Out of the Abyss

(Jeff_L) #1
ISLAND
A small island rises from tht> water ahead. An island
with no hostile creatures makes a good place for lhe
party to take a long rest. There is a 50 percent chance
that the island has one or more types of fungi growing
atop it (sec "Fungi of the IJnderdark~ in chapter 2).
Otherwise, rhr island is bar ren rock.

Low CEILING
The clearance of the cave or passage lowers suddenly to
3 feet abov<· tht' water's surface. Each Medium character
must suc<"ccd on a DC 10 Dexterity saving throw or take
ld4 bludgeoning damage from hitting lhe ceiling before
the passage ends.

ROCKFALL
Loose rocks fall from the ceiling above. Each character
must succeed on a DC 12 Dexterity saving throw or
be hit by a c hunk of falling stone for 2d6 bludgeoning
damage. If the characters are traveling in a boat or raft,
their vessel takes 2d6 bludgeoning damage for each
su<'cessful save; in other words. each rock that misses a
chara<'tt>r hits the boat or raft instead. Roll the damage
for t>a<'h rock striking a vessel separately to sec if it
overcomes the vessel's damage threshold.

RouGH CuRRENT
The waters here are especiaiJy turbulent. If the
characters are traveling by boat or raft, the crew must
suC'ceed on a DC 13 group Dexterity check to maintain
control. If the group check fails. the vessel takes 2d6
bludgeoning damage. and each occupant must succeed
on a DC I 0 Strength or Dexterity saving throw to avoid
falling overboard.

RUN AGROUND
This terrain encounter occurs only if one or more pa rty
members are traveling by raft or boat. The vessel hits
a shallow area or sandbar and r uns aground. The
c haracters can push the vessel back into the wate r w ith
a successful DC 10 group Strength (Athletics) check.
While characters arc pushing t heir boat free, the re is
a 50 percent chance that one or more creatures attack
them; in this event, roll on the Darklake Creature
Encounters table to determine what attacks.


STONE TEETH
This terrain encounter occurs only if one or more party
members are traveling by raft or boat, and there's a
strong current. Stalagmites jutting up from the bottom
of a tunnel arc hidden just bt>low the waterline. Spotters
must succeed on a DC 13 Wisdom (Perception) check
to notice the '"stone teeth."" allowing the vessel's crew
to attempt a DC 12 group Dexterity check to navigate
through them. If the group check succeeds. the vessel
passes through unscathed. Failure to notice or navigate
through the stone teeth deals 6d6 piercing damage to
the boat or raft.


TTCHT PASSAGE
The adventurers encounter an especially tight passage.
requiring a successful DC 12 group Dexterity check
to navigate a boat or raft through it. If the group check


CIIAPTI:.R :S I Till:. n ,\RI\I.AI\t.


succeeds, the boat c;lips through. Otherwise, the boat
gets stuck. requiring a successful DC ltl group Strength
(Athletics) check to pu~h it free. While characters arc
pushing their boat free. there is a 50 percent chance
that one or more cr<•atures attack them: in this event.
roll on the Dark lake Creature Encounters table to
determine what attacks.

WHIRlPOOL
An underwater crevas.<;e or drain creates a smaJI vortex
in this area. much like the whirlpool effect of the control
wacer spell (save DC 14).

D ARKLAKE C REATUR E ENCOUNTERS
The sections that follow the table provide additional
information to help you run each creature encounter.

DARKLAKE CREATURE ENCOUNTERS
d 12 Encounter
1 1 aquatic t roll
2 2d4 darkmantles
3 1d 4 + 2 duergar in a keelboat
4 1 green hag
5 1 g rell
6-7 1d6 + 2 ix itxachitl (see appendix C)
8 ld4 kuo-toa in a keelboat
9 1d4 merrow
10 3d6 stirges
11 I swarm of quippers
12 1 water weird

AQUATIC ThOLL
An aquatic troll swims up from the depths. It has the
abilities of a normal troll, but can also breathe water
and has a swimming speed of 30 feet.

DARKMANTLES
These creatures cling to the ceiling as the adventurers
approach, cloaking themselves in darkness as t hey
unfurl a nd attack. A creature in a boat or on a raft that
tries and fails to detach a darkmantle from itself or
another creature must succeed on a DC lO Dexterity
saving throw or fall our of the vessel and into the water.

DuERCAR
A keelboat crewed by duergar is traversing the
Darklake on business. The gray dwarves parley with
the adventurers-or attack them if the opportunity
looks ripe to capture them and sell them as slaves in
Gracklstugh. If the duergar surprise all the characters.
they turn invisible. making it appear that their boat is
abandoned so as to lure the adventurers on board before
they anack.
Roll a d20 and consult the Duergar Keelboat Cargo
table to determine what. if anything. the duergar are
transporting in their keelboat.
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