Last week I presented the first part of my walkthrough on our first session of D&D’s “Out of the Abyss.” The group escaped their drow prison in the midst of a demon attack and headed into the Underdark…
[I chose to narrate their travels through the Underdark with just a few random encounters to keep it moving along; the alternate was to roll twice a day. But I did have the group roll daily for foraging and navigation. I’ll roll for more random encounters in future travels].
The group stumbled through the tunnels under Shuushar’s lead. At one point they climbed down a cliff face thanks to a well-placed ladder—which they had Derendil tear down—and heard screams of terror in the distance down a side passage. They generally managed to find enough food and water thanks to occasional groves of fungus.
After a few days, they came to a narrow passage with two gas spores (fungal reanimations of Beholders) blocking their way. Brynn approached and cast burning hands on one. It promptly exploded, but the burst of spores it sent out knocked her unconscious and close to death. The rest of the group opened fire with their ranged weapons and killed the second spore. As they did, they all got a burst of memory; they saw a Beholder chasing some deep gnomes into a ruined elvish temple that had sunlight streaming in (gas spores sometimes release memories of their Beholder lives). Zenaella healed Brynn, including the disease she picked up from the spores, and they moved out.
The group continued on for a few more days without incident, although they struggled to find food and became exhausted [they gained one level of exhaustion]. Suddenly, a steam vent broke open and Navarre was hit with the steam, severely wounding him. He was still walking though, and they continued on.
As the group approached Slubbladoop, Shuushar became excited, but the group wanted him to go first and make sure they could enter peacefully. He told them he was not very welcome there—thanks to his pacifist teaching—and he’d prefer the group as backup. The group was a little uneasy–and irked, as Shuushar hadn’t mentioned this yet–but they continued.
After another hour they were surrounded by a kuo-toa raiding party. The group was wounded and exhausted, and found themselves overwhelmed as the kuo-toa attacked. Several of the group went down, and it looked like they were about to be captured, when a rain of spears came out of nowhere. Another group of kuo-toa killed the landing party and ran up to the group.
This group was led by the archpriest of the Deep Mother, the kuo-toa god. He said his daughter recently had a vision of the Deep Father. She denounced their ancient traditions, gathering followers of the Deep Father and conducting blood sacrifices. He asked the group for help. He would present them as fake offerings, and when his daughter was distracted, he would attack her with his followers.
The adventurers were skeptical, and pressed him for some assurance they would be safe (and actually receive a reward). He wasn’t very comforting, but they did get a sense he wasn’t lying. [this was a difficult encounter, because as far as I could tell there wasn’t much for the players to do but follow along, unless they really screwed up and attacked].
The kuo-toa led the group through their chaotic and filthy city. They passed the docks, where numerous sturdy ships were moored, and came to the priest’s quarters near the Deep Mother shrine. There they waited for a bit, managing to get a short rest, before they were summoned to appear before the Deep Father.
They were escorted out, and came to the shrine, a grotesque creation made up several dead aquatic features tied together, on a platform over the Darklake, with a blood-stained grate below it. The sacrifices occurred there, and their blood flowed into the Darklake below.
The priestess began the ritual when, suddenly, her father attacked. The entire area broke out in a chaotic melee. As the kuo-toa fought, the group saw the water foaming with blood, and realized a swarm of ixitxachitl (a kind of evil manta-ray piranha) were attacking some of the worshippers. In the chaos, one of the Deep Father worshippers grapped Turvy, stabbing her and throwing her into the water. Topsy rushed to help, but the group—realizing it was too late—grabbed him and ran off.
This horrible situation soon became worse, though. The group heard a deep rumbling that gradually grew in severity. Suddenly, the water near the city exploded in foam and out of it emerged a being seemingly spawned from their darkest nightmares; two-headed, tentacled, and roaring, Demogorgon was here!
The group recoiled in horror, and Brynn, Varys and Navarre became stricken with madness [bad roll on the madness check]. Brynn became enraged, trying to attack Barakus, although her lack of combat skills led to him not realizing he was under attack for a few rounds [a few natural 1s]. Varys and Navarre collapsed, weeping and laughing. Meanwhile, Derendil went crazy, attacking kuo-toa randomly.
The group ran towards the boat when they heard Ront scream from behind them and disappear into the crowd. They ignored this—as they weren’t very fond of him—and kept running, dragging Varys and Navarre along, while Barakus was held up behind them trying to fight Brynn and grapple her.
As they got to the boat they noticed Buppido run out of the crowd, wiping blood off his knife. They ignored this as well. They got aboard, with Varys and Navarre’s madness wearing off, and Barakus finally grappling the angry gnome wizard.
Once aboard they shoved off, rowing frantically to escape the city, which Demogorgon had begun to destroy. A near-miss of one of his tentacles threw Stool and Turvy overboard. The group got Stool back but had to row out into the depths with Turvy holding on by a rope when an ixitxachitl suddenly attacked Turvy, grabbing him in its mouth. Barakus and Zenaella both grabbed the rope, pulling Turvey and the evil fish aboard. They freed the deep gnome, and pushed the fish back into the water.
The group tried not to look back as they rowed away, trying not to be overwhelmed with terror by the realization that not only were they trapped in the Underdark, but they were trapped here with the prince of Demons…
And that was our first session of Out of the Abyss. It was a little chaotic (there’s a lot for the DM to remember}, but a lot of fun. It worked pretty well to have someone run the NPCs, although I should have given him a chance to read the campaign book first, as he was catching up as we went.
I was a little surprised and gratified the group moved so quickly to escape from the drow prison. When I ran as a player, the DM indicated we couldn’t break out of the chains, and we struggled for awhile to figure out what to do. This group also benefited from some lucky rolls to escape. But this is a definite sign of the importance of following your players’ lead, instead of trying to get them to use the cool encounters the DM came up with for their time in jail (the ones I had were pretty good).
I think it made sense to skip over a lot of random encounters between the drow outpost and the kuo-toa village, as I wanted to get into the heart of the story. But for our next sessions I’ll rely more on the random encounters to provide flavor and a sense of dread. I may follow the lead of some other blogs on this campaign and roll for the encounters first, so I can be prepared ahead of time.
So that’s that. We’ll be running our next session in early June, so I’ll be back with part 2 of Out of the Abyss then.