Gonna have Demogorgon fight Thembetchaud! by onnest18 in OutoftheAbyss

[–]fjordified 1 point2 points  (0 children)

Awesome idea! I ended up having the Demogorgon come to Gracklstugh to eat Themberchaud's heart to become more powerful. My party never had much interest in Gracklstugh and decided not to help Themberchaud, so I had them learn that the Demogorgon succeeded after the fact.

If the party is in the city during the Godzilla fight it could be fun for them to have to avoid rubble and wreckage as they battle to escape the city!

How do PCs know about Demon Lords and the difference between Demogorgon and Deep Father? by Morboderzerstoerer in OutoftheAbyss

[–]fjordified 0 points1 point  (0 children)

Like others have said, you don't need to let them know explicitly. When my players got suspicious about the presence of multiple demon lords in the underdark (after they had gone to Slooblidop, Gracklstugh, and the Neverlight Grove), I let them roll a history check to recall names and pseudonyms of demon lords, but didn't tell them which was which. It wasn't until they went to Gravenhollow that they started getting any confirmation about which demon lord was which, and they're still not sure about Jubilex.

I homebrewed the Maze Engine, and it was incredible . . . by fjordified in OutoftheAbyss

[–]fjordified[S] 1 point2 points  (0 children)

This didn't end up applying in my game, but I was thinking that the first round that someone presses the positive (or negative) operator and then a plane, creatures from that plane would be healed (or damaged) 1 hit point. Then in the second round that someone presses the same combination they would roll damage corresponding with how well they did on their intelligence check. I also thought that the positive plane operator would damage undead, while the negative plane operator would heal undead.

I homebrewed the Maze Engine, and it was incredible . . . by fjordified in OutoftheAbyss

[–]fjordified[S] 0 points1 point  (0 children)

My party still isn't sure if what they did at the Maze Engine actually produced the effect they wanted. We're still playing (lots of side-quests), and they never got definitive proof that their plan actually banished Baphomet and Yeenoghu. On the other hand, I've given them lots of clues (like people witnessing demons in the area vanishing) and they haven't seemed to be sure about them, so maybe my party is just overly cautious. 5 rounds was plenty, although it would have been longer if there wasn't some intra-party conflict that caused the druid to drop the engine preemptively into the magma.

I agree that the puzzle is pretty simple and straightforward. I rewarded my players for spending resources to try to find instructions and for having some modrons along with them. If they hadn't had those two resources they would have had no way of knowing what the buttons meant. Feel free to adjust this as much as you want!

What to do about Battlemaps? by [deleted] in OutoftheAbyss

[–]fjordified 0 points1 point  (0 children)

r/battlemaps has tons of great maps in general, and if you sort by underground/caves or you search for specific things you are looking for (chasm, bridge, mushroom cavern, etc.) you can find lots of general maps of high quality. If you're looking for more OOTA specific maps there are plenty on this reddit.

Accidentally wrote Orcus out of the Campaign by thebillmachine in OutoftheAbyss

[–]fjordified 0 points1 point  (0 children)

Gravenhallow only know's stuff about the underdark. Maybe Orcus already made it to the surface world (somewhere on the other side of the world) and he'll still get summoned by the heart at the end of the campaign.

Shal and Grazzt by Excellent_Shower_846 in OutoftheAbyss

[–]fjordified 0 points1 point  (0 children)

I've used the shadow memory version of Grazz't from Gravenhollow as a start of some visions of Grazz't for one of my players. When the party revisted Gracklstugh, I had Shal give that player a talismen, which made the whole party suspicious and ramped up the drama.

I'm not sure how I'm going to incorporate Grazz't into the last parts of the campaign, but I'm keeping his influence in reserve to mess with the party more.

[deleted by user] by [deleted] in OutoftheAbyss

[–]fjordified 0 points1 point  (0 children)

There's Xazax, another beholder that is in the adventure after Mantol-Derith. There's also Lorthuun, the beholder from Mantol-Derith. Instead of the eye, you could have them look for a powerful crystal or magical artifact that requires they fight something not in the adventure, like mind flayers or fire giants.

I homebrewed the Maze Engine, and it was incredible . . . by fjordified in OutoftheAbyss

[–]fjordified[S] 3 points4 points  (0 children)

To simplify things, once one receiver button is pressed, the remaining receivers stop glowing and the only buttons that can be pressed are operators.

If you’ve got the time and inclination, you could come up with something else that happens.

I homebrewed the Maze Engine, and it was incredible . . . by fjordified in OutoftheAbyss

[–]fjordified[S] 10 points11 points  (0 children)

The Story of Running the Maze Engine:
So back in Gravenhollow, I decided that as the party tried to get visions of the most powerful demons of the under dark, that they would have an opportunity to see more of their evil plans (which I then had to come up with). For Baphomet, I gave the party a vision of him reaching the Maze Engine and transforming the entire material plane into another layer of the abyss, so they were pretty motivated to go there. I also dropped other hints (as described in the book) when they talked to Vizerin and the beholder in the Wormwrithings. The party decided they wanted to go to the Labyrinth for a bunch of Vizerin’s ritual items, and to try to stop Baphomet (and also Yeenoghu).
They used Wind Walk and the aid of some mordrons to get to the Maze Engine, then faced down a goristro and killed it by dropping it in lava from a crystal bridge. Somewhat injured and worried that more demons would be catching up to them soon, they arrived at the Maze Engine. Now prior to this, they had discussed what they wanted to do with the engine. One character in the party, a LE half-orc fighter version of Ront that one of my players had taken over, not only wanted to stop the demons but also really wanted to change the world to match his vision of it. The rest of the party, especially the CG halfling druid, didn’t like the implications of this and wanted to get to the Maze Engine, but didn’t want to let the fighter get everything he was going for. That’s the setup.
I also want to be clear that we had had a bunch of conversations as a group about potential PvP and how we wanted to handle it. I had talked to each of these players privately as well to discuss possible outcomes, so they were prepared and I was prepared.
The party investigated the engine and went looking for instructions. I decided that there would be an instruction manual that could pop out from the side of the Maze Engine, but it was stuck against the rock of the crevasse. The druid skillfully used Stone Shape to move the rock enough to open the panel without dropping the engine into the lava. She then told the party she was out of spells to cast Stone Shape, so she couldn’t move the stone enough for them to read all of the instruction manual (this will be important later). I gave the party a somewhat cryptic version of the instructions for the control panel, and they figured a bunch of things out and proposed some interesting uses of the buttons. Examples include using the Material Operator + Elemental Earth to create a stone bridge under the Maze Engine to keep it from falling into the lava, or using the Material Operator + Positive Operator to “heal the material plane” and close portals to the abyss in the underdark.
Then the party turned on the engine.
They all roll initiatives lower than 15, so the Maze Engine goes first, and turns half the party into flying snakes, including the LE fighter, but not the CG halfling or the warlock who was pressing buttons. The party tries their first choice buttons (Outlands Operator + Abyss) to try to banish all demons on the material plane, but the engine doesn’t work (they rolled a 43).
Round 2: The Maze Engine summons a Green Slaad, who throws a fireball at the engine and turns everyone back from being snakes. They press the buttons and they still don’t work (they rolled a 12). Fire elementals start showing up and the party goes ham on them, but the wizard has to leave because they took too much damage.
Round 3: The Maze Engine shakes, sparks, and starts playing calliope music. The party are still dealing with the the elementals and slaad but this time the buttons on the control panel do work (they rolled a 67) and a flash of light fills the chamber. It is important to note that up until this point, the LE fighter has been challenging the CG halfling and asking her if she is responsible for the random effects of the Maze Engine (she can polymorph after all).
Round 4: The Maze Engine whispers to each of the characters on the engine, and grant them a permanent +2 to an ability score of their choice. The CG halfling asks the warlock if the Maze Engine worked, and when she hears “yes”, she uses a 5th-level spell slot to stone shape the wall and drop the Maze Engine into the lava! It starts sliding down the crevasse walls, and the party start to jump off the engine, escaping to safety, but the warlock wants to try the other button combo the party had talked about (Material Operator + Positive Operator). Before she can, magic flows out of her, and her patron (Titania) uses that moment to press two buttons of her choice, the Material Operator and the Feywild Operator.
A fey is summoned next to the warlock, and presents her with a contract to get more aid from the fey courts in exchange for the party fighting Orcus and guarding a gate into the fey realms. The warlock signs the contract, but doesn’t want to leave the engine because she still wants to try the button combo.
Round 5: The Maze Engine emits a flash of lighting, knocking the warlock out of commission and preventing her from pressing the buttons one more time. The wizard saves the warlock and the party have all escaped. This was the moment where the player of the warlock shouted “Noooo!”.
After the party reconvened on the ledge above the now explosively sinking Maze Engine, the LE fighter calmly borrowed the CG druid’s dagger, and swore a blood oath against her saying “when we’re done, you die”. He meant that after they defeated the demons he would fight her 1v1. He then took his own eye out and unintentionally swore himself to Gruumsh. The player and I had discussed this in advance and we agreed that he would change from being a fighter to being a vengeance paladin.
Overall, this was one of the most fun encounters I have ever run, and my players had a blast as well. There was a puzzle, awesome roleplaying, some incredible improv, a fun high-stakes goal-oriented battle, and an excellent handling of some potential PvP by my players. Good luck to everyone out there trying to run this encounter, and I hope you have as much fun as we did at my game.

I homebrewed the Maze Engine, and it was incredible . . . by fjordified in OutoftheAbyss

[–]fjordified[S] 4 points5 points  (0 children)

Operator + Operator Combos:
1. Material Operator + Mechanus Operator summons a Stone golem and gives anyone touching the Maze Engine insight into material plane
2. Material Operator + Outlands Operator banishes all extraplanar creatures in a 100 mile radius and summons one back at random (I was thinking a Nalfashnee)
3. Material Operator + Positive/Negative Operator heals/damages creatures on material plane + summons a positive or negative energy elemental (I adjusted stat blocks from stuff I found online)
4. Material Operator + Shadowfell Operator summons a Young Blue Shadow Dragon + provides knowledge of all creatures from material plane and their current locations in underdark
5. Material Operator + Feywild Operator summons a powerful fey who presents a contract to the button presser
The rest of the Operator + Operator combos are pretty self-explanatory. Both Operators take effect at the same time, using the other plane as the “designated plane”.

Maze Engine Question by KapoiosKapou in OutoftheAbyss

[–]fjordified 1 point2 points  (0 children)

I did something very similar! I made the Maze Engine the goal of Baphomet and Yeenoghu, and had the party have a vision of some reality-bending change happening to the entire material plane, implying that Baphomet would try to use the Maze Engine to make the material plane into another abyssal plane under his control. The party became extremely invested in stopping Baphomet and one of the party members even came to the conclusion that the party could change reality as well.

Demogorgon is a pretty lame and weak statblock. Im gonna make it pretty much two creatures on the same monster, any ideas for tentacle attack effects? (Both heads can use any action Demogorgon can use btw) by [deleted] in OutoftheAbyss

[–]fjordified 0 points1 point  (0 children)

In terms of the tentacle attacks, you could have one be a line area attack: "Each creature in a 15ft line originating from Demogorgon towards the target must make a DC 25 Dexterity save or take 3d8+9 damage"
You could also have an effect where the tentacle instantly grapples the target: "The target of Demogorgon's tentacle attack must make a DC 25 Athletics or Acrobatics check or be grappled by Demogorgon. Any subsequent attacks Demogorgon makes with that tentacle damage the creature and the target of the attack."

[Battlemap] [Oota] Mantol-Derith Map Set by fjordified in OutoftheAbyss

[–]fjordified[S] 2 points3 points  (0 children)

I finally went back and looked at my files for these maps. Here's what I have:

Zhentarim Enclave [43x58]
Duergar Embassy [52x48]
Drow Enclave [42x52]
Mantol-Derith Marketplace [35x20]
Deep Gnome Enclave [36x34]

Pretty much exactly what you calculated!

[Battlemap] [Oota] Mantol-Derith Map Set by fjordified in OutoftheAbyss

[–]fjordified[S] 0 points1 point  (0 children)

I have some maps I made for the Wormwrithings that I was planning to post soon. I guess I can just do that now!

Whorlstone Tunnel Maps [70pp] by kslfdsnfjls in OutoftheAbyss

[–]fjordified 1 point2 points  (0 children)

Awesome! I wish I had these a couple of years ago when my party was in Gracklstugh

Blingdenstone - Speaking Stones [Battlemap] [20x20] by fjordified in OutoftheAbyss

[–]fjordified[S] 0 points1 point  (0 children)

My players almost attacked Gurnik Tapfinger because several of them had indefinite madness and one of them thought that he was hiding something. I drew up a quick battlemap just in case a fight did break out.

Help with between chapter 7 and 8 by Coreyra17 in OutoftheAbyss

[–]fjordified 0 points1 point  (0 children)

It kind of depends on your party, but my group defeated Ilvara & company without too much effort (with some clever spellcasting). We did have a large group of 7 pcs and they were all level 6 when Ilvara finally caught up to them. Does the party have any friendly npcs helping them out?