Anyway, I loved Out of the Abyss! 2020: I have read or run almost every 5e adventure published by WOTC thru Icewind Dale. My players and I still believe Abyss to be the best, ahead of #2 Curse of Strahd and #3 Waterdeep Dragonheist. The 2d half of Abyss is more uneven than the first half, but it has some incredible chapters. The GUIDE index is here! This is the first chapter of a very long guide for DM’s to run Out of the Abyss.The OoTA book is a great resource and campaign, unfortunately some things are left unexplained or simply badly arranged in the book; this guide’s aim is to provide rookie and veteran DM’s alike with extra information and clarifications for the campaign. Out of the Abyss – Extra encounters No. Make sure you visit my Guide to Out of the Abyss. The first part of the adventure involves lots of traveling, A LOT OF traveling. According to page 25, you should roll twice daily, while traveling through the underdark. Page 18 explains the time it takes to get from one place to the next, for example. D&d out of the abyss full pdf 1 Publication history edit Out of the Abyss was released in September 2015 for the Dungeons & Dragons story line 'Rage of Demons. ' The adventure was created by Green Ronin under commission from Wizards of the Coast.
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Out of the Abyss
Zhentarim
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The Zhentarim, also known as the Black Network, is a supposed “empire of mercenaries”, and greater mercantile organization in Faerûn.
The Zhentarim has a storied history as a cadre of self-serving thieves, spies, assassins and malevolent wizards, who for a time, were indentured by their leaders to serve the dark gods Bane and Cyric.
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Over the decades, the organization experienced several changes, but also major misfortune, particularly for their historical strongholds around the Moonsea. As of 1489 DR the Zhentarim was headquartered in the Western Heartlands, at Darkhold Castle, nestled in the valley of the same name. However they can be found in most corners of the western world, and even in the Underdark.
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Ancient
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As an extension of the will of the dark wizard Manshoon, the Zhentarim was initially formed as a mercenary company to support his rule over the Moonsea with the aim of spreading that control over all of Faerûn.
After he recruited the faithful of Bane, unscrupulous merchants and lesser mages to his cause, they collectively sought to dominate all aspects of the Realms, either by manipulation, outright control or, if they couldn’t exert control over something, extermination.
After a number of debacles and military defeats, leadership of the Zhentarim passed to the Bane-worshiping Fzoul Chembryl. He made deals with leaders in the Moonsea to erect temples to Iyachtu Xvim, Bane’s son, within the capitals of their city-states. Fzoul’s primary aim was to use the power of the Zhentarim to spread the worship of Bane and his familial pantheon.
Modern
However, by the late 15th century the goals of the Zhentarim came in line with their original ideals, and they are today a more (comparatively) legitimate and secular organization.
By offering the best guards and mercenaries, with the final aim of an iron-fisted monopoly on protection services in the Realms, they sought to make the merchants of Faerûn, and thus the continental economy, completely reliant upon them as an organization.
While many of their practices and services they offered were completely legal, they were not above spending a tremendous amount of gold to destroy their competitors and secure future profits to increase their wealth, influence and power.
In order to achieve their financial goals the Zhentarim agents often deal in illicit goods and contraband, using their extensive mercantile contacts to move products throughout the Moonsea, neighboring lands and over Faerûn’s more hazardous terrains. The types of commodities they dealt in were slaves, poison, drugs, etc.
As a means of eliminating their competition, the Zhentarim used the Zhentilar army of Zhentil Keep or recruited bands of monstrous humanoids to take down rival caravans, often completing the route under their own banner to earn good faith and new business with merchant groups.
They were not above resorting to sabotage, blackmail, arson to outright murder to undermine their mercantile or political opponents. They were even known to purposefully upset the balance of natural beasts, stir up aggressive monster populations within the wild, and even have their mages summon foul monstrosities to threaten isolated towns and villages, in effect forcing the residents to rely upon the protection of the Zhentilar.
- Zhent: A person from Zhentil Keep. Not all Zhents were members of the Zhentarim.
- Zhentarim: The greater organization itself; members of the organization, either singular or plural.
- Zhentilar: The military of Zhentil Keep, used to distinguish them as a more traditional military force, and from other members of the Zhentarim.
- Zhentish: A grammatically incorrect term that would bring derision on the user, even in lands unfriendly to Zhents.