Out of the Abyss

(Jeff_L) #1
E~cou NTER SETUP
When an encount<-r occurs durmg the ad,·emurers'
JOUme~. a number of factors will play into its setup and
oote.nual d1fficuh).

P\:E ASD MARCHI~G ORDER
\ ... k ·he player ... to ~-.tnbhsh two marching orders for
th character -one for moving smgle file and one for
movm~ two abreac;t, Then when an encounter occurs,
roll a d6. On a roll of 1- 2. the party is traveling through
a narrow passageway. <;a position the adventurers in
the !:lingle-file marching order. On a roll of 3-4. the
characters arc traveling through a standard passageway
and can usc the two abreast marching order. On a roll of
5-6, the encounter occurs in a large open area. so allow
the plnyers to position the characters wherever they like.

lLLUMINA'l'ION
Roll a d6 to determine how an encounte r area is
illuminated. On a roll of 1 3. the area is dimly lit by
the phosphorescent mos& and lichen common in the
Underdark, or by faerzress (see "Faerzress''). On a roll of
4 -6, the area is dark except for whatever light sources
the charnct<'rs might have.

NOTICING THREATS
The passive Wisdom (Perception) scores of characters
in the party count toward noticing hidden threaiS only if
both the following conditions are met:
The characters are able to see the threat (due to iUu-
minauon or darkvs son) or otherwi!:>e perceive it.
The character<> aren't engaged in other activities.
including navigatsng or foraging.
A fast pac<' smposes a -5 p<-nalty to passive Wisdom
(Perception) scores to notice threats. You might also
decide that only characters in a particular rank of the
marching order arc able to notice a specific threat.

SURPRISE
When an encounter occurs, determine if the
adventurers or their foes are surprised, as normal. The
adventurers can achieve surprise only if all the following
conditions are met:
The encounter occurs while the party is moving (nm
s topped or camped).


  • The party elected the s tealth option while moving at
    a slow pace.
    At least one party member ss capable of noticing lhe
    threat and communicating it to the rest of the group.


NAVIGATING
Becoman2 lost is a !:>erious risk in the twisting tunnels
of the Underdark, and travelers can wander in circles
without knowing 11. Creatures unfamiliar wilh a
given region of the Underdark are automatically lost..
wanderinli[ in a random direction for every 4 hours of
travel until they encounter an area they arc familiar with
(which could be a very long time).
Even creatures that know the routes of the Underdark
aren't immune. For each day of travel. and any time


CIIAT'TPR 2 liS tO IHRKS I·S"

the characters <,et out again after finishing a short or
long rest, th(' party's na\·igator makes a DC 10 Wisdom
(Survival) check. If the part) io; moving at a slow pace,
the navigator gam a 5 bonus tO the check. while a fast
pace smpost•<, a 5 penalty. A failed check result means
the chara<'IC'r'> become lost. wandering in a random
direction for I d6 hours before the navigator can make a
new check to lind the right path.

MAPPING
A character not focused on any other task including
\\atching for danger while traveling-can record the
group's progrc s through the Underdark and create a
map of the route. Such a map can be a useful resource
in later chapters of the adventure when the characters
retrace their stcps.Jlaving a map allows tbe party to
navigate lhnl nrca without any chance of becoming lost.

FORAGING
Unl(:ss they obtain a s upply of food and water. the
adwnturcrs must foragl' to survive on their journey.
Finding sustenance in the Underdark is difficult but
not impo!:>sible. Characters can gather food and water
if tht" party travels at a normal or slow pace. A foraging
character makes a Wbdom (Survival) check. The DC is
typically I 5, but might be as high as 20 in some parts
of the Undcrdark. food anc1 water requiremeniS for
character<. are described an chapter 8. ~Adventuring," of
the Pla)cr'<; Handbook.
In addu ion to foraging. ~pells such as create food and
water and Aoodbcrt"J can help provision the party. and
there's always a chance for the characters to encounter
others from whom they can buy or steal provisions.
Additionally, many creatures the adventurers might
meet and kill can be butchered. but the meat they yield
spoils after a single day if uneaten. Eating spoiled meat
might require a Constitution saving throw to keep the
meal down. a Wisdom saving throw to avoid acquiring
a level of madness from the awful experience (see
"Madncss"latt:r in this chapter), or both.

CREATURE FOOD YIELD
Creature Size
Tiny
Small
Medium
Large

Food Gained
1 lb.
4lb.
16lb.
32 lb.

The characters' need to forage and acquire supplies
serves as a motivator to dnve them to explore and visit
different parts of the Underdark. The more desperate
their need become!> as levels of exhaustion rack up-
the more risk player~ will likely be willing to take.

TIME-KEEPING
With no sunlight. visible sky, seasons. or weather in the
Underdark, most characters can only track the passage
of time based on their persods of rest. Most Underdark
creatures do the same (if they care about timekeeping at
all), unles~ there is a local means of keeping time.
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