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BRIDGING LOST MINE OF

PHANDELVER AND
OUT OF THE ABYSS
A guide for gaming groups ready to make the jump from
the introductory adventure Lost Mine of Phandelver to the
great campaign Out of the Abyss.

BY RHODARIN PRESS

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon
ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are
trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with per-
mission under the Community Content Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2024 by Rhodarin Press and published under the
Community Content Agreement for Dungeon Masters Guild. Not for resale. Permission granted to print or photocopy
this document for personal use only.
CONTENTS
Introduction ....................................................3 Chapter 3: The Descent .................................29
A Rough Start ......................................................3 Bowels of the Earth ............................................29
DM Duty ..............................................................3 Gnomic Salvation ...............................................31
To Raise and Lower ..............................................3 Into the Web of Lies ............................................32
The Thematic Array .............................................3 Chapter 4: After Velkynvelve .........................38
Scope and Duration .............................................4 Bloopidoop .........................................................38
Adventure Overview .............................................4 Grackslugh ........................................................38
Adventure Flowchart ............................................5 The Travelers’ Guild of Mantol-Derith .................38
Chapter 1: Drow in Phandalin ..........................6 Blingdenstone ....................................................38
Weaving Threads Together ....................................6 Mithral Hall........................................................38
Vanguard on Mithral Hall Sidebar .........................7 Phandalin ..........................................................38
Chapter 2: Northern March ............................11 The City of Spiders .............................................38
The Sword Mountains ........................................13 Appendices ....................................................39
The Savage Frontier ............................................13 Letter from Chal’irith Vandree ............................39
The Evermoors ...................................................14 Map of the Descent to the Underdark .................40
The Frost Hills....................................................14
Mithral Hall........................................................15

2 CONTENTS
INTRODUCTION
As the 5th Edition founding starter adventure,
Lost Mine of Phandelver is still the go-to gameplay
DM DUTY
experience for brand new gaming groups as well The overall complexity of Out of the Abyss has
as for experienced folk, the simple yet exciting plot always been discussed, as it means that DMs
and the ready-to-deploy characters, encounters, running it will usually need more prep time per
and locations make it one of the greatest starting session when compared to other adventures.
points for a longer campaign. That’s when things Changing the structure to allow for a smoother
start to become more complex: what to do after transition from Lost Mine of Phandelver means that
the adventure ends and, most importantly, how on the earlier campaign chapters this prep time is
to smoothly translate the changes of tone and enlarged, but it also means that less counteracting
gameplay that would naturally come in a campaign measures will need to be taken in pressure points
with more experienced players? and that, eventually in the second half of the
Having been made on such an early point in campaign most things will be already sorted out.
the edition’s history, there isn’t any clear advice on This and other supplements by Rhodarin Press
how to continue the adventure further, something will ensure that the adaptations suggested in this
that changed only with subsequent adventure guide are easier to implement in detail.
books. The logical next step, especially for new
DMs, would be to line up Lost Mine of Phandelver
with another hardcover adventure, which means
that they can, theoretically, continue their learning TO RAISE AND LOWER
curve in a smooth way. Since that might not
always be the case, countless resources exist Besides being locked up and having to survive in
catering to a variety of combinations, ensuring the Underdark during a demonic invasion and
that the gaming experience goes as smoothly as some good intentions, it can be harder to bind
possible. the characters to the plot of Out of the Abyss right
This guide is meant for groups, especially out of the gate. The relationships created during
their DMs, who want ideas and suggestions on Lost Mine of Phandelver might help with that,
how to follow up their adventures in Lost Mine of guaranteeing that the NPCs they have come to like
Phandelver with the far-reaching adventure Out of are involved in that and can guide them towards
the Abyss, one of the earliest hardcover campaign their new adventure in a way that feels less forced
for 5E and to this day one that attracts many upon them.
players. Known for its grandeur, this adventure With that possibility you can raise or lower the
has a world-ending plot in a very enticing setting, stakes during the adventure in a way that is more
which makes it a very interesting adventure flexible and allows the characters either some well
overall. Out of the Abyss is, however, known for deserved rest or a rush of adrenaline when it is
its complexity and for some structural holes that truly needed, avoiding the tension fatigue that can
need to be addressed from time to time. This guide plague gaming groups playing this campaign.
will try to answer and help you with some of these
problems as well as presenting a smooth way your
gaming group can explore the Underdark after
their adventures in Phandalin.
THE THEMATIC ARRAY
Lost Mine of Phandelver and Out of the Abyss
are very different in plot, setting, and themes;
A ROUGH START which makes them interesting in terms of
variability, but also a challenge to wrap together in
As with many of the early 5th Edition hardcover a long-term campaign. Be aware of how the themes
adventures, Out of the Abyss offers quickstarting change throughout the campaign and make sure
options that are, in reality, quite deadly to such that the players are comfortable with that change.
early level characters (usually 1st and 2nd). In The Underdark brings much darker aspects of
this guide the adventures are adapted so that the plot to the game, which might be an exciting
the first ends at around 4th Level, a much more opportunity, but one that might not be for all at
manageable starting point for the Underdark as that moment. This guide organizes the transition
it is presented. Subsequent level adjustments are between the adventures and the chapters in them
necessary as the plot is scrambled in a new order so that there is a buffer zone (both in terms of
so that the scaling continues to work as intended time and space) between them and the themes can
and gaps or superpositions are sorted out. adapt more easily, organically transitioning to the
heavy plot that encompasses Out of the Abyss.

INTRODUCTION 3
SCOPE AND DURATION can be run as written, but focus on the quests
directly related to the Black Spider.
This guide changes things on both adventures, Chapter 4: Wave Echo Cave. This chapter can
which means that scope and duration of both are be run as written.
changed.
Regarding Lost Mine of Phandelver, one can New Chapter
expect a slightly shorter adventure that focuses Chapter 1: The Northern March. This chapter
on the actions of Nezznar, the Black Spider, a expands on the physical transition between the
pivotal character for the bridge. Expect the starter Sword Mountains to Mithral Hall, and then to the
adventure to have at least one less session and the Underdark.
characters to finish it at between 3rd and 4th Level
rather than almost at 5th as it is commonly the Out of the Abyss
case. The buffer zone means that the characters Chapter 2: Into Darkness. This chapter serves
will spend a lot of time between defeating Nezznar as a quick introduction to the Underdark and its
and arriving at the Underdark and we don’t want environments, and will serve as reference many
them to level up too much in the meantime. times.
The journey from Phandalin to Mithral Hall Chapter 6: Blingdenstone. This chapter
can be summarized in one session with a lot of can be run as-written, with the plot changes
descriptions and roleplay as it would be the case desccribed in this supplement. Encounter
in many low-level adventures, or it can be actually difficulty might be balanced downwards for the
played through as a true journey in which case party’s level.
three to four sessions might be a good maximum Chapter 15: The City of Spiders. This chapter
(long journeys can be a challenge to maintain takes the characters into a premature incursion
interesting without diverging the plot). In this into the drow capital, which will show them the
document you can find information and material myriad of threats lurking in these tunnels and the
for both. Choose according to your gaming group’s urgency with which they must act. They will return
particular style and to the amount of gaming hours here later. Encounter difficulty might be balanced
you would like to develop on the surface before downwards for the party’s level.
delving underground. Chapter 1: Prisoners of the Drow. This
After exploring Mithral Hall, which on itself chapter explores the party’s capture by the drow
should take less than a session, the characters and their experience in Velkynvelve as written.
are ready to delve into the Underdark. After a Encounter difficulty should be balanced upwards
brief journey, which is also not supposed to last for the party’s level.
more than a session, they arrive at the region Chapter 3: The Darklake. This chapter can
surrounding Blingdenstone and the revised version be run as written. Encounter difficulty should be
of Out of the Abyss starts. balanced upwards for the party’s level.
In the Underdark proper you will find that Chapter 4: Gracklstugh. This chapter can be
timetables tend to continue the same as written, run as written. Encounter difficulty should be
with the exception of the addition of a trip to balanced upwards for the party’s level.
Menzoberranzan after Blingdenstone and before Chapter 5: Neverlight Grove. This chapter can
the capture by the drow, which can take, on be run as written. Encounter difficulty should be
average, from 2 to 5 sessions to play out. balenced upwards for the party’s level.
If you follow this guide and its supplementary Chapter 7: Escape from the Underdark.
content, expect some parts of the aventure, This chapter can be run as written. Encounter
such as the Chapters regarding Mantol Derith, difficulty should be balanced upwards for the
Menzoberranzan, and the return to the surface party’s level.
world to take longer, but also the journeying the Chapter 8: Audience in Gauntlgrym.
Underdark parts on the first and second half of the This chapter can be run as written, although
adventure to be significantly shorter. the location may be changed for Mithral Hall.
Encounter difficulty should be balanced upwards
for the party’s level.
Chapter 9: Mantol-Derith. This chapter can
ADVENTURE OVERVIEW be run as written, but alterations as suggested.
Encounter difficulty should be balanced upwards
This adventure mashup connects the storylines for the party’s level.
in the following manner: Chapter 10: Descent into the Depths,
Chapter 11: Gravenhollow, Chapter 12:
Lost Mine of Phandelver The Tower of Vengeance, Chapter 13: The
Chapter 1: Goblin Arrows. This chapter can Wormwrithings, Chapter 14: The Labyrinth,
be run as written. Chapter 16: The Fetid Wedding, and Chapter
Chapter 2: Phandalin. This chapter can be 17: Against the Demon Lords. These chapters
run as written, although you should be careful not can be run as written, with alterations regarding
the let the party explore all side-quests. only the cohesion of narrative and overall plot
Chapter 3: The Spider’s Web. This chapter preferences or interactions by the party.

4 INTRODUCTION
ADVENTURE FLOWCHART

INTRODUCTION 5
CHAPTER 1: DROW IN PHANDALIN
During most of Lost Mine of Phandelver the party is NEZZNAR OF HOUSE VANDREE
interfacing in a way or another with the main villain:
Nezznar, the Black Spider. a drow mage searching Taking advantage of the unspecified origin
for the Forge of Spells through unscrupulous means. of Nezznar, this guide proposes House Vandree
This is the vital link between the starter adventure of Menzoberranzan as the Black Spider’s family.
and Out of the Abyss: through a decisive delve into Currently known as the Eighth House, the
drow lore that puts the Black Spider on the tail Vandrees have experienced a quick rise to power
end of a more intricate political hierarchy, the party in the last half century due to cunning alliances
acquires a lead that hints at some dark dealings and treaties, as well as commercial endeavors.
from the drow in Menzoberranzan. Right now the main branch of the family, the one
who helmed these successful machinations, was
allowed a seat on the Ruling Council of Eight,
WEAVING THREADS TOGETHER currently held by Matron Mother Fiirnel’ther
Vandree.
To guarantee the transition runs smoothly, it The sheer amount of wealth and influence
is very advisable to foreshadow the next adventure necessary to be at the Council has rippled
throughout the whole House, and even lower
by dropping hints (and even plot hooks) of what’s
branches, such as the one Nezznar is a part of, are
to come. In this section many suggestions are
now noteworthy. So called “Black Vandree” due to
made on how to do so, highlighting the differences
the color of their banner, this low noble branch is
between the written material and this new version.
ruled by Fiirnel’ther’s younger sister and Nezznar’s
mother: Chal’irith, a smart, but lackluster figure
DWARVISH ENTERPRISE within the House’s context.
First and foremost a retcon on the Rockseeker The Black Spider was allowed to attend Sorcere,
brothers should be put in place: while on the where he was able to develop arcane abilities, but
never really displayed much untapped potential.
original adventure they are independent agents
Growing up amidst successful figures such as his
working from Neverwinter (mainly), the version
aunt and his cousins, Nezznar inevitably developed
proposed in this guide assumes that they are
insecurities that led him to despise the City of
actually naturals from Mithral Hall, one of the
Spiders and propelled him to engage on frequent
northern dwarf strongholds.
excursions, especially ones that sought artifacts of
Their expedition is being funded by an
arcane power or relics from the ancient past.
organization called Chamber of the Ancient
Although Chal’irith continues to call these
Hearth, an important institution which gathers
adventures “feeble treasure hunts”, she finances
counselors from the government of Mithral
them in hopes that eventually her son will find
Hall, sages, merchants, nobles, craftspeople, something of value that could elevate the Black
and warriors to award funding to explorations Vandrees within the House’s ranks.
programs with the aim to uncover pieces of The exploits and machinations seen in Lost
dwarven past throughout the North. Mine of Phandelver were the last and most
The Rockseeker brothers are initially elaborate ones in a series of failed attempts in
reluctant to disclose this information as the many locations throughout the North (both in the
Chamber is a very discreet organization and its Surface and in the Underdark). As the characters
funded expeditions should be a secret until the explore Phandalin and unravel this plot, the Black
authenticity of the sites and relics are guaranteed Spider is in communication with his mother and
and officials can claim the site and protect it. the news that Nezznar was finally able to find
During the course of Lost Mine of Phandelver, you something is surprising.
might foreshadow the Chamber’s existence by Chal’irith’s last letter to her son can be found
making the dwarf brothers worried about money on the table that Nezznar used as his “study”
and about other people knowing about Wave on Dumathoin’s Temple (Area 19 of Wave Echo
Echo Cave. As the party helps the dwarves to Cave - p.49 LMOP), and its contents can be found
reclaim the mine, they will be increasingly more here and on the Appendix. Beware that his letter
comfortable and might be honest with them if the is fundamental for the link between Lost Mine
opportunity arises. If that does not happen during of Phandelver and Out of the Abyss, so make
the adventure, another good opportunity is the sure that the party finds it and that they can
uncovering of a suspicious letter from the Black decipher what it means. The letter is written in
Spider’s table, and in the last case if the brothers Elvish, although the written form definitely hints
keep the secret as long as they can, the party at a specific Underdark dialect, and some of the
should discover on its way to, or at Mithral Hall, contents reference dwarvish culture so if the party
where the Rockseekers are inevitably reporting to is not well versed on that topic they might be
the Chamber. helped by the Rockseeker brothers or sages they
might know.

6 CHAPTER 1: DROW IN PHANDALIN


Chal’irith’s letter is filled with such a barrage REACHING FOR THE SURFACE
of information, names, and references that an
untrained reader will rightfully be stunned. Bear in It should be clear that the drow of
mind that if your players are newcomers, they will Menzoberranzan are cunning and plotting, that
need some time and external help to understand they are on the move with machinations of all
what pieces of information they need to grasp types. This letter in particular highlights the fact
now and what should be left hanging for later in that House Vandree has some knowledge about
the adventure. Previous handouts in Lost Mine of Nezznar’s plan with the Forge of Spells, a powerful
Phandelver already gave them an idea, but this site to find, and perhaps produce, magic items;
letter serves the purpose of initiating the process and that Menzoberranzan is working on a large
of leveling up gameplay, foreshadowing a whole plan to conquer something big.
other type of adventure that is coming in the next Nezznar’s adventure on Phandelver should
sessions. already be clear to the party, his motives and
The letter is written by someone completely lackeys were explored during the previous
immersed in the political games of sessions. Unless the doppelgangers were able
Menzoberranzan, and its recipient is expected to to flee, few loose ends remain. The letter from
understand some of the references contained in the City of Spiders makes it clear, however, that
the text. Let’s analyze what is being foreshadowed more people might have an idea of what the Forge
in this letter:

“Landscape with a Foundry” (c1540),


by Herri met de Bles
allegedly is and the general area where to find it.
This should make the Rockseeker brothers a little VANGUARD ON MITHRAL HALL
anxious, and would propel them to find aid to
protect the cave against future incursions. They The New Vanguard is a reference to the last
have some allies on the surface, but the need to great drow military campaign against Mithral Hall,
protect the mine relates directly to the Chamber which happened several decades ago and meant
of the Ancient Hearth’s funding and so, as soon not only a great number of assaults and battles,
as the mine is somehow cleaned, the brothers but also a rearrangement of the Underdark.
will quickly dispatch one of them to Mithral Hall. During this war Menzoberranzan had the objective
Hopefully the characters will take on the chance to of expanding its territorial claim in the Underdark
accompany the dwarf as means of protection and and on the Surface and so the City of Spider’s
also in search of adventure as this is half of the army launched attacks on many of its neighbors
reason why the campaign moves north. such as settlements around the Dark Dominion,
The second half of the adventure bridge relies some at the shore of the Darklake, and most
on the fact that the drow of Menzoberranzan are notoriously Blingdenstone.
setting up something called “New Vanguard”. If The relationship between the deep gnomes and
there are particularly knowledgeable characters in Mithrall Hall meant that the dwarves were quickly
your party they can attempt a DC15 Intelligence dragged into the fray to protect their allies, as a
(History) check to ascertain that this is a reference way to also protect themselves since the gnomish
to the last great drow military campaign. If the settlement sits on the frontier between the Hall’s
result is not achieved, or for more details, the sphere of influence and the City of Spiders’. The
Rockseeker brothers are sure to know about that drow force was, unfortunately, greater and after
and will immediately show signs of worry. The some attacks and even a siege, Blingdenstone
existence of a new plan to attack Mithral Hall is was evacuated after millenia of uninterrupted
worrying, so the Rockseeker brothers will feel the existence.
need to report back to the stronghold as soon as The exile of the deep gnomes on Mithral Hall
possible, possibly dragging the party with them for changed some dynamics in the city and altered
protection and as trusted witness. their culture greatly, but it did not put an end to
The descriptions of what happens at Mithral the war. The drow were adamant to continue to
Hall can be found ahead on Chapter 2, while expand their domain for as long as they could,
the true drow machinations can be glimpsed especially seeing that the dwarven forces were not
on Chapter 3 and will be further explained in as organized as they once were. They continued
the upcoming Rhodarin Press title: Spies in to push upwards, reaching the lower sections of
Menzoberranzan. Mithral Hall, trying to conquer the stronghold and
guarantee their access to the Surface, for whatever
imperialist reasons they could think at the time.
TREASON UNCOVERED
Through hard fought battles and the loss of
In the letter Chal’irith exposes a treason which many soldiers, however, Mithrall Hall was able to
can be assumed to have occurred by the hands of fend of the invaders and survive long enough so
that the Vanguard lost its original force (partly
a dwarf from Mithral Hall called “Silverworth”. The
attributed to the element of surprise and the
characters are very unlikely to have heard about
advantages of the Underdark), which eventually
that, but the Rockseeker brothers know that’s a led to internal conflicts typical of Menzoberranyr
family which made a fortune as merchants of iron politics. As the years went by, the dwarves were
ore in Mithral Hall a few decades ago. They can’t be able to slowly but surely reclaim their tunnels
sure yet, but as they can probably guess someone and within 5 years the drow were back at the
from that family has been trading information with Dark Dominion once more. Many more years were
the drow. necessary to rebuild what was lost in Mithral Hall,
Depending on the level of comfort the brothers the Upperdark, and especially Blingdenstone,
have with the party they might brainstorm together where the deep gnomes are still recovering from
and arrive to the conclusion that this traitor the trauma. The scars still run deep in the spirits
might be the way Nezznar knew about the Forge of of those who were part of the conflict and the
consequences of the war can still be felt by the
Spells which immediately worries the Rockseekers,
dwarves, gnomes, and drow.
because it means that this person had access
to the dealings of the Chamber of the Ancient
Hearth and, thus, probably knows about the other
expeditions currently funded by the organization.
converse with the Chamber, as described on
Treason is an uncommon felony in Mithral Hall,
Chapter 2, and investigations will begin. The fate of
and thus when it happens is usually regarded
the traitor might not come up in the adventure for
quite badly as it is far apart from the core of
a while, but there will be an opportunity for that
dwarven culture. If the group arrives at that
when the characters come to Velkynvelve.
conclusion they might have one more reason to go
to Mithral Hall. Arriving there they will certainly
CHAPTER 1: DROW IN PHANDALIN 9
THE GAME OF CHESS
As she writes a letter to her son, Chal’irith makes
it clear that she wishes to see her son back in
Menzoberranzan as his exploits might have proved “The Woman with
successful this time, but he stills need to prove the Spider’s Web” (1803),
it and his family needs him more than ever. She by Caspar David Friedrich
sees the opportunity of the New Vanguard and the
recent findings as a way to raise her branch on the
house’s rankings.
The new acquisition of a great mining complex
by her nephew, means that the house’s main
branch, the “Purple Vandree” continues to prosper
beneath the Matron Mother, while hers struggles
to maintain itself. She implies not so subtly that
she supports her sister on the military campaign,
but that Nezznar’s actions might help her achieve
a level of security that allows her to strike
Fiirnel’ther on the first misstep when the New
Vanguard launches.
This game of politics foreshadows the
complex web of drow society that the characters
will immerge into in a few sessions during the
reworked version of Out of the Abyss’ Chapter 15.
Eventually, if your gaming group enjoys that kind
of political intrigue and scheming, they might find
more information about it and exploit it to thwart
Menzoberranzan’s plans.

EIGHT EYES TOWARDS US


In short: the party should notice that although
they have successfully foiled Nezznar’s plan, other
machinations appear to be in motion thanks to his
family and home city government. The leads given
by the letter should already indicate that other
threats are growing in the horizon, especially for
the people of Mithral Hall. The Rockseeker brothers
immediately begin to worry about what that could
mean and decide that one of them should return to
the dwarven stronghold soon.
Of course there is still work to be done in
Wave Echo Cave, so during the following week the
brothers will be firmly dedicated and focused on
cleaning the mine, surveying the relics and raw
materials, dealing with lurking threats, and making
the assessment necessary for the report. The
Rockseekers’ agreement with the party should still
be in place and so their help might speed up the
process.
After this week of relatively light work, with trips
back to Phandalin and some downtime, Nundro
stays at the mine, managing the small crew of
miners that they could assemble from the town
while Gundren departs to Mithral Hall. As good-
hearted, adventure-seeking heroes, the characters
should be good companions for the dwarf, who
needs some protection and assures that there’s
always gold and glory to be found up north.

10 CHAPTER 1: DROW IN PHANDALIN


CHAPTER 2: NORTHERN MARCH
As the characters depart from the quaint village primer and description for each of the main areas
of Phandalin they also bid farewell to the starter in this journey; bear in mind, however, that not all
adventure Lost Mine of Phandelver. They have gaming groups will enjoy a long reconstruction of
learned a lot about the plot line, the world around the whole path from Phandalin to Mitrall Hall. You
them, and the gameplay itself of course. The path can use some descriptive text that summarize less
ahead of them is a long journey that takes them important travel days where not much happens,
from the hinterland around Neverwinter, through mixing it with random encounters (hopefully combat,
the Savage Frontier, reaching the mountains on roleplay, and exploration), and giving more space
northern Luruar. to what your group values most, which might be
The journey, which should be easier considering combat scenarios, larger towns with roleplaying
that the Rockseekers will provide horses bought opportunities, or even the exploration of ruins.
in Phandalin for each party member, should take If you think your gaming group will benefit from
around 15 days thanks to Gundren’s keen eye immediately jumping from the Sword Coast to
and extensive knowledge about the path to his Luruar, read the following text:
hometown. Each section of this chapter includes a

“The Battle Between Arnault de Lorraine


and His Wife Lydia” (1472),
by Loyset Liédet and Pol Fruit

CHAPTER - 11
The Triboar Trail lazily climbs through the You pass six days on the less traveled road,
rolling hills that mark the periphery of the Sword very close to the swamplands of the Evermoors.
Mountains. After only a couple days of march you Sometimes the path gets tangled in the pools of
stop seeing the ridge in the horizon and, murky water and revolving roots, but eventually it
unpreoccupied with goblins, bugbears, or the fate rises again to firmer ground. In one instance you
of the Rockseeker brothers, you advance into a find the ruins of a tower, leaning over the marsh. As
sea of grassy hills. you explore for forgotten riches or shelter, you are
Soon you arrive in Triboar itself, a trading attacked by a group of strange insect-like creatures
village that is a hub for merchants going up and that you later recognize as meenlocks. After slaying
down the dusty roads in the otherwise solitary these creatures, you eventually find some treasure
lands of the Savage Frontier. Caravans from the hidden in a rotting chest.
south bring some life to the village, enough to The trail finishes at Nesmé, a city you avoid
bring some rumors at the cozy Triboar Arms inn. since rumors in Yartar talked about it being
Your hear about the great Festival of the Seven dominated by the Many-Arrows. Although eager for
Coins, soon to be commencing on the nearby town the comfort of an inn or tavern on the inside of the
of Longsaddle; about the exile of Lord Neverember reinforced wooden walls, the clear militaristic nature
from Waterdeep and the appointment of Laeral of the settlement makes for an unwelcoming sight.
Silverhand as Open Lord; and even a lonely bard From that point onwards Gundren leads you
which claims to have come from a land beyond the through a series of backroads that, at least for you,
Spine of the World where the sun hasn’t breached seem to lead nowhere, but which he assures are
the horizon for the past month. leading directly to the stronghold. The trek through
After some time in town to resupply and the Frost Hills is a nice change of setting after the
exchange horses in the highly active ranches of somewhat stagnant and murky swamps, as you
Triboar you continue through the Evermoor Way, a are quickly brought to higher ground where the
well kept and busy road descending the Dessarin rural atmosphere intermingles with pine forests and
Valley. On the path you find a small hamlet where incredible valley vistas.
you stop for some rest, but are surprised by the The few villages you see in this part of the
action of thieves. Hopefully, your might and wit journey reminds you of the lone reaches of the
was enough to fend the bandits away and grant Sword Mountains, and not the great stories that
you some grace with the villagers. Gundren has been talking about in the last weeks.
The forested riverbanks halt when you How could a stronghold that large and impressive
approach the walled city of Yartar, a bustling burg be located in such isolation? On the fifteenth day of
much larger than Triboar. Here merchants are the journey you find yourselves in a valley at the foot
main force, shops, stalls, and caravans fill every of a great snowy mountain. The dwarf can’t contain
street, all under the protection of the Waterbaron his excitement as he proclaims you have arrived on
and the Lord’s Alliance, whose banner can be Forthpeak, the place where the river Surbin surfaces
seen on many buildings and fortifications. You and where the shield dwarves have built their
spend your time in Yartar at the One Foot in the greatest stronghold.
Boat, a crude, but notorious inn which is preferred As you ascend the mountain trail that is
by merchants and adventurers alike for its cleverly hidden on the rock slopes of the mountain,
affordability. only being able to do so by following Gundren’s
The nature of the inn is made clear on the unnatural, or rather incredibly natural, pace; you
first night, when a fight erupts in the main hall begin to discern some sections of the rock which are
between a bruly-looking woman and a middle- not natural, but rather worked on by masterfully
aged male halfling, who swears he did not steal skilled hands. More or less on the middle point
anything from her while she chucks him into the of the mountain you arrive at a cut-stone plateau
wall. Eventually the barkeep intervenes and they before a large stone gate engraved with geometric
find that indeed the halfling had taken a crude shapes depicting scenes of dwarven mythology.
silver medallion from the woman’s pack. As you approach, Gundren says that the might of
In the following day the city’s early risen the dwarves would be enough to lure the greatest
merchants awaken you to the next day of journey, dragons to pass through this marvelous gates, but
where you leave the burg behind with its fume that this would be the last thing the drakes would
lines ascending from the countless chimneys. see before finding their ends inside the stronghold.
The path ahead is the Surbin Trail, a shortcut When the party approaches the gate, a
Gundren confirms to be the best way to reach sourceless voice echoes throughout the small
the northern dwarven strongholds through the plateau, saying in Common: ‘Who are ye strangers
western border of the Evermoors rather than who approach the Surbin Gate?
cutting through them.

12 CHAPTER 2 - NORTHERN MARCH


THE SWORD MOUNTAINS will ambush them while they advance
through a narrow pass on the rugged
The first part of the journey starts at surroundings of the Tor. The loud ogre
Phandalin and takes four days, finishing in Gog arrives two rounds early so as to
Triboar. The Triboar Trail carves its way between not compromise the element of surprise.
the Neverwinter Wood to the north and the This might be an end to the quest the
Sword Mountains to the south. In this section party had acquired during their stay in
the characters might find and explore locations Phandalin and will definitely make the
that are present in Lost Mine of Phandelver and region safer. (More information - p.18,35
weren’t previously explored, as well as engage with LMOP)
encounters from that adventure. Here you can find
a table with encounters, storylines, and prompts
The owlbear from Cragmaw Castle
for your party to follow or to inspire you in your
crosses the path of the party. If they freed
own list.
the beast previously, it recognizes them
6
and leaves the area without aggression.
d6 Encounter
If they didn’t liberate it, or even saw it, it
attacks. (More information - p.40 LMOP)
The party passes by a group of miners
from Mirabar, bringing their tools and
hands to Phandalin after having heard
about the mining activity sprouting there.
THE SAVAGE FRONTIER
1
They can all sit down to have a chat and The second part of the journey starts at Triboar
maybe Gundren will assess their morale and takes three days, finishing in Yartar. The
and suggest they look for his brother Evermoor Way descends the Dessarin Valley. In
Nundro there. this section the characters shall notice that this
region is pretty rural, but dotted with extremely
While camping on the outer rim of the lively towns devoted to trade. From that point
Neverwinter Wood, a character guarding onward you can find more information and some
the encampment late at night hears additional details extracted and expanded from
a low murmur that chills their spine. Storm King’s Thunder.
If they investigate they arrive at the
ruins of Agatha’s Lair, near Conyberry. d6 Encounter
2
If it happens, you can expand Agatha’s
knowledge to things that are going to On the grassy hills of the Savage Frontier
happen further in the campaign and make a group of beautiful wild horses can be
the Persuasion check as easy or as hard 1 seen galloping in the distance and a sense
as you would like. (More information - p.28 of wanderlust feels the adventurers’
LMOP) spirits.

As the party camps on the outer rim of A caravan of merchants going to Yartar
the Neverwinter Wood they hear the welcomes the party to stay with them
3 howling of a wolf and later are surprised 2
for added protection and some chatting
by a pack of four wolves encircling their during the following days.
encampment.
At the edge of the Dessarin Valley the
Following a trail of small pebble cairns the party stumbles upon an interesting rocky
party gets off the beaten path and arrives ridge overlooking the valley. As they
at a hill where a large oval stone inscribed explore the ruins within they find an
with faint runes stands. Touching 3 unusually large, but empty nest with some
the stone, a character with a Passive forgotten coins and other shiny items.
4
Perception of 12 or higher notices that As they investigate they are attacked
it appears to vibrate slightly. The Giant by the griffon who made the nest. (More
runes describe a rockslide and the death information - p.81 SKT)
of an important warrior, but there is not
much else to be found here.
In the Dessarin Valley the party finds crude
lodging in the hamlet of Vendelthrop, but
On their way east the party passes they notice the people seem awfully quiet
through Wyvern Tor and might have an and always on edge. After a while they notice
opportunity to deal with the band of 4 some people in the shadows appear to carry
5 weapons that denote something more than
plunderers led by Brughor Axe-Biter. simpletons. They are a band of bandits that
If the characters are not particularly keep the villagers hostage as a way to attract
perceptive the orcs from the Many Arrows travelers to be robbed. How will the party
face that situation
CHAPTER 2 - NORTHERN MARCH 13
As the party peruse one of the several As the trail gets tangled between pools
market squares of Yartar they see a of murky water and revolving roots, the
5 merchant asking for help as his wife has party sees the outline of a stone tower on
fallen into a canal and is being taken by the Evermoors’ hazy morning. The swamp
the current. (More information - p.114 SKT) seems to be reclaiming the stones and
wood of the leaning structure, which can
During their stay at the Yartaran inn be explored by the characters. Inside
called One Foot in the Boat, a bruly- 4 they find remnants of what appears to be
looking woman accuses a middle-aged a wizard or alchemist’s study, filled with
male halfling of stealing from her. They jars used in experiments. The flora inside
6 seem to be strangely lively and colorful
get into a fist fight in the middle of the
main chamber, which ignites the crowd of and notes inside seem to relate to the
clients in joyful laughter and even betting. Feywild. As they explore and even get
What do the characters do? some good treasure, they are attacked by
three meenlock.

THE EVERMOORS The entangled bushes beside the road


hide remnants of an old cemetery.
The third part of the journey starts at Yantar The gravestones are so old that the
5
and takes six days, finishing in Nesmé. The Surbin inscriptions cannot be clearly read, but
Trail runs on the western border of the Evermoors. symbols of Helm still remain etched in the
In this section the characters are entering the stone.
somewhat empty surroundings of the marshes,
which are naturally more dangerous and where The party sees a band of Many Arrow
forgotten pieces of adventure can be found. orcs (five thugs) returning to Nesmé after
a hunting day in the nearby hills. Who
d6 Encounter spots who first? Do the characters hide
6 and let them pass? Or do they engage
As the characters enter the Surbin Trail in an encounter that could quickly turn
they see a group of Yartaran soldiers into a combat? Once two orcs perish, the
riding on horseback running towards remaining ones flee immediately, trying to
north. If they engage they might follow get to Nesmé for reinforcements.
them up to a garrison called Gunther’s
Peak where they find the remnants of a
1
recent Many Arrows attack. The soldiers THE FROST HILLS
might ask them to help cleaning and
maybe tracking the orcs’ encampment a The fourth part of the journey starts at Nesmé
few miles from the garrison. If the party and takes two days, finishing in Mithral Hall. The
does not immediately follow, they might sequence of backroads ascends the challenging
find the garrison later in the day anyway. topography passing through some villages but
eventually leading to Fourthpeak. In this section
A taciturn shrouded figure crosses the the characters are entering a truly remote region.
party’s path, but as they approach the
figure opens up a bright smile and loses
the stern silhouette. Beneath the cloak A shield swarf from Mithral Hall crosses
the party sees a young boy, no more than the party’s path. He is not an acquaintance
19 years old, with a bright smile and eyes of Gundren, but they enjoy a small chat
2 about their people and their home
glistening with the prospect of adventure.
He says that his father is calling him to stronghold. Ruvdar, as he is called,
1
Everlund, where he will be trained as a shares some news and explains he is a
knight. The boy might make the party messenger employed to carry a letter to a
company for a night or so, but will soon representative in Yantar, so the characters
leave to his glorious destiny. can share some insight into the Surbin
Road’s situation.
In the marshlands the party is surprised
A majestic elk passes about a thousand
3 by a giant crocodile who springs out of
feet from the party on a mountainous
the grass to attack them.
2 plateau. If the characters engage the
territorial beast defends itself, if not it
continues to roam.

14 CHAPTER 2 - NORTHERN MARCH


Gundren stops for a moment during
the day to say some prayers near a
menhir placed on a cliff. He says that
the monument is a tribute to the shield “The Marsh” (c1888),
3 by Anton Mauve
dwarves that left the hills to discover
the world and never came back. It is a
tradition to do a prayer every time one is
allowed to come back to the strongholds.

A group of Sky Pony Uthgardt barbarians


ambush the party, but do not attack first.
They ask for tribute to grant passage. If
4 the characters deny, then combat ensues
against the Uthgardt barbarian leader,
two thugs, and two scouts. They flee if the
leader dies or half the band is slain.

While the characters are traversing a


mountain trail they hear an unsettling
screech when a wyvern descends from
5
the peaks to attack them. The beast flies
away if overpowered by the band.

The remains of an encampment left


behind in a hurry points to something
gone wrong. There are small amounts of
riches to be found within, but no signs
6
of struggle. The two humanoids that
appeared to be in this camp left tracks
into the woods, but quickly disappeared
30 feet into the pine treeline.

MITHRAL HALL
Stronghold of strongholds, ancestral home of
the famous Battlehammer clan, the great Mithral
Hall is known to be one of the greatest and most
secure dwarven cities in Faerûn. Mostly inhabited
by shield dwarves, some of which are part of clans
that can trace their ancestry for centuries and
centuries on end, to the very earliest dwarves in
the realm, this stronghold has passed through
periods of peace and prosperity, as well as times of
war and distrust. Even after the third abdication
of King Bruenor Battlehammer (who is now king
of the ancient stronghold of Gauntlgrym), the new
Queen Dagnabbet Waybeard is able to maintain
the relative stability that has marked the last half
century of the stronghold’s history.
Nowadays, the isolation of the Hall has
been broken as treaties with the Lords’ Alliance
strengthened ties between the realms and
enhanced cultural, mercantile, and military
cooperation for the city. Mithral Hall is also allied
with other dwarven strongholds, which now
share a mutual understanding of the necessity of
cooperation to deal with threats that range from
Uthgardt, Many Arrows, dragons from the Spine,
and even the drow.
The unfortunate proximity of Mithral Hall to
the great drow metropolis of Menzoberranzan has
made for a historical nemesis that lasts centuries Surbin Gate
on end without a clear conclusion. As the dwarves
dig downwards and the drow dig upwards, This is one of the entrances of Mithral Hall
countless encounters, battles, and even wars have and the first place where the party engages with
ensued, some which have continued for decades the locals. Gundren takes the lead speaking in
straining both cultures to a point of exhaustion. Dwarvish but there’s some guards who speak
After the War of the Vanguard about half a Common if the characters want to join the chat. As
century ago (reference the Vanguard on Mithral the party advances, not through the heavy granite
Hall sidebar), both settlements are cautious in doors but rather through a carved side passage
starting conflicts in the lands of the Underdark, only about 10 feet tall, they begin to traverse the
afraid to spark a new fully fledged war without tunnels of the Hall.
fully recovering from the last one first. Opening As they pass through the first line of defensive
to the Surface world, however, the Hall has been structures they finally begin to see dwarves in
quickly not only recovering, but also expanding metal armor, wielding heavy weapons, but greeting
and diversifying, which is catching the attention of the newcomers with some warmth. As they find
the City of Spiders. themselves in a sort of courtyard behind the gate,
In this great stronghold the party can find most read:
things available in the cities of the Coast, albeit
sometimes in a slightly different shape or style.
As Gundren engages in a casual chat with one
Inserted in a, up to this point, relatively isolated
of the guards in the middle of this large cavern
dwarven community, most characters are sure to
you hear hurried, heavy footsteps echoing through
be amazed by how different from the Surface world
a passage. Suddenly, emerging from a doorway,
the Hall still is.
you see a tall dwarven woman with pale skin
and fiery red beard and spiked hairstyle, clad
STAYING ON TASK? in a heavy scaled shirt and carrying a large
battlehammer. Her powerful voice announces a
The party is here on a mission: to help and
greeting in Dwarvish which you later discover
protect Gundren Rockseeker as he reports back means:’’Rockseeker, your sunburn does not lie: it
to his patrons from the Chamber of the Ancient was time to come back home.’ before she goes for
Hearth; but in the Hall there is no need to worry a hug with Gundren.
about the dwarf’s safety, so they are allowed to The duo happily chats for a while before
roam freely if they wish. The Chamber needs some Gundren introduces her as Vaelia Irontomb, an
time to assemble the board of speakers to listen to old friend who, to his surprise, has been made
Gundren’s report, so they have about a day in the Warden of the Surbin Gate in his absence from
Hall to explore and be marveled by the dwarven the stronghold. Her warm presence appears to fill
craftsmanship and society. Gundren with energy, and as you depart deeper
into the mountain he quickly assures that all
After the talk with the Chamber, however, they
of you will meet her tonight at a tavern, so that
notice that their time in the Hall might not be the you can tell the tales of your adventures on the
longest one. They are tasked with another mission, surface.
one that includes a descent into the Underdark
for more information, which is factually where Out
of the Abyss begins. Don’t shy away, however, of Vaelia and Gundren, as he can explain, have
letting the party enjoy some downtime in the Hall, been friends since childhood. She has always been
they have traveled a lot since Phandalin and this is the active, sporty type so it was not a surprise when
perhaps one of the last chances they will get to truly she decided to enter the city guard. Warmth and
rest. kindness are part of the Irontomb family ideals and
Allowing them to meet the people of Mithral she faithfully honors that. Their families have been
Hall, Gundren’s connection and culture, will surely very close for a century now, and Vaelia even had a
help them actually invest themselves in the quest fling with Nundro, but nothing came out of it and
ahead, as the protection of this stronghold relies on now they are all good friends.
their bravery and willpower in the Underdark in the As a figure of some importance in the city guard,
Vaelia listens to many rumors and is always in the
weeks that will follow.
lookout for information, especially regarding the
safety of Mithral Hall. She can surely talk more
GREAT HALLS about it when they find her in The Bottomless Well,
a traditional tavern that Vaelia and the Rockseekers
A number of natural caverns and grandiose
used to frequent in their youth. More information on
sculpted chambers outside the stronghold’s main
the Undercity’s Fifth Circle section.
core at the Undercity are collectively known as Great
As the characters leave the Surbin Gate they will
Halls. Some of them serve practical reasons (such as
soon find themselves in Garumn’s Gorge.
treasury or defensive mechanism) while others serve
a ceremonial or religious role (such as the reception
of foreign dignitaries).

16 CHAPTER 2 - NORTHERN MARCH


“Bernese Alps” (1785),
by Johann Ludwig Aberli

Garumn’s Gorge Some guards can be found here, but the area
is not really of interest in the city’s day-to-day life.
This great hall would be the first the party sees Some activity can be found in the lower levels of
after entering through the Surbin Gate. Here they the chasm, where the waterfall known as Bruenor
can once again marvel at dwarven craftsmanship Falls creates a small subterranean lake that is
and get to know some pieces of lore. As they the source to the Surbin river. Dwarves can be
traverse the bridge, read: seen using the pond as well as others maintaining
the aqueduct that takes some of the water to the
Undercity. The river passage is well guarded to
After only a couple minutes walking, you
impede invaders, but other passages lead down to
see yourself standing on a stone bridge that
the Deepest Mines.
spans across a very deep chasm, illuminated by
a multitude of torches in cut stone fixings that
merge with the geometric sculpted reliefs that Hall of Dumathoin
resemble the fragments you remember from Wave
This great hall is the city’s main vault and
Echo Cave. As you marvel on the vertiginous
arsenal. Actually composed of an assortment of
thousand feet drop below, Gundren warns you
interconnected caverns, chambers, and niches; the
‘Beware companions, the last person to fall from
clergy of Dumathoin is responsible for managing
the bridge of Garumn’s Gorge was the legendary
and protecting this “secret under the mountain”.
king Bruenor Battlehammer, and his fall was only
cushioned by Shimmergloom, the dragon he was Apart from important dignitaries invited and
slaying.’ with a lively laughter at the end trusted by the monarch of the Hall, foreigners are
not allowed inside, and even locals should have

CHAPTER 2 - NORTHERN MARCH 17


very important reasons to be admitted inside. and highly protected tunnels lead into the King’s
As the characters pass through the imposing Hearth, equivalent to the city’s palace or castle,
stone gates of this complex, Gundren might be and where Queen Dagnabbet Waybeard currently
able to tell some things about it, but not even he resides. Beyond the sets of stone doors in this hall
is completely sure of what truly lies beyond those and the neighboring ones, you can find the rest of
doors. the Halls of Gathering, which are used in specific
Great Sage Ulmather Sitarsson has been the occasions either for foreigners or for local events.
high priest of Dumathoin for more than a century. Many important places, which are currently out of
The ancient dwarf is one of the oldest people limits to the characters, might become available in
in the Hall, and one of the wisest. Both for his the second half of the campaign when they return
position and for his age he is a member of the Oval to the stronghold as respected heroes, but think
Chamber. delicately if and how the party is admitted into this
Many important places, which are currently out place.
of limits to the characters, might become available
in the second half of the campaign when they Oval Chamber
return to the stronghold as respected heroes, but
think delicately if and how the party is admitted This small, but extremely important chamber
into this place. lies on the other side of Undercity, halfway to the
Maze, behind a complex set of ceremonial, but
Halls of Gathering also defensive, barriers called Ten Doors. This is
regarded as the “heart” of Fourthpeak and thus it
This succession of great halls is the city’s serves a very important part in the collective image
main reception chambers and assembly place. of the stronghold. Here the monarch of Mithral
Various uses permeate the vaulted ceilings of these Hall assembles his counselors frequently to ponder
caverns, such as the ceremonial throne room, on relevant questions and make decisions. The
feasthall, religious area, reliquary, rallying space, characters are unlikely to even come close to this
and daily as monumental passage for locals going area, but might hear about it in conversation. Even
from one part of the city to the other. Although in the later parts of the adventure, they are likely
there are other paths to the Undercity, Gundren to be received in the Halls of Gathering rather than
will not shy away from passing through the main, in the Oval Chamber.
public hall to impress the characters. As they do,
read:
“Catacombs of Paris” (XIXth Century),
by Unknown
Gundren leads you through a passage of
tunnels, where you can begin to see non-guard
dwarves walking. They appear to be in their
ordinary daily tasks: taking their pickaxe to
a mine, bringing new cooking supplies home,
returning books to a library, and much more. They
appear unphased by your presence here, which
surprises you since Gundren told stories of an
isolated community. Your thoughts are cut when
you arrive at a grand opening from which you
witness one of the most impressive chambers you
have ever seen.
This great hall, which Gundren introduces as
the Hall of Gathering, looks like an underground
town square, meticulously decorated with all
sorts of stonework. The floor is impeccably
paved with square bricks; the walls and ceilings,
if ever natural, were worked to appear like a
perfect paraboloid vault of more than 200 feet
tall; great statues of dwarven kings watch over
the continuous flow of dwarves below. Your
companion smiles and says: ‘Well, don’t stand
in the way looking upward, you’re going to be
trampled by a miner! Let’s go, we have much to
see…’

Through the several tunnels that converge


in this area most areas of Mithral Hall can be
reached, acting like a highway that curves past the
chaotic Undercity. Walled areas beyond this hall
18 CHAPTER 2 - NORTHERN MARCH
Cairn of the Ancestors each circle having all types of buildings and peoples.
Reuse of the structures through time, however, might
Close to the Oval Chamber lies one of the most change this logic, as the characters might see while
sacred caves in the Hall. In this completely natural exploring.
sequence of grottoes little intervention has been
made by the dwarves. Here each family or clan The Great Vault
has carved runes in the raw rock to record their
history and trace their genealogy. Long streaks As the characters enter the Undercity, read:
of etchings delimitate entire bloodlines, with
additional information regarding unions, births,
Following the constant influx of people in this
deaths, but also important deeds and personal
large tunnel you begin to see non-dwarves who
remembrances.
appear to live here as well: humans and halflings
A sacred silence reigns in these caverns, broken
mostly, but sometimes elves, orcs, and even
only eventually when one can hear the distant
gnomes as well. Small as they may be, you also
echo of a dwarvish song being chanted in honor of see another type of gnome: ones with grayish or
an Ancestor somewhere in the complex. bluish skin and whitish hair. Gundren explain
As well regarded acquaintances of the to you, those are deep gnomes, or svirfneblin,
Rockseekers, the party might have a chance to peoples of the Underdark which have lived in
visit this place in honor of their ancestors and to Mithral Hall for some years after the drow war of
plead for the protection of Mithral Hall and the conquest.
good passage of Tharden to Dwarfhome. As he talks about the migration of gnomes you
are left speechless by another incredible sight to
UNDERCITY’S FIRST CIRCLE which he does not appear to pay much attention:
the tunnel you are in opens up to a huge cavern,
The Undercity is a gigantic bowl-like cavern the largest you have ever seen. This bowl-like
whose original proportions have been insanely hollow within Fourthpeak houses a town on its
enlarged by the centuries of dwarven intervention walls. A large ramp, traversed by thousands of
and continuous mining and settling. Nowadays the people, slowly circulates the five levels, until it
colosseum-like arrangement comprises five circles, ends on the smoke-choked bottom, apparently
all with stone buildings, tunnels, or walkways built filled with foundries and furnaces.
in every available wall. A large ramp serves as the
main street, where thousands of dwarves can be
seen ascending and descending at any given time,
Gundren Rockseeker stops and laughs at the
while a great bridge spans the vast distance between
characters’ clear astonishment. He assures them
opposite sides in the First Circle, to speed up the
that they will soon get used to it, including the
journey of people going across Mithral Hall.
smoky atmosphere of the Undercity, to which the
As the most dynamic part of the city, built
dwarven lungs are extremely compatible. On the
throughout time, each circle usually describes more
first time they pass through the Undercity they are
a time period in the city’s history (when it was dug
probably going to the Rockseeker House, with a
out and carved), rather than being neighborhoods
quick stop at the Chamber of the Ancient Hearth,
with different levels of socio-economic aspects and
unless there are other locations which have come up
population. This makes for a city that is at the same
in conversation and they would like to explore first.
time very heterogeneous (on the same circle) and
homogenous (when conceived as a whole), with

A ceremonial seal from Mithral Hall, with the


Battlehammer Clan crest and the Door of the Mountain

CHAPTER 2 - NORTHERN MARCH 19


“Stonehedge Engraving” (XIXth Century),
by Unknown
King’s Seat Edeoulf’s Guesthouse
This large stone building, with vast arcades An old stone building that used to be a
that open to the cavern’s void, was the first magazine, has been refurbished recently for
residence of the monarchs of Mithral Hall, the construction of this inn. Wood and plaster
especially during the construction and decoration elements denounce that this is not entirely
of the stronghold. Nowadays it is used as a base dwarven anymore, but rather somewhere catered
of operations for the city’s day-to-day government, to foreigners, which is clear when someone sees
which has the Advisor General (part of the Oval the quite tall interiors. This inn is owned by
Chamber) as its figurehead, a sort of mayor. This Edeoulf Jhargar, a human male from Luskan who
position is currently held by Amirier Isentor, a came to Mithral Hall about 20 years ago after
senior dwarf from the noble house of Isentor, hearing about the need for taverns and inns for
who are very close to the Battlehammer clan and foreigners in the stronghold. The man has made
thus have been in positions of power many times enough money to buy and completely refurbish the
throughout the Hall’s history. current structure, which still smells like freshly
In the beginning, the city’s guard was cut wood.
headquartered here as well, but after the Edeoulf, an optimistic entrepreneur in his 60s,
Vanguard, their operations were transferred to has already adapted to the ways of the Hall, but
Ironkeep, in the Fifth Circle. The army, on the still welcomes people to his inn with the standards
other hand, was created later when action outside and manners usual in the Sword Coast, which
the city began to be necessary, which resulted caters to most visitors from the surface passing
in this organization being housed in the Second through the city, an increasingly more lucrative
Circle. field. The prices are just and the quality is good,
The public part of the Seat is accessible by although nothing too fancy. Here one can expect to
all and from here inquiries are forwarded to the find many typical dishes from the Coast as well as
relevant office or department inside. If, for some similar entertainment. The Guesthouse is a good
reason, the characters engage with dwarven anchor point for foreigners wanting to explore the
bureaucracy, this is where they might find Hall, especially since many guides come by daily to
themselves. offer their services.

The Windows of Trade UNDERCITY’S SECOND CIRCLE


Mithral Hall does not really have a large market Fortress of Gandalug
square, but the historical district with the densest
concentration of shops is the area known as “The This large military fort works as the headquarters
Windows of Trade”. This part of town is filled for the city’s “army”, meaning the branch of the city’s
with a multitude of shops, stalls, and magazines defenses that actually engages in missions outside
ranging in size and type of merchandise. During the city, both in the surface and in the Underdark
the city’s history it has been the part where (these forces might be deployed, for example, in
foreigners were welcomed first, due to the presence a rescue mission in Blingdenstone, or to act as
of merchants from other parts of Faerûn. It is a reinforcements for the forces of Citadel Adbar during
lively district where everyone could potentially find a Many Arrows attack).
anything they are looking for amidst the sea of Additionally, the fortress constitutes a gatehouse
shoppers that flood these streets. in the Undercity’s main ramp, which serves a
defensive purpose, allowing the Hall to halt any
Temple of the Dwarffather invasion from the surface or from below more
effectively, as the alternative pathways are more
This is the largest temple in the Hall, dedicated difficult to traverse if you are not a local.
to Moradin, the chief god of the Morndinsamman, Melarin Adaova serves as the General in charge
the dwarf pantheon. The imposing domed of the army, she is also part of the Oval Chamber.
structure, partially embedded into the rock wall, She has a long career in the army, which grants
can house many people at once in prayer, although her a large experience in many matters of security.
that is quite uncommon, even on sacred days. The Her appointment as General has gathered some
religious practices of the shield dwarfs are more controversy, as she is not from one of the more
directed to the individual or familiar sphere, with traditional military clans.
few visits to temples itself unless when searching
for spiritual guidance or in particular ceremonies. Bastion of the Alliance
Wise Father Gorum Torgalor is the high priest
of the temple and serves as personal cleric to This complex of stone buildings was once the
the monarchs of the Hall. He is part of the Oval residence of House Goldshield, an intermediate noble
Chamber. house which was expelled from Mithral Hall about
100 years ago after a large investigation proved that
they were involved with an Illithid that planned to
invade the stronghold. Nowadays the estate has

CHAPTER 2 - NORTHERN MARCH 21


been given to the Lords’ Alliance as an embassy, Vaelia wants to hear everything that happened
which the organization uses as headquarters and in Gundren’s adventures since they last saw each
offices for their relations and affairs in the Hall. If other about 3 years ago. She is not the type that
your characters have relationships with the Alliance, would leave Mithral Hall, but listening to the tales
they might find themselves here to receive missions, of the Rockseeker brothers is enough to entertain
letters from abroad, or other relevant interactions her and quench any wish to leave the stronghold
with the faction. for these strange lands. She enjoys seeing her
friends succeed finally in an expedition, but
Hearth of the Truesilver she absolutely loves to hear about their failures
which, according to her, would never happen to
This is the second largest temple in the a true soldier of the Hall like her. The news of
Hall, dedicated to Berronar Truesilver, the Tharden’s passing surprises her, she proposes a
goddess of hearth, home, and matriarch of the toast for everyone in the tavern in his honor, and
Morndinsamman. The large, square building is used as dwarven tradition mandates, everybody stands
for ceremonies such as mariages, birthdays, and while she mentions his deeds and glorifies his
unions in general. Wise Mother Varda Lirrarhorn is worth and eternal memory.
the high priestess of the temple and part of the Oval Gundren will definitely take this casual
Chamber. meeting away from prying eyes as an opportunity
to ask Vaelia what’s new in the Hall. The soldier
UNDERCITY’S THIRD CIRCLE makes for lengthy conversation, chatting about
pretty much anything imaginable, ranging from
The Foaming Mug marriages to deaths, the appointment of new
chiefs, such as her new position as Warden of
This is one of the many large taverns and food the Surbin Gate, and the general presence of
halls in the city, this one in particular makes foreigners in the city. You can make this a large
reference to the Battlehammer clan, since King roleplay scene, where the characters get glimpses
Bangor used to like the house mead so much that of life in the stronghold, or just highlight the most
he created the Royal Stamp to forever instill it with important pieces.
glory. The relative closeness to both the Irontomb One important point might be the appointment
House and the Rockseeker House, meant that this of Dogrum Diggerforge as Warden of the Deep
was the favorite gathering point for Vaelia and the and, thus, Captain of the city guard, as the
Rockseeker Brothers. characters will engage in conversation with him
As the party meets Vaelia here they will be very later in the adventure. He is a recent addition in
well received by a friend of the locals: the owner the force, being transferred from the army, which
and barkeep Gorg Zinderlon, an old dwarf who has was unusual, but apparently Queen Dagnabbet
an affection for adventurers and young free spirits. trusts him wholeheartedly for the job. Vaelia is
If the characters appear to engage respectfully with not sure of his motives, as she heard he is very
dwarven culture they will be very well received and well connected with people from outside the Hall,
might even receive some discounts, if, of course, both in the surface and in the Underdark, but he
Vaelia doesn’t pay for them all to begin with. appears to be doing a good job. After Gundren

22 CHAPTER 2 - NORTHERN MARCH


Crests of the principal divinities from the Morndinsamman represented with larger cult temples
in Mithral Hall. From right to left: Moradin, Truesilver, Silverbeard, Dumathoin, and Brightaxe.

tells her about the possible drow threat she urges but also to present the characters to him. There
to take the message to him immediately, but the might be an opportunity for the party to buy or
Rockseeker dwarf prefers to pass this through the commission things from Thor. In this case you
Chamber of the Ancient Hearth first. can use him as some sort of enchanter or magic
item seller, besides all sorts of strange items and
Ragandom Workshop gadgets which are not necessarily magical.
If the characters mention that they might be
Thor Ragandom is a middle aged dwarf who heading to the Underdark (a good reason to come
was born with the spark of invention and the to the workshop to buy equipment), Thor might
abilities of a master craftsman. In a city with mention he would be interest in buying strange
hundreds of inventors, creators, and tinkerers, things they find deep down the Hall, ranging from
his unusual apparati and works allowed for a exotic ores (there are luminescent, floating, and
sect of faithful clients and the establishment of a even fluid types in the Underdark), magic items,
workshop. and even dwarven texts, tools, or relics.
During their young revelries, Vaelia and the
Rockseeker brothers would exist The Foaming Chamber of the Ancient Hearth
Mug drunk and up to no good. One night they
stumbled upon the Ragandom Workshop and This cloistered complex is the headquarters
decided to break into it to see the esoteric of the organization known as the Chamber of the
inventions of Ragandom. They weren’t expecting, Ancient Hearth, a group created for the discovery
however, that the place was guarded by Thor’s and safeguarding of dwarven ruins, artifacts,
inventions themselves, which animated as soon and heritage across the realm under the banner
as they breached the door. With some amount of of Mithral Hall. The organization currently
magic and technique, the young ruffians were collaborates with the government of Mithral Hall,
entrapped inside the workshop and when Thor clerics and sages, and its “benefactors” which are,
arrived to work the next day he was delighted in general, noble houses and merchants, as well as
to see the might of his new inventions and how with adventurers which have been renowned in the
they worked. As a jokester himself, Thor liberated past for their findings and contributions.
them in the condition that they helped him test For the safety of the projects undergoing at
some of his new inventions again, to which they the Chamber, very few members actually know
promptly agreed, fearing larger consequences. In everything going on at the same time, as well as
the following years they served as test subjects all the members. Each project has its own council
for a wide array of experiments, which proved to and, thus, everything related to it can be kept
be not only fun, but also quite interesting. In the secret more easily. The nature of the Chamber’s
end, when the tests began to diminish as their works requires some discretion, since having too
lives continued on with responsibilities, they had much attention on prospection sites filled with
become friends with the inventor and would come cultural significance, but also material wealth,
to chat rather than to the tests. might be a question of contention. As it should
While in town, Gundren will definitely pass be clear as the characters learn more about the
through the workshop to engage with his old friend Chamber, the dwarves of Mithral Hall should
CHAPTER 2 - NORTHERN MARCH 23
not only worry about the competition with other where they advance through Wave Echo Cave.
dwarven strongholds, or surface-dwelling treasure Depending on your gaming group’s preferred styles
hunters, but also the action of the drow of you can make this a very complex and interesting
Menzoberranzan. roleplay scene , with detailed accounts of everything
As explained in Chapter 1, the Rockseeker that happened and the reactions by the party of the
brothers proposed the project to search and council, or do a brief version with some descriptions
reinstitute the Forge of Spells, which are accepted and basic details.
and funded according to the Chamber’s rules. For ease of reference, here are the most important
Following the proceedings, Gundren is back to topics and how the council reacts:
report what they found and what happened in
Wave Echo Cave. Additionally, he’s here to warn The Recovery of the Forge of Spells. The
the Chamber about the possibility of attacks in the Chamber is extremely happy with the successful
mines, the presence of a traitor among them, and identification and recovery of the mine and adjoining
also a greater threat lurking in the Underdark. structures. In memory of the late Tharden, the next
Right before reaching the Fourth Circle, five years of mine dividends will be redirected to
Gundren will make a quick stop here to announce Marca Rockseeker, his living mother, and a statue of
he is back and that the council for the project him will be commissioned and stationed at the mine,
should be assembled for a report. In the later commemorating his memory forever. Reinforcements
part of the following day, the party accompanies in the form of both mining, survey, and protection
Gundren as witness to the report and the findings. personnel will be sent to Phandalin immediately to
As they enter the chamber, read: aid Nundro Rockseeker. The documentation process
of the findings should start soon and the public
As you are led through a series of stone announcement should happen within the year.
corridors in this complex, you arrive in a circular, The Smaller Drow Threat. The Chamber is
domed chamber with geometric patterns and worried with the possibility of the drow knowing
runes adorning the ceiling. Five niches open to the about the Forge of Spells, which assures that the
chamber around 5 feet above the floor and in each personnel sent to protect and reinforce the mine will
you see a person sitting on a chair. As you enter be doubled.
the people stop chatting amongst themselves and Treason in the Hall. The possibility of a traitor
Gundren announces who he is, your names, and within the Chamber sends the council into complete
what you are all here to report. disarray, so much that the president has to ask the
In order, the people in the chairs announce who members to calm down and be rational about it. The
they are: the young female dwarf with midnight name Silverworth is easily recognized by the council
black hair and beautiful silk tunics is Sarla members and Tarion Weatherwell lets it slip that it
Peakthunder, from the Office of Antiquities; the was indeed strange that today’s call didn’t come from
middle-aged human male in leather armor and a him. The president reprehends the lack of caution
scar in his face is Tarion Weatherwell, a dungeon- of the human, but as the information is already in
delver with experience in the exploration of the plain view, she admits that Orvo Silverworth was
Sword Coast; the ancient male dwarf with the the Chamber member appointed as record keeper
mountain of books besides him is Garin Adaov, and overall secretary to this project, but that the
member of the Hall of Knowledge; the middle- organization was not able to contact him, which is
aged non-binary dwarf with a twisting silver tiara rather strange, even more now that his character
among their golden locks of hair is Mazir Iretor, has been put into question. The council will take
cleric from the Hearth of the Truesilver; and the this preoccupying information to the main board
elderly female dwarf with long, braided white hair of the Chamber, but the president assures that
is Votrakara Krieghammer, matriarch of House investigation on Orvo will begin immediately. If he is,
Krieghammer and president of this Council. indeed, responsible for the leaking of secret Chamber
The president greets the newcomers to the projects, he should be punished and the damage
Chamber, saying she expects Gundren to have assessed, the organization must understand what
briefed them with the organization’s rules, as projects are now vulnerable.
bringing them to the report meeting is the same The Greater Drow Threat. Although the
as vouching for them in the matters of what is party brings solid evidence and witnesses to what
discussed inside. happened, this is a menace that is much greater
When the formalities are taken care of, the than the Chamber. Something like another Vanguard
meeting finally begins. means a total reorganization of Mithral Hall, bringing
it right back to an earlier time of war and destruction
which the residents wish to leave behind. The council
At this point, you can guide the party into the is speechless, but quickly understands that this
meeting in the way you feel more comfortable. information must be investigated. Sarla Peakthunder,
Gundren should lead, recounting his perspective as an official member of government, quickly
and then introducing the characters as his saviors assures that she will bring the information to the
(depending on the plot hook used in LMOP there city and that she will send a message to Gundren
might be more information there), up to the point Rockseeker when updates are received, which should
be very soon.
24 CHAPTER 2 - NORTHERN MARCH
If there aren’t any further things to discuss, the greatly diminishes the parts in which the brothers
session is finished and the counselors disband. The were in danger, but the part where the Black
party is led to the outside of the complex and must Spider comes into play, when he has to admit that
once again wait for word from the officials. A letter Tharden is no more. This is, of course, extremely
indeed comes for Gundren in the early morning, sad, and Gundren hugs his mother as a tear drops
summoning them to the Ironkeep, where their story from her eye. In true dwarven custom, however,
shall be listened to by Captain Dogrum Diggerforge, the melancholy stays little in the room, and Marca
the Warden of the Deep. announces that tomorrow the family shall go to
the Cairn of the Ancestors to honor Tharden’s
UNDERCITY’S FOURTH CIRCLE memory and pray for his eternal life in Dwarfhome.
Today, however, the family should rejoice on the
Rockseeker House safe return of Gundren and the continuous work of
Nundro down in Phandalin.
This is the residence of the Rockseeker family, a Family members will surely come to reconnect
small clan of miners that have recently specialized with Gundren, but he also should be allowed some
themselves as prospectors in the last century. The rest after such a long journey. His esteemed friends
modest house does not particularly stand out in and saviors are also invited to stay as long as they
the Hall’s setting, but it is comfortable enough for wish in the estate, even though their stature might
the family and its guests. As the characters arrive make them uncomfortable, the family shall try to
at the house, read: make the necessary arrangements to grant some
comfort with cushions and heavy fur blankets.
From this point onward Gundren, and the
The stone building in front of you has two
party if they want, shall use this as their base in
storeys and it is modestly decorated. Passing
Mithral Hall. If the party does not feel comfortable
through the entry porch you arrive in a courtyard
in the enclosed spaces and stone beds they might
to where many chambers seem to open. From
make their sojourn in Edeoulf’s Guesthouse and
one of the openings you see a short female dwarf
return here for meetings with Gundren or other
with a bright white leather jacket, she looks at
relevant points of the narrative.
Gundren and her eyes brighten up as she shouts
something in Dwarvish which you understand
as a joyful greeting. She runs from what appears Redforge Bank
to be a reception room to the courtyard, hugging
your guide with joy. After the two chat a little, This small building has a large queue of people
he presents you all to her. The young dwarf is exiting through the door. It is one of Mithral Hall’s
Mathilda Rockseeker, his cousin, and one of his most traditional banks and it is the only one
mother’s assistants. Mathilda greets you all and which not only exchanges foreign currency for
tells the group to make themselves comfortable Hall coins, but also guarantees safe long-distance
at the reception room while she calls Gundren’s transactions with institutions across the Sword
mother, Marca. Coast. The bank already has agencies in a few of
The girl disappears through the house’s the largest cities and is in frank expansion with
corridors while you advance to the room, where the opening of the Hall to foreigners. The bank
the architecture and furnishing are, albeit is in constant need for adventurers to engage in
beautiful, made to the dwarven scale, which quests of all sorts.
makes it difficult for most of you to be truly
comfortable. For now, you make do, but you begin Temple of the Silverbeard
to wonder how an entire people can feel cozy in
environments with so much rock and stone. This large temple to the god of battle
After about 15 minutes an older female Clangeddin Silverbeard was constructed during the
dwarf appears through the courtyard opening, war times of the Vanguard, when the population
very similar to Gundren in bone structure, of Mithral Hall felt the imminent despair of a drow
but displaying an impressive gray hair with attack and had to mobilize its full force. Prayers to
streaks of white and a refined beard, is Marca the cult of Silverbeard were followed by donations
Rockseeker. Her furred coat drags through the and soon they had a dowry for a new, grandiose
floor as she slowly walks to hug her son. As you temple which was done in the Fourth Circle.
are introduced she takes her seat on a beautiful Thankfully nowadays the temple is not used much,
armchair as you all sit and the conversation only on certain commemorative occasions. Warden
begins. Krokta Zivar is the high priestess of the temple.

This should be a very casual chat, as it is


basically a homecoming rather than an intense
business conversation. As much as the Rockseeker
household depends on its prospected mines, they
are not currently in financial difficulties. Gundren
talks about the adventure in short, but skips or
CHAPTER 2 - NORTHERN MARCH 25
UNDERCITY’S FIFTH CIRCLE Traversing the warmer, smoke-choked streets
of the Fifth Circle you arrive in an avenue that
Upper Foundries leads directly to the military compound known as
Ironkeep. Two large Mithral Hall banners flank
On the Undercity’s apparent “ground floor” a the imposing gatehouse, where a portcullis is
lot of mining takes place, because although the currently open, leading into a courtyard. Gundren,
valuable veins of metal were already depleted, this with a rather serious attitude, leads you towards
is the connection between the growing stronghold it, speaking with the stoic guards in Dwarvish
and the ever deeper mines. Entrance tunnels are and explaining the unusual circumstances which
expanded and the ground is continuously dug to bring you all here. The wardens are suspicious,
house the new city level. and more than once check with superiors to see
One of the fundamental structures that is if the information is valid. Apparently they are
always kept in the Undercity’s bottom level is the not taking chances when it comes to the Hall’s
foundries. The part “above the surface”, called internal security affairs. After your packs and
Upper Foundries, is the section in which the weapons are inspected, and a trio of guards is
refined minerals and metals exit the stone and iron assigned to follow you throughout the keep, you
complex to be distributed throughout the various pass through the heavy stone walls which are
public and private workshops of the stronghold, reinforced by exterior layers of metal sheets.
as well as to warehouses. As one of the most Once inside you are brought through several
important parts of the city’s economy and society, chambers and halls, which are filled with soldiers
a large battalion of guards constantly watches over and officers of various ranks, dealing with a
the whole complex. number of matters, but all neatly armored and
This is also where huge chimneys billow forth supplied. As your strange ensemble passes, looks
plumes of smoke in various colors. An intense of confusion can be seen, but explanations soon
movement of people can be seen down here, mostly dispatch any immediate distrust. The tour ends
dwarven miners and metalworkers, since these on the stone doors of an office where the symbol
business segments are still off-limits for foreigners. of a gate is delicately carved. As you are allowed
inside you see yourselves in a beautiful study,
filled with books and maps, as well as military
Ironkeep memorabilia such as an impeccable silver sword
in a glass panel and a dark gray set of dwarven
What was once an outpost for the city guard
armor that appears to weigh more than all of you
to watch over the mining operations since the
together.
times of the Vanguard has become the heart Behind a tidy writing desk you see a short, but
of the institution’s hierarchy and of the Hall’s very broad dwarf. The dark skin on his shaved
internal security affairs. The characters might see head shines with the room’s torchlight, which also
the compact, but imposing compound from their gives his bright caramel irises a golden glint. The
travels through the Undercity, but the unexpected metal chain shirt he wears appears extremely
audience with the Warden of the Deep is surely light as he rises from his chair to greet you, and
to put them right in the center of the fortress in you see that nearby a battlehammer can be seen
important business. leaning in the wall, truly a captain in contact with
As the characters approach the keep, read: the field.

“A couple visiting a grotto” (XIXth Century),


by Unknown
Captain Dogrum Digforge has been assigned is Quartermaster Senni Diggermattock, of the
the post of Warden of the Deep about an year ago, deep gnome settlement of Blingdenstone, in
and has put a lot of effort in establishing a clear the Upperdark; a loyal ally of the Hall since the
line of command and order to prove his worth and absolute destruction of the Vanguard. Senni’s
maintain his position. Having fought beside Queen reports served to not only maintain the alliance
Dagnabbet Waybeard during their time in the between the two towns, but also to give the Hall a
army, his appointment to the leading position in closer idea of what is happening in the Underdark,
the city guard has not been accepted universally. especially with its proximity to Menzoberranzan.
Digforge is experiencing the reality that not always The Warden can supply the party with basic
great soldiers are accepted as great leaders, and adventuring gear, which includes things as ropes,
that a whole lot of political machinations play a climbing equipment, and oil lanterns which
role in the city’s hierarchy. are essential for these Underdark expeditions.
Regardless of said difficulties, this year has Essential to this trip is a map of the Upperdark
been blessed with relative peace for the Hall. The tunnels that lead to Blingdenstone, since
city guard continues to deal with crimes and the navigating through the Underdark is completely
ever present threat of lurking Underdark creatures different from doing so on the surface (this is a
in the mines. Captain Digforge has taken this great opportunity to foreshadow the need to map
opportunity to strengthen his role as Warden of their underground journeys).
the Deep, constructing new defensive structures, Apart from that, the Captain can bestow upon the
training soldiers, and allowing for his figure to be characters a Badge of the Hall, a symbolic silver
known in a positive light by the people of the Hall. brooch that allows third parties on an official
If the elites aren’t so sure about this capacity, mission to pass through the Hall’s gates and get
maybe the people will. discounts in workshops if they would like their
This however, diverges some money and gear repaired, upgraded, or to purchase new items.
time from the actual mining operations and the Lastly, the Warden knows that this is quite
expansionist trade in the outside world, which a journey for inexperienced spelunkers, but he
brings him into a stalemate with other members assures that it should be a quick expedition,
of the Oval Chamber. At this point, the Warden is regardless, he will pay them 400gp each for their
in a relatively delicate position, having to juggle work, 100 now and the other 300 when they return
his duties and wishes cyclically, expanding his with news from Blingdenstone and hopefully more
influence beyond the immediate circle of faithful proof of the drow machinations.
soldiers and officers whenever possible, but
having to choose very well which threads to follow The Bottomless Well
most of the time.
In general, Captain Digforge addresses the This is a more industrious and rustic tavern
claims of information that come from the King’s for miners and metalworkers existing their shifts.
Seat rather vaguely, since he prefers the accounts A very good place to see what really goes on in
and reports from his own troops, but the party’s the Hall and the opinions of its vital workforce.
has caught his attention because it reflects some Although non-dwarves are allowed in, don’t expect
of his own personal theories, as it should be a warm reception like in other places, this is
clear when he decides to talk to them in person. one of the spaces the dwarves like to maintain
The Warden hasn’t received any messages from for themselves. Few people here will even speak
Blingdenstone in the past weeks, which in turn Common, but the prices are very low so it might be
means that he is not exactly sure on the current worth the stay.
Underdark affairs and especially the drow. His
resources are spread too thin to allow him an Shrine of Victory
expedition to Blingdenstone, but perhaps the party
will prove to be the right candidates for the matter. This small temple is a shrine to Haela
As the characters explain everything that has Brightaxe, goddess of luck and battle, built by the
happened in Phandalin and the repercussions of rich Oppekonig family as an offering to the great
what it means the Warden is curious and attentive, goddess which brought the bright young captain
making notes, examining the proof they bring Nordo Oppekonig back home safely after the
from the south, and asking follow-up questions Vanguard War. Priest Pytor Zivar is the high priest
whenever necessary. After the lecture, he explains of the temple, he is the son of Warden Krokta
that it is his job to investigate all threats to the Zivar.
Hall, but that more information is necessary
to convince the Oval Chamber that action is
necessary. He says that he will warn the elders,
but for effective action more proof is needed.
He continues saying that if this information
can be cross-referenced by a different source
perhaps there is a chance, but his main contact
in the Underdark hasn’t sent any messages in
the past month, which worries him. His contact
CHAPTER 2 - NORTHERN MARCH 27
DEEPEST MINES to follow the map through the main tunnels, but
maybe they lose themselves and get back to the
Lower Foundries Hall without noticing.

These are the first areas beyond the Undercity’s Shimmergloom’s Lair
tunnels. Here the lower part of the foundries
can be seen. Large stone buildings have great One of the abandoned mines in the Veins of
courtyards in front of them where miners deposit the Mountain leads to the sealed and forgotten
their carts filled with ore. The carts are then rolled entrance to the cavern where, a few centuries
into the furnace-like maws of the buildings where ago, the shield dwarves discovered a portal to the
they begin their ascent to the refinement process. Shadowfell from which the great shadow dragon
This area is also heavily guarded. Shimmergloom emerged and conquered the
stronghold.
Veins of the Mountain As the characters explore these tunnels, or
perhaps by chance when trying to follow the map,
A large network of tunnels spread from the the party might end up in this cursed place. The
lower reaches of the Undercity into the mountain, dragon has been defeated long ago, but has its
connecting the metalworking core to a number of essence truly left this place? Or was the dragon
caves and mines with varying degrees of extraction the only thing that lurked beyond the portal?
activity currently happening. These “Veins of the
Mountain” are the Hall’s main source of wealth MAZE
and, thus, any foreigner here must have a very
good reason to be. Older tunnels have been This area, on the other side of Mithral Hall, is
converted to well-traveled thoroughfares with a series of interconnection tunnels that exist to
lights and cart rail, but meandering through the hinder any unwanted guest that makes their way
other tunnels one can quickly lose themselves in into the mountain from the Secret Door in Keeper’s
lightless abandoned mines where creatures might Dale. Passing through these tunnels without a
live. guide is impossible in a coherent amount of time,
so the characters should be warned about that if
Deep Gate they wish to continue. This area has some local
points of interest, but for this adventure they
Following the largest tunnel that exits the shouldn’t have reasons to engage with this mostly
Undercity for about 20 minutes one arrives at uninhabited buffer zone.
the Deep Gate, this is the most powerful line of
defense against the threats of the Underdark.
This gatehouse appears like a stark stronghold
since many reconstruction works and additions Stonedwarf.
were made in the times of the Vanguard and the WOTC
decades since. More than ever, as the Hall opens
its doors to the surface, the dwarves understand
that their enemies reside in the Underdark.
As the soldiers in the garrison might remind
the party, to venture past this point is to
understand that the Hall can’t guarantee your
safety anymore. In the dark tunnels ahead
dwarven patrols are sporadic in the “areas the
light touches”, meaning the areas with dwarven
torch sconces. In this area one can expect a
dwarf to appear once every day at minimum, but
otherwise one would be lucky to see any other
civilized creature.
When the characters pass through the heavy
reinforced gates they are officially out of Mithral
Hall and ready venture into the Underdark.

Tunnel to the Underdark


The main tunnel that connects Forthpeak
to the Underdark is the one that exits the Deep
Gate, but there are other known passages that are
somehow guarded by the dwarves, not to mention
the hidden entrance ways that dot the Veins of the
Mountain but that few people would even imagine
exist. For this expedition the characters are likely

28 CHAPTER 2 - NORTHERN MARCH


CHAPTER 3: THE DESCENT
The party accepts the Warden of the Deep’s quest and so that you can manage them easily.
and decides to venture into the Underdark with a You can also expect the party to not understand
map and the promise of a reward. At this point they the tips at first, since they are descending without
begin the next part of the journey, the one in the a guide, but these things will sprung out as
adventure Out of the Abyss. This a great step in their memories when the necessity arises (in the guided
career as adventurers, and one that will change their journey from Blingdenstone to Menzoberranzan
lives forever. and later in the unguided race for survival after
To make things clear of the importance of the Velkynvelve).
move and the tone and gameplay shift that will This part of the journey can take as little
follow, the first thing you, as the DM, must do is or as much time as you want, which you can
make it clear that this is a new chapter. decide bearing in mind the response to how you
You should discuss in Mithral Hall is the fact that conducted the northern march from Phandalin
Gundren will not accompany them in this section, to Mithral Hall, the interactions there, and how
as he must take the reinforcements sent by the quickly the players want to begin Out of the Abyss.
Chamber of the Ancient Hearth back to Phandalin A good average would be three days of travel, since
and help his brother, who is currently alone and the distance between the Hall and Blingdenstone
could very well be a target for their enemies. The shouldn’t be too great, but also the terrain is
Rockseekers are mainly prospectors and aren’t used rather treacherous and difficult to traverse for
to such a level of Underdark exploration and so he surface dwellers. This average also makes room for
wouldn’t be a good guide anyway. the party to lose themselves at some point, but
Slowly you can also begin to use descriptions still arrive at their destination in an appropriate
and settings to hint at the ambience change that amount of time.
takes them to the underground, but fairly usual You can use the location “markers” provided
atmosphere of the Hall to the otherworldly sites they in the map to engage the party with cool settings
will see in the Underdark. Adding creatures, flora, that change their perception of space, longer
ores, and eventually other people can supply the descriptions are given below. You can make them
characters with the necessary ideas of what this regular points of passage or points they engage on
whole continent underneath Faerûn is really like. by accident when they are lost (and maybe that
For some groups this might be too much of a puts them back on track). For the following of the
traditional transition, in opposition to the hard-cut map you can ask for a DC12 Wisdom (Survival)
immersion proposed in Out of the Abyss as written, check every day, or create a sequence of places
but this version of the adventure would like to that feel appropriate, remember you can sprinkle
present a narrative in a more continuous way that random encounters throughout, but beware not
allows the characters a larger chance of survival to reveal too much of the adventure ahead in this
and interweave the plot threads in a way that makes initial part.
more sense overall. In general, leave the biggest demonic threats
From this point onward the campaign follows the and plot points for the later part of Blingdenstone
adventure in more or less fidelity, mostly changing and locations further down the road, as the party
the order of the chapters to accommodate for the will have to deal with them a lot in the future.
new structure and plot proposed. Additional changes
are done to rework the new narratives and also to The Great Tunnel. The first part of the
guarantee some feasibility to the expected party Underdark journey is marked by a large diagonal
character level. tunnel, part of an ancient volcanic area. The
flowing magma carved this tunnel, which can
BOWELS OF THE EARTH be seen by its fluid shape that is water-like.
Fragments of obsidian can be found throughout,
The section of the journey which takes the as well as patches of sand that were turned to
characters from Mithrall Hall to Bligdenstone is glass, an evocative sight.
the first into Out of the Abyss, so It should be their The Old Raergar Mine. This small mine
introduction to what is coming ahead. Apart from has been prospected and opened by members of
slowly introducing the setting as a whole, with its the Raergar dwarf family in the times before the
fauna, flora, and specific gameplay features, you Vanguard. With the conflict the already distant
should also consider the themes that are going to area became inaccessible and the cave has been
be taken in consideration further down the path. left abandoned ever since. Small sheds and carts
The main reference for this part of the journey might contain some valuables like Mithral Hall
should be OotA Chapter 2: Into Darkness, with coins and eventually pieces of special ores if the
little to no change, bear in mind however, that you characters can take it with them. The darkest
should introduce the aspects of the Underdark in corners of the mine, however, are inhabited by a
a slow progression, so that they feel their descent lurking darkmantle ready to ambush anyone fool
enough to enter its territory.
CHAPTER 3 - THE DESCENT 29
The Chasm of Light. A 200 feet vertical ravine family. Here you can run the location as written
which bisects the tunnel that gives the most direct in Out of the Abyss, bearing in mind that there
route to Blingdenstone. The name comes from might be a caravan to be escorted, granting a good
the fact that a lot of Nightlight fungi sprout from chance of entering Blingdenstone, and already
the chasm’s edge, giving it a rather lit appearance foreshadowing gnomic culture and the next steps
when compared to other tunnels. The party must in the adventure. An interaction with Dasco might
descend the steep trail that has been carved in be a good way to introduce a potential friend and
the cliff face and then continue through a clear guide for the following chapters in their journey.
opening on the other side. The harsh topographical
change has been used as a defense point by the
dwarves to stop the advancement of drow troops in GNOMIC SALVATION
the past, so there are some rudimentary defensive
The following section in the characters’
structures such as turrets and even an old
adventures in the Underdark will lead them, pretty
ballista.
much linearly into Chapter 6: Blingdenstone of Out
The Rock’s Step. A tunnel ends on an abrupt
of the Abyss. It is up to you how much time you
sheer rock wall that rises about 20 feet to the
would like to spend in the company of the gnomes,
continuation of the path. A rolled up ladder can
which serves as the introduction to this new
be seen on the upper part. The characters can use
setting and the adventure in many ways.
an arrow, magic, or other alternatives to roll down
As previously mentioned, as written the
the ladder and ascend. The first character to do so,
characters should be around 6th Level when
however, listens a voice urging them to surrender
exploring this region, so bear that in mind and
in Common. After tense conversation it is revealed
balance encounters by reducing enemy units
that a band of Many Arrows orc scouts has taken
or adding allies to their endeavors. Suggestions
a wrong turn while exploring the Underdark and
are made in the adventure book, but also in the
has lost themselves. They have seen terrible things
Rhodarin Press supplement Stoneheart Enclave
in the depths and are desperate to survival, unless
Elementalist.
the characters are incredibly persuasive, or kind to
In the subsections below you will find advice on
the point of giving them a lot of supplies, the band
how to run the settlement in the particular context
will fight them for it until one of the scouts is slain,
of this new version of the campaign.
in which point they surrender and the characters
might choose how to deal with the situation. The
THEIR WAY IN
traumatized group was larger but is now composed
of two orcs, an orc scout that uses the stats of a The very nature of gnomic society implies
spy, and an orc eye of Gruumsh which acts as a awareness of their surroundings and, in recent
leader. times, Blingdenstone has experienced its fair share
The Fissure. This relatively new thermal of problems, so the people of the settlement will
formation has erupted in a small, roughly rightly defend their home from invasions. This
spherical cave. Characters passing through it makes it somehow difficult for the party to walk
notice the strong smell of sulfur and begin to be right into the city gates.
intoxicated by it. They can see the path ahead, With some convincing and/or the explanation
but it is filled with debris and they are not sure and badge from Mithral Hall they will probably
how far the toxic gas has reached. While in the be able to enter although under a severe escort. If
chamber consider the rules for holding your breath you would like to pose a challenge for the party the
and drowning (in this case unconsciousness). gnomes might ask them something in exchange for
Regardless of the time they can hold their breath, letting them into the city (just be sure to ponder if
consider that all characters are Poisoned while similar requests will happen down the road as to
inside. The chamber takes 2 minutes to traverse. not overuse this technique). The ‘job’ might include
You can allow clever action to increase the amount slay Underdark beasts which roam the region,
of time the characters have, or introduce other gather fungi, or take a message to a gnomish mine,
challenges in the chamber to create an encounter whatever you think fits best the theme.
of some kind. Another option that suits the proposed
The Black Current. For the deep gnomes of narrative very well is for the party to stumble upon
Blingdenstone the sight of this dark subterranean fragments of Blingdenstone society before arriving
brook was the sign they are arriving home. This in the citadel, which makes the interactions easier
brook is considered the border of gnomish territory since gnomes outside their walled perimeters tend
as it passes through some of their most important to be more curious and open to exploration. You
mines and by the gates of its most important can choose from: Dasco Pickshine in the Pickshine
settlement before continuing to the Darklake. Blind Mines (where the characters might engage on a ore
fish can be found in the faster rapids while strange caravan returning to the city), Nomi Pathshutter in
crustaceans can be fished in the parts where the the Stoneheart Quarry, or a group of snivfirbelin
water accumulates in still ponds. dealing with any sort of gnomic business you
The Pickshine Mines. After the Black Current, would like.
the first sign of civilization the party might find is a Introducing a contact earlier in their paths not
considerably large mine belonging to the Pickshine only allows for a better entrance in the settlement
CHAPTER 3 - THE DESCENT 31
and appropriate introduction, but also it is a way proper spies and contacts in the city, the gnomes
to help them during their stay in Blingdenstone can’t help but notice the movements of people
and creates a link that might last even further and things that happen in the Upperdark, as well
when they venture into Menzoberranzan. as the clear alterations made by the elves. New
mines, new tunnels, exploration, and all sorts of
REGAL BUSINESS bits of information are gathered by the snivfirbelin
and can help the party understand better what’s
After entering Blingdenstone the party’s happening.
motives and credentials will be checked and, with As the characters engage with Blingdenstone
the imposing presence of the guards, they will be they can introduce the topic of the New Vanguard
allowed audience with the Diggermattocks. Talking which, although unknown by the gnomes,
with the duo they understand that things in is enough to send a chill down their spines,
Blingdenstone have been chaotic and the gnomes remembering the traumas of the recent past.
weren’t able to dispatch a message to the Hall in Their current lack of personnel means that their
quite a while. Quartermaster Senni apologizes network of information is more diffuse and they
for that and, in thanks for the dwarvish gesture, can’t confirm the party’s theories. What they can
offers hospitality to the party. At this point the surely confirm is that much fewer drow patrols
characters have concluded their immediate and exploration parties have been seen in the last
task, but in the tangle of things happening in month, tunnels have been deserted, and a party
the settlement they might be able to help (and of mysterious merchants from Mantol-Derith that
even gain some coin or favor in the process). The passed two weeks ago talked about the lack of
Quartermaster says that the party may rest and drow commerce due to and undisclosed “great
that she will send a messager right away to prime incident” in the City of Spiders.
the Warden of the Deep of the current affairs in At this point it should be clear that for the
Blingdenstone and of their arrival. party to gather the information they are looking
You can decide now which threads to follow, or for they will need to venture into the drow capital
present them and let the players choose. They are and find out for themselves what lies in there.
written to present internal synergy and cohesion, The gnomes will say that the city is as dangerous
allowing the party to go from one to another in an as any part of the Underdark, with the added
effort to help the villagers. Keep the fun going with threat of the drow massive numbers, but that it is
moments of tension in quests but also moments possible to infiltrate through some clever tunnels
of fun with the gnomes. Slowly introduce the and shortcuts the gnomic spies used back in the
“external” threats, leading up to the demonic day.
influence with the Pudding King and the battle as After the characters are trusted enough by the
its apex. gnomes (probably after dealing with the Pudding
King) they might offer the knowledge on the secret
ABYSSAL INFLUENCE tunnels that lead from the drow Dark Dominion
into the City of Spiders in the form of a citizen
Blingdenstone relative isolation has led it into a gnome that can lead them there. The guide will
sort of blissful ignorance. The gnomes are unaware help them traverse the Underdark, this time with
of the massive spread of demonic influence in the accurate knowledge and tips on how to survive,
Underdark. Even inside their own walls they will as well as continue with them in Menzoberranzan
only notice how close danger lurks when the party to gather information and deal with unfinished
intervenes and at that point the threat will be business from the times of the Vanguard.
thought of as a local occurrence. The characters Choose the guide bearing in mind the
should have this experience however, as they will relationships the party established in
surely engage with more threads in the future Blingdenstone and choose a NPC that has some
which will make them connect the dots and see the abilities (perhaps in combat, exploration/survival,
bigger picture. or even drow lore) to engage meaningfully in the
Some gnomes might reveal that they heard of encounters and during the travel days. Options
specially brutal creatures roaming the tunnels, but are described in the “Their Way In” subsection but
the citizens will never imagine that they are not other alternatives might arise during the gameplay.
Underdark beasts, which should be a conclusion In Menzoberranzan, they are told to look for two
the characters get to make later. As of now, try to people who might be able to help them if they are
foreshadow some gore description and dial up the still around: Arnulf Irrial, the half-elf innkeeper
anticipation terror of the unknown in this deep, which helped the gnomes to enter and exit the
dark reaches. city incognito; and Sloopidoop, the kuo-toa mage
that has helped the gnomes in recent times and
THE DROW is known to have a base in Menzoberranzan. Both
individuals, or at least their fates, are described
Blingdenstone proximity with Menzoberranzan later in the supplement.
makes them a great source of information on the Some gnomes might reveal that they heard of
City of Spiders, something very useful to the Hall specially brutal creatures roaming the tunnels, but
and, conversely, to the characters. Even without the citizens will never imagine that they are not

32 CHAPTER 3 - THE DESCENT


Underdark beasts, which should be a conclusion
the characters get to make later. As of now, try to
foreshadow some gore description and dial up the
anticipation terror of the unknown in this deep,
dark reaches.

OTHER ALTERATIONS
To enhance the table’s experience throughout
the campaign you can include connections,
foreshadowing, and lore. Some options include
delving a little deeper in the gnomish cosmology
(for reference use Rhodarin Press Stoneheart
Enclave Elementalist), the party might engage
with Kazook Pickshine (either as a merchant, an
adviser, in his relation with his brother, or even the
ores Thor Ragandom asked the characters about;
and lastly the absence of Yantha Coaxrock due to
her official visit to Mantol-Derith can be expanded
upon during later chapters either as written or as
adapted by this supplement and the upcoming
Rhodarin Press title The Travelers’ Guild of Mantol-
Derith.

INTO THE WEB OF LIES


The following section in the characters’
adventures in the Underdark will lead them to
more exploration, this time in an unmapped path,
but with a gnome guide. Now the guide can help
them understand better things like water and
food gathering, how to map the caves, and how
to interact with the creatures that live this deep
beneath the surface. As always, information from
Out of the Abyss Chapter 2: Into Darkness are
valuable to enrich the gameplay, but also some
bits of Chapter 10: Descent into the Depths and
Chapter 15: The City of Spiders.
As the characters make the five days journey
from Blingdenstone through the Dark Dominion,
you can present them with encounters and
situations from the following list, besides the ones
described earlier in the chapter:

The Vermin Feast. In a small cave a


monstrous carrion stalker can be found devouring
the corpse of a giant lizard which appears to have
been slain by drow arrows. The cave is too narrow
to pass without disturbing the creature so the
party should either fight it or wait a few hours
until it moves on.
Fairglitter. The party arrives at a faerzress
filled tunnel where they might engage with the
unknown, but inciting substance. It is unlikely
that the characters have any knowledge on it,
but they might investigate and ascertain some
of its magical potential with high enough Arcana
checks. The gnome guide might be able to explain
it loosely, at least the gnome’s interpretation of the
“Fairglitter” that comes from the rock itself when it
flourishes.

Drow priestess.
WOTC
CHAPTER - 33
Demonium. As the characters advance
they see a tunnel with the leftovers of a brutal
encounter: blood, gore, and personal items such
as clothings and elven weapons can be seen
scattered. No corpses can be found, but characters
investigating can see that a giant lizard has been
here and other trails suggest a cart. The gnome
guide might suggest that the drow corpses were
recovered and taken to Menzoberranzan for
appropriate burial rites. The attackers can be
clearly identified by the battle remains. After
a while the characters find a Drow Demonic
Warning, which they can’t decipher but should
already be part of their Underdark knowledge. At
night when the characters are camping they are
ambushed by a babau. This might be a difficult
encounter which you should make dreadful as
to introduce what is to come for the party. After
the encounter (which the demon takes to the
bitter end) the gnome guide can relay that this is
definitely not an Underdark creature.
The Lilac Lake. In a low but wide cave a small
underground lake with a high concentration of
minerals appears to be the color of lilac flowers.
This impressive sight is complemented by a variety
of bioluminescent fungi that grows around it filled
by the nutritious, but acidic nature of the water.
Escape from Hell. A duo of ragged duergar
is fleeing their imprisonment as slaves in The Drow Demonic Warning Sign.
Menzoberranzan. They try their best to remain
hidden as the characters pass, but perceptive
adventurers might catch a glimpse of their hiding
place. Their stern and unrelenting demeanor
makes them reactive and wary, they are not
wasting their only chance to make their way back
home and the party better not stay in their way.
This is not necessarily a combat encounter, but the DC14 or the roll is lower the patrol can’t find
party should be careful on how to manage it. The anything and stops looking for someone after a few
duergar can exchange some resources (or safety) hours.
for some knowledge on the Dark Dominion and Insanity of the Abyss. In a lightless tunnel
information from Menzoberranzan in which case the characters see a small silhouette standing
you can reference later chapters to sprinkle facts completely still. As they approach they notice it
the duo might have heard from other people even is a goblin in fine clothings staring at a cave wall
though they weren’t allowed out of their masters’ completely unaware of its surroundings. One could
houses so much. Avoid names and obvious/ think he was paralyzed if not for the fact that he
important plot points, but feel free to foreshadow is blinking, breathing, and upon close inspection
the description of the consequences of the great it becomes clear that he is muttering something
catastrophic event. under his breath. For someone who understands
The Spiral. The labyrinthine nature of the Goblin he is saying: “The master’s will makes all
Dark Dominion is worsened by a large spiral ramp mortals kneel.” over and over again. He is suffering
that connects different levels of these winding from severe insanity of Graz’zt and has been
tunnels. This ramp, which appears almost made reverend essentially paralyzed and locked into this
by humanoid hand, is quite disorienting and even position of cyclical repetition. He can be cured by a
the drow prefer to stand clear of it. Parties passing greater restoration but it is unlikely that the party
through it might add half a day to their trip. possesses something like that currently. If left as is
Patrol. The characters stumble upon a glyph the goblin is devoured by a giant lizard on the next
of warding set to Explosive Rune with a DC17 day, already suffering from dehydration and on the
and 5d8 cold damage. If the glyph is activated, in verge of death. The goblin has in his pockets about
about 15 minutes a drow patrol consisting of three 10gp on Menzoberranzan coins and tools that
drow and a drow scout will begin tracking the suggest he is a woodcarver.
party. If the party continues normally without any
stealth alternatives, roll a d20, on a 10 or higher
the patrol finds the party at some point later in
the day. If they actually succeed on a stealth check

34 CHAPTER 3 - THE DESCENT


THE OLD POCKET DALFRED, THE SMART
To enter and exit the City of Spiders incognito, The party soon discovers that the Shadow’s
the gnomes could count with the help of Arnulf current owner is a rugged male halfling called
Irrial, an older half-elf gentleman which had lived Dalfred Noakes. His establishment has a long
amidst the drow for decades before the Vanguard standing reputation of being one of the few
hit. After the demise of his drow lover he decided to guesthouses for non-drow in the city, so the party’s
stay in town to help outsiders to survive in the city presence is not surprising, but depending on how
and, eventually, the gnomes got in touch with him the party and the halfling meet or how much they
and arranged a deal. decide to explain, he can quickly understand they
A cleverly hidden tunnel was carved connecting are not clients who entered through the front door.
a cave in the Dark Dominion with the basement In summary, Dalfred’s mother, Dalyla Noakes,
of Arnulf’s inn: the Narbondel’s Shadow. The came to Menzoberranzan while he was still a baby
secret passage was used for many years, but and was able to survive thanks to the help of
during the Vanguard the gnomes had to flee from Arnulf Irrial, helping him manage the inn. When
Menzoberranzan and in general lost contact with the Vanguard started most clients, as outsiders,
Arnulf, so his status, and the passage in general, fled the city and Arnulf was captured by the drow
is a mystery. and taken away. As the dire situation persisted,
Dalyla was able to survive thanks to the safety net
Following the complex indications in the she had in the streets of The Braeryn. Eventually
tunnels of the Dark Dominion, the gnome guide is the Vanguard waned and outsiders came back to
eventually able to find the cleverly hidden hatch in town, Dalyla reopened the inn in hopes that Arnulf
a forgotten cave, whether they had seen it in the would come, but that never happened and she
past or not. The piece of old gnome machinery is continued to run the establishment continuing
rusty, but still holds up and is able to be manually his legacy. After she passed, Dalfred continued
opened from the outside using some force. her job, but less as a way to honor any legacy, and
Beyond the hatch the party finds a carved rather as a very profitable way to participate in
tunnel, made by gnomes for gnomes, so Medium the smuggling business and get people to owe him
sized characters might have difficulties traversing, favors.
considering it difficult terrain. After about 20 Dalfred, dubbed ‘the Smart’, is not particularly
minutes journeying in the tunnel, they arrive at bright, but he has inherited from his mother this
another secret hatch leading into a basement filled very profitable shop, not only due to the very hefty
with boxes, chests, and barrels, currently being fees he can ask from outsiders completely out
used. of their element here, but also the possibility to
As the party should be reminded by the engage in smuggling. He has grown cocky, however,
guide, Arnulf’s destiny is uncertain and they and people around him fear he might soon call
should continue with caution. First they should attention to him if he’s not careful.
get an idea of what is going on so that they can Dalfred can clearly help the party with
understand if the inn can still be used as a safe information and shelter, but always expects
hiding spot. something in return. He can be satisfied with
If you would like, you can somehow link Arnulf coins, but in the long term he needs more. As the
with the party’s guide if they are an older gnome characters establish a longer relationship with
like, for example, Dasco Pickshine. You could make the halfling, he might require favors in return for
them old friends and, thus, the guide should wish access to his contacts, disguises, and many more.
to investigate what became of the old elf after the
gnome evacuation. Has he survived? Is he still in STICK AROUND
Menzoberranzan after all these years?
Sheltered by Dalfred the party begins to
The characters can see that the basement is explore the City of Spiders, understanding the
currently used to hold foodstuffs, which implies very delicate situation they are in they should be
that the inn is still operational. Characters careful as to not attract unwanted attention.
successful on a DC14 Intelligence (Investigation) Firstly they can ask the halfling what he knows
check also notice smaller boxes on the corner with about the military endeavors of the city, to which
more impressive locks. If opened (DC12 Thieves’ the halfling sincerely responds he is not aware
Tools check) they can find tobacco, surface silks, of anything like the Vanguard. He has, however,
and other substances they might discover later information on the “incident” the party heard
to be smuggled being traded by the inn’s current about in Blingdenstone.
owner. A few weeks ago he heard a loud thundering
The party can easily see a ladder that leads noise echoing through the Vault and shaking
to a hatch in the basement’s ceiling or they can every stone in the inn. In the couple of minutes
wait for someone to descend, which happens after he took to ascend to the inn’s terrace he heard
an hour or so. In both cases you can create a screams and explosions, as well as alarms ringing
casual roleplay encounter or a tense mysterious throughout town. When he finally arrived at the
investigation to reveal the current owner. vantage point atop the building he was able to
CHAPTER 3 - THE DESCENT 35
acting in the Braeryn. She shall have leads on the
information they seek. Dalfred warns them that
the Hag has powerful connections that can be
useful, but that talking to her is also entering on
her radar, so they should be careful with what they
tell her, because down the road she might sell that
very information to someone else.
Within a day, Dalfred can find the foreign mage
the party has been told to look for. The halfling
was told that to reach Sloopidoop one shall go to
an alchemist shop in Eastmyr called Dandelion
Haze and ask for a “murky brew”.

FIND OUT
The information in this section is a summary
of what is happening in the City of Spiders,
so that you can have a general idea of what’s
going on, as well as how you will conduct the
game so that the party can discover and explore
those things. General ideas and suggestions are
described further down the supplement, and will
be expanded on in the upcoming Rhodarin Press
title: Spies in Menzoberranzan.

The New Vanguard. After decades of


The Narbondel Shadow’s Signpost recovering and planning, the Council is ready for
the payback: the New Vanguard shall be more
powerful and more efficient than its predecessor.
get a view of a colossal bipedal creature, with To guarantee the swift conquest of the whole
oily and furry skin, destroying many buildings northern part of the Underdark, the generals of
by the Duthcloim and the Bazaar, while mages Menzoberranzan have been plotting for years,
were flinging spells at it. The creature was so relentlessly training elite units, assembling
horrendous that he froze in place and honestly squadrons, dispatching supply lines, and creating
can’t remember much else, but a few moments a true war machine ready for the attack. To
later the creature disappeared in a flash and only empower the drow army, however, the Council
the trails of destruction it created were left behind. is now able to count on something new: the
In the following days, thousands of corpses
archmages of Sorcere have, under the visionary
were buried and honored while the numerous
leadership of Gromph Baenre, mastered some
wounded were treated. People began to clean
the rubble, but the city guard and the academy forms of conjuration that allowed them to tap
of Sorcere are still guarding some of the areas into the Abyss for demonic servants under their
affected by the creature. An army of homeless command, giving them an edge on any possible
people has moved from the areas into less affluent enemy that stands on their way. The cult of
ones such as Eastmyr and the Braeryn. No official Lolth, noticing how the mages were definitely
statement has been released by the Council, but gaining influence with the move, tried to interfere,
the city has entered a state of siege, with very creating a series of conflicts between these
few people being allowed to enter or leave the important factions in the city, besides the already
city through its heavily guarded, and now mostly complicated relationship with the “mundane”
closed off, gates. army and the families that control it.
If the characters need more answers, Dalfred
can direct them to more knowledgeable contacts of
Demonic Invasion. Gromph’s new rituals
his, but that is surely to get the party to own the
halfling a favor, which might be something “simple” were expanded upon and continuous research
like infiltrating the house of a local drow captain with extensive funding allowed a whole new set
and stealing some official seals, or something of incantations, spells, and magic to be created.
more complex, like discovering the identity of The importance of the Vanguard’’s success,
the secret patron of a priestess who is creating together with the pressure from the Council, and
a radical Lolth cult in the area, threatening the the possibility to finally put Sorcere in the same
safety of outsiders with her sacrificial tendencies. standard as Arach-Tinilith propelled the archmage
As the characters follow their “part of the to experiment with increasingly higher levels of
deal”, Dalfred can introduce them to the Wan Hag, invocation. One said ritual, aimed at bringing
an expensive, but efficient information broker
36 CHAPTER 3 - THE DESCENT
forth a powerful demon general, started to go is going on down here. Also keep in mind that
array, either by lack of expertise, sabotage by the gnome guide won’t be taken to Velkynvelve,
the hands of the priestess, or even the influence but rather kept in Menzoberranzan where they
of the Abyss itself (either by Lolth or the other will be interrogated and might be used down the
demon lords). The magic gate opened directly road to aid a negotiation with Blingdenstone.
into the realm of Demogorgon, who tore through Another point of adaptation is that, if you
the portal and emerged into the very center of would like the party to have some closure in
Menzoberranzan, scattering the Abyssal influence the whole treason of Mithral Hall plot, you
throughout the Underdark. can narrate how one of the prisoners of the
drow here is a dwarf named Orvo Silverworth,
KISS GOODBYE the member of the Chamber who was trading
information with Nezznar, the Black Spider.
Once the characters have acquired enough
Orvo’s presence might complicate the characters’
information, their next goal is to return to
situation: will the let him die in the hands of the
Mithral Hall, or at least to Blingdenstone, to
drow or will they save him, at least to bring him
inform their allies of the extremely worrisome
to justice in Mithral Hall? If you would like you
news. Not only there is a gigantic draw invasion
can instead include that problem in the City of
under planning, but also a underlying demonic
Spiders, but that location might already be filled
threat spreading throughout the Underdark.
with social encounters that already make the
It is likely that during their adventures in the
gameplay politically complex.
City of Spiders the party has attracted attention
which might become a challenge in their
escape: as the adventurers traverse the Dark
Dominion, exiting the oppressive atmosphere of
Menzoberranzan, you can finally introduce Out of
the Abyss in the way it was designed to be - with
the characters as drow captives. Halflings ready for the
As the characters journey through the adventures in the Underdark.
tunnels, they might find a particularly powerful WOTC
glyph of warding and attract the attention of a
large patrol with many powerful soldiers. The
extensive advice given by famous guides on
OotA is once again valid here: if in doubt, talk to
your table about the following sequence: would
they like to play the combat encounter or they
would prefer a description which narrates what
happened? Are they interested in having the
chance of surrendering or their characters would
fight until being knocked out?
The drow are fighinting to capture the party,
so they are trying to knock them out or make
them surrender, make that clear in their fighting
style with concussion based attacks, sleep
poison, and paralyzing spells. If necessary you
can use the gnome guide as a way to get them
to back down and surrender, especially if they
developed a strong relationship with them.
As the drow patrol make the adventurers
captives, you can describe how they wake up in
Velkynvelve as Chapter 1 of OotA assumes. They
have more consciousness of how the Underdark
works so they probably won’t need as much
introductory descriptions and their escape from
the emprisionment shouldn’t be as tough.
Bear in mind that the army of NPCs
introduced don’t necessarily need to be used
down the path, but they can offer more
information about the dark reaches of the
tunnels, since the characters already know what
CHAPTER 4: AFTER VELKYNVELVE
After conducting the imprisonment and the escape begun to move from their isolation siege state to
in the way you see fit, the party’s great journey a more aggressive posture with their immediate
through the Underdark can truly start. This section neighbors.
will briefly explore what can you adapt in the
chapters after Velkynvelve to ensure a better overall
experience in this guide’s context. MITHRAL HALL
Eventually the party should arrive back in
BLOOPIDOOP Mithral Hall and officially communicate all that
has happened in the Underdark. Their valuable
This section can be run pretty much normally, insight, together with eventual clues, confirmation
but since the characters are stronger than in the from the gnomes, and reports coming from other
module as written, you can dial up the encounters, sources will be enough to get the dwarfs going and
especially the reveal of the great demon lord for the campaign to transition into its second half.
appearance. In this case, continue using the city as the main
connecting point and hub, essentially taking the
GRACKSLUGH place of Gauntlgrym as the assembly point for the
Lords’ Alliance in their effort against the drow.
This section can be run pretty much normally,
but since the characters are stronger than PHANDALIN
in the module as written you can dial up the
encounters. In general the duergar are more As mentioned in the module as written, in
worried about the demon threat than the drow, the time between the two Underdark expeditions,
but the party might use the information they got the characters might enjoy some downtime and
in the City of Spiders to leverage some allies or perhaps even some surface adventuring. If that is
advantages as a war is about to explode in these the case, feel free to allow them passage through
dark tunnels. Grackslugh is similarly a great Mithral Hall, other great cities in Faerûn, but
way to direct the party whenever they want to go, especially Phadalin, where they can connect with
which should probably be the most direct route to friends and see the things that are worthiness
Blingdenstone, but might be Mantol-Derith or even protecting by delving once again in the depths of
the City of Spiders. the Underdark.

THE TRAVELERS’ GUILD OF THE CITY OF SPIDERS


MANTOL-DERITH The module as written assumes one last delve
into the drow capital in the end of the adventure.
Although both in this guide and in the module You can maintain that way, but can also allow
as written this is a location intended for the second the party to explore more the rich variety of
Underdark expedition, the characters might want quests, characters, and important plot points to
to go there earlier. The complicated web of quests be understood. One example can be the saving of
and characters present in the module as written the gnome guide who first helped them explore the
in this guide by the presence of a foreign entity city, or perhaps communicating their allies inside
which has taken the outpost for itself surprisingly the city that they should evacuate it before the
fast: the Travelers’ Guild of Mantol-Derith. Upon demon lords are summoned. Much more lore and
investigation the characters might find that the the possibilities of these additional adventures can
guild is actually a mind flyer colony that has be found in the upcoming Rhodarin Press Spies in
installed itself in the settlement and is effectively Menzoberranzan. You can use that to make their
taking over it. More about it in the homonymous choices regarding the war on the drow and the
Rhodarin Press supplements coming up. demonic invasion much more complex and morally
ambiguous as the party gets to know the drow
BLINGDENSTONE (good and bad ones).

As the characters come back to the gnomic


settlement they might find a town that has
somehow flourished with the new areas
developing and many threats dealt with. They
will, however, listen that drow have been seen
in the gnome lands and that combats wee held
in the outskirts, signaling that the drow have
38 CHAPTER 3 - AFTER VELKYNVELVE
APPENDICES
LETTER FROM CHAL’IRITH VANDREE

APPENDICES 39
MAP OF THE DESCENT TO THE UNDERDARK

40 APPENDICES
APPENDICES 41

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