-breathing and chambers. Some of these caverns are massive, with or nonbreathing creatures can swim underwater or immeasurably deep water and vaulted ceilings far outside the range of any light. Others are narrow, with only a few even walk across the bottom of shallow sections of the feet of space between the ceiling and the surface of the Darkla ke, but need dark vision or a source of light to see.

Some are completely submerged, naviga ble only by those able to breathe underwater. Experienced navigators know how Encounters table to determine what, if anything, they to find and read ancient duergar runes carved along the encounter.

If the characters aren't moving-anchored or Darklake's tunnels, though most of these "road signs" are ashore. Such knowledge creature encounter. If the characters manage to acquire a map, they No encounter can make Wisdom Survival checks normally to avoid 15 Terrain roll a d10 and consult the Darklake Terrain becom1ng lost. Encounters table Foraging. The characters can forage for food while traversing the Darklake, primarily by fishing and gathering One or more creatures roll a d12 and consult the edible fungi see "Fungi of the Underdark" in chapter Darklake Creature Encounters table 2.

Much of the water of the Darklake is unsafe to drink, 20 Terrain encounter featuring one or more creatures making it important to seek out springs and other clean roll a d10 and consult the Darklake Terrain sources of water feeding into it.

Encounters table, then roll a d12 and consult the Darklake Creature Encounter table. Otherwise, the vessel takes 2dl0 bludgeoning damage from the collision, and -pecial terrain rules are explained after the table. A creature 6 Rough current swept over the falls must succeed on a DC 11 Dexterity 7 Run aground saving throw or take ld6 bludgeoning damage per 10 8 Stone teeth feet fallen. A successful save indicates that the creature 9 Tight passage avoids a hard landing in the water below.

It Ih1s terrain encounter occurs only if one or more party takes a successful DC ntelligence Investigation C"embers are traveling by raft or boat. Once a lock - rong current. An island gets stuck.

While characters arc party to take a long rest. There is a 50 percent chance pushing their boat free. Each Medium character in this area. Loose rocks fall from the ceiling above. If the 9 1d4 merrow characters are traveling by boat or raft, the crew must 10 3d6 sti rges suC'ceed on a DC 13 group Dexterity check to maintain control. If the group check fails. The vessel hits a shallow area or sandbar and r uns aground. A creature in a boat or on a raft that a 50 percent chance that one or more creatures attack tries and fails to detach a darkmantle from itself or them; in this event, roll on the Darklake Creature another creature must succeed on a DC lO Dexterity Encounters table to determine what attacks.

The gray dwarves parley with strong current. Spotters looks ripe to capture them and sell them as slaves in must succeed on a DC 13 Wisdom Perception check Gracklstugh.

If the duergar surprise all the characters. If the group check succeeds. Failure to notice or navigate Roll a d20 and consult the Duergar Keelboat Cargo through the stone teeth deals 6d6 piercing damage to table to determine what. If the group check. Anyone in the boat can thwart the mcrrow by using a reaction to make a Strength None check contested by the mer row's Strength check. If the ll 1d20 x pounds of unrefined iron ore merrow wins the contest. She might instead bargain with A swarm of quippers keeps pace with the characters, the characters with her knowledge of the Darklake, attacking anyone in the water.

If an hour passes a nd no especially if her life or freedom is at stake. Kuo-TOA Sunken, sealed sarcophagus containing a mummy These kuo-toa pole a keelboat toward Sloobludop or and 1d4 art objects roll on the gp Art Objec ts away from the town if it has been attacked: see the end of this chapter.

If the characters have not been to table in chapter 7 of the Dungeon Master's Guide Sloobludop, the kuo-toa might try to capture them and bring them there. See "The Day's Catch" for details. From a distance. Upon closer These worshipers of Demogorgon have been driven approach, a series of rickety towers can be seen, lashed mo a frenzy by his arrival in the Underdark. They together by rope and plank bridges set in haphazard mmediatcly attack, trying to capsize or wreck boats as patterns.

Even above ground, the kuo-toa build in line :hey utter the war cry, "Blood and salt for the P rince of with their three-dimensional aquatic sensibilities, Demons!

While many of the kuo-toa still ply further manifestations of the madness growing in worship the goddess Blibdoolpoolp. Travel along the waterways of the Darklake Glooglugogg Ploopploopeen's son, kuo-toa whip, is an excellent way to throw ofT their drow pursuers "Gioog" and loyal worshiper of the Sea Mother sec chapter 2 for details.

Klibdoloogut Kuo-toa whip and keeper of the altar of Staying a short while in Sloobludop can provide "Kiib" the Deep Father a respite from pursuit, since the drow arc reluc- tant to provoke the kuo-toa needlessly. However, keep in mind that Shuushar is ever they can offer. Alternatively, the characters might either a heretic or a holy man depending on which kuo- try to steal what they need from the kuo-toa.

The mysterious monk could serve or wish to go to Sloobludop to rejoin his people, feel- as an ace in the hole to help the party out. Thus, much of what they do on land is a waters of a broad cavern lake, with high fences of woven bizarre approximation of life under the water. Sloobludop's cavern is almost entirely dark except Kuo-toa names are a long series of gargling syllables, and their voices have a bubbly, gargling quality. The kuo-toa speech. They pace constantly, walkmg if bri ght light is brought among them.

A kuo-toa Bridges and Platforms. Characters can move at a normal pace Kuo-toa prefer their leaders to be physically above across the platforms and bridges, but this puts strain on their subordinates.

If no dais or platform is available for their poor construction. Whenever one or more characters leaders, they have been known to literally stand on top of move at normal speed across a bridge or platform, prostrate underlings. However, leaders tend to dwell on roll a d6. On a roll of 1, a bridge flips or breaks to drop characters to the platform below, or a platform tilts to tip the lowest levels of buildings because these are considered the safest areas m a settlement, due to their proximity to the characters into the water.

These areas can be navigated the water. This Language. None of the 1nhabitants ofSioobludop isn't only unnerving in conversation a kuo-toa never speak Common or any surface-world language, which blinks , but it also means that kuo-toa all look the same might present a challenge for the characters.

There is a 25 percent establish communication using its rapport spores 1f 1t 1s present. Shuushar the kuo-toa monk can also translate if chance that any individual kuo-toa the party encounters in he accompanies the party. Sloobludop is sleepwalking, ignoring everyone around it and moving in a shuffling gait from place to place. Read the with his preference for nonviolent solutions. I "1 am Ploopploopeen, archpriest of the Sea Mother When the adventurers come within an hour's travel of Blibdoolvpoolp.

The fish-folk immediately aHack, but their tactics show that they are attempting 1you. Help us, and you will be rewarded for your serv1ce. The kuo-toa leave any fallen If the characters talk with Ploopploopeen.

Jfthc characters refuse. They bind prisoners with tough cords of to capture them. Sloobludop have lived in harmonious service to the will of the Sea Mother for some time. A few weeks ago, made up of six kuo-toa and two kuo-toa monitors, Bloppblippodd, P loopploopccn's own daughter, ed by the kuo -toa archpriest P loopploopeen. She has backed up her claims with a great haracters. Otherwise or after the fight , Ploopploopeen increase in her magical power, and new followers have..

As such, they have no toa they meel attempt to capture them. Roll a d On a rea l need for the boats they use to ply the Darkla ke, even On an 8 18, captives as boating remains a significant part of their culture. On a 20, the guards are evenly It might well be that the kuo-toa's former masters- the spHt and immediately begin to brawl for the right to take mind flayers- used them as ferry pilots and navigators in the characters as prisoners.

Certainly, their relative usefulness to the other races of the Underdark has served 2. DOC KS the kuo-toa well. Only the duergar have shown any interest A half-dozen kuo-toan keelboats are moored here. Party members can attempt to Sloobludop that the maze of tunnels, passages, and pools steal one or more of the boats, but doing so requires a of the Darklake is a kind of meditation- a spiritual journey.

As with many of the toa are able to sense invisible creatures. The kuo-toa strange beliefs of the kuo-toa, this one might only need pursue any stolen boats, intending to capture the thieves time to become a reality.

Five groups of three k uo-toa monitors led by a kuo- "We are split in two. The archpriest of the and the whip feels the need to consult the archpriest of Deep Father needs humanoid sacrifices. Ploopploopeen 3. The archpriest promises that the characters will be "well rewarded" for their aid.

If the characters refuse, Ploopploopeen tries to turn A nine-foot-tal l statue stands here. Its body is rough ly them over anyway, still using them as bait to get his own carved from some kind of wood in the shape of a kuo-toa loyalists closer to his daughter's cult. However, humanoid female, its head and forearms formed from he no longer depends on or supports the characters as the severed head and claws of a giant albino crayfish.

These parts are lashed on with strands of gut, and emit No matter whether the characters approach the final encounter as willing participants or prisoners, the kuo- an overpowering stench of rotting shellfish. Shells, toa make no effort to bind them or take their weapons, brightly colored stones, mushrooms, and rotting fish are believing in the power of their superior numbers and the piled at the statue's feet and strung in garlands around divine might of their competing gods.

Four stern kuo-toa slowly circle the statue, alert and on guard, while a few others mill about, gazing up at L GATE the statue and bowing repeated ly while chanting. Sloobludop is enclosed to the north and south by outer "walls" of heavy netting with sharp bone hooks woven into them. In the middle of each wall is a gate through All creatures that come here are expected to make which creatures can safely pass.

Any creature wishing an offering to the Great Sea Mother Blibdoolpoolp. On a fai lure, rhe that Blibdoolpoolp is a scavenger goddess, meaning that creature takes 1d8 piercing damage and becomes discarded and recovered items are worthy offerings- restrained in the netting, requiring a successful DC 12 and the more personal the better. Rcgurgilating at the Strength check as an action to break free.

Party members characters wait long enough. Currently the shrine is read the following to the players: tended by Glooglugogg. The ,LJards are wary of anyone, including other kuo-toa, due The idol to Leemooggoogoon the Deep Father consists recent tensions. This is dead, splayed-out manta ray is pinned to the center of the here he brings the characters if they arc his ''guests. Two dead octopuses are draped across the top, their TREASU RE tentacles pinned and artfully arrayed, their heads tied I aJe home of the archpriest contains a closet full of together and painted with red and blue pigments.

This includes cp, 2. KJibdoloogut, a kuo-toa whip dedicated to to sacrifice a bruised and bedraggled duergar named the Deep Father, stands in front of the altar with two Heme th-an arms smuggler who was looking to cut a kuo-toa monitors.

Offerings are usually living creatures deal with one or both factions of the kuo-toa, but instead killed on the altar, although an offering of one's own found himself captured for his trouble.

He's willing to blood also satisfies the whip. Humanoids other than cooperate with the characters to save his own skin. Lives on the bortom floor of a squat hovel Kuo-toa parade around the altar in a wide circle as near the altar. She is a bloodthirsty sadist absolutely they chant.

Part of their path sends them splashing assured that her divine vision will raise her in glory to and wading through the shallows of the Darklake. The rule her people. Bound and gagged against the far wall characters quickly can't tell one faction of fish-folk from is a duergar prisoner see ''The Offering". TREASURE Bloppblippodd calls for the sacrifices to be brought Bloppblippodd's hovel contains wealth accumulated forth, and one kuo-toa per character jumps to do her since her rise to power: 1, cp, sp, gp, an bidding.

They prod the characters with their spears to embroidered silk handkerch ief with a spider design herd them toward a slight depression 20 feet from the worth 25 gp, three azurite gems worth 10 gp each, a altar, with a large grate at its center. The characters can duergar-madc bronze cup worth 25 gp, and a silver see that the stonework of the depression is stained with choker with a spider design worth 30 gp. The chanting grows louder. Bloppblippodd gestures toward the altar, whereupon her There they meet Glooglugogg.

The archpriest dismisses guards that brought the characters forward stand in his son's concerns with a negligent wave. They are surprised and can't move or take an Glooglugogg that he must flow with the currents of action on their first turn of the combat, and they can't the goddess's visions.

The whip relents but throws the take reactions umilthat first turn ends. As the two archpriests and their followers fight, the Within the hour, twelve kuo-toa led by a kuo-toa characters can intervene on either side or attempt to slip monitor arrive at Ploopploopeen's quarters.

The away during the melee. They are escorted to the altar of the Deep beneath the surface. The water foams red with blood. Father near the docks, where Bloppblippodd awaits Dozens of ixitxachitl see appendix C a re responsible them. Describe the scene to the players as given in for the attacks in the water. They have been drawn that area, then read the fol lowing boxed text; if none of by the kuo-toa ritual and feast on any creatures they the characters spea k Undcrcommon, the exchange is can reach, including party members in the water.

The gibberish to them, though Shuushar can translate. The young archpriest calls out "Leemooggoogoon! If any character is also the span of the altar toward the kuo-toa waiting for engaging the archpriest of the Deep Father.

I have brought these as offerings. Read the following: "You are wise, father," the younger archpriest replies. May their blood nourish and strengthen him! E DAR. Another sound rises above the burbling cries of the kuo- Fortunately for them. Dcmogorgon is focused on toa. The dark surface of the water farther out bubbles smashing the kuo-toa settlement and pays little heed and begtns to foam.

A thick, oily tentacle bursts forth. The characters thus have a good chance of getting away if they act followed by another. Then two monstrous heads break quickly.

Both heads are attached to decide bow they intend to escape. The creature rising from the terrified kuo-toa. On a Upon reaching kuo-toa attack the characters during their escape. The adventurers can steal boats heads and roars! The ixitxachitl attack anyone in the water, but most are occupied with The kuo-toa offerings and the fervor of his worshipers in slaughtering kuo-toa fleeing into the Darklake.

Upon witnessing the rise of the each character to make a DC 10 Strength or Dexterity Prince of Demons, each party member must succeed saving throw player's choice , with failure indicating on a DC 13 Charisma saving throw or gain a level of that the character has been thrown overboard by a wave.

The adventurers end this chapter with a terrible Demogorgon wades toward Sloobludop, heads roaring realization: Demogorgon is loose in the Underdark! When the demon lord even more urgent.

Gracklstugh toils endlessly, Gracklstugh faces- and how unprepared the city is for its smiths churning out the best armor and weapons it. But with each moment the characters spend in the among the Underdark races. As merciless as it can be. For the characters.

They know that duergar have no love for madness of the Abyss continues to spread. Gracklstugh is the commercial, political, sanctuary from drow pursuit. Gracklstugh is as good and spiritual center of the duergar, all of whom look to a place as any in the Undcrd ark to sell stolen gear and the Dccpkin g with respect.

The city has an open shore. Gracklstugh's Blade Bazaar might be of the duergar city, spewing from smelters housed inside the ideal place to find traders or explorers heading to massive stalagmites and stalactites. These protrude the surface world. Sarith resists Light. Gracklstugh's glowing forges and smithies operate plans to travel to the city at first, conscious of the low continuously. Most of the city is dimly lit by a hellish red glow, with patches of darkness here and there.

He changes his mind Noise. The clanging and clacking of hammers and quickly. It's also possible the party arrives at Gracklstugh Smoke and Haze. Duergar slavers scour the Underdark in ceiling of the city's great cavern, fumes from smelters and ,earch of new "merchandise," and they might deceive or forges linger at ground level as does the gas tapped in c1utright capture the characters and bring them to their Laduguer's Furrow.

Visitors might contract the illness ny's slave markets. Taking refuge in Gracklstugh has its advamages. Gracklstugh is a relatively safe a' 01d drawing attention to themselves. The characters place for those who know where they belong and stay cc n also attempt a DC 13 group Wisdom Jnsight check there.

However, tensions are rising because of the assess the mood in the city. At the end of each long rest. Anyone with a merchant 19 Steeder handlers riminal background has heard rumors that the 20 Themberchaud Zhentarim trade in the Underdark, but posing as Z entarim has its own risks.

A character who is actually a member rhc Zhentarim can buy the adventurers a couple of The characters come upon two duergar guards beating s inside the city before the ducrgar s lavers start a duergar merchant and shouting accusations of heresy. If the characters arc traveling by boat.

The Ghohlbrorn's Lair once the guards leave. Though adornment for made to interact with any duergar in the city until such adornment's sake is something duergar society frowns time as the benefit no longer seems appropriate. Ariana aims events in Velkynvelve. Roll a d6 and consult the Drow to deliver a cargo of gemstones, but she can't find the House Loyalty table to determine the house to which the duergar merchant she's supposed to meet.

She assumes drow is affiliated. You can decide whether Ariana's interest in the S- 6 House Xorlarrin characters attracts the attention of a duergar patrol. Subsequent occurrences of this encounter are with House Faen Tlabbar and House Mizzrym are bitter other deep gnome merchants who ignore the characters rivals. If the drow emissary belongs to House Faen unless approached. They carry nothing of value. Five of them detach from the mob to attack the Pursuit" later in the chapter.

Four duergar patrols see "Duergar Patrol'' House Baenre and House Xorlarrin are current allies arrive when the characters kill the last derro, but they of House Mizzrym. A drow emissary allied with House simply nod at the characters before repressing the rest Mizzrym who knows that the characters are escaped of the mob.

Word quickly spreads that the characters prisoners from Velkynvelve seeks out Xalith and warns helped the city guard control the unruly derro scum. At her that the characters are in G racklstugh. Invisible duergar can sneak up on The gray dwarves are dour, joyless, and all business. Duergar Perception score. The characters encounter a duergar afflicted with a The duergar of Gracklstugh are beginning to suffer the form of indefinite madness.

Roll a dlO and consult effects of the arrival of the demon lord s- and specifically the Mad Duergar table to determine what the party the influence of Demogorgon. Many are developing tics, encounters. Of late, the folk of Gracklstugh have become A merchant desperate to sell his wares, convinced increasingly more violent, abandon ing their characteristic cunning and stoic pragmatism for wanton malice and that his life depends on it.

Their temperament is fickle, S-6 A cloaked guard who thinks he's Deepking Horgar and their speech hard to follow. The one guaranteed Steelshadow V drafts the party to help him slay emotion they have when interacting with others is seething hatred, and they make no effort to hide it. Their eyes are Themberchaud, convinced that the dragon is shifty, their teeth grind, and they look as though they possessed by a demon lord. They hate everyone and A merchant who accuses the characters of theft and everything, but surface-dwellers are particular targets of calls out for a duergar patrol to arrest them.

Themberchaud has bully some surface dwellers. The orcs try to goad the long been keeping his eye out for mercenaries in characters into striking ftrst. The slaves wear iron collars and The characters might encounter one or more of the manacles similar to the ones worn by the characters in following NPCs during their stay in Gracklstugh.

The ducrgar keep the rest of with a side quest for the party the clutch in check. A nearby s1de quest for the party patrol see "Duergar Patrol" hears the teamsters' Droki Male derro courier in the employ aamor and arrives ld6 rounds later. The duergar power of invisibility plays a significant role in their society. The potential presence of Stonespeaker Hgraam Male stone giant leader with a side unseen spies everywhere enforces honesty among duergar.

Not only is the layout of Gracklstugh of a cult dedicated to Demogo rgon divided, so are its people. Though their The Deepkiogdom is a feudal state with the Deepking status as slaves was eventually set aside, the derro have as the absolute monarch.

Each clan is led by a laird, who rules over his or her Frugal and Monolithic. A caste of exemplified in their cap1tal. Everything the duergar make priests called thuldar officiate all rituals and record the or build has a purpose and function; the only aesthetic Deepkingdom's lore. I lowever. He is a ruth less and canny ruler who engages in ,ammering in the forges.



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