Blocked Underdark river

A long, Dark Lake tunnel, only about 15ft wide throughout, with ceilings about 15 above the water level. There is no source of light throughout.

Here is a fun encounter that I wrote for my players in Out of the Abyss. It is designed to be played when they are travelling by boat, or raft or some other conveyance over the Darklake. My players hit this between Sloobludop and Gracklstugh.

As the encounter begins, show the image above and read aloud:
“Your travels carry you between caverns and tunnels, all making up the interconnected waterways collectively referred to as ‘Darklake’. You travel down a rather narrow tunnel-way only about 15ft until in either direction all you can see is murky, watery, narrow tunnel.”

While they are still ~100ft away from the encounter, call for an WIS (Perception) roll (with disadvantage for anyone with only normal darkvision)
DC 13 – “Just at the edge of your vision ahead, you think you see a large silhouette of something blocking the water way. You can hear the sound of the current gently lapping against something large ahead as well.
DC 17 – “You think you can feel the current slow in this tunnel as well”

If the players continue on down the passage way, again, when ~50ft away from the encounter call for another WIS (Perception) roll as above:
DC 15 – “You can see the the river had changed to a small creek, moving slowly around two incredibly large boulders and debris in the water. The boulders completely block your path.
DC 20 – “On the right side of the tunnel, in the small gap between the boulder and the tunnel wall, you see the reflection of two tiny eyes peak out. You’d swear you saw a smile as well before they ducked back out of view.”

Setup

The eyes the players saw belong to a goblin of higher than average intelligence, named Rith. Along with him, is a huge Fomorian. The two of them come out from the shadows and say that “…it sure is lucky we happened to be in the area and can help out an advenuring party down on their luck, like you! For only 100gp, my large friend over here (the Fomorian) can move those pesky rocks.”
They’re grifters.. obviously. Or at least Rith is. The Fomorian has dead eyes and seems to just do exactly as he’s told and no more or less.
Rith is incredibly patient and will let the players sit and argue as long as they want Their other option is, of course, to head back (this should increase pursuit level). Rith will strongly imply (without ever saying so) that the Fomorian (whom he calls Foamy) will fight if he is threatened or intimidated. If the players decide to pay, Rith may get greedy and try to get more; telling the players that 100GP was for ONE rock, and as they can see, there are two blocking the path. Roleplay or charisma rolls can determine how you play this. In the end though, Rith doesn’t want a fight and will take the gold and let the players move on as he resets his scheme for the next poor adventurers.

Rith – Goblin Boss – Adult

Uses Goblin Boss stats except he has a +4 to Deception and +4 to Persuasion
Physical Description: Rith has a slightly misshapen head and has only wisps of black, greasy hair that he has tied into a ponytail.  The left side of his face has an old scar.
Character: Rith is not particularly pretty or charismatic at first.  But he has a kind of used-car salesman aura once you’re talking to him.  He’s incredibly well spoke for a Goblin and is always working an angle.
Details: Rith was nearly killed in an attack by a xorn years ago.  His Goblin pack left him to die in the Underdark and he’s been a wily survivor ever since.  He trusts no one, but knows he isn’t going to stay alive on his own strength down here.  Rith has a Fomorian enslaved to him.  A gift from an Aboleth he once made a deal with.  He mainly uses “Foamy” as an intimidater, but has found a new scheme for him as a heavy lifter.
Occupation: Schemer.  Rith is always running some kind of con, extortion, or generally trying to make a GP in the underdark.  He has been quite successful if you consider staying alive a success.
Rith knew enough about the Enslave spell to know that actually having Foamy fight anything much stronger than himself had the possibilty of him actually getting hit!  Which could break the spell.  So instead, he devised a scheme where Foamy placed 2 large boulders in the way of one waterways off the beaten path of Dark Lake.  A little bit of extortion and intimidation from Foamy and the Duergar were handing over the gold!

“Foamy” – Fomorian

A Fomorian enslaved by an Aboleth a long time ago, and whose telepathic domination has been transferred via magical pact to Rith.  Foamy has no control of what he does and is completely enslaved.  Reference Aboleth.  If ‘Foamy’ takes any damage, he can make a DC 14 CHA saving throw. On a success, the effect ends and he is free.  If ‘Foamy’ is more than a mile away from Rith, he can repeat the saving throw once per 24 hours.  If Rith dies or is on another plane, the effect automatically ends.
Foamy is not particularly intelligent, but not a dope.  He will shout, “I AM NO SLAVE!” if freed.  DC 18 CHA (Persuasion) to convince him not to fight or run away if he gathers the party is too strong.

Hidden Entrance

Beyond the two rocks that are blocking the way, and close to where Rith and ‘Foamy’ are standing, a part of the rock wall is actually just a well packed collection of rocks.  DC 18 WIS (Perception) in the general area or DC 12 INT (Investigation) in that specific to notice this.  

A 10ft wide and 15 ft.long passageway leads to a room carved into the cave wall, roughly 25ft wide and 20ft deep, covered in spiderwebs and other detritus.  To the left is a small table and chair with a candle on it, and a sleep pad.  In the far back corner you see the bones of some long dead creature.

Treasure

  • 50GP on the table
  • 100GP additionally buried in the corner – DC 14 WIS (Perception) to notice the displaced dirt
  • Signed Pact with the Aboleth –
    • Magical to the touch
    • Reads: “As payment for services rendered, this pact conveys control and dominion over the enslaved Fomorian [drop of blood] to Clanless Rith. This pact can be annulled at anytime by [There are strange symbols here]. This pact may be transferred per the appropriate ritual only once.” with Rith’s name signed in blood.
    • DC 16 INT (Arcana) to know that the signature is in Deep Speech.
    • DC 20 INT (Arcana) to know the particular ritual to transfer control of ‘Foamy’ to another creature. This may only be done once.

Things to note: Foamy won’t attack unless forced to defend himself OR commanded to by Rith. Foamy will continue to follow the last command if Rith is dead or unconscious. Because the players aren’t aware that Foamy is under the Enslave spell, they don’t know that he can make WIS saving throws against the effects if he takes damage. This can set up interesting situations where the party may be able to transfer the pact to themselves, attempt to use Foamy in battle, only to have Foamy turn on them in the middle of the fight if he makes his saving throw! Good times!

Additionally, you can have the Aboleth play a larger role later in your adventure. If you want the translation of his name on the pact from Deep speech (Espruar) is “Herbert”. In my world, the Aboleth is also gone mad from the influence of the Demon Lords and similarly to Shushaar, this had made the Aboleth turn to a rather silly and Good alignment. Have fun with that, it can make for some lighthearted fun.

Here are a few assets used on Roll20 when I played this out.

Leave a Reply

Your email address will not be published. Required fields are marked *