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Blibdoolpoolp Rising Adventure Guide

Blibdoolpoolp Rising is a Dungeons & Dragons adventure designed for 4-5 characters of levels 3-6, set in the coastal village of Lathtarl’s Lantern, where a missing paladin named Barria has been kidnapped by kuo-toa. The adventure involves exploring the kuo-toa's underwater lair, uncovering their civil strife, and ultimately rescuing Barria, who is mistaken for a god by her captors. Players will encounter various challenges and NPCs, with opportunities for combat and exploration while navigating the themes of belief and divine manifestation.

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0% found this document useful (0 votes)
11 views24 pages

Blibdoolpoolp Rising Adventure Guide

Blibdoolpoolp Rising is a Dungeons & Dragons adventure designed for 4-5 characters of levels 3-6, set in the coastal village of Lathtarl’s Lantern, where a missing paladin named Barria has been kidnapped by kuo-toa. The adventure involves exploring the kuo-toa's underwater lair, uncovering their civil strife, and ultimately rescuing Barria, who is mistaken for a god by her captors. Players will encounter various challenges and NPCs, with opportunities for combat and exploration while navigating the themes of belief and divine manifestation.

Uploaded by

samsellsmodels
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

1 | Blibdoolpoolp Rising

Blibdoolpoolp Rising
A 5th Edition Dungeons & Dragons adventure for four to five characters of levels 3rd-6th

Version 1

Page Background: Darrin Scott


(inspired by Dungeons & Dragons products)
(Color, color level and saturation adjustments made)

Cartography: Jean Lorber

Cover and Internal Art: Ari Ibarra

Editor: Hiten Dave

Layouts: Jeff C. Stevens

Designers: Jean Lorber, Joseph Lorber, and Jeff C. Stevens


@jlorber4 @jcorvinstevens

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D
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All other original material in this work is copyright [2020] by Jean Lorber & Jeff C. Stevens and published under the Community
Content Agreement for Dungeon Masters Guild

2 | Blibdoolpoolp Rising
Introduction Average Party Level
The Average Party Level (APL) can be used to calculate the
“I don’t believe in Beatles, I just believe in me”
appropriate challenge level for your party. To calculate the
-----Mr. Ferris Bueller, attributed to John Lennon
APL, add the total levels of all characters and divide the sum
by the number of characters (rounding up for .5 or greater).
Blibdoolpoolp Rising is a 4-to-8-hour adventure for a party of
four-to-five characters of 3rd - 6th level. It’s an adventure
about belief given life, represented here by the collective zeal
About the Cover
of kuo-toa.
The psychedelic jellyfish god Bun-gulp whips his kuo-toa
The kuo-toa are an Underdark-dwelling race of fishlike followers into a frenzy. Artist: Ari Ibarra [Link]
humanoids. Different sects worship different god-like beings,
each god manifested through the strength of a sect’s
collective zeal. Such “gods” feature prominently in this
adventure.

Materials and Formatting


To run this adventure, you’ll need the following 5th Edition
Dungeons & Dragons books: Player’s Handbook (PHB),
Monster Manual (MM), Dungeon Master’s Guide (DMG), and
Volo’s Guide to Monsters (VGtM).
Major NPCs, monsters, and key location features will be
named in bold type the first time they are mentioned in the
encounter—e.g., kobold or secret door, followed by the
name of the source 5e book, if relevant (MM).
Text in these boxes is meant to be read aloud or paraphrased.
Boxed text is used to set a scene, but many times it contains
hints or clues about the upcoming encounter.

Scaling the Challenges


Using the new encounter-building guidelines in chapter 2 of
Xanathar’s Guide to Everything, this adventure is optimized
for a party of four 5th-level characters. Scaling options are
included for characters of 3rd level to 6th level, though you
may need to make adjustments based on the magical items
the characters hold.
In addition, not all encounters are dangerous. Many low-level
encounters are included to add to the overall theme of the
environment and adventure.
Section I holds no major combat threats for the party.
Section II likely takes place in one day and contains several
minor skirmishes, a handful of moderate encounters, and a
whopper of a final encounter. In a straight-up fight, the final
battle is actually unwinnable. However, a number of design
elements are introduced to give the characters a good chance
of success.

3 | Blibdoolpoolp Rising
Adventure Primer Character & Plot Hooks
A Favor to Torm. Once Barria’s plight is revealed, any
Background character with a connection to a good-aligned deity could be
This adventure takes place offshore from the coastal village divinely “notified” that they should take an interest.
of Lathtarl’s Lantern, situated anywhere along the Sword Rewarding the Just. A noble paladin such as Barria
Coast. A colony of kuo-toa has dwelt in underwater caves
deserves a better fate than rotting in a reclusive dungeon.
near Lathtarl’s Lantern for centuries, with virtually no
interaction between the two communities. However, recent Acquire Key Campaign Information. Barria may
scarcity of food has pushed the kuo-toa closer to the surface. hold information vital to your ongoing campaign, requiring
As a result, the different sects have started to exhibit her rescue to obtain it.
increasingly hostile attitudes toward each other, and are on
the brink of a civil war.
Lathtarl’s Lantern’s recent past has been marred by pirate
raids. A paladin of Torm named Barria was dispatched to
Lathtarl’s Lantern to put an end to the raids. She drove off
the pirates, a heroic deed which cost her an arm. Barria is
considered a hero and beloved by the townsfolk, who cared
for her during her convalescence.
However, two tendays ago, during a therapeutic oceanside
walk, Barria was kidnapped by kuo-toa. In a strange turn of
events, she was mistaken for a kuo-toa god, and whisked off
to their underground lair. Barria has managed to pose as the
god and now shakily leads a small faction of kuo-toa while
trapped underground. With her influence being increasingly
scrutinized, it’s a dangerous time, even for a ‘god’…

Adventure overview
Section I. In Lathtarl’s Lantern, the characters stop a kuo-
toa raid and discover clues that link the creatures to a missing
paladin named Barria. The townsfolk or the temple of Torm
hires the characters to find her. Investigating her last known
location reveals an entrance to a lair, just offshore.
Section II. The characters explore the kuo-toas’ 3-level lair
in search of the paladin. Abandoned notes from Barria give
them hope of finding her. As the characters navigate the lair,
battling and interacting with kuo-toa, they can gain bonuses
or penalties applicable in the final battle.
The characters discover that the kuo-toa number in the
scores and are ruled by two “gods” named Blibdoolpoolp and
Bun-Gulp. Through more risky exploration and interaction,
the characters learn that Blibdoolpoolp is in fact Barria. She is
unable to reveal herself, so the characters must engineer an
escape plan. The advantages and items the characters earned
during their exploration will come in handy.

4 | Blibdoolpoolp Rising
Section I: Adventure set-up
• Alda, a forlorn acolyte (CR 1/4; MM) of Torm who was
Barria’s attendant. She walks the market, blessing those
that ask, and sadly smiling when townsfolk praise “our
Summary beloved Barria.”
In this section, the players are introduced to the town and
Market Rumble
learn of a pivotal NPC: the missing paladin of Torm. They are
then witness to an aboveground excursion by the kuo-toa, Once the adventurers have gotten to see a bit of the market
which eventually turns to violence. The characters will be and learned of Barria’s disappearance, kuo-toa outcasts show
able to uncover several pieces of relevant information: up and cause an uproar. Read or paraphrase the following:
Several voices ring out in alarm at the far end of the market.
• The kuo-toa have a connection to the missing paladin Someone cries for the Town Guard, and a throng of market-
• There are several factions of kuo-toa that don’t get along goers push past you, away from the commotion.

After making these discoveries, the party can choose to go Each adventurer must succeed on a DC 10 Strength (Athletics)
searching for the paladin or are asked to do so by the locals. check or take 2 bludgeoning damage and be knocked prone
by the panicking crowd. The source of the commotion
becomes clear in a few rounds or immediately if the
Mapped locations adventurers investigate.
The following locations are keyed to Map 1.
Kuo-toa are rummaging through merchant stalls and roughly
Area 1: Marketplace pushing people aside (see “Scaling Suggestions” below for
The adventure begins with the characters in the town of numbers). They are members of a losing faction and have
Lathtarl’s Lantern, a middling oceanside fishing village. been run out of their underground colony. They’ve returned
Whatever reason brings them to town, they are having an to the village in hopes of finding another god (like Barria).
evening stroll through the town marketplace when the
adventure begins. Read or paraphrase the following to set the Scaling Suggestions:
scene: APL 3 & 4: Use three kuo-toa (CR 1/4’; MM) and two kuo-toa whips
Lathtarl’s Lantern’s marketplace is a surprisingly lively affair. (CR 1; MM)
APL 5: Use four kuo-toa and three kuo-toa whips
The town itself is just a humble fishing village of perhaps a
APL 6: Use six kuo-toa whips
thousand individuals. Merchants sell the typical wares: fresh
fish, preserved fish, fish stew, and fishbone fertilizer. But the One of the kuo-toa whips chastises his minions, ordering
overall atmosphere is quite jovial, with merchants greeting them to scour the market stalls in search of divine inspiration.
each other warmly, customers smiling while haggling over Unusual-looking objects (or characters) generate some
prices, and small groups even breaking out in song. interest from the kuo-toa; they poke, prod, or utter chants at
Lathtarl’s Lantern’s residents have been in a celebratory the target. The villagers are generally terrified of the kuo-toa,
mood ever since a group of pirate raiders were defeated two never having experienced them before.
tendays ago. Led by the brave Barria, the Town Guard The Town Guard, consisting of 12 human thugs (CR 1/2; MM),
executed a daring counterattack and sunk the pirate ship just eventually arrive but don’t attack. If confronted, the kuo-toa
offshore. are not immediately murderous. The main whip, named
However, there is a note of sadness in the otherwise happy Duggggg, begins conversation in broken Common: “Where
scene: Barria’s recent disappearance. The townsfolk found your god?” The characters should learn the following:
her symbol of Torm near the shipwreck (Area 2) and scoured • Several factions of kuo-toa live underground nearby
the area for her. After a day or two of searching, they • A new god has brought power, but not to him
presumed she had drowned. The town held vigils and erected • They are looking for a newer god
small shrines to Barria, which are visible around the market.
After a bit of conversation, or if they are attacked, Duggggg
As the party explore the market, they meet the following recognizes the symbol of Torm (an upraised gauntlet) on a
NPCs, who can introduce the major backstory elements: tabard worn by Alda: “That from new god!” He grabs Alda
• Kilsh, a boisterous fish merchant (commoner; CR 0; MM) and tries to run back to the secret entrance at Area 3,
who hopes to be profitable now that the pirates are ordering his minions to attack if opposed. He reveals nothing
gone. He gives thanks to Barria and Torm, in that order. more about his plans and fights to the death.
• Morgam, a stoic town guard (CR 1/8; MM). He brightens Developments
up when recounting the tale of the pirate battle,
After this encounter, the characters should have caught on
describing how Barria inspired them to believe they
that there is a connection between Barria and the kuo-toa.
could prevail.

5 | Blibdoolpoolp Rising
Whether or not she is alive is still in question. If the Treasure
characters bring this to Alda’s attention, she begs them to
The locker holds an emerald-hilted dagger +1 worth 200 gp, a
recover Barria, alive or dead. The townsfolk heartily agree
sack of rubies worth 100 gp, and a parrot skull carefully
and offer the adventurers 500 gp or a year’s supply of dried
wrapped in leather.
and fresh fish—their choice.
Area 3: Rock and Hidden Entrance
I Believe, Therefore You Are
With enough belief, sects of kuo-toa can bring their “gods” to A 30-foot-tall column of white rock sits just offshore from the
life! While the sects in the adventure are not fully aware of beach, known locally as “bird shite tower.” A colony of
this ability, they do know that keeping their minds open to nesting seabirds and their guano has turned the rock white.
the divine does occasionally result in manifestation of god- A secret door is located at the base of the rock, just under the
like beings. As such, these kuo-toa remain in a state of awe waterline. The door was only recently re-discovered by the
and reverence wherever they go. kuo-toa and had to be partially excavated. The top of the
door is easily noticed. However, to gain access, the characters
Area 2: Beach Kidnap Site must enter the 15-feet-deep water.
The townsfolk reveal that Barria was last seen two tendays Two giant octopi (CR 1; MM) cling to the rock near the door,
ago at this location on the beach. When the adventurers camouflaged and waiting for a meal.
approach this seaside location, read or adapt the following: Behind the door, a 20 foot-long, water-filled passage (2 feet
A trail from the village leads down to a protected cove by the deep) ends at a staircase that ascends out of the water into a
ocean. A small beach is nestled among tall, dark, pitted rocks small, dry chamber. The chamber is lit by glowing
that make up the shoreline. The blackened skeleton of a mushrooms, recently installed by kuo-toa.
good-sized ship sits in head-high water 100 feet off the Another mostly watertight passage leads off this chamber
beach, rocking gently in the waves. and curves downward, running away from the coast. Trickles
The wrecked ship belonged to the pirates but was burned to of seawater filter in from the ocean above. After an hour of
the waterline during Barria’s attack. Townsfolk picked walking in shin-high water, the passage ends at the entrance
through the wreckage, but missed a locker submerged below to the kuo-toa lair.
water. Any close-up inspection of the wreckage reveals the A Fine Send-Off
glimmer of gold now visible in the half-broken locker. A
character attempting to reach into the locker must make a DC If the adventurers agree to follow Barria’s trail into the rock,
12 Dexterity (Sleight of Hand) check. On a failure, the locker many of the townsfolk gather at Area 2 to see them off. After
breaks apart and its contents fall into the murky water below. some flag-waving and poor musical accompaniment, they
Any attempt to dive and retrieve the lost treasure requires a give the party a small rowboat, a single potion of water
DC 14 Wisdom (Perception) check. On a success, only a breathing, and a book on the teachings of Torm. The latter
portion of the treasure is recovered, decided by you. two items will be very useful inside the lair.

The beach itself is empty and unremarkable, revealing no


clues of what happened to Barria. About 100 feet south of
the beach, hidden on the rocky shoreline, is the carcass of a
kuo-toa killed by Barria. The carcass washed up a few days
ago and has attracted a flock of seagulls and scavenger crabs.
The kuo-toa carcass is visible to anyone who walks to the
birds’ location. Two hungry giant crabs (CR 1/8; MM, each
with 24 hit points) lurk in the shallows and attack anyone
who approaches the carcass, their next meal.
The carcass itself contains a clue: any inspection reveals the
presence of a white, chalky substance under its rotting claws.
A successful DC 13 Intelligence (Investigation) check allows a
character to recognize this as guano-laden rock dust, which
seems to have come from a nearby column of white rock (see
Area 3 below). On a failure, this connection is revealed later,
when a villager jokes about the guano-covered rock the next
day: “You’ve seen our shining white ‘tower,’ right?”

6 | Blibdoolpoolp Rising
Section II. The Kuo-Toa Lair What Barria is Doing Now
Barria is effectively trapped in this lair, unable to escape due
Summary to long sections of underwater tunnels. To stay alive, she has
been maintaining her façade as Blibdoolpoolp. Some kuo-toa
In this section, the party explores the kuo-toa lair in search of
revere her but won’t let her leave the lair for fear of losing
Barria. The adventurers can gain allies and resources on the
her blessing.
lower levels by thoughtful exploration and roleplaying. Barria
is in the uppermost level, along with a rival, hostile “god” and Barria has determined that she is a few miles from Lathtarl’s
a large kuo-toa force. The party must somehow weaken or Lantern but doesn’t know more than that. Occasionally, she
distract the kuo-toa before they can escape through an has been able to covertly scribble a quick note and drop it in
underwater tunnel. the outgoing current. She hopes a fishing vessel from
Lathtarl’s Lantern will find them.
Lair Overview What the Kuo-toa are Doing Now
The kuo-toa’s lair is a subterranean cave system housed One hundred kuo-toa are divided into three factions inside
within a huge rock outcropping in the ocean, several miles this lair, defined by the deity they worship. Tension among
offshore from Lathtarl’s Lantern (see map below). A natural the factions is about to boil over into warfare.
hole in the rock allows ocean water to be forced up into the The largest faction (70 kuo-toa) worships Bun-Gulp, a nasty
main cave, and another hole allows the water to escape. In entity brought into reality several months ago. Bun-Gulp
this way, a large lake has formed in the central cavern (Area looks like a giant, floating jellyfish, and communicates
10). primarily with its thousands of multi-colored lights.

Background Bun-Gulp’s ascendancy brought about the demise of the


previous god Zuggggg. Bun-Gulp and its followers are tyrants,
How Barria Got Here lording their dominance over other kuo-toa. Bun-Gulp rules
Two weeks after the pirate battle, Barria returned to the from the top level and currently has its followers decorating
beach to give thanks to Torm for the victory. She was the chamber to be as luminescent and resplendent as itself.
ambushed by a gang of kuo-toa, looking for sacrifices for their Bun-Gulp has not yet attacked Barria as it instinctively fears
current god. Still recovering from the loss of her left arm, she the power of her Blibdoolpoolp persona. Some of Bun-Gulp’s
was able to mortally wound one kuo-toa, but then was warriors go on underwater hunting expeditions to gather
overwhelmed. fresh meat.
However, the creatures’ religious fervor saved Barria’s life. The next-largest faction (20 kuo-toa) worships Barria,
Picturing Blibdoolpoolp, one kuo-toa named Gool-Gool believing her to be Blibdoolpoolp in the flesh. Most of Barria’s
noticed a giant crab claw that had washed up on the beach followers previously worshipped Zuggggg, but happily
and fit it over Barria’s missing right forearm. It was a hit! The converted when Barria, in crab-head form, was brought to
kuo-toa believed they were witnessing Blibdoolpoolp reborn! the colony. Barria keeps her faction peaceable, but more of
They whisked the still-stunned Barria underground to their them want her to use her god-like powers to take control of
lair to share the good news and establish their new claim to the colony.
power, with Gool-Gool claiming a leadership role. Barria also The smallest faction (10 kuo-toa) consists of devout followers
found and donned a giant crab head to finish her terrible- of the now-dead Zugggg. Upon Zugggg’s death, they were
smelling (but life-saving) disguise. forced to the lowest level and now must perform menial
tasks like food collection. In this wretched state, some began
secretly searching for a new god, which led them to Barria.
Others later travelled to Lathtarl’s Lantern, triggering the
earlier encounter at the market in Section I.
What’s About to Happen
Without intervention, Bun-Gulp whips its followers into a
frenzy and the two “gods” battle for supremacy. Barria is
killed and her surviving followers convert under penalty of
death. Bun-Gulp then turns its attention to Lathtarl’s Lantern
and destroys the village in a series of night-time raids. The
kuo-toa establish a new colony in caves under Lathtarl’s
Lantern and continue their plans for expansion, under the
malevolent, multi-colored might of Bun-Gulp.

7 | Blibdoolpoolp Rising
Lair Environment Mapped locations
Sights. Natural cavern walls decorated with sea sponges
Area 1: Lair Entrance
and starfish that glow dull blue and purple.
Smells. Stale ocean water and day-old fish. Likely Outcomes
Sounds. The ocean current and waves crashing against the ✓ Gain an ally/useful information
rock provide constant, ambient white noise. ✓ Turn the easy exit route into an obstacle
Tunnels. All tunnels and chambers are 10 feet tall, unless
otherwise noted. The natural, 6-foot-high tunnel from Lathtarl’s Lantern finally
dead ends at this lair entrance, which only cracked open a
Roaming Encounters month ago. Read or paraphrase the following:
Once inside the lair, these encounters introduce and
reinforce the lair’s theme but don’t take place at a specific The long tunnel slopes up out of the shin-high water, ending
location. Roll a d12 after the adventurers leave each mapped at an opening in the rock face. Three kuo-toa are inspecting
location and consult the table below. Use each encounter the leaking tunnel walls, tapping the wall with a hammer and
only once. listening. A fourth kuo-toa cowers on the ground, green blood
running down its face.
D12 Encounter
1-6 Blibdoolpoolp on Tour Three kuo-toa followers of Bun-Gulp have been tasked with
closing this new entrance into their colony, for fear of
7-12 I Want to Believe another entity like Barria sneaking through. A fourth kuo-toa,
a follower of Zuggggg, wanted to keep the tunnel open for
Blibdoolpoolp on Tour. This encounter allows stealthy the same reason, and was struck down for interfering.
characters to observe the power dynamics of the kuo-toa: If left alone, the kuo-toa finish collapsing the leaking tunnel in
A strange procession comes into view ahead: a crab-headed a few minutes, flooding the route back to Lathtarl’s Lantern.
humanoid slowly floats along the tunnel, followed reverently If attacked, they flee to the main chamber and the tunnel is
by a chanting throng of kuo-toa. only partially flooded—a 1-foot-tall pocket of air remains.
If the characters try to talk to the lone kuo-toa, see Area 4 for
The humanoid is Barria (see appendix A), in her guise as
tips on roleplaying her. Her name is Lllggg and she needs help
Blibdoolpoolp. She takes regular tours of her “kingdom,”
deciphering one of Barria’s notes that she found. She also
secretly looking for a way to escape. But her mind is slipping,
shows them a tattoo of Torm’s symbol she just inked on her
influenced by the power of the kuo-toa’s belief in her divinity.
arm and beckons them to her chamber (Area 4). If the
The characters are assumed to be hidden unless they make characters are unwilling to follow, improvise the interaction
their presence known. After a minute, the whole entourage based on relevant information in the description of Area 4.
turns around and head back to the main chamber (Area 10). If
the characters reveal themselves, a muddled Barria casts Area 2: Refuse Chamber
thunderwave at them, raises a claw to her forehead as if in Likely Outcomes
pain, then collapses. Five kuo-toa (CR 1/4; MM) attack while
✓ Find a clue that Barria is alive
the remaining 10 kuo-toa hustle Barria back to the safety of
✓ Obtain disguises to pose as kuo-toa gods
the main chamber. They don’t report the incident, hoping
The kuo-toa deposit their colony’s waste here, including
that Bun-Gulp’s faction will be surprised by the intruders and
shipwreck scraps. Hidden among the detritus are three dire
suffer losses.
barnacles (see appendix A), which attack the first creature
A successful DC 10 Intelligence (History or Religion) check they sense. Further inspection reveals a rolled-up scrap of
identifies the floating humanoid as the deity Blibdoolpoolp. If parchment--a message from Barria. The faded script
she attacks them, a successful DC 12 Wisdom (Insight) check cryptically reads: “By T..m, I .m ...ve” (“By Torm, I am alive”).
reveals that the deity seems confused or hesitant while doing
Note that each period above represents an illegible letter.
so.
Don’t worry if the characters miss this clue; they will have
I Want to Believe. The adventurers witness a lone kuo-toa other chances to come across her messages.
named Glogggg trying to create a god, but it’s not working.
If the characters get the idea to pose as kuo-toa gods, they
Read or paraphrase the following:
can salvage many weird sea creature body parts from this
In the hallway ahead, a lone kuo-toa is prostrated in front of a junk, sufficient to serve as disguises. Be generous with what
giant, severed fish head. After a minute of chanting, the kuo- they can find here and reward creativity. Examples include: a
toa peeks at the head, stands up with a frustrated sigh, kicks mostly-intact shark skeleton, rubbery, purple tentacles, and a
the head, and leaves. ship’s beautiful wooden figurehead.

8 | Blibdoolpoolp Rising
9 | Blibdoolpoolp Rising
Area 3: Water Elemental Room
Likely Outcomes
✓ A dangerous creature could be unleashed
✓ View the main chamber via a secret passage
✓ Obtain wearable air bubbles

As the characters approach this chamber from either


corridor, read or paraphrase the following:
Only a few bioluminesent starfish light the walls here and the
smell of the fish-folk fades. It seems like they do not favor this
tunnel. A dark pool glistens in the chamber ahead.
This large, empty chamber features a 15-foot-deep pool,
which is home to a water elemental (CR 5; MM). The
elemental found its way into the kuo-toa lair, and the kua-toa
have been unable to remove it. Visible behind the pool is a
tunnel, which ends at small peephole overlooking Area 10.
A kuo-toa alchemist has found a way to contain the
elemental; he marked the floor with a 5-foot-thick band of
quicklime powder. The powder naturally heats up when
Area 4: Conspiracy Theorist Chamber
mixed with water, dealing 10 fire damage and 10 acid Likely Outcomes
damage to any creature it touches. The elemental is ✓ Find a clue that Barria is (or was) alive
vulnerable to these effects and avoids it at all costs. ✓ Preview Barria’s location and situation
The elemental attacks anyone who touches its pool, ✓ Obtain a useful item for combatting Bun-Gulp
preferring to grapple and drown the weakest adventurer. If
the quicklime is swept away, it seeks out kuo-toa to attack. It The walls of this small, dark chamber are decorated with a
stops fighting altogether if its pet spider is threatened. confusing jumble of crudely-drawn, black and white images.
Taut pieces of string-like red seaweed cross the chamber,
Scaling Suggestions: connecting images on different walls.
APL 3 & 4: the water elemental has 95 hit points Lllggg (pronounced LLL-GGG), a chaotic neutral kuo-toa (CR
APL 5: the water elemental has 114 hit points 1/4; MM), saw Barria (“Blibdoolpoolp”) drop a note in the
APL 6: the water elemental has 156 hit points lake (Area 10) and secretly collected it. The note is merely a
blocky symbol of Torm (a gauntlet) and contains one word in
Secret Spider Common: “HELP.” Lllggg can’t read, but believes the note
If the characters watch the pool, read or adapt the following: holds a greater, secret message only for her.
The surface of the pool ripples and long, insectoid legs rise up Lllggg stuck the note to the wall and painted scenes around it
from the water. The tips of several legs curl down to rest on to explore its meaning: Lllggg wearing the gauntlet and
the water’s surface. The legs wriggle and a loud gulping striking a kuo-toa, Lllggg and Blibdoolpoolp holding hands,
sound follows, then the legs sink back below the surface. Blibdoolpoolp and Bun-Gulp bowing to the gauntlet, among
others. All these images are plainly visible, but a successful
A giant diving bell spider (see appendix A) calls this 20-foot-
DC 12 Wisdom (Insight) check reveals that Lllggg wants to be
deep pool home and is a cherished pet of the elemental. The
favored by Blibdoolpoolp and is looking for a sign. Lllggg can’t
spider’s lair is a 10-foot-radius air pocket at the bottom of the
speak Common, but excitedly shows the characters her
pool. The pocket is maintained with fine webbing and
paintings. Pots of black and white paint are visible (see Area 7
constant supply of smaller air bubbles from the surface
for relevance).
(described above). A creature can create up to six helm-sized
webbed air bubbles from the air pocket with a successful DC With a successful DC 14 Charisma (Persuasion) check, a
14 Dexterity (Sleight of Hand) check for each bubble. Failure character can convince Lllggg that they are associated with
on two of these checks bursts the large air pocket. Donning a the gauntlet or Blibdoolpoolp. The ecstatic kuo-toa then takes
bubble (AC 8, 5 HP) grants the wearer 5 minutes of air. them to view the “god” in secret (the peephole in Area 10 via
Area 4). However, failing on two checks or attacking Lllggg
Treasure makes her paranoid, causing her to attack. Her fanatical belief
A kuo-toa skeleton, five amethyst gems worth 20 gp each, manifests defensively as well: the images peel off the wall,
and a sickle +1 are stashed inside the air pocket. merge together, and attack (rug of smothering; CR 2; MM).

10 | Blibdoolpoolp Rising
Area 5: Old Worship Hall Area 6: Food Storage Chamber
Likely Outcomes Likely Outcomes
✓ Information about the ever-changing nature of kuo- ✓ Rescue and befriend captive dolphins
toa religion, as well as the current deities in control. ✓ Obtain one of Barria’s notes from the dolphin pool
Rough carvings of fierce kuo-toa figures adorn the walls of The interior of this cavern is obscured by a forest of dark
this large chamber. They depict the fish-folk revering god-like green leaves, hanging in orderly rows from the ceiling. From
figures of all shapes and sizes. Several ragged tents are the back of the chamber, you hear a series of high-pitched
arranged in a corner. The chamber stinks like wet fish feet… clicks and some splashing noises.
The Zugggg-worshipping faction makes their home here, The kuo-toa harvest seaweed, a staple food, and dry it in this
when they aren’t tending to the food supply. At any given chamber. Three lowly, Zugggg-worshipping kuo-toa tend to
time, 1d4 kuo-toa (CR 1/4; MM) are here, preparing a sad the seaweed. A black pudding (CR 4; MM) keeps the area free
little meal from rotten albatross eggs. A kuo-toa whip (CR 1; of mold and mildew and attacks any character among the
MM) from Bun-Gulp wanders between this site and Area 6, seaweed. The kuo-toa know to avoid the pudding, but a
making sure the Zugggg faction is working hard. successful DC 12 Wisdom (Perception) is needed for a
Any inspection of the mural reveals that all but two of the character to spot it.
god-figures are defaced: an orb-like figure with many long
arms, and a humanoid with a crab head and a single crab claw At the rear of the chamber, two dolphins (CR 1/8; VGtM)
in place of its left hand. A successful DC 10 Intelligence splash around in a pool, confined until the kuo-toa eat them.
(Investigation) check or relevant character background The dolphins are actually trained companions of sea elves and
reveals that the crab-headed figure has been carved in the return to help the characters if they are freed. To hint at this
last tenday, and the orb-like figure a few months ago. A small possibility, the dolphins should seem quite intelligent and
pile of fish entrails and shiny rocks is laid in front of the self-aware. Read or paraphrase the following if the
defaced figure of Zugggg. adventurers approach:
If the adventurers are spotted, the whip orders the kuo-toa to
attack, but flees after a round or two. If subdued, the kuo-toa Two sleek, grey dolphins are frantically splashing about in a
name the two living deities and offer their opinion about pool, but upon seeing you, they freeze and balance upright in
them: Bun-Gulp gets a derisive hiss while Blibdoolpoolp gets a the water, as if waiting.
shrug. They sadly croon while pointing to their own god,
Zugggg, who is dead now. If spared, they leave the lair.

Are You My God?


The party might attempt to pose as god-like figures in front of
the kuo-toa. For details on how they can use this tactic to
complete this adventure, see ”Posing as a God” on page 16.

11 | Blibdoolpoolp Rising
The dolphins understand Elvish and very basic Common, Area 7: The God-Maker’s Chamber
including the words: “help,” “food,” “eat,” and “free.” They
respond to questions with ‘yes’ or ‘no’ shakes of the head, Likely Outcomes
and through this, the adventurers should be able to discern ✓ Gain an ally
their situation. ✓ Acquire key information about the rival god Bun-
Gulp
To free the dolphins, a character must lift them out of the Two of Bun-Gulp’s kuo-toa stand guard at the entrance to
pool and push them through a jelly-like membrane on the far this small chamber. Once inside, read or adapt the following:
side of the pool. This requires a successful, simultaneous DC A ragged curtain stretches across this small chamber. A pair
10 Strength (Athletics) check from two Medium creatures. of webbed, clawed feet poke out from under the curtain—
During this process, pressurized water shoots out of the their owner is on its belly, facing away from the doorway.
membrane, preventing all but the dolphins from escaping
A kuo-toa loner named Plug-Nub resides in this chamber.
into the water. If freed, the dolphins are grateful, and should
He’s quite an introvert, and only leaves this room to steal an
seem willing to participate in the adventurers’ plans. They can
occasional handful of food from Area 6.
return later in the adventure when needed most; likely when
the characters escape with Barria (DM’s discretion). Plug-Nub has a particular talent: his vivid imagination and
laser-like focus allow him to single-handedly create a “god,”
There is also a bottle bobbing in the pool—it contains a the same way other kuo-toa do through group belief. He isn’t
recent note (Handout #3) from Barria, which hints at her fully aware of this power; as far as he’s concerned, he’s just
deteriorating mental condition. The scratchy handwriting making “friends.”
reads: “Who am I? Bun-Gulp controls too many. They are Plug-Nub is currently focused on fabricating a doll-like
MINE.” creature out of seaweed and wood scraps, reducing his
passive Perception is 5. Anyone entering the room is attacked
by two of his friends: a skeletal kuo-toa arm in a conch shell
(crawling claw; CR 0, MM) and a Large, bipedal starfish
creature made of clay and gravel (pentadrone: CR 2, MM).
Plug-Nub ignores any fighting, doesn’t mind if his “friends”
are destroyed, and talks to the adventurers only if touched,
which breaks his trance-like state.
Plug-Nub can speak Common and likes to talk about his
friends and creative power. With a successful DC 13 Charisma
(Persuasion) check, Plug-Nub reveals more. The check is
made with advantage if the characters inquire
enthusiastically about his creations or bring up Bun-Gulp’s
evil nature. With two failures, Plug-Nub turns away from the
party and sends his newest “friend” to attack them: a coral-
encrusted triton skeleton (animated armor; CR 1; MM). On a
successful check, Plug-Nub reveals the following:
• He created Bun-Gulp, envisioning a beautiful creature
sparkling with lights. The other kuo-toa co-opted Bun-
Flooding the Chamber Gulp and filled him with their evil, violent wishes. Plug-
The membrane holds back a column of water draining from Nub now wants Bun-Gulp dead.
the lake (Area 10). If the membrane is destroyed (AC 9, 20 hit • He and Bun-Gulp share a weakness: black and white
points), the lowest level of the lair (Areas 2-5, 7) floods in an stripes terrify them (he was attacked by a sea snake with
hour, and the lake is drained. That said, Bun-Gulp notices the this coloration when he was younger).
lake lowering and sends a repair team (five kuo-toa and a Plug-Nub won’t leave his room, but if the adventurers pledge
kuo-toa jellyspawn) to investigate after only 30 minutes. to destroy Bun-Gulp, he gives them an ally: one of his
creations that looks like a 5-foot-long eel made of clay, shards
of glass, and hammered copper (use pentadrone; CR 2, MM).
The creature is limp and dormant until activated with a vocal
command of “arise.” It follows the commands of the
activating creature as though affected by a dominate beast
spell.

12 | Blibdoolpoolp Rising
Area 8: Alchemist’s Lab Area 9: Spawning Pools
Likely Outcomes Likely Outcomes:
✓ Learn that fresh water intoxicates kuo-toa ✓ Combat
✓ Components for potions of water breathing This room is separated from others by several “curtains” of
fibrous seaweed which allow for a controlled climate. Once in
A crooked door on this chamber does nothing to stop roiling
the curtains, read or paraphrase the following:
smoke and steam from pouring out of the top of the
doorway. The chamber ahead is noticeably warmer than the others.
Dim light shows the calm surface of several dark pools, fed by
Ploo-bool, a kuo-toa alchemist (see appendix A) works here
trickles of water from holes in the wall. Two small creatures
on a special project from “Blibdoolpoolp”: brewing fresh
hover over the pools, pulsing with muted colors.
water from ocean water. Barria needs it to survive, but she
also discovered that it has an intoxicating effect on all kuo- Several shallow pools are full of baby kuo-toa called fry. The
toa. She hopes to use this to aid her escape…somehow. fry resemble four-inch-long tadpoles, and wriggle
energetically whenever a creature is adjacent to their pool.
Splayed on the floor is an undead giant squid (see appendix
A) waiting to be dissected. A large, stone workbench The fry hungrily attack any object that falls in a pool (one
dominates the back of the room, filled with a network of swarm of quippers per pool; CR1; MM). Several hundred fry
tubing and bubbling vials for Ploo-bool’s filtration project. will mature in two weeks and leave the pools.
Also visible are various underwater plant parts known to have Two hypno-cuttlefish (see appendix A) guard the pools while
magical properties, five jugs of fresh water, two vials of acid, the caretakers, four kuo-toa and a kuo-toa jellyspawn (CR 1;
and a webbed air bubble (see Area 3). A successful DC 10 see appendix A), have a meal and rest in the northern room.
Intelligence (Arcana) check allows a character to adapt the The kuo-toa feed the fry and manage the water levels but
materials to make two potions of water breathing. also ensure that only Bun-Gulp’s followers reproduce. All fry
Ploo-bool immediately attacks if he sees the party, raising the currently in the pools are from Bun-Gulp’s followers.
undead squid in his defense. He then attempts to alert the The cuttlefish are vigilant but become engrossed and
guards in Area 9. If subdued, Ploo-bool says only: distracted by any colorful display or object. The cuttlefish
“Blibdoolpoolp reward you for help!” in hopes that the party take orders from the guards and attempt to stun intruders in
heads for the main chamber. combat. Failing that, one cuttlefish scoots toward Area 10 to
alert Bun-Gulp. The guards investigate any prolonged
Intoxicating Water splashing in the pools.
If intoxicated, a kuo-toa has a passive Perception of 5 and The kuo-toa fight viciously to protect the fry but negotiate if
disadvantage on Dexterity saving throws. In addition, entire pools are threatened; they offer to show characters a
characters have advantage on all Charisma checks when way out through Area 6 but betray them once among the
interacting when an intoxicated kuo-toa. seaweed. Bun-Gulp does not negotiate for the fry.

13 | Blibdoolpoolp Rising
Exit tunnel. The 10-foot-wide drainage tunnel winds 800 feet
Area 10: Central Chamber back and forth from the whirlpool to the ocean. The tunnel is
used by kuo-toa foraging parties, who are able to traverse its
Likely Outcomes
length, even against the current. The tunnel is lit with glowing
✓ Meeting Barria and her dangerous rival god
starfish, and a side tunnel to Area 6 is well-marked, 400 feet
✓ Escap via a whirlpool from the whirlpool.
This large chamber is the center of the kuo-toa colony. It
houses an ocean-fed lake and a two-tiered island. Read or Peep-hole. An old tunnel from Area 3 ends at the edge of this
paraphrase the following when the characters enter: chamber (point C), 30 feet above the lake. The tunnel has
been caved in, but a 1-foot-wide hole in the rubble allows a
The cramped tunnel gives way to a large, open space up clear view of the island and the following features:
ahead. A waterfall rushes out of the eastern wall, cascading • The main entrance to the chamber (point A).
down into a dark lake below. Multi-colored, pulsing lights • The top tier. Read the relevant boxed text below.
illuminate the far side of the chamber, revealing a large, two- • A rock pile on the top tier, suitable to hide behind.
tiered island. The lights and drumming are coming from the • The whirlpool.
island’s upper level, some 30 feet above. A series of wooden Bridges. Slippery, wooden-plank bridges (AC 12, 10 hit points)
bridges ahead lead to the island’s lower level. span the distance between the entrance and the main island.
Island. A two-tiered island sits in the middle of the chamber.
Glowing walls. The western half of the chamber is festooned The lower tier is 10 feet above the lake. This is where most of
with glowing beads of light, placed there by Bun-Gulp to mark the kuo-toa spend time sleeping, eating, and hoping to be
its territory and show its resplendent power. called to their deity’s side. The east side is Barria’s territory,
Lake. Ocean water shoots into the chamber from an opening currently empty. The west side houses Bun-Gulp’s lower-
in the east wall and drains through a tunnel at the west end, ranking followers: forty-five kuo-toa and five kuo-toa whips.
but not before forming a 4-foot-deep lake. These kuo-toa are drumming and dancing in Bun-Gulp’s
dazzling shadow. They pay attention only to their revelry and
Whirlpool. A whirlpool has formed over the drainage tunnel.
their deity (hence their passive Perception is reduced to 5).
Any creature that enters within 20 feet of the whirlpool’s
“eye” or starts its turn there must succeed on a DC 10
Strength saving throw or be pulled 10 feet toward the eye. If
a creature ends its turn on top of or in the eye’s space, it is
automatically sucked 20 feet down the tunnel.

14 | Blibdoolpoolp Rising
The upper tier is where Barria and Bun-Gulp rule their Bun-Gulp’s motivation: Bun-Gulp seeks domination, starting
respective factions. If the characters climb the last staircase with his rival deity. However, it is also a bully and doesn’t
or manage to see the second tier by other means, read or attack until it is sure it can win.
paraphrase the following: Upon seeing the characters, Bun-Gulp’s actions depend on
whether the characters seem useful to its goals; can they be
On a plateau 30 feet above the black water, a chaotic scene is used to overthrow or weaken Blibdoolpoolp? Can they help it
on display. A large, translucent-domed creature hovers over escape? If the characters seem strong, it tries to recruit them
the ground, colored tentacles waving wildly in tempo with for a joint attack on its rival.
loud drums. The creature strobes brightly, lighting up the
cavern in blue, purple, and yellow. Each flash reveals over a Bun-Gulp communicates using complex displays of light,
score of kuo-toa, dancing wildly around a cauldron. The kuo- punctuated with sounds like a blaring tuba (picture the
toa dunk their heads in the cauldron, arising with primal ending of Close Encounters of the Third Kind). It has
screams. decorated its jellyspawn minions with orbs of light that allow
them to understand and translate its wishes. Bun-Gulp has
On the east side of the plateau, a crab-headed humanoid clad two weaknesses:
in ragged plate armor sits on a coral throne. The humanoid is
• It becomes frightened by any black and white-striped
attended by a lone kuo-toa, who watches the revelry but isn’t
figure. While frightened in this manner, it loses 1d8
participating. The bloody corpses of two kuo-toa lay crumpled
followers at the start of each of its turns. At the end of
in between the two groups.
its turns, it can make a DC 12 Wisdom saving throw to
The domed, jellyfish-like creature is Bun-Gulp (see appendix end the effect and become immune to it for 24 hours.
A) and the crab-headed figure is Barria in disguise. The dead • Water is toxic to its body. If it comes into contact with
kuo-toa were gladiators representing the two factions. water for the first time on a turn or starts its turn there,
Barria keeps all her followers here for safety: Eighteen kuo- it takes 5 (1d10) acid damage.
toa and two kuo-toa whips. Bun-Gulp allows only his favored,
What’s in a Name?
aggressive followers here: two kuo-toa monitors (CR 3; MM)
and eight kuo-toa jellyspawn (see appendix A). These kuo-toa change their name based on the deity they
worship; the vowels or syllables in their name are taken
Other features on the top tier include:
directly from their deity’s name. Clever players can guess a
• A large bubbling cauldron of psychedelic stew. kuo-toa’s faction based on their name.
• Kuo-toa music-making with coral drums and shell horns.
• A large pile of rocks and shells (provides full cover).
Treasure. Below Bun-Gulp sits an open conch shell filled with
fifty glowing pearls it has excreted, worth 50 gp each.
What’s Going on Here
Bun-Gulp is presiding over a hallucinatory ruckus, fueled by
music, its light show, and a stew imbued with its psychedelic
oozer. Barria can’t stop her followers from dancing and is
worried about their loyalty. To keep the colony distracted,
she agreed to a gladiatorial contest; it was a draw. Her next
idea for buying time is to hold a grand feast (kuo-toa want
dolphin on the menu).
Barria’s motivation. Barria wants to escape. The tough
paladin has been resilient throughout her ordeal, but what
she doesn’t know is that the kuo-toa’s reverence for her is
warping her mind (and granting her powers). In an unwitting
mockery of Torm, she now wears a tabard depicting an
upraised crab claw instead of a gauntlet.
Upon seeing the characters, Barria acts according to her
fractured state of mind: initial joy at the possibility of escape,
then anger at the intruders who dare to look upon her-
Blipdoolpoolp!!!! She uses thaumaturgy to amplify and
distort her voice.

15 | Blibdoolpoolp Rising
Developments Parley with Bun-Gulp
Once the party has observed this chamber, they likely travel Bun-Gulp orders the parley with a blast of sound and light,
back down into the lair to formulate a plan or gather allies and his faction instantly obeys. If ignored, Bun-Gulp and its
and useful items. Encourage this behavior, but keep a steady remaining kuo-toa jellyspawn (see appendix A) and kuo-toa
trickle of threats handy if they take too long. Likely scenarios monitors attack.
for the final stage of the adventure are described below. Bun-Gulp communicates through a jellyspawn interpreter
The Party is Seen named Chub-Nugs. Bun-Gulp openly recruits the party,
whether they look like adventurers or “gods.” Bun-Gulp is not
How events unfold depends who sees the party first. Lower-
interested in other topics. Each adventurer must openly
tier kuo-toa leap to attack in a wave of ten (nine kuo-toa and
declare subservience to Bun-Gulp and succeed on a relevant
one kuo-toa whip), joined by two kuo-toa jellyspawn (see
DC 12 check that involves a display of power or prowess, or a
appendix A) from above. If they are defeated, or if the party
dazzling display of light or sound. Characters that refuse
calls for it, the deities agree to a parley.
outright or fail the check are to be eaten, a fact that Bun-Gulp
If Barria sees the party first, she does her best to engineer a relates only to its interpreter. Describe a series of light flashes
private conversation while staying in disguise. If Bun-Gulp to the interpreter, but with no subsequent interpretation. A
sees the party first, it orders the attack as above to test them. successful DC 15 Wisdom (Insight) check on the interpreter at
If the characters prevail, it calls for a parley. this time reveals her covert signals to fellow kuo-toa.
If the party retreats, Bun-Gulp sends one lower-tier wave Adventurers that agree and pass Bun-Gulp’s test are told to
down the whirlpool, then into Area 6 to flank the characters. wait for a signal; it comes soon as Bun-Gulp’s faction attacks
both Barria and any non-aligned adventurers.
Parley with Barria/Blibdoolpoolp
Barria wishes to talk to the characters alone, reveal her The Party Poses as Gods
identity, and develop an escape plan. Two complications Posing as a deity might attract kuo-toa followers, useful for
interfere with this: creating a distraction to cover their escape or just serving as a
Nosy Neighbor. Barria’s kuo-toa whip, Gool-Gool, won’t shield against the other horde of kuo-toa.
leave her side. The party must try to separate Barria from Gain followers. To gain kuo-toa followers, a character must
Gool-Gool or risk having a suspicious audience who loudly openly declare their godhood and impress the kuo-toa.
reveals any secrets it hears. Examples include:
Fractured Mind. After talking to the party, Barria’s wits falter. • An impressive entrance.
She slips into her Blibdoolpoolp persona and orders the • A weird appearance. The weirder the better.
characters to be boiled alive! Her followers then attack the • A bizarre speech about why they should be worshipped
characters. and what their “big plans” are.
To bring her to her senses, three relevant DC 15 checks Each adventurer gets only one chance to make a declaration,
involving Barria (DM’s discretion) must be successfully the success of which is determined by the character’s choice
completed within an hour. A check is made with advantage of an Intelligence (Religion) or Charisma (Performance) check.
with relevant actions, including the following: The DC for either check is 13, and represents the kuo-toa’s
• Reciting a verse from the book of Torm. collective zeal. Give a character advantage on the check for
• Casting dispel magic, lesser restoration, or remove curse compelling roleplaying or inventive use of spells (e.g.,
on Barria. thaumaturgy) and materials (see Areas 3, 5 and 9 for
• Roleplaying that focuses on Barria’s Oath and identity. examples).
With success, Barria is freed from her enchantment, rips off On a failed check, a character is met with blank stares or
her disguise, and joins the adventurers. Her followers join shrugs from the kuo-toa. On a success, a character gains 1d6
Bun-Gulp. With three failures, Barria loses all hope and her followers for every point above 13 that it rolled (minimum
mind is irredeemably changed; she truly becomes 1d6). If the party has existing kuo-toa followers (such as Lllggg
Blibdoolpoolp (see appendix A) and attacks everything. from Area 1), add an extra 1d6 followers per point above 13.
No further followers can be gained after this step. Followers
are drawn evenly from followers of both current deities and
obey their new “god” absolutely, hoping to prove their worth.
Side Effects. As seen with Barria, kuo-toa worship has
consequences. Each character with followers gains a power--
roll a d12, adding 1 for every eight followers, and consult the

16 | Blibdoolpoolp Rising
left column of the table below. However, each character must Boss Battle, Minion Battle
also succeed on a DC 10 Charisma saving throw or gain a
Whenever the deities and their upper-tier followers target
consequence as well. The consequence occurs at the DM’s
the party, all other followers step aside. If the party also has
discretion and could be reversed with florid roleplaying (“I
followers, these two groups of minions can battle each other!
believe in myself!”) and a successful DC 14 Charisma saving
Treat the minions’ fight as a separate, concurrent encounter,
throw when the DM deems appropriate.
resolved with the steps below.
D12 Power Consequence
• Step 1: Simple orders. Every round, the party orders
1-4 Cast shape water as a Sees fish-themed visions, their followers to Attack or Defend. Use Attack to quickly
bonus action 1/day as per major image wrap up the minion battle or Defend to stall for time.
5- Cast thunderwave as a One arm transforms into a • Step 2: Rally the troops. A character can use their action
11 2nd-level spell, 2/day useless fin to bolster their followers. A successful DC 12 Charisma
12+ Cast eldritch blast as a Delusion of grandeur. (Religion or Persuasion) check means fewer followers die
bonus action 2/day Attack an ally until they in Step 3.
pledge you their service! • Step 3: Tally the losses. Every round, the party and
opposing faction each roll a d8 to represent the number
of dead on their side. If the party chose the Defend
action, halve the number on all rolls. If the party was
successful in Step 2, halve the number again, only on
their roll.
Once the minion battle is over, any survivors happily join the
boss battle. Conversely, if a deity is killed, its kuo-toa
followers become panicked and half of them flee the lair.
Overall, these rules give the party a worthy fight against
tough opponents while still allowing for some influence over
their large group of followers.

Underwater Escape!
The tunnel back to Lathtarl’s Lantern and the whirlpool’s
drainage tunnel are the only ways out of the lair. The tunnel
to Lathtarl’s Lantern is miles long, and either full or almost
full of water. Depending on circumstances, this could be a
difficult escape route.
The lake’s drainage tunnel is 800 feet long from the whirlpool
to the ocean exit. A character without a swimming speed has
a speed of 25 feet when travelling with the current, and 5
feet when travelling against the current (double both if the
creature has a swimming speed). Considering the distance,
even characters who swim with the current are likely to run
out of breath (see the “Rules for Suffocating” sidebar below,
obtained from chapter 8 in the Player’s Handbook).

Rules for Suffocating


A creature can hold its breath for a number of minutes equal
to 1 + its Constitution modifier (minimum of 30 seconds).
When a creature runs out of breath or is choking, it can
survive for a number of rounds equal to its Constitution
modifier (minimum of 1 round). At the start of its next turn, it
drops to 0 hit points and is dying, and it can’t regain hit points
or be stabilized until it can breathe again.
For example, a creature with a Constitution of 14 can hold its
breath for 3 minutes. If it starts suffocating, it has 2 rounds to
reach air before it drops to 0 hit points.

17 | Blibdoolpoolp Rising
To increase the party’s underwater travelling abilities, three Adventure Resolution
options are available in the lair:
If Barria is returned to Lathtarl’s Lantern, the town holds a
• The pair of dolphins in Area 6, if freed, will gladly re- grand celebration and pays the party their reward (500 gp or
appear to ferry the party. Each dolphin can carry two fish). The town council has pointed questions about the
Medium creatures and swim at their normal speed, or status of the kuo-toa colony. If alive, Barria promises to
three Medium creatures and move at half-speed. marshal more forces to combat any future kuo-toa threat.
• Potions of water breathing can be brewed in Area 8.
Alda gives them an official writ of thanks from the temple of
• Webbed bubbles of air are found in Area 3 or Area 8.
Torm. This writ is redeemable at any temple of a good-
Outside the Lair aligned deity for goods (a wagon and horse), services (a
skilled NPC), or guidance.
True to their word, the villagers of Lathtarl’s Lantern have
kept watch for the party ever since they left on their mission. If Bun-Gulp is left alive, it plots to track Barria to Lathtarl’s
Several rowboats and small sailing ships have been plying the Lantern and destroy her. That is, once it figures out how to
waters offshore. Wherever the party emerges, they are get out of its lair without touching water…
within sailing distance of a ship. A final encounter of kuo-toa
attacking from below while the party is being rescued would
Beyond the battle
make for a thrilling finale. Bun-Gulp is indeed a major obstacle to resolving this
adventure peacefully; it pushes for destruction and
domination of all who oppose it. But with the jellyfish god out
of the way, some kuo-toa find themselves less aggressive and
in search of leadership. Their overall motivation is simple:
food, shelter, and security. Some like the kuo-toa alchemist
have a great deal of curiosity about the outside world.
Characters that have positioned themselves as a leader or
deity could find something productive to do with all that kuo-
toa energy. The kuo-toa have access to any number of
undersea food items (giant clams) or goods (coral) that they
could use in trade with human settlements. They could serve
as scouts or partners with the fishing boats from Lathtarl’s
Lantern. The party could broker these events or merely
suggest them to a curious Town Council.

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18 | Blibdoolpoolp Rising
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Appendix A: Monsters & NPCs
Blibdoolpoolp
Barria Large aberration, neutral evil
Medium humanoid paladin (human), lawful good
Armor Class 16 (half-shell)
Armor Class 16 (half-plate) Hit Points 85 (10d10 + 30)
Hit Points 33 (6d8 + 6) Speed 25 ft.
Speed 15 ft. STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 14 (+2) 14 (+2) 18 (+4)
17 (+3) 12 (+1) 12 (+1) 11 (+0) 14 (+2) 16 (+3) Skills Persuasion +7, Deception +7
Saving throws Wisdom +4, Charisma +5 Senses darkvision 60 ft., passive Perception 12
Skills Athletics +5, Persuasion +5, Religion +2 Languages Common, Undercommon
Languages Common Challenge 7 (2,900 XP)
Challenge 1 (200 XP)
Bolstering Presence. Any kuo-toa follower within 20 feet of
Innate Spellcasting. Barria’s innate spellcasting ability is Charisma Blibdoolpoolp has advantage on saving throws against being
(save DC 13). She can innately cast the following spells, requiring no frightened or charmed.
material components:
Spellcasting. Blibdoolpoolp is a 7th-level spellcaster. Its spellcasting
At will: levitate*, thaumaturgy* ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She
can cast the following spells, requiring no material components:
Spellcasting. Barria is a 4th-level spellcaster. Her spellcasting ability
is Charisma (spell save DC 13). Barria has the following paladin spells Cantrips (At will): chill touch, true strike
prepared: 1st level (4 slots): grease, magic missile, thunderwave
2nd level (3 slots): gust of wind, phantasmal force
1st level (3 slots): command, cure wounds, heroism, thunderwave* 3rd level (3 slots): lightning bolt, blink
4th level (1 slot): control water
*this spell is granted by the kuo-toa’s worship of Barria
Actions
Actions Multiattack. Blibdoolpoolp makes two spell or weapon attacks, in
Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or any combination.
range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7
(1d8 + 3) piercing damage if used with two hands to make a melee Coral spear. Ranged Weapon Attack: +8 to hit, reach 40/80 ft., one
attack. target. Hit: 10 (1d12 + 4) piercing damage.

Lay on Hands. As an action, Barria can heal a creature she touches Pincer. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit:
from a pool of 20 hit points. She can also expend 5 hit points to end 9 (1d10 + 4) bludgeoning damage and the target is Grappled (DMs
one disease or cure one poison affecting the target. discretion).

Equipment
Half-plate armor, crab claw tabard, giant crab head, giant crab claw,
and a spear.

20 | Blibdoolpoolp Rising
Bun-Gulp the Jellyfish God Dire Barnacle
Large aberration, neutral evil Small beast, unaligned
Armor Class 12 Armor Class 14 (natural armor)
Hit Points 119 (14d10 + 42) Hit Points 6 (1d6 + 2)
Speed 15 ft. Speed 5 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 8 (-1) 14 (+2) 16 (+3) 14 (+2) 6 (-3) 14 (+2) 3 (-4) 5 (-3) 3 (-4)
Saving throws Strength +6, Charisma +6, Damage Resistances bludgeoning
Skills Religion +2, Intimidation +6 Senses tremorsense 60 ft., passive Perception 7
Senses darkvision 60 ft., passive Perception 12 Languages -
Languages understands Undercommon but can’t speak Challenge 1/8 (25 XP)
Challenge 6 (2,300 XP)
Strong Grip You’ve Got there. As a bonus action, the barnacle can
Psychedelic Ooze. Bun-Gulp exudes a gel that affects the minds of clamp tightly to the nearest surface. Until it releases the grip as a
any who ingest it. Any humanoid that consumes a small amount bonus action, its speed is 0, and a creature attempting to move it
must make a DC 14 Constitution saving throw, or else be subject to must succeed on a DC 14 Strength check.
the following effects for 1 hour:
• The creature sees warped and shifting color patterns and has Actions
disadvantage on any ability check involving sight.
• The creature has disadvantage on any Charisma or Intelligence- Bone harpoon. Melee Weapon Attack: +2 to hit, reach 5ft., one
based saving throws triggered by Bun-Gulp target. Hit: 4 (1d4 + 2) piercing damage.

Spellcasting. Bun-Gulp is a 6th-level spellcaster. Its spellcasting


ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It
can cast the following spells, requiring no material components: Giant Diving Bell Spider
Medium beast, unaligned
Cantrips (At will): dancing lights, shocking grasp
1st level (4 slots): chromatic orb, fog cloud, thunderwave Armor Class 13 (natural armor)
2nd level (3 slots): mirror image, shatter Hit Points 11 (2d8 + 2)
3rd level (2 slots): major image, stinking cloud Speed 30 ft., climb 25 ft., swim 20 ft.
STR DEX CON INT WIS CHA
Actions 12 (+1) 16 (+3) 13 (+1) 3 (-4) 12 (+1) 4 (-3)
Multiattack. Bun-Gulp makes three attacks: One spell attack and Skills Perception +3, Stealth +5
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
two weapon attacks.
Challenge 1/4 (50 XP)
Tentacle Sting. Melee Weapon Attack: +6 to hit, reach 10 ft., one
target. Hit: 12 (2d8 + 3) acid damage. Amphibious. The spider can breathe air and water.

Tentacle grab. Melee Weapon Attack: +6 to hit, reach 10 ft., one Spider Climb. The spider can climb difficult surfaces, including upside
target. Hit: the target is grappled (escape DC 14). Until this grapple down on ceilings or underwater without needing to make an ability
ends, the target restrained. Bun-Gulp can have up to two Medium check.
creatures grappled at once. If it does so, it can’t use its Tentacle
Web Sense. While in contact with a web, the spider knows the exact
Grab until the grapple ends on at least one of the targets.
location of any other creature in contact with the same web.
Hypnotic Body (2/day). Bun-Gulp’s body creates a hypnotic
pattern of colorful lights. Each hostile creature within 60 feet of Bun- Web Walker. The spider ignores movement restrictions caused by
Gulp that can see it must succeed on a DC 14 Wisdom saving or be webbing.
charmed by the hypnotic lights until the end of its next turn. While
charmed, the creature is incapacitated and has a speed of 0. Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit:
4 (1d6 + 1) piercing damage, and the target must make a DC 11
Constitution saving throw, taking 7 (2d6) poison damage on a failed
save, or half as much damage on a successful one. If the poison
damage reduces the target to 0 hit points, the target is stable but
poisoned for 1 hour, even after regaining hit points, and is paralyzed
while poisoned in this way.

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Hypno-Cuttlefish Kuo-toa Alchemist
Small beast, unaligned Medium humanoid (kuo-toa), neutral evil
Armor Class 13 (natural armor) Armor Class 12 (leather lab coat)
Hit Points 13 (3d6 + 3) Hit Points 44 (10d8 + 10)
Speed fly 25 ft. (hover) Speed 25 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 13 (+1) 4 (-3) 14 (+2) 12 (+1) 12 (+1) 12 (+1) 12 (+1) 14 (+2) 14 (+2) 11 (+0)
Saving Throws Dex +5 Saving throws Intelligence +4
Skills Perception +4, Stealth +5 Skills Arcana +4, Nature +4
Senses darkvision 60 ft., passive Perception 12 Senses darkvision 60 ft., passive Perception 12
Challenge 1/2 (100 XP) Languages Common, Undercommon
Challenge 1 (200 XP)
Amphibious. The cuttlefish can breathe air and water.
Amphibious. The kuo-toa can breathe water and air.
Innate Spellcasting. The cuttlefish’s innate spellcasting ability is
Charisma (spell save DC 11). It can innately cast the following spells, Slippery. The kuo-toa has advantage on ability checks and saving
requiring no components: throws made to escape a grapple.

At will: dancing lights Sunlight sensitivity. While in sunlight, the kuo-toa has disadvantage
2/day: color spray on attack rolls, as well as on Wisdom (Perception) checks that rely
on sight.
Actions
Wake the Beast. As a bonus action, the kuo-toa can administer an
Sting. Ranged Weapon Attack: +5 to hit, range 30/60ft., one target.
enervating potion to an undead giant squid, animating it.
Hit: the target must succeed on a DC 12 Constitution saving throw to
or be paralyzed until the end of their next turn.

Description: The hypno-cuttlefish is two feet long and magically Actions


hovers above the ground. It communicates with colors, strobing Sickle. Melee Weapon Attack: +3 to hit, range 5 ft., one target. Hit: 4
bright reds and oranges when angry, whites when afraid and purple (1d6+1) slashing damage.
when happy.
Hurl Potion. The kuo-toa throws a vial containing a potion at a point
it on the ground it can see within 30 feet of it. The shatters on
impact, and each creature within 10 feet of the point must make a
DC 12 Dexterity saving throw or suffer one of the following effects,
based on the potion that was thrown:

• Slippery Jelly Acid. The target takes 7 (2d6) acid damage and
falls prone.
• Quicklime Slurry. The target takes 5 (1d10) fire damage and 5
(1d10) acid damage.
• Squid Ink Powder. The target is blinded until the end of its next
turn.

Equipment
Leather smock, sickle, two vials of each potion, and a giant pearl
brooch worth 50 gp.

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Kuo-toa Jellyspawn Undead giant squid
Medium humanoid (kuo-toa), neutral evil Huge undead, unaligned
Armor Class 12 Armor Class 12 (natural armor)
Hit Points 44 (8d8 + 8) Hit Points 39 (6d12)
Speed 25 ft. Speed 5 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 7 (-2) 14 (+2) 7 (-2) 16 (+3) 2 (-5) 10 (0) 3 (-4) 6 (-2) 3 (-4)
Skills Persuasion +2, Deception +2 Senses passive Perception 8
Senses darkvision 60 ft., passive Perception 12 Challenge 1 (200 XP)
Damage Resistances piercing and slashing damage from non-
magical attacks Only mostly dead. The squid is inert until it is doused with
Languages Common, Undercommon enervating potion.
Challenge 1 (200 XP)
Actions
Amphibious. The kuo-toa can breathe water and air.
Blind Flail. The squid’s tentacles swing wildly in a 20-foot cone. Each
creature in that area must succeed on a DC 13 Dexterity saving
Slippery. The kuo-toa has advantage on ability checks and saving
throws made to escape a grapple. throw. On a failed save, a target takes 9 (1d12 + 3) bludgeoning
damage and is knocked prone. On a successful save, the target takes
Sunlight sensitivity. While in sunlight, the kuo-toa has Disadvantage half as much damage and isn’t knocked prone.
on attack rolls, as well as on Wisdom (Perception) checks that rely
on sight.

Actions
Acid touch. Melee Weapon Attack: +4 to hit, reach 10 ft., one target.
Hit: 11 (2d8 + 2) acid damage, and the target must make a DC 11
Constitution saving throw or become paralyzed until the end of its
next turn.

Jelly Web (Recharge 5-6). Ranged Weapon Attack: range 30/60 ft.,
one creature. Hit: The target is restrained by a gelatinous web. As an
action, a restrained creature can make a DC 11 Strength check,
bursting the web on a success. The webbing can also be attacked
and destroyed (AC 10; hp 5; immunity to bludgeoning, poison, and
psychic damage).

Description
When Bun-Gulp favors a kuo-toa follower, it wraps the follower in its
tentacles and imbues it with new powers, creating a jellyspawn. The
jellyspawn looks like a kuo-toa, but with longer, stretchy arms and
translucent flesh that is studded with multi-colored dots of glowing
lights.

23 | Blibdoolpoolp Rising
Appendix B: Maps
Please see the included Map File for
downloadable maps.

Appendix C: Handouts

Area 2: Refuse Chamber

By T..m, I .m ...ve

Area 4: Conspiracy Theorist Chamber

HELP

Area 6: Food Storage Chamber

Who am I? Bun-Gulp
controls too many. They are
MINE.

24 | Blibdoolpoolp Rising

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