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Posted July The most innovative shooter you have played in years. Chapter 6: Blingdenstone Lots of cool stuff here. The deep gnomes have rebuilt, but the city is still a mess. This is the point where you have a bunch of options as far as what to do with Topsy and Turvy.
They are deep gnome wererats. They might join the Goldwhisker Clan page 99 , they might come clean to the group, or they might flee into the underdark. Sections of the city have been taken over by monster factions, including wererats, ghosts, and The Pudding King who is an agent of Juiblex who controls slimes. The group has the opportunity to really change this whole town. Random Encounters : This city is dangerous. Roll once per day.
These are really good! I love the xorn who follows the heroes around, expecting to be fed valuables. All of the molds and slimes are on page of the DMG.
Where To Stay? The group can stay at The Foaming Mug page Glyphic Shroomlight. Tappy Foamstrap. Warden Jadges. Sark Axebarrel. When your group finds some gems, throw some dollar bills in the air and tell your group to 'Bling dem stones. Werz Saltbaron of Gracklstugh might have hired the heroes to bring him some gems. The Severed Hand Quest : If the group got the severed hand in Whorlstone, they can place it in the temple on page Can We Go Home Now?
The group will need to complete some tasks for the deep gnomes, most notably defeating The Pudding King. An Outline : Here is what happens once your group is in Blingdenstone: There are layers of defenses that the group will have to pass through just to get in to Blingdenstone Area 1, page This sort of foreshadows the menace of The Pudding King.
If the group goes to the temple on page , they will meet Barrow Warden Jadger, who asks them to complete two quests: destroy a spectre named Vazuk area 2 page , and bring back the remains of Udhask area 8, page , who died somewhere in Rockblight.
A bunch of NPCs have quests for the group to complete in Rockblight see below. There are also further quests given in area 14 for Goldwhisker and The Pudding King on page When the group checks out The Pudding King, they see he has an army of oozes and slimes. If the group tries to attack alone, they are doomed. Once the group tells the deep gnomes about this army of oozes, there is a council meeting page The council decides to have their army distract the oozes so the group can try to kill The Pudding King.
Barrow Warden Jadger page : Wants the group to retrieve the remains of Udhar located at area 17 on page Gurnik Tapfinger page : Gives the group a spell gem to place in a menhir in Rockblight see area 22, page Also lurking here is Neheedra Duskryn, a drow who turned into a medusa.
The heroes team up with the deep gnome forces. I think those were put in just so that if your group skipped those locations, this is a way to get them there. This adventure thinks it is a sandbox, but really it is a railroad in serious denial.
That sounds really fun. Like with most of these charts, I recommend you roll them in advance and have the monster stats on a cheat sheet. The heroes will probably be worn down from all the previous fights, but this guy only has 49 hit points. While the heroes approach, he will have time to cast spells to give himself a boost. Blur : He has this as an innate ability usable once per day. Any creature has disadvantage to hit him.
This is a concentration spell. He keeps his original hit points. I guess he uses Gray Ooze MM page stats? Also, any non-magical weapon that hits him corrodes, too. Their stats are on page of the DMG. DC 10 Dex save. It also does 11 damage to wood or metal, which is really nasty to your armored fighters. Treasure : You might want to add teleportation circle to the spells in the spellbook entitled Magick from Beyond the Mirror on page I strongly believe teleporting around the underdark is a good idea once the group hits level 9.
After all of this buildup you just make your own tunnel. I think it should be a secret tunnel near the city. I think the adventure wants you to have a final showdown with the drow on your way out, so you should place the exit outside of Blingdenstone. This is discussed in the next chapter. The group has a final showdown or a final chase scene with the drow that have been pursuing them page They say goodbye to their NPC allies.
They go out the tunnel and emerge into the surface world.. The adventure suggests that the group pops out in the Evermoors or the Lurkwood: The Evermoors: Trolls used to live here.
Frost giants moved in and chased the trolls out. There is a frontier trading town called Nesme. You can get a lot of info on Nesme from a free adventure download on Candlekeep called Northern Journey West.
The Lurkwood: A dangerous place with bottomless bogs. The Lurkwood is teeming with orcs, barbarian tribes, ettins and giants. Three Month Vacation : The group will probably want some considerable rest time.
The adventure suggests three months page The heroes should also feel the need to warn people that demon lords are in the Forgotten Realms and may come up to the surface. They should also want to go to Gauntlgrym, either because of Eldeth or because they are summoned.. They meet with King Bruenor page and have a great feast. At the end, Bruenor asks the heroes to go to Gravenhollow to learn what exactly is going on with the demon lords.
To get to Gravenhollow, the group will need to meet with a Zhentarim agent in Mantol-Derith. The Feast : Members of each faction are here detailed below. I guess you could put in some prominent NPCs from your campaign world, though be careful. Reward : Bruenor offers the group rewards, including property in Gauntlgrym and items made in the Great Forge. The Factions : Bruenor wants the group to enlist the aid of as many factions as possible. The Zhentarim are needed, because their agent in Mantol-Derrith can get the group to Gravenhollow.
He is accompanied by a shield guardian. She is stern and stubborn. She can give the heroes giant lizard mounts and 3 NPC dwarf scouts.
He can give the group a whopping 8 NPCs. Zhentarim Davra Jassur : She is evil and values order and ambition. She wants a full share of whatever treasure the heroes get as well as a full report. She can give the group 8 NPC thugs. Her name is Khalessa Draga. She uses a hat of disguise to look like a drow. An Emerald Enclave scout named Sladis Vadir has gone missing. He has gone crazy. Seems like it would slow the game down in a major way.
The journey through the Underdark to Mantol-Derith is miles! Yes, you roll for random encounters the entire way. Check out the next chapter for details scroll down, I did 8 sample travel days. At the end of the long journey, the Zhentarim guides lead the group to a secret door that leads to 1a in Mantol-Derrith page Mantol-Derith is Guarded by Trapped Secret Doors : Trying to open one of these secret doors without the password will probably disintegrate you: 55 force damage, save for half.
He can help them get to Gravenhollow. He has a magic ring that can guide the wearer to the safest, shortest route to Gravenhollow. The gem is spreading demonic madness. Destroying the gem is a little tricky page Basically you need to smash it with a magic weapon. Mantol-Derith has 3 Rules : No stealing of goods from fellow merchants. No disguising of goods by any means. No use of magic during negotiation and haggling.
The punishment for violating a rule: You are wrapped in chains and tossed into the Darklake. Tons and Tons of Stats : This chapter is overloaded with stuff you have to look up. You need to look up traps, you need to roll magic items from table b of the DMG. Definitely set aside some extra time to get this chapter ready. Complicated Situation : So basically, everyone has succumbed to demonic madness here.
Mantol-Derrith has a population of people, split into factions who are all turning against each other. The duergar are trying to kill the deep gnomes. The drow are planning to kill both of them. Chapter Descent Into the Depths This chapter deals with travel, like chapter 2. It discusses the horde of NPCs accompanying the heroes, a situation that seems to me like it will grind the game to a halt.
But first.. Teleportation Circles : Your group should be level 9 by now, which means wizards have access to the teleportation circle spell. I highly recommend using this to cut down on the travel time, which in my opinion gets way out of control in this adventure. Do remember, though, that teleportation to and from Menzoberranzan is impossible as it is magically blocked by the drow due to the demonic incursion. Also be sure to read up on how the faerzress affects teleportation on page 21, but remember that you have a lot of control over what areas are in the faerzress.
Navigation is Easier : Advantage on Wisdom survival checks to avoid getting lost. Random Events : Every second day of travel or camping, roll on the random events table page Again, I suggest you roll these in advance so you can have stats ready. Some of these charts have tables within tables. Plus, I love rolling on charts. That means that the journey to Mantol-Derith will take 34 days.
The NPC names are listed back in the faction entries in chapter 8. Day 2 : Discipline Problem: Loud Argument does not attract monsters : Nero Kalvane Zhentarim claims that the giant lizard mount of Griswalla Emerald Enclave ate a portion of his provisions. He demands to get to ride the lizard as compensation.
He ate a bunch of his own food and now is trying to weasel his way into riding a mount rather than walking like a sucker. Day 4 : Juiblex! I swear I rolled this legit. This demon lord is on page Best case is that everyone runs, and any NPCs that survived now have madness to deal with.
Day 6 : Raiders - Goblin boss and 3 goblins : This is sort of amusing. What chance do these goblins have? Day 7 : Saliyra Dalnor Zhentarim confides in a hero that she thinks Ghazrim, the agent in Mantol-Derith, has a beholder as an ally. The beholder is missing three eyestalks this is all true.
Conversely, maybe it would be fun to have everyone swarm them, competing for the killing blow. Barlgura skin cloaks might be kind of fun to have. The Gracklstugh section is actually really cool page The duergar want to sacrifice the red dragon to Demogorgon! Chapter Gravenhollow This place is miles from Mantol-Derith. Sixty days! The ring they got from Ghazrim will lead the party right to Gravenhollow.
The heroes can explore the library, talk to ghostly echoes, and learn a bit about the demon lords. He is looking into the demonic invasion as well. He tells the group that he thinks a wizard from Menzoberranzan named Gromph has something to do with the demonic incursion.
Ulthar, the stone giant librarian who records the past, will give the group a stone speaker crystal page , which only functions in Gravenhollow. They can use it to have tons of visions, where they learn a lot. Most notably, they have a vision that implies that Gromph is indeed the one who started all of this. They also get clues that Lolth is using this opportunity to have her demon children take over the vacated abyssal realms of the demon lords. Vizeran talks to the group again, and claims he knows how to banish the demon lords back to the Abyss.
He wants to team up with the heroes. Vizeran asks the group to come with him to his tower to talk in private. The tower and the meeting are detailed in chapter Things to Know About Gravenhollow : Magic has warped the place so that it is bigger than should be possible.
Every event that has ever occurred in the underdark is recorded on tablets in Gravenhollow. Troublemakers will be turned to stone by the behir. Finding anything tablets, ancient texts, etc requires a DC 14 Wisdom check. Failure just means you wasted some time and need to roll again. There are 3 stone giant librarians: Ulthar, Keeper of the Past : He files ancient texts.
He likes to compose poetry and is friendly to the PCs. He is very busy. Ustova, Keeper of the Future : She is a seer who meditates and transcribes her visions onto stone tablets. Ghostly apparitions of other visitors flicker in and out. Vizeran allows only the heroes inside. The NPCs will have to wait outside. Sneaking In : The group will need to overcome 24 suits of animated armor and a guards and wards spell. Guards and wards is on page of the PH. That means hallways will be full of fog, doors are protected by illusions and are magically locked, stairs are full of webs and there might be stinking clouds in very inconvenient places.
The Meeting : Vizeran feeds the group smoked rothe meat and explains that Gromph is the archmage of Menzoberranazan page Gromph performed a ritual that drew on the energy of the faerzress and accidentally opened portals to the Abyss. The adventurers can learn a lot more if they pry it out of him. The adventure suggests DC 20 skill checks to get these nuggets of information: Lolth manipulated Gromph into doing this. Gromph vanished after the ritual.
Demogorgon rampaged through Menzoberranzan before heading to Sloobludop. Gromph may have been trying to summon and bind a demon lord. Vizeran Has a Plan : Vizeran tells the group his plan flavor text is on page He wants to cast a ritual to create a dark heart talisman.
This talisman will bring all of the demon lords to the same place. He hopes that doing this will cause them to destroy each other. Ritual Components The Ritual Needs Ingredients : For Vizeran to cast the ritual, the heroes need to get some things Check out page for more details. The central eye of a beholder found in the Wormwrithings, page The heart of a goristro found in the Labyrinth page It is unclear on what exactly the grimoire is needed for see below.
What is the Grimoire Needed For? So do you need the grimoire to make the talisman or not? How the Ritual Will Work : So in the end, the group will need to decide where to place the dark heart talisman.
Vizeran will be back at his tower. He will cast the ritual, which takes 9 hours. The ritual summons all of the demon lords to the talisman, where they will all fight each other and destroy their physical forms. The group are going to have to finish off the last demon lord standing which is detailed on page Vizeran Gives Directions : Vizeran gives the group a map to a purple worm nursery and tells them about the gallery of angels in the Labyrinth.
Getting the Timmasks : You have a few options for the timmasks. If you want to skip chapter 16, then you can have the group find the timmasks in the goristro footprints after the Yeenoghu encounter on page Run Chapter 16 After Chapter 14 : If you are going to put the timmasks in chapter 16, then that chapter probably should be run before Chapter The Wormwrithings The Wormwrithings are hundreds of miles of tunnels carved out by purple worms.
Vizeran will give the group a map of a purple worm nesting area, which is about 48 miles from his tower. Foraging is more difficult here, requiring DC 20 Wisdom survival checks. The tunnels are 10 feet in diameter. Check for random encounters once per day using the chart on page Roll a d6 to determine natural illumination.
Once the group is halfway to the worm nursery, they stumble on a troglodyte lair page Troglodytes are fighting over a magic sword. The troglodytes have a 20 minute standoff, and then a series of events occur throughout the complex see page Supplies and Captives : The troglodytes have a bunch of prisoners, all with only a single hit point remaining.
There are 2 drow members of House Milarn who were searching for a purple worm egg as a gift for their matron and 4 shield dwarves prospectors from Mithril Hall. Voice in the Dark page : Once the group is 6 miles from the worm nursery, a lone lost drow named Hanne tries to scare them off with illusions. She could end up befriending the party.
If the group treated Hanne well, this will work out good. If the group treated her poorly, things are going to be really rough for them in the worm nursery.
Worm Nursery page : As the group explores this place, purple worms show up and carve new tunnels. The worms actually create tunnels on the map T1, T2, and T3. Exploring the First Few Rooms : The group arrives and explore rooms for 15 minutes.
A purple worm comes out of a random wall, plows through room 3 and tunnels through the wall to 8. If the group makes noise in any of these rooms, a purple room arrives in 1d4 minutes and checks on the eggs in room 8. Egg Chamber : The eggs are suspended up in a resin web. The eggs are each 3 feet in diameter. Check out the map on page Cutting an egg free takes 2d4 minutes.
Zhora and the Dark Hunters show up from Area 7. Every 5 minutes the group is in here, roll on the egg encounters table page A 16 or higher means problems. In 10 minutes, the second worm shows up. Also remember that 10 minutes after the first purple worm carved out T1, the second worm comes through 7 into this room. It takes a bit of planning to manage. It will be easy to forget something. But all in all, it is fantastic.
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