Out of the Abyss: Adventures Three & Four

ADVENTURE’S THREE & FOUR

underdark 01

SYNOPSIS:

The brave adventurers crawl through the darkness barely keeping ahead of their pursuers while battling the denizens of the Underdark’s nooks and crannies.

PREPARATION:

Monster tokens… HO BOY was this the chapter for Monster Tokens. These two adventures took place using the details laid out in Chapter 2 of Out of the Abyss so I went crazy and made Monster Tokens for anything they could potentially run into during their long trek through the Underdark facing random encounters.

Another item of prep was rolling randomly on the tables provided in Chapter 2 to set up the myriad of random places\creatures\events that cropped up. I accepted the fact that there was the potential for deviation here but for the most part things fell into line.

OTHER ITEMS OF PREP:

MAPS: I created a variety of maps for potential encounters. I also printed out a map for The Lost Tomb location since that was something I rolled randomly and they found.

  • Lost Tomb – Pulled from the book.
  • Camping Encounter 01 – A nice big map purple circles are giant Mushrooms
  • Camping Encounter 02 – A small map near a pool of fresh water
  • Random Encounter 01 – Never got to use this one but I like it a lot. Ground glows eerily light green. The square block is an old alter of sorts
  • Random Encounter 02 – Used this for the Rocktopus encounter. The craggy semicircles represent a valley they had to go through
  • Dark Lake Encounter 01 – Characters would have been in a boat for this one. Circles are pillars under the water

THE GAME:

THE PLAYERS:

Solaris – Half-Elven Bard.

Hunar Brawnanvil – Dwarven Cleric, Brother of Rurick, from Mithral Hall

Rurick Brawnanvil – Dwarven Barbarian, Brother of Hunar, from Mithral Hall

Ander – Half-Elven Paladin, Spent some time in the Underdark before his capture. Wielder of Dawnbringer

Corbin Honeyhump – Half-Elven Sorcerer, Has sworn revenge on Ilvara for her role in the deaths of Tosy & Turvy

NOTABLE NPCS:

COHORTS

BUPPIDO – Derro. Surprisingly affable.
PRINCE DERENDIL – Quaggoth who claims to truly be a cursed elven prince.
ELDETH FELDRUN – Shield Dwarf from Gaultlgrym. Heroic to a fault. Willing to sacrifice herself for the good of the group.
JIMJAR – Taking all in stride this Deep Gnome is also a compulsive gambler. Even when there’s nothing to gamble.
SARITH KZEKARIT – A drow imprisoned for the murder of another drow. Though he claims no memory of it.
SHUUSHAR THE AWAKENED – A Kuo-toa pacifist. He hopes to one day spread his message to others of his kind.
STOOL aka (“TimTum”) – A childlike Mychonid Sprout. Bonded from day one to Rurick
DAWNBRINGER – Sentient Longsword, was locked away for ages. Fears the dark, wishes only to be brought out and to shine a light against it’s enemies. She has now bonded to Ander.

ENEMIES

The Pursuit Party:

ILVARA MIZZRYM – Drow Priestess of Lloth. Recently imprisoned the PCs and their Cohorts with intention to turn them into slaves. Now she hunts them all across the Underdaaarrrrrk! (“I’ll get you!”).
ASHA VANDREE – Junior Preistess of Lloth.
SHOOR VANDREE – Drow Elite, current lover to Ilvara.
JORLAN DUSKRYN – Drow Elite, spurned lover to Ilvara. Assited in the PC’s escape to spite Ilvara.

OTHERS

Runnar Haftholder – Dwarven Scout, had just left the city of Sloobludop. Was convinced to return with the PC’s and NPC Cohorts in tow.

ADVENTURES THREE & FOUR:

Battlebards Cue: “Dark Elf Temple” by Mike Bridge

I combined these two adventures because they represent the long, 8 day, crawl through the Underdark the players had to accomplish as they proceeded to their next destination of Sloobludop, city of the Kuo-Toa (Look… I know Gary Gygax created the Kuo-Toa, but I’m not certain if he is the one to blame for their F$%*ing names. If he is… man is he lucky I have so much more to thank him for…).

Right from the start they realize that they are going to have to rely on someone very unreliable to guide them… the Drow, Sarith Kzekarit. He was the only one who truly knew his way to Dark Lake where Sloobludop lay. Shuushar could assist if they got near Dark Lake but he had no clue how to get there. The fact that their Drow captors quickly revealed that they were in pursuit ensured that the matter was quickly put to rest and they pushed on.

Funny thing about the depths of Fearun, you can never tell when it’s day or night. However, the heroes had to rest at some point. Beaten and bedraggled they prayed for a full rest. They were not so lucky. Only a matter of hours later they were beset by an Orcan..Orcian…ORCISH raiding party. The fight was fortunately brief but they were really starting to feel their wounds. They opted to move out rather than attempt to rest again, fearing the pursuing Drow. They opted for a normal speed of travel. They could have moved faster, with penalties to perception checks, or slower, to improve stealth and foraging, they were pretty good on supplies from when they luckily found their gear though.

Trudging through the next day they were relieved to encounter no beasts and to get a full rest beneath the protective domes of some giant shrooms. Three more days passed like this with only one brief encounter with some forward scouts from their pursuers and a cave-in that they barely survived. Sarith had a rare moment of pleasant chatter when he mentioned that the cave-in would at least slow down Ilvara and company.

Joy at that was short lived however when they happened upon the lair of a Rocktopus! It really wanted to have a few adventurers for dinner. Turns out things went the other way for the beastie.

On the sixth night all were awoken by a ruckus as they discovered a crazed Sarith treating Shuushar to a frenzied beating. They pulled the slavering drow off the poor wretched Kou-toa and restrained him. While most of the group tended to Shuushar Solaris worked up the nerve to delve into the deranged Drow’s mind. Casting Detect Thoughts he was immediately beset by waves of terror and madness that permeated every inch of his surface thoughts. Probing deeper, because Sarith had little willpower to resist anything at this point, Solaris began to feel the Drow’s connection to some great entity. An obsession to find & serve her. He could go no further though, the madness was too much.

Day seven of their trudge brought about something strange. They began to feel almost a whisper in their minds. Soon it began to take form. They discover they are hearing a mental communication. A feminine voice echoes in their mind claiming to be lost and in need of rescue. Fearful of the dark. The group was almost split in its decision of whether or not to follow the vague impressions being given to them of where to follow. Eventually they decided to trust that someone truly did need their aid and they followed. They happened upon an ornate door.

The players left the NPCs behind for this one, asking Derindel to keep a close eye on Sarith, thought the Drow had been silent for most the day. They entered the structure beyond the door. Upon entering they discovered a diorama depicting the fact that this was the tomb of a long dead sorcerer, Brysis Khaem. They continued searching, often being urged on by the mysterious voice. They found what appeared to be the room of the main Sarcophagi. It turned out to be a ruse however, as a curse burst forth while a Magic Mouth uttered a dire threat. Rurick found himself disadvantaged on Attack Rolls and Saving Throws as a result of failing the saving throw. They fought a group of Spectres in a room filled with small coffins, Rurick laboring under the effects of the curse.

After fighting the Spectres Rurick was done, simply raging at his misfortune. He wanted to leave. However, another of the adventurers spotted some rollers affixed to one of the smaller tombs and they pushed it aside revealing a final room in the tomb. Within it was the true resting place of Brysis Khaem, but the sorcerer had arisen once more in the dark form of a Wraith! A battle ensued, throughout the fight the voice continued to cry out that it was “Right here, come grab me! Please! I can help!”. 

It wasn’t until after the fight that the players discovered the source of the pleas for help. A long sword, finely crafted and apparently sentient. Her name was Dawnbringer. She immediately felt a kinship to the party’s Paladin, Ander. They were soon bonded.

Upon leaving the tomb, and discovering to their relief nothing amiss had occurred while they delved, they moved on. Near the end of their long day they discovered the lapping shore of Dark Lake. It’s size was immense, they knew of no way to cross it. However they did notice a small flicker of flame coming from a nearby cave. They decided to brave it.

Within the cave was a Dwarven scout by the name of Runnar Haftholder. Runnar had actually just come from Sloobudop, and had no desire to return. He quickly changed his mind however when told of the impending Drow slaver group heading this way. Grumbling about the crazy Kuo-toa he finally agreed to take the group on the boat he had “acquired” from the fish people.

They slept, knowing the next day they might at last be in some form of civilization, despite Runnar’s harsh words for Shuushar’s people.

POST GAME THOUGHTS:

THINGS I SHOULD HAVE DONE:

I fully believe I could have made the Underdark more interesting. I spent a lot of time prepping physical props for these games and less on just how I was going to package the oddity of the place to the group. I did better on their second night of Underdark crawlin’, especially with the Lost Tomb, but I could sense they were just ready to get to civilization. Though, Sloobludop was a terrible place anyway, so they weren’t all that excited to get there (more on that in the next write-up as I realize I’ve tipped my hand at being late to write these up).

In the Lost Tomb I forgot that the place was infested with an essence known to inhabit portions of the Underdark known as faerzress. This chaotic magic causes magic to react weirldy and can spawn rolls on the Wild Magic Surge table from the PHB. Really bummed I missed my chance at wielding that tool.

THINGS I LIKE/DISLIKE ABOUT OotA: Chapter Two

  • LIKES:
    • Chapter 2’s Random Generation tables and details are legit. They take care to have encounters based on the denizens of the deep and some interesting locales. Often times both.
    • Chapter 2 doesn’t only craft the encounters for the trip to Sloobludop (though that will almost always be the direction the characters will first head), it covers any trek through the Underdark, and some of these treks are a Month or more long in game time!
    • Random encounters aren’t always bad, plenty of desirable things can happen as well.
    • Careful attention was paid to include some BIG encounters as well, my players found the Lost Tomb and
  • DISLIKES:
    • There is a strong chance your players might tire of trudging through the Underdark and from the look of things, this is going to happen a lot. It is becoming apparent that it may take a lot of time for the players to be doing ANYTHING beyond struggling around and getting mixed up in things they probably don’t care about.
      • The trick I need to work on is figuring out how to get them more invested in things beyond survival alone.

Well, that’s it for these two adventures! Join me soon for Adventure 5! If you have any questions or wish for some embellishment on something I mentioned hit me up in the comments. Or on Twitter @SharnDM.

-Melvs

Out of the Abyss: Adventure Two

Travel-Settlement

ADVENTURE TWO

SYNOPSIS:

Last night’s game was a slug-fest. I mean, I knew it would be but I never imagined the fight would last the entire session! The guys went toe to toe with some of the nastiest denizens of Velkynvelve and scrapped out a win… as in they survived long enough to flee into the depths of the Underdark.

PREPARATION:

Thankfully my prep for this adventure was supplemented mostly by Adventure One’s prep. I already had all the monster tokens I needed for the fight and had printed off the bulk of the monster stats from my scanned MM pages. There were only a few other items of note.

OTHER ITEMS OF PREP:

  • I needed a battle map so I did what I typically do. I use the one inch by one inch excel sheet I made to craft one
    • Here’s my take on the ledge overlooking the drop-off where the lift runs. I made it a little bit larger than the map in the book dictates because things would have been incredibly crowded for the fight. If you take issue with my deviating from the written source material just remember that I typically don’t run pre-made games anyway.
  • I devised a roll system to determine how long the guys would have before the following things occurred. Essentially, at the start of the fight I rolled a d6 to see how many rounds it would take for the Vrock and the Chasme Demons to finish their little spar. After that I used a D4 to determine how many rounds until reinforcements and a D6 to see what kind of reinforcements would show.
    • D6 for what kind of Reinforcements
      • D1 – Ilvara, Asha, Shoor, and Jorlen Show up
      • D2-3 – Three Drow
      • D3-4 – Two Quaggoth
      • D6 – Two Drow & a Drow Elite
  • I also figured that for every person on the lift beyond 5 I would make it a 20% chance the lift would break under the additional strain. I told the guys it looked like it could fit 4 people comfortably but I knew it could handle the weight of 5 easily.
  • I decided it would take 8 rounds for the lift to get to the floor and return.

THE GAME:

THE PLAYERS:

  • Solaris – Half-Elven Bard
  • Hunar Brawnanvil – Dwarven Cleric
    • Brother of Rurick, from Mithral Hall
  • Rurick Brawnanvil – Dwarven Barbarian
    • Brother of Hunar, from Mithral Hall
  • Ander – Half-Elven Paladin
    • Spent some time in the Underdark before his capture
  • Corbin Honeyhump – Half-Elven Sorcerer
    • Has sworn revenge on Ilvara for her role in the deaths of Tosy & Turvy

ADVENTURE TWO:

Battlebards Cue: “Dark Elf Temple” by Mike Bridge

Not much to tell story wise, merely a play by play of action. The guys equipped themselves while the outpost continued to defend itself from the rampaging demons that flew above them. They attempted to deliberate and come up with a plan but their time was short as the Vrock fell from the air, crushing open the side of the stalactite they were taking refuge in. This left them fully open to the contingent of drow and quaggoth on the ledge near the lift. A battle began.

The first thing they did was ignore the stunned Vrock, and with good reason as the beast decimated a drow before it took back off into the air. The fight was a good one though and only two of the heroes were ever dropped, our paladin Ander and the Dwaven NPC Eldeth. Hunar was able to heal Ander, getting him back into the fight, and Edleth was stabilized last minute by Shuushar.

The PCs were not alone during the fight, the NPCs helped as well. Prince Derendil gave in fully to his quaggoth nature and dropped a number of enemies with assistance from Jimjar and Eldeth as well. Shushaar remained true to his pacifist nature, Buppido simply held back near Stool, Sarith spent most of the time muttering to himself and clutching his head, and Ront…well Ront decided to be a right bastard.

Ront

Ront… you’re a prick

At about the midpoint of the fight Ront fled directly to the lift and used the distraction everyone else was providing to escape to the floor below. Solaris attempted to stop him but was unable to battle against the orc’s brute strength. The players watched with no small measure of rage as the orc fled into the darkness below.

From there it was a matter of clearing out the enemies left over, doing a bit of searching, and sending a number of groups down the lift. Solaris was fortunate in finding something he thought odd on one of the Drow warriors. A lute imbued with magical power, quite the treasure for the Bard. As the last group was heading downward there was an attempt above to stop the lift. At least they’d learned one thing from Ront’s cowardly act, they know they could counteract the braking mechanism. Soon they were all fleeing into the Underdark wilds themselves.

POST GAME THOUGHTS:

THINGS I SHOULD HAVE DONE:

Can’t say I went in unprepared here. The fight was long but it went smoothly.

THINGS I LIKE/DISLIKE SO FAR ABOUT OOTA: Chapter One

  • LIKES:
    • The start off point is solid and different. Throws the players directly into survival mode.
    • A few solid ideas were given for potential escape points. The Jorlen concept is great and I love that even though the players may never know the full reason he’d be willing to release them they ensure the DM knows exactly why.
    • I really like the next part, Chapter 2, but I can’t really go into great detail about that.
  • DISLIKES:
    • The Players had very little chance of getting out of prison without a DM push for them. My group noticed Jorlen and pursued getting him on their side but not a lot of groups would think to do that.
    • The NPCs should come with stats. All it would have taken was one extra page in Appendix C.
    • Would have been nice to detail some daily routines in the Outpost.
    • Wizards of the Coast needs to give us the ability to purchase .pdfs of their Monster Manual at least. Having to choose to flip back and forth between two books for monster stats is terrible and I know for a fact their core books are already available for illegal download anyway so I really don’t grasp their fears in this arena (Barely a commentary on OotA and more of an “overall” complaint I know but… c’mon Wizards).

 

Out of the Abyss: Adventure One

OUT_OF_THE_ABYSS Main Picture

Detracting from my typical style, I have decided to run a premade 5th Edition D&D setting for my players. For this I decided to choose the most alien concept possible for them, the newest addition to Wizards of the Coast’s (WotC) line of super adventures, Out of the Abyss. For those unfamiliar, OotA is a setting placed almost exclusively within the Underdark of the Forgotten Realms. A world beneath the surface filled with treachery and danger, wildly strange to anyone who calls the topside of Forgotten Realms home. I found myself excited by the prospect of running something so tied to this strange land and was really glad the guys agreed to give it a go. Once I discovered the sandbox feel this Campaign Setting provided I was doubly glad to use it. So without further ado, I’ll begin my first post-game write-up!

ADVENTURE ONE

SYNOPSIS:

Velkynelve, an outpost high above a cavern floor. Home to the dreaded drow, their quaggoth servants, & giant spider pets.

Velkynelve, an outpost high above a cavern floor. Home to the dreaded drow, their quaggoth servants, & giant spider pets…and our PCs prison!

The players begin this Campaign in some pretty dire straits. They have been captured and imprisoned by a group of Drow located at an Outpost far away from any civilization, even the Underdark kind. They are not alone either, there are ten fellow prisoners NPCs trapped with them. Many of these NPCs are denizens of the Underdark but that doesn’t save anyone from the slaver’s binds. The PCs and their NPC companions must attempt to work together if they are to escape before they are carted off to the Drow city of Menzoberranzan where chances are even slimmer for escape.

PREPARATION:

Man there’s a lot of prep leading into this adventure. There are TEN potentially friendly NPCs to juggle. For me that was a lot of time spent getting a rough idea of what to sound like when roleplaying these individuals and ensuring I was familiar enough with their stats to use them in any potential combats or skill based encounters. Fortunately I found a resource a Reddit user posted that gives a great three page spread of these NPCs where you have their stats laid bare for use.

NPC1: BUPPIDO - Male Derro. Surprisingly affable.

NPC1: BUPPIDO – Male Derro. Surprisingly affable.

NPC 2: Prince Derendil - Quaggoth who claims to truly be a cursed elven prince.

NPC 2: Prince Derendil – Quaggoth who claims to truly be a cursed elven prince.

NPC 3: ELDETH FELDRUN - Shield Dwarf from Gaultlgrym. Heroic to a fault. Willing to sacrifice herself for the good of the group.

NPC 3: ELDETH FELDRUN – Shield Dwarf from Gaultlgrym. Heroic to a fault. Willing to sacrifice herself for the good of the group.

NPC 4: JIMJAR - Taking all in stride this Deep Gnome is also a compulsive gambler. Even when there's nothing to gamble.

NPC 4: JIMJAR – Taking all in stride this Deep Gnome is also a compulsive gambler. Even when there’s nothing to gamble.

NPC 5: RONT - A bully of an Orc. Tries to intimidate others but falls under the same pressure easily.

NPC 5: RONT – A bully of an Orc. Tries to intimidate others but falls under the same pressure easily.

NPC 6: SARITH KZEKARIT - A drow imprisoned for the murder of another drow. Though he claims no memory of it.

NPC 6: SARITH KZEKARIT – A drow imprisoned for the murder of another drow. Though he claims no memory of it.

NPC 7: SHUUSHAR THE AWAKENED - A Kuo-toa pacifist. He hopes to one day spread his message to others of his kind.

NPC 7: SHUUSHAR THE AWAKENED – A Kuo-toa pacifist. He hopes to one day spread his message to others of his kind.

NPC 8: STOOL (aka "TimTum") - A childlike Mychonid Sprout.

NPC 8: STOOL (aka “TimTum”) – A childlike Mychonid Sprout.

NPCs 9 & 10: TOPSY & TURVY - Two quiet Deep Gnomes, share very little and keep to themselves.

NPCs 9 & 10: TOPSY & TURVY – Two quiet Deep Gnomes, share very little and keep to themselves.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

I really feel like the burden was placed squarely on the DMs of the world to produce the stats for these NPCs. This is something that should have had at least a page of info on in the book. The OotA guide does a great job of providing background info on all these characters, why not their stats as well? Especially because it is heavily insinuated that these characters might be around for some time.

OTHER ITEMS OF PREP:

  • Created my own set of Monster/NPC tokens to print off and use as Minis
  • Made a spreadsheet, that will continue to grow, detailing what Monsters/NPCs might appear per chapter and where to find the stats for them in the Monster Manual or in the back of OotA.
  • Scanned the stats for all the potential monsters so I could print them off separately instead of trying to flip back and forth in the MM &/or OotA in Combat (Hey WotC… SELL US SOME DAMN .PDF VERSIONS OF YOUR CORE BOOKS ALREADY!)
  • Decided which events I wanted to occur to facilitate a potential escape
    • The book details a number of options the players might go with and even provides the DM with some “nudge” options that I liked.
  • Ran through what I’d downloaded from my Battlebards material to set the mood music and even some sound effects
    • I chose the Musical Score “Underground Lake City” by Richard Daskas as my ambiance music as I enjoyed not only the subtle darkness of the piece but the fact that the water effects played nicely with the fact there is a waterfall present at this outpost.
  • Rolled randomly to determine where the drow would be storing the player’s stolen gear. I decided pre-game that they would have to stumble upon it, I was not going to ensure they would get it back as many expect in a prisoner situation. They would have to get lucky, or clear the place out.

THE GAME:

THE PLAYERS:

Sadly I’ve not received any fully fleshed out backstories from the guys yet but they might fill in those details a bit later. I do have a few bits to share though.

  • Solaris – Half-Elven Bard
  • Hunar Brawnanvil – Dwarven Cleric
    • Brother of Rurick, from Mithral Hall
  • Rurick Brawnanvil – Dwarven Barbarian
    • Brother of Hunar, from Mithral Hall
  • Ander – Half-Elven Paladin
    • Spent some time in the Underdark before his capture
  • Corbin Honeyhump – Half-Elven Sorcerer

ADVENTURE ONE:

Battlebards

Battlebards Cue: “Underground Lake City” by Richard Daskas

The guys were informed right away that they were imprisoned by the Drow (my buddy was betting on Duergar and was sorely disappointed). Learning they were not alone they spent a little time getting to know some of the other prisoners. Corbin found himself approaching the reserved Deep Gnome twins Topsy and Turvy. He found their behaviors and mannerisms strange, but they’d been in here the longest (decided by random roll) so who was he to judge. From them he learned just how much the cards were stacked against escape as they detailed a large squad of Drow, Drow elites, and Quaggoth that stood in the way of escape. Rurick, immediately establishing his boisterous attitude to this particular setback, found himself befriending the Mychonid named Stool. Rurick nicknamed the little guy “Timtum” before finally hugging the fungal humanoid allowing some “rapport spores” to enter his brain via his ears and suddenly the two could talk. Though the connection was a psychic one Rurick continued to speak his end of the conversation aloud, which simply made him look mad to the others.

Ilvara - Drow Priestess of Lloth

Ilvara – Drow Priestess of Lloth

 

Time passed and the guards decided to bring a few of the prisoners out to the “yard” to do some demeaning labor. Rurick, Solaris, and Stool were chosen to go but Ander somehow convinced the guards he should go in Stool’s place. The labor was essentially moving large rocks to the side of the cliff and dropping them over. This served no other purpose than further discouraging escape as it showed the players that the only escape from this outpost was down past enormous webs guarded by giant spiders. Rurick attempted to hit a spider with a rock but failed. Solaris sang a little and actually did so well the guards enjoyed it. Meanwhile, Ander had decided he’d already had enough. Sensing an opportunity he succeeded in thieving a short sword right out of the hilt of a distracted guard and began some combat.

Things went better for the three than was to be expected. Ander immediately killed the drow he had stolen his weapon from with a blast of divine might that sent its body flailing over the cliff. As the drow flew a number of drow poisoned bolts fell upon the ground and Ander scooped them up. Rurick squared off against two drow and built up a furious rage, punching one square in the face. Solaris proved the most helpful however as he fully charmed one of the quaggoths standing nearby and sending it into the fray on behalf of the players.

Quaggoth

In the four rounds of combat before reinforcements showed up the players and their quaggoth recruit killed two drow, two quaggoth, and almost downed a drow elite. Unfortunately for them, it wasn’t enough. During this time one of the prisoners, Jimjar the deep gnome, attempted to do some wagering with Hunar about the survival of the three combatants. Hunar was not amused. Soon, Ilvara Mizzrym, the Drow Priestess of Lloth in charge of the outpost, herself came with Tentacle Rod in hand. With her were ten more drow, hand crossbows pointed at the players. Solaris surrendered, Anders struck down the staggered quaggoth in front of him and set a defiant pose, Rurick simply didn’t cease his fighting. All three of the tentacles struck home, dropping Solaris and Ander. Rurick remained standing though and said simply “You’d better kill me!”  With that, ten drow bolts were launched that eventually dropped him, miraculously not killing him.

Ilvara drug the unconscious three to her chambers for a few days of torture, making a show of it to the other prisoners. The next two days did not go well for the three upstarts.

For the next two days the rest of the prisoners remained submissive to their captors, who were doubly cruel after losing a few of their own to the fray. Corbin started paying attention to the guard rotations and noticed that one of the guards was a drow wearing the garb of an elite, a heavily scarred individual known as Jorlen. He was the only elite who ever had to pull guard duty and by the looks of him he did not care for the assignment, quickly dismissing the other drow who were supposed to run the detail with him. Corbin decided to attempt to speak with the dark elf.

Jorlen was not very receptive at first but Corbin proved most diplomatic and persuasive so Jorlen eventually opened up. Corbin was able to discern that Jorlen was deeply unhappy with the way things were currently. He was once the right-hand elf and lover of Ilvara but that changed after an accident robbed him of the full use of his right arm and his features. These days she flaunts her new relationship with a younger drow elite named Shoor. Shoor takes full advantage of his position as the new head of the regular drow and the elites. It is he who placed Jorlen on guard duty. Corbin attempts to leverage the dark elf’s disdain into something of use but the drow merely continues to mock the captives.

Jorlen does let slip one bit of advice though. Ilvara intends to make an example of one or more of the prisoners after she tires of torturing the three who started the fight. He cautions Corbin to not “stand out” in the near future. True to his word when Ilvara brings the victims of her scourge back the very next day she declares one of the lot will be fed to the spiders. She chooses Topsy, one of the deep gnome twins, seemingly at random. Corbin attempts to persuade her to take him instead but she laughs off his noble gesture. When the guards grab for Topsy her brother Turvy attempts to stop them resulting in his being drug away as well. The rest of the prisoners overhear their plaintive cries as they are thrown to the spiders. Corbin vows revenge for the poor deep gnomes.

A few days later some items of interest arise. Corbin continues to foster a relationship of sorts with Jorlen, who appears to tolerate it with a measure of tedium. Stool convinces Rurick to get the others to accept the Rapport Spores so they can speak in secret via the telepathy it allows. The group begins to get desperate as it is well known the envoy from Menzoberranzan approaches. Their chance comes soon though from an unlikely source. Jorlen shows up for his shift in a rage of a mood. He also shows up with the character’s daily meal, a chore he was apparently given this day by Shoor. Feeding the prisoners is apparently quite the slight because he pulls Corbin aside and declares his intentions to leave their cell door unlocked so their escape attempt can be an embarrassment for Ilvara and Shoor. It is apparent he holds no real love for Corbin or the others though as he laughs off Corbin’s gratitude stating that he doesn’t believe they will actually make it very far, and they’ll receive no further help from him.

The group of prisoners agree with one another that it’s worth the risk of torture to attempt an escape when Jorlen leaves the cell unlocked, even if it might be a trap. Over their time as captives they had collected a few items the could use as potential weapons (an iron bar and a drow poison dart) but they knew that stealth would likely assist more. As Jorlen leaves he casually drops a dagger at the cell door and begins his walk. The captives discover the cell door unlocked, true to Jorlen’s word, and then witness him flippantly tossing a drow over the ledge to the spiders. It seems Jorlen’s temper was in rare form. The players and their NPC fellows slipped out into the quiet camp.

They headed to the right, as this was the direction of the waterfall they normally cleaned their chamber pots in. They had noticed the path continued past the waterfall but had never ventured that far. As they went beyond their regular route they came upon a cave where a few quaggoth slept, the smell giving away that the cave represented the quaggoths’ lair. Ahead of them was a small building hanging off the ledge, overlooking the gorge below. Corbin and Ander snuck ahead and peered inside. A pair of drow were holding casual conversation, apparently they eagerly awaited the arrival of the relief group from Menzoberranzan. The two drow would never see that group however as Ander and Corbin made sure the two fell to bottom of the cavern below, they never saw the attack coming. Ander was even able to lift a short sword off one of the drow before killing him.

Corbin exited the building and looked down. He could see that a pool from the waterfall lay below them, but was unable to tell its depth. He took a chance and sent some dancing lights towards the water below. He was just making note of the fact it was too grimy on top to determine its depth when a shrill screech was emitted from below. The dancing lights had disturbed the rest of a foul creature, identified by Hunar, as a Vrock. A chain reaction then tool place. The Vrock awakened all in the outpost and they began to defend themselves, but the Vrock was more concerned with another, bug-like, creature that began attacking it. It was chaos.

Jimjar mentioned above the din that he had seen a lift when he was brought in, but it was on the other side of the outpost. The group decided to utilize the chaos of the creatures fighting to try and push through. They ducked through one of the stalactites, taking out the distracted drow inside, and hoofed it towards the lift. They decided against seeking out Ilvara, and her junior priestess Asha, and ran past the shrine to Lloth. They spied the lift in the distance but there were a lot of drow and quaggoth between they and it so they ducked into another stalactite. Inside they defeated a drow elitie warrior while a few of the others held back the drow who were trying to get in the room. In a group of chests the PC’s discovered their looted gear. It was at this point we all called it a night.

POST GAME THOUGHTS:

Overall the first adventure was a lot of fun and had us all playing later than we typically would. My pre-game prep was solid and there were only a few takeaways I feel i could have considered better ahead of time.

THINGS I SHOULD HAVE DONE:

  • I could have done a better job coming up with scenarios for the NPCs to instigate conversations with the players. By nature a number of players aren’t the type to instigate that sort of thing.
  • I wish I would have encouraged everyone to take Undercommon as a language, even if it meant coming up with reasons why they would. It will certainly be interesting to see where this goes with needing multiple language to convey things however. I may end up liking the difficulty.
  • I did all of the battles without laying out a battle grid and while I like how fast narrative battling ends up making things move I can tell the guys were a bit put off by it. They like their minis and the strategies that a grid based combat allows for.

THINGS I LIKE/DISLIKE SO FAR ABOUT OOTA:

  • LIKES:
    • The start off point is solid and different. Throws the players directly into survival mode.
    • A few solid ideas were given for potential escape points. The Jorlen concept is great and I love that even though the players may never know the full reason he’d be willing to release them they ensure the DM knows exactly why.
    • I really like the next part, Chapter 2, but I can’t really go into great detail about that.
  • DISLIKES:
    • The Players had very little chance of getting out of prison without a DM push for them. My group noticed Jorlen and pursued getting him on their side but not a lot of groups would think to do that.
    • The NPCs should come with stats. All it would have taken was one extra page in Appendix C.
    • Would have been nice to detail some daily routines in the Outpost.
    • Wizards of the Coast needs to give us the ability to purchase .pdfs of their Monster Manual at least. Having to choose to flip back and forth between two books for monster stats is terrible and I know for a fact their core books are already available for illegal download anyway so I really don’t grasp their fears in this arena (Barely a commentary on OotA and more of an “overall” complaint I know but… c’mon Wizards).

So far Out of the Abyss is great stuff. I can’t wait to see where this leads and the guys seem to really be digging it. Let’s see if they survive eh? Please feel free to comment below!

-Melvs