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D&D 5E DMing "Out of the Abyss"

robus

Lowcountry Low Roller
Supporter
Uploaded my encounter map for Gracklstugh. The thread (in case there are comments) is here. I hope people find it helpful...
Gracklstugh Encounter Map.png
 
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CapnZapp

Legend
It seems like there is a real risk of any given party missing out on a lot of the chapter 3-6 stuff, especially if they only want out (up, to the surface).

Am I missing something or are all these encounters presented as completely optional?

As in, if you want to bring them to Gracklrstugh, and they happen to not just choose it, you'll have to invent your own reason why?

So far, I'm coming up short. Having rockfalls and cave-ins block their way is either incredibly heavy handed, or isn't making them actually change direction.

Having a major location such as Blingdenstone not offer a way up doesn't seem credible.

What are your ideas to keep then in the underdark? What ideas are given to make them actually want to postpone their escape to visit more cities?
 
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ddaley

Explorer
Yeah, I think most parties will end up missing out on quite a bit of chapters 3 to 6 (I am still reading the Gracklstugh chapter). Even if the party visits Gracklstugh, they could end up missing out on a lot of Gracklstugh. One motivation to go to Gracklstugh is to get gear. You can use some of the NPCs to encourage the PCs to (or to not) visit certain places too. I'll probably try to make a cheat sheet that illustrates why characters might want to go to each location (what it offers) and which NPCs want or don't want to go there.
 

robus

Lowcountry Low Roller
Supporter
I guess it will depend on how the adventure is going. If it feels like an endless slog then I'm sure the party will be looking for escape at the earliest opportunity. But if there's some variety and wonder in the experience then I imagine the party will be less desperate to escape quickly.

If they get in a boat then I think it's pretty easy for the currents to lead them to Gracklstugh. Though I'm not sure why the other major port on the Darklake is not an available destination in the first half of the AP -especially as gracklstugh trades with it *a lot*!
 

ddaley

Explorer
One of my concerns is that it seems that the party is in constant danger of being taken prisoner and sold into slavery. They (or I) may tire of being arrested and having to escape or commit to completing a quest in order to gain their freedom.
 

robus

Lowcountry Low Roller
Supporter
I think you can easily set the level of how hard it is to get arrested. For some groups it might take killing a duergar, for others perhaps just disrespecting one would be all that it takes?

I agree that it could become very annoying. On the other side surely the promise of some civilization (a bed, beer, and the possibility of finding a guide to the surface etc) should be quite an attraction after roughing it in the caverns for a few days?

And perhaps instead of offering the PCs freedom, the duergars offer some treasure for taking on the Droki quest. Perhaps other adventurers have tried and failed and thus the duergars think it's a safe bet to make an irresistible offer - they get rid of some bothersome adventurers and keep their money. But instead the party is victorious and now the duergars have to pay up.
 

Kestrel

Explorer
The Darklake is a rough place. Just began pre-rolling the random encounters and 6 chances per day for a random encounter is a big change from the 2 per day in the caves.
 

robus

Lowcountry Low Roller
Supporter
The Darklake is a rough place. Just began pre-rolling the random encounters and 6 chances per day for a random encounter is a big change from the 2 per day in the caves.

I'm not seeing that? Pg 51 says "after a long rest roll a d20; on a roll of 17-20, an encounter takes place."

Where is the 6 random encounters per day specified?
 

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