Before we dig into chapter 3, we might want to take a moment to understand the structure of the material within the whole adventure. Unlike Hoard of the Dragon Queen and Rise of Tiamat, this adventure is not linear. One chapter doesn't necessarily lead to the next. If you force your players to travel through the chapters linearlly, you're less likely to have a good time.
Chapter 1: This chapter covers the mini-sandbox of Velkenvelve. The PCs are captured and must figure out how to escape. There are multiple routes out but all of them will lead to the next chapter.
Chapter 2: This chapter gives the DM a bunch of tools for running interesting adventures in the underdark. It includes random tables and small adventure sites that you can throw in whenever you want to spice up the story. You're likely to return to this chapter each time the PCs end up back in the caverns between visits to bigger locations.
Chapter 3: Like the previous chapter, this chapter also gives a bunch of underdark traversing tools, particularly focused on the Darklake. This chapter also contains all the information on Sloobludop (Sloob-Lu-Dop) which we'll talk about further in this article.
Chapter 7: Wha? Why'd we skip the other chapters? It's because Chapter 7 is where everything is headed. Chapter 7 describes the goals and directions the PCs might take and what happpens in between the other chapters. If you ask me, this should be chapter 3, not chapter 7, but we have what we have. If you take nothing else from this article take this: Read chapter 7 before running this adventure. This will give you a much better perspective on how the authors expect this adventure to play out.
Chapter 4, 5, 6: These chapters outline large locations the PCs might travel to. Each one is like a tiny location sourcebook tied to an adventure. Your PCs may never travel to these locations but it would be a shame if they miss them. Consider tying the story back to these locations so the PCs get to see each of them. You can do this with NPC motivators or other quests.
As mentioned in the above chapter guide, the first half of chapter 3 gives you tools similar to those in chapter 2. We have numerous random encounter tables we can use to make traveling the Darklake fun and interesting. We can mix this chapter with chapter 2's tools to make the whole underdark feel like a living breathing place on both land and in the water.
All of the same tricks for running chapter 2 work with this part of chapter 3. You can roll for an encounter and ignoring "nothing happens" events when you need something interesting to happen. You can also roll randomly to determine what might have come before the PCs arrived in a location or show them areas they might choose to avoid.
You'll return to this part of the chapter at least twice, once before the PCs reach Sloobludop and perhaps afterwards. Anytime the PCs return to the water is a good time to hit up this chapter. There's a lot of great material to pilfer.
The Kuo-Toa city of Sloobludop (Sloob-Lu-Dop) takes up half of chapter 3 in this book and, given the climactic end to the city, it's worth figuring out how to get your PCs to visit it. There are a lot of possible reasons the PCs might visit and hopefully as many reasons to get involved in the drama between Ploopploopeen (Ploop-Ploop-een) and Bloppblippodd (Blop-Blip-odd) (seriously, who came up with these names?). The scenes as they play out won't likely take a lot of time so don't worry about spending a lot of time in the city.
If your PCs are particularly crafty and able to avoid getting involved in the drama of Sloobludop, you might show them that one of the original NPC prisoners of Velkinvelve is now about to be sacrificed to the Kuo Toa God. Even if they don't rescue the NPC, they can see Demogorgon rise.
When Demogorgon shows up, it's time to hammer the PCs with that madness effect we've been reading about. Each of the PCs should make a DC 13 Charisma saving throw or suffer one level of madness and take on a short term madness effect. This might knock one or more of them completely out of commission so be ready to help them figure out how not to become sludge under Demogorgon's hoof. If they all fail, maybe another heroic NPC pulls them to the safety of a nearby cave.
When the madness effects hit, you have a great opportunity to turn the story back to the players. If they go to their happy place, what does that place look like? What horrors do they dream of while stunned? Let them describe their own madness and make it a part of their own character rather than force things on them.
Whatever happens, the PCs should escape somehow. Unless they make really bad decisions ("I hit Demogorgon with my axe!") give them plenty of chances to escape but no one escapes Demogorgon's presence unmarked even if that mark is buried in the minds of his witnesses.
With Demogorgon storming Sloobludop, our heroes will likely make their way out of the city. Diving through the eastern canal into an underground river and into a cavern is a good way to reach safety. At that point, they can return to the rivers of Darklake and continue their journey.
At this point the PCs have a few choices. They can head to the Duergar city of Gracklestugh or perhaps follow Stool the friendly fungi to the Neverlight Grove. Either direction gets us back to using the random encounters in either chapter 2 or chapter 3. It's also a good time for the PCs to run into one of the encounter locations in chapter 2. You can roll randomly to determine which one of the locations they happen to find on the way.
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A 12 Minutes walkthrough will help explain this frustratingly obtuse puzzle game and all the endings or achievements you can get. The all-star cast hides a basic point-and-click adventure that buries its clues and makes progression an absolute needle in a haystack hunt. Combined with the time loop mechanics that can often require repeated playthroughs just to reach the point where you want to try an idea, it's not a simple thing to get through. This guide will cover all the things you need to do to move the story along and ultimately break the loop. This guide is, bar the things you actually have to do, spoiler-free up to loop 7. Even then you won't see any of the story or plot in this guide until it's impossible to progress without mentioning something.
You can trigger the the 12 Minutes Listen ending right at the start so skip to the end if you want to do that. Otherwise, explore the flat, talk to your wife and if the evening goes well you'll have desert and she'll give you a present. When the cop turns up don't say or do anything - let the loop play out.
Whenever you get the chance in this loop or any of the following ones, make sure to talk to your wife about the book she's reading when you get a spare moment. It's useful for one ending, which we'll cover when we get to it.
This time, get into the closet and close it before your wife comes out of the bathroom. She won't know you're there so when the cop turns up you'll learn more about what's going on. Once all the events have unfolded, reset the loop by leaving the apartment.
You'll know when you've covered everything as you'll have nothing new to talk about and sinister string music will start playing. Your wife will keep talking about not being able to take the silence and eventually leave.
You should now have enough to progress the loop significantly, so get ready to do a fair bit. You can also trigger the 12 Minutes Coward Achievement here so skip to that below if the name sounds like something you want to do. Be warned, it's probably the worst possible thing to achieve in the game.
Give the drugged water to the wife and before it takes effect make sure to turn the light in the bedroom on. When the pills take effect your wife will go to bed and turn the switch off, which will prime it to electrocute the next person to touch it.
When the cop arrives he'll search the flat and, when he finds your wife in bed, he'll electrocute himself when he goes to check on her. For what comes next you'll need to be fast, although you still might have to repeat this loop to get everything done.
Search the cop while he's unconscious and take everything. Use a set of zip ties on him and use the gun to shoot him in the leg. If you don't he won't cooperate and if he gets the chance he'll get up and headbutt you unconscious, resetting the loop.
Exhaust all the dialogue options with the cop. You might have the option to talk about a nanny from previously talking to the wife, but to be sure, show him the Polaroid which should dislodge any remaining dialogue options.
Once there's nothing left to say, check the phone and call the number for Bumblebee you can find in the messages to memorize it for later. Do that first before checking the messages in case you run out of time and the loop resets. If you still have time you can ask him about his daughter's illness after learning about it from the messages on his phone but he won't say anything.
Talk to her about her past again, ask about her father's affair, and then how her mother found out about it. Then ask about the nanny, and the nanny's child, where the brother could be now, and, finally, who killed her father. There will be some other conversion options, some you've covered, some you haven't, but they aren't important at this point.
Grab the phone while your wife is in the bathroom and then prove the day is restarting which will recap everything, including the fact that your wife didn't kill her father, and the arrival of the cop.
Now use the phone to call Bumblebee and tell her that her father is going to arrest your wife and that she's innocent. That will get her to agree to call her dad. Talk to your wife about the cop and wait for him to arrive.
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