Out of the Abyss

(Jeff_L) #1
RANDOM EVENTS
d20 Eve nt
1- 2 Battle aftermath
3 6 Creature encounter
7 9
10 11
12-13
14 - 15
16-17
18- 19
20

Demon encounter
Discipline problem
D1sease
Madness
Po1soned NPCs
Spoiled supplies
Van1shing NPCs

BATTLE AFTERMATH
The party stumbles upon the remains of one or more
creatures slaughtered by rampaging demons. Roll a dlO
and consult the Corpses table to determine what they
find. A thorough search of the area yields no treasure.

CORPSES
d10 Corpse Present
1 1 dead behir
2-3
4-5

6-7
8-9
10

1d4 dead drow and 1d4- 1 dead giant lizards
3d8 dead giant fire beetles (their glands are no
longer glowing)
2d4 dead gricks
2d4 dead kuo·toa
1 dead purple worm

Roll a d6 and consult the Scavengers table to
determine what scavrngcrs, if any, are feasting on
the remains.

SCAVENGERS
d6 Scave ngers
1 -2 1d3 black puddings
3- 4 1d4 carrion crawlers
5 1d 6 gnolls and 1d6 hyenas
6 1 otyugh

CREATURE ENCOUNTER
Roll on the Creature Encounters table in chapter 2 or
the Darklakc Creature Encounters table in chapter 3,
depending on where the party is traveling.

DEMON ENCOUNTER
Roll a d20 and consult the Demon Encounters table to
determine what appears. lf the characters stumble upon
Juiblex and nee immediately. the demon lord doesn't
pursue or attack them.


DEMON ENCOUNTERS
d20 Encounter
1-4 1d4 barlguras
S- 8 1d4 chasmes
9-10 1d2 hezrous
11-14 1d4 shadow demons
15 -18 1d3 vrocks
19 - 20 Juiblex (see appendix D)

CHAPTI1R 10 I PI"SCt.:•rr INTO THE DEPTHS


DISCIPLINE PROBLEM
A discipline problem is re,ealed among the NPCs.
Roll a d6 and consult the Discipline Problems table to
determine what transpires.

DISCIPLINE PROBLEMS
d6 Problem
1-2 A loud argument that has a SO percent chance of
attracting nearby monsters (roll on the Creature
Encounters table in chapter 2)
3-4 Theft or d1spute over the division of spoils
5-6 Brawl or other outbreak of violence

DISEASE
One or more PC party members contract a disease.
Roll a d4 to determine how many NPCs are affected,
then roll a d6 and consult the Diseases table to
determine which disease is contracted. See in chapter 8.
"Running the Game." in the Dungeon Master's Guide for
descriptions of cackle fever, sewer plague. and sight rot.

DISEASES
d6 Disease
1-2 Cackle fever
3-4 Sewer plague
S Sight rot
6 Zuggtmoy's spores (see chapter 5,
"Neverlight Grove")

MADNESS
One PC party member goes mad. To determine the
kind of madness. roll a d6 and consult the Madness
table below. To determine the madness effect, roll
percentile dice and consult the appropriate table in
chapter 8 of the Dungeon Masters Guide.

MADNESS
d6 Madness
1-3 Short-term madness
4 -5 Long-term madness
6 Indefinite madness

POISONED NPCs
One or more PC party members are poisoned for
ldlO x 10 hours by eating tainted food or poisonous
Underdark mushrooms. Roll a d 12 to determine how
many PCs are poisoned in this way.

SPOILED SUPPLIES
The party's provisions becom<> infested with Undcrdark
vermin or infected with spores that render them
poisonous. Unless the characters have access to purify
food and drink or similar magic. the party must disposr
of 3d6 days of rations.

VANISHING NPCs
One or more PC party members go missing and
are never seen again. Roll a d4 to determine how
many NPCs vanish in this way. Efforts to find them or
magically contact them turn up no trace.
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