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[CAMPAIGN] Out of the Abyss [SPOILERS]
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<blockquote data-quote="Amatiel" data-source="post: 6897476" data-attributes="member: 6791461"><p>CHAPTER 2</p><p>UNDERDARK JOURNEY</p><p>Navigating Route: DC 10 Wisdom (Survival) check. Slow pace +5, fast pace -5. Fail check lost for 1d6 hours, re-roll check to find path.</p><p>Foraging: On a successful check you find 1d6+ Wisdom modifier food (pounds). Roll again for water (gallons). Foraging is over 8 hours at a normal pace.</p><p>Underdark DC 15 (Survival) check; Barren Zone DC 20</p><p>STARVATION</p><p>PHB p.185</p><p>Food</p><p>• Need one pound of food per day</p><p>• Can make food last longer by eating half as much, which counts as half a day without eating</p><p>• Can go 3 + Constitution modifier days without food, after which doing a day without eating causes one level of exhaustion</p><p>• A normal day of eating reduces your exhaustion from starvation by 2 levels.</p><p></p><p>Water</p><p>• Need one gallon of water per day two if the weather is hot</p><p>• PCs that drink only half the required amount must make a DC 15 Constitution saving throw or suffer a level of exhaustion each day</p><p>• PCs that drink less than half automatically suffer a level of exhaustion</p><p>• If a creature already has one or more levels of exhaustion, the character takes two levels in either case</p><p></p><p></p><p>PURSUIT LEVEL</p><p>Ο Ο Ο Ο Ο </p><p></p><p>Pursuit level starts at 4.</p><p>• -1 / for each day the party travels at a fast pace.</p><p>• -1 / character spends time covering up the party's trail that day, requiring a successful DC 16 Wisdom (Survival) check. Someone covering tracks cannot forage!</p><p>• -1 / each time the characters cross or traverse some feature that obscures their</p><p>trail, such as a subterranean river.</p><p>• -1 / if the party splits into two or more groups. Each group becomes a separate</p><p>party for purposes of determining ranrlom encounters and whether or not the group becomes lost.</p><p>• +1 / each time the party has a random encounter with one or more creatures, unless the encounter is bypassed or avoided entirely.</p><p>• +1 / each day the adventurers travel at a slow pace.</p><p>• +1/-1 : Certain terrain encounter increase or decrease the pursuit level. See the indivdual descriptions in the "Random Encounters section.</p><p></p><p>First week of encounters on way to Dark-Lake. I also used some cool A4 art I googled and printed of to portray most of the underdark areas described. Picture paints a thousand words and all.</p><p></p><p>Day 1. Evening </p><p>Gorge. Show Fungi cavern / chasm map. </p><p>For many hours you have fled your captivity, the hours dragging by as step by relentless step you have trekked ever farther into the endless depths of this shadowed void that seems without end. The darkness is pervading, and plays strange and frightful tricks with you mind and vision. Surely soon, you will stop to rest. What’s that? Light? No, how can that be here? But, yes, it is. Ahead of you, you see a steadily growing brightness.</p><p> As you round a sharp bend in the passageway, the tunnel opens into a large cavern. The air is wet with moisture, and a faint spume dampens the air. The cavern is spilt by a deep chasm from whose depths rises a cool damp breeze. On the far side of the chasm rise large tube-shaped trees that are aglow with a soft golden luminescence, that pushes back the darkness within this chamber.</p><p></p><p>The fungi trees are not edible, but a DC 10 Survival check will produce 1d6+Wisdom modifier gallons of water.</p><p>The party must find a way across the 30-foot wide chasm, or turn back and find another way. If they turn back pursuit gains +1.</p><p></p><p>Reaching the far side, you make your way carefully along a ledge following the cavern wall towards a dark opening that leads out of the fungi cavern. As you make your way along the ledge, you notice deep gouge marks in the rock face as if by some large four fingered clawed hand. As you place your hand against the gouges to measure them, you realise whatever manner of beast it might be would have a hand more than three times that of your own!</p><p></p><p>NPC. Stool is scared and sticks to his favorite PC very closely. He chatters constantly about his lovely fungal garden.</p><p>PURSUIT. -1 chasm crossing</p><p></p><p></p><p>Day 2. Evening</p><p>NPC. Jimjar bets a PC that he can find more food when foraging on this day. He gambles rations of food and water.</p><p></p><p>The way ahead has narrowed, the tunnel becoming confining and claustrophobic, forcing you to travel in single file. For the last quarter hour your way has been a hazard of braining your skull against the low ceiling, pushing your way through pinch-points in the tunnel, and a constant ache in your lower back from being hunched over.</p><p> Suddenly, your file-leader gives a cry as he falls to the earth. </p><p>Dexterity DC 12 saving throw or plunge into 20-foot deep (fall, 2d10 damage), 10-foot long sinkhole through a thin crust of shale.</p><p></p><p>NPC. Ront the orc can't stand the close quarters and begins berating the group leader for bringing them this way.</p><p>PURSUIT. </p><p></p><p></p><p>Day 3. Morning</p><p>These tunnels are noticeably warmer than the areas you have previously traversed. The walls are lined with a glowing green moss that sheds a dim green bioluminescence. </p><p>A high pitched whistling sound suddenly pierces the silence. With a blistering roar, a fissure in the tunnel wall vents a cloud hot steaming gases.</p><p>Dexterity DC 12 saving throw. Choose one creature as target (3d6 damage, save for half); plus adjacent creatures (2d6, save for none). </p><p>NPC. During the night, a PC notices Topsy and Turvy nervously whispering to each other.</p><p></p><p></p><p>Day 4. Evening</p><p>NPC. Eldeth flirts with a PC. </p><p>This wide tunnel is covered in a deep layer of viscous mud some 2-feet deep. It is a hard slog, and some of your companions are having a particularly hard time of it. With a squelching pop, one of your companions suddenly plunges deep into the mud.</p><p>Strength DC 12 saving throw. Failure results in a sinking creature. Anyone rushing to their aid must make a DC 10 Dexterity save to avoid stepping into the muddy sinkhole if they move adjacent to the sinking creature. Roll save on 2nd round as creature sinks (advantage if with assistance). If fails disappears and drowns..</p><p></p><p>As you drag yourselves from the muddy embrace of the cavern and feel the relative safety of hard stone beneath your feet once more, one of your companions notices a large furry leg protruding from the edge of the mud not far away.</p><p>A giant spider drowned in the mud here. Close by is a recess in the cavern wall filled with webbing. The spider was knocked from the web by a mimic, which then ate all the eggs in the nest. It is still lairing here.</p><p>Investigating the hairy leg, you notice a crevice in the wall and ceiling filled with webbing and the husked remains of the creature’s larder. In addition to the desiccated remains of various beasts, you see the relatively fresh remains of a kua-toa. It wears a leather harness, a hand axe on its belt. Stuck in the webbing is a spear and a small chest.</p><p></p><p>TREASURE. Stone flint hand axe and spear. Leather harness. On a roll of 1 these weapon’s blades shatter, rendering the weapons destroyed.</p><p> The chest is a mimic. </p><p>PURSUIT. -1 mudlake. +1 encounter</p><p></p><p></p><p>Day 5. Morning</p><p>The tunnel the heroes are in clearly slopes downward, causing great dismay. After a few minutes travel the tunnel floor becomes submerged in a few feet of cool water.</p><p>NPC. Buppiddo “color me surprised. Now he wants to drown us”</p><p>NPC. Shuushar speaks of pacifism and enlightenment. He rambles on a bit about Sloobludop and someone named "Plooploopleen". He is excited that these watery tunnels are familiar. He believes he can guide the group to Sloobludop, and that home can’t be more than a claw of days away.</p><p>PURSUIT. -1 water</p><p></p><p></p><p>Day 6. Night</p><p>Another never-ending march spent delving ever deeper into the depths of the world below. The weight of untold stone seems to press down upon ever heavier upon you, and the endless night is an ever-present dread that grips at your crumbling courage. After many hours of tireless travel you encounter a long chamber, the floor of which is covered in a deep bed of dry dark sand. One of your companions finds the remains of an old campsite. </p><p>Safe campsite. No hazards.</p><p>NPC. Ront is hungry and starts eating Stool.</p><p>PURSUIT. ?</p><p></p><p></p><p>Day 7. Morning</p><p>UNDERDARK CAVERNS MAP OF MYSTERY</p><p>The group enter the map from the south-east passage.</p><p>1 ) Exit to Dark-lake.</p><p>2 ) Stone Slab Bridges. These thick slabs of stone have been chiselled and carved into place. Alien glyphs decorate the rising edge of each stone bridge.</p><p>The symbol is a duegar glyph meaning danger ahead.</p><p></p><p>3 ) Staircase. You begin to feel a growing warmth as you ascend this steadily rising staircase of stone. A thick mass of twisting vines rise floor to ceiling within the centre of this small cavern, which is some 30-feet in diameter. The vines sooty orange bioluminescence illuminates the chamber, revealing an exit to your right. From small fissures in the cavern floor near the vines, an updraft of steam baths vines and cavern in a humid warmth.</p><p>This cavern is home to 3 steam mephitis.</p><p>TREASURE. In and about the steaming fissures can be found the following: 27cp, 11sp, 3gp, 10gp hematite (x7), and a magical dagger (silverlight).</p><p></p><p>4 ) Crystal Cave. In the distance you can see a pale green light. As you approach, a harmony of strange dissonance grows louder. Entering the cavern before you, you see crystalline formations of glittering emerald humming softly and shedding a vibrant green illumination throughout the area. Mushrooms, some as tall as 30-feet soar to the cavern ceiling. The floor of the chamber is covered in lichens, small fungal brothers to their larger cousins, and a plethora of tiny insect like creatures that crawl and dart about the flora.</p><p>Each cavern can be harvested for 2d4 trillimac stalks with a DC 5 Survival check. Crystal shards chipped from a formation will continue to glow for 1d6+1 days before fading. They shed dim light in a 5-foot radius.</p><p>The crystals emit zones of faerzess.</p><p></p><p>5 ) The Span. A water-slick span of glistening granite spans the width of the river here. Some 10-feet wide, its 40-foot length disappears into a shadowy opening on the far side.</p><p></p><p>6 ) Underground River. These cold waters churn and eddy as they plunge along their coarse, driven by the surging falls of a waterfall that thunders nearby.</p><p>Anyone swimming the river must make a swimming check (Survival DC 15), or be pulled 50 feet down current by the river.</p><p>There is a 40% chance 1d2 hungry giant frogs will be attracted by their activity.</p><p></p><p>7 ) Howling Eye. A constant drone like some sepulchral dirge echoes from the darkness before you.</p><p>This shaft of darkness drops more than a mile into the bowels of the Underdark.</p><p></p><p>8 ) Balcony. This balconies of stone are home to a colony of giant frogs. Each balcony is home to 1d4 frogs, although there is a 40% chance the area is deserted while they are about the river hunting for dinner.</p><p></p><p>9 ) Confluence. A large cavern opens up before you, and small islands of barren stone divert a river into cascading torrents that travel east and west. On a stony ledge beside the river to the north, a circle of tall tubular luminescent trees baths the river in a pale yellow light. Directly across from the small islands in the river the cavern appears to open up into a number of shadowed tunnels.</p><p></p><p>10 ) Waterfall. An eighty foot tall wall of water plunges in a mighty torrent to the river below.</p><p></p><p>PURSUIT. -2 for water hazards. +1 for each encounter.</p><p>NPC. Bupiddo will use any opportunity to push a member down the howling eye. </p><p>Uses minor illusion to deceive someone into stepping to close to ledge Dexterity save DC 13 or fall. “O my, that looks edible”</p><p>Fail save - “Damn, some people are to clumsy to live!”.</p></blockquote><p></p>
[QUOTE="Amatiel, post: 6897476, member: 6791461"] CHAPTER 2 UNDERDARK JOURNEY Navigating Route: DC 10 Wisdom (Survival) check. Slow pace +5, fast pace -5. Fail check lost for 1d6 hours, re-roll check to find path. Foraging: On a successful check you find 1d6+ Wisdom modifier food (pounds). Roll again for water (gallons). Foraging is over 8 hours at a normal pace. Underdark DC 15 (Survival) check; Barren Zone DC 20 STARVATION PHB p.185 Food • Need one pound of food per day • Can make food last longer by eating half as much, which counts as half a day without eating • Can go 3 + Constitution modifier days without food, after which doing a day without eating causes one level of exhaustion • A normal day of eating reduces your exhaustion from starvation by 2 levels. Water • Need one gallon of water per day two if the weather is hot • PCs that drink only half the required amount must make a DC 15 Constitution saving throw or suffer a level of exhaustion each day • PCs that drink less than half automatically suffer a level of exhaustion • If a creature already has one or more levels of exhaustion, the character takes two levels in either case PURSUIT LEVEL Ο Ο Ο Ο Ο Pursuit level starts at 4. • -1 / for each day the party travels at a fast pace. • -1 / character spends time covering up the party's trail that day, requiring a successful DC 16 Wisdom (Survival) check. Someone covering tracks cannot forage! • -1 / each time the characters cross or traverse some feature that obscures their trail, such as a subterranean river. • -1 / if the party splits into two or more groups. Each group becomes a separate party for purposes of determining ranrlom encounters and whether or not the group becomes lost. • +1 / each time the party has a random encounter with one or more creatures, unless the encounter is bypassed or avoided entirely. • +1 / each day the adventurers travel at a slow pace. • +1/-1 : Certain terrain encounter increase or decrease the pursuit level. See the indivdual descriptions in the "Random Encounters section. First week of encounters on way to Dark-Lake. I also used some cool A4 art I googled and printed of to portray most of the underdark areas described. Picture paints a thousand words and all. Day 1. Evening Gorge. Show Fungi cavern / chasm map. For many hours you have fled your captivity, the hours dragging by as step by relentless step you have trekked ever farther into the endless depths of this shadowed void that seems without end. The darkness is pervading, and plays strange and frightful tricks with you mind and vision. Surely soon, you will stop to rest. What’s that? Light? No, how can that be here? But, yes, it is. Ahead of you, you see a steadily growing brightness. As you round a sharp bend in the passageway, the tunnel opens into a large cavern. The air is wet with moisture, and a faint spume dampens the air. The cavern is spilt by a deep chasm from whose depths rises a cool damp breeze. On the far side of the chasm rise large tube-shaped trees that are aglow with a soft golden luminescence, that pushes back the darkness within this chamber. The fungi trees are not edible, but a DC 10 Survival check will produce 1d6+Wisdom modifier gallons of water. The party must find a way across the 30-foot wide chasm, or turn back and find another way. If they turn back pursuit gains +1. Reaching the far side, you make your way carefully along a ledge following the cavern wall towards a dark opening that leads out of the fungi cavern. As you make your way along the ledge, you notice deep gouge marks in the rock face as if by some large four fingered clawed hand. As you place your hand against the gouges to measure them, you realise whatever manner of beast it might be would have a hand more than three times that of your own! NPC. Stool is scared and sticks to his favorite PC very closely. He chatters constantly about his lovely fungal garden. PURSUIT. -1 chasm crossing Day 2. Evening NPC. Jimjar bets a PC that he can find more food when foraging on this day. He gambles rations of food and water. The way ahead has narrowed, the tunnel becoming confining and claustrophobic, forcing you to travel in single file. For the last quarter hour your way has been a hazard of braining your skull against the low ceiling, pushing your way through pinch-points in the tunnel, and a constant ache in your lower back from being hunched over. Suddenly, your file-leader gives a cry as he falls to the earth. Dexterity DC 12 saving throw or plunge into 20-foot deep (fall, 2d10 damage), 10-foot long sinkhole through a thin crust of shale. NPC. Ront the orc can't stand the close quarters and begins berating the group leader for bringing them this way. PURSUIT. Day 3. Morning These tunnels are noticeably warmer than the areas you have previously traversed. The walls are lined with a glowing green moss that sheds a dim green bioluminescence. A high pitched whistling sound suddenly pierces the silence. With a blistering roar, a fissure in the tunnel wall vents a cloud hot steaming gases. Dexterity DC 12 saving throw. Choose one creature as target (3d6 damage, save for half); plus adjacent creatures (2d6, save for none). NPC. During the night, a PC notices Topsy and Turvy nervously whispering to each other. Day 4. Evening NPC. Eldeth flirts with a PC. This wide tunnel is covered in a deep layer of viscous mud some 2-feet deep. It is a hard slog, and some of your companions are having a particularly hard time of it. With a squelching pop, one of your companions suddenly plunges deep into the mud. Strength DC 12 saving throw. Failure results in a sinking creature. Anyone rushing to their aid must make a DC 10 Dexterity save to avoid stepping into the muddy sinkhole if they move adjacent to the sinking creature. Roll save on 2nd round as creature sinks (advantage if with assistance). If fails disappears and drowns.. As you drag yourselves from the muddy embrace of the cavern and feel the relative safety of hard stone beneath your feet once more, one of your companions notices a large furry leg protruding from the edge of the mud not far away. A giant spider drowned in the mud here. Close by is a recess in the cavern wall filled with webbing. The spider was knocked from the web by a mimic, which then ate all the eggs in the nest. It is still lairing here. Investigating the hairy leg, you notice a crevice in the wall and ceiling filled with webbing and the husked remains of the creature’s larder. In addition to the desiccated remains of various beasts, you see the relatively fresh remains of a kua-toa. It wears a leather harness, a hand axe on its belt. Stuck in the webbing is a spear and a small chest. TREASURE. Stone flint hand axe and spear. Leather harness. On a roll of 1 these weapon’s blades shatter, rendering the weapons destroyed. The chest is a mimic. PURSUIT. -1 mudlake. +1 encounter Day 5. Morning The tunnel the heroes are in clearly slopes downward, causing great dismay. After a few minutes travel the tunnel floor becomes submerged in a few feet of cool water. NPC. Buppiddo “color me surprised. Now he wants to drown us” NPC. Shuushar speaks of pacifism and enlightenment. He rambles on a bit about Sloobludop and someone named "Plooploopleen". He is excited that these watery tunnels are familiar. He believes he can guide the group to Sloobludop, and that home can’t be more than a claw of days away. PURSUIT. -1 water Day 6. Night Another never-ending march spent delving ever deeper into the depths of the world below. The weight of untold stone seems to press down upon ever heavier upon you, and the endless night is an ever-present dread that grips at your crumbling courage. After many hours of tireless travel you encounter a long chamber, the floor of which is covered in a deep bed of dry dark sand. One of your companions finds the remains of an old campsite. Safe campsite. No hazards. NPC. Ront is hungry and starts eating Stool. PURSUIT. ? Day 7. Morning UNDERDARK CAVERNS MAP OF MYSTERY The group enter the map from the south-east passage. 1 ) Exit to Dark-lake. 2 ) Stone Slab Bridges. These thick slabs of stone have been chiselled and carved into place. Alien glyphs decorate the rising edge of each stone bridge. The symbol is a duegar glyph meaning danger ahead. 3 ) Staircase. You begin to feel a growing warmth as you ascend this steadily rising staircase of stone. A thick mass of twisting vines rise floor to ceiling within the centre of this small cavern, which is some 30-feet in diameter. The vines sooty orange bioluminescence illuminates the chamber, revealing an exit to your right. From small fissures in the cavern floor near the vines, an updraft of steam baths vines and cavern in a humid warmth. This cavern is home to 3 steam mephitis. TREASURE. In and about the steaming fissures can be found the following: 27cp, 11sp, 3gp, 10gp hematite (x7), and a magical dagger (silverlight). 4 ) Crystal Cave. In the distance you can see a pale green light. As you approach, a harmony of strange dissonance grows louder. Entering the cavern before you, you see crystalline formations of glittering emerald humming softly and shedding a vibrant green illumination throughout the area. Mushrooms, some as tall as 30-feet soar to the cavern ceiling. The floor of the chamber is covered in lichens, small fungal brothers to their larger cousins, and a plethora of tiny insect like creatures that crawl and dart about the flora. Each cavern can be harvested for 2d4 trillimac stalks with a DC 5 Survival check. Crystal shards chipped from a formation will continue to glow for 1d6+1 days before fading. They shed dim light in a 5-foot radius. The crystals emit zones of faerzess. 5 ) The Span. A water-slick span of glistening granite spans the width of the river here. Some 10-feet wide, its 40-foot length disappears into a shadowy opening on the far side. 6 ) Underground River. These cold waters churn and eddy as they plunge along their coarse, driven by the surging falls of a waterfall that thunders nearby. Anyone swimming the river must make a swimming check (Survival DC 15), or be pulled 50 feet down current by the river. There is a 40% chance 1d2 hungry giant frogs will be attracted by their activity. 7 ) Howling Eye. A constant drone like some sepulchral dirge echoes from the darkness before you. This shaft of darkness drops more than a mile into the bowels of the Underdark. 8 ) Balcony. This balconies of stone are home to a colony of giant frogs. Each balcony is home to 1d4 frogs, although there is a 40% chance the area is deserted while they are about the river hunting for dinner. 9 ) Confluence. A large cavern opens up before you, and small islands of barren stone divert a river into cascading torrents that travel east and west. On a stony ledge beside the river to the north, a circle of tall tubular luminescent trees baths the river in a pale yellow light. Directly across from the small islands in the river the cavern appears to open up into a number of shadowed tunnels. 10 ) Waterfall. An eighty foot tall wall of water plunges in a mighty torrent to the river below. PURSUIT. -2 for water hazards. +1 for each encounter. NPC. Bupiddo will use any opportunity to push a member down the howling eye. Uses minor illusion to deceive someone into stepping to close to ledge Dexterity save DC 13 or fall. “O my, that looks edible” Fail save - “Damn, some people are to clumsy to live!”. [/QUOTE]
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