(AAW) Survivalist's Guide To Spelunking PDF
(AAW) Survivalist's Guide To Spelunking PDF
(AAW) Survivalist's Guide To Spelunking PDF
Authors
Thilo Graf, Douglas Niles, Stephen Yeardley
Game Designers
Thilo Graf, Stephen Yeardley
Editors
Thilo Graf, Tim Hibbetts, Jonathan G. Nelson, Stephen Yeardley
Creative Directors
Thilo Graf, Jonathan G. Nelson
Publisher
Jonathan G. Nelson
Layout
Thomas Baumbach
Cover Artist
Aeon-Lux
Diagrams
Sean MacDonald
Playtesting
Die Kristallschlange
Special Thanks
Our backers & supporters, Douglas Niles, Tim Hibbetts
Product Identity
The following items are hereby identified as Product Identity, as
defined in the Open Game License version 1. 0a, Section 1(e), and
are not Open Content: All trademarks, registered trademarks,
proper names (characters, place names, new deities, etc.), dialogue,
plots, story elements, locations, characters, artwork, sidebars,
and trade dress. (Elements that have previously been designated
as Open Game Content are not included in this declaration.)
Printed in China
ISBN #978-0-9899736-8-7
AAW Games
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AAWGames.com
Preface 1
Introduction - Dugmore Dumple - A Delver of the Dark 2
An Introduction to the Underworld 5
The Surface and Below 6
The Environment 17
Chapter 4: Mining 41
Chapter 5: Momentum 53
ii
Chapter 8: Foraging & Hunting Rules 95
8.1 Foraging 96
8.2 Hunting 99
8.3 Sustenance & Butchering 105
iii
Table 2-1: Diagonal Range and Movement Calculation - Moving or Firing Along a Slope 18
Table 2-2: Distance Covered When Falling at Various Terminal Velocities 19
Table 3-1: Exotic Climber’s Kits 39
Table 3-2: Climbing by Surface 39
Table 4-1: Mining Rates 49
Table 4-2: Seam Direction of Run 50
Table 4-3: Mined Materials by Region, On or Under the Surface (d%) 52
Table 5-1: Abstract Range Categories 61
Table 5-2: Chase Obstacles 68
Table 6-1: Factors Affecting Becoming Lost 80
Table 6-2: Being Lost 80
Table 7-1: Campsites Found 88
Table 7-2: Gathering Fuel 89
Table 7-3: Collecting Water 89
Table 8-1: Foraging Targets and Successes Required 97
Table 8-2: Modified Foraging Results 97
Table 8-3: Foraging Harvesting Hazard Difficulty 98
Table 8-4: Hunting Quarries and Successes Required 101
Table 8-5: Quarry Capabilities 102
Table 8-6: Modified Hunting Results 103
Table 8-7: Cleaning Process Skill Suggestions 106
Table 8-8: Types of Cleaning 107
Table 8-9: Cleaning the Body DCs 108
Table 8-10: Resources Gained from Butchering a Quarry 109
Table 8-11: Random Components 109
Table 9-1: Different Light Sources 120
Table 9-2: Timetable for Becoming One with Darkness 125
Table 10-1: Breaths and Constitution 129
Table 10-2: Additional Maximum Breaths Due to Proficiency or Ability 129
Table 11-1: Streamlined Overland Hazards 144
Table 11-2: Base Hazard Budget by Level 151
Table 11-3: Threat Level and Hazard Budget Costs 151
Table 11-4: Hazard Attack Bonuses and Saving Throw DCs by Level and Severity of the Threat 152
Table 11-5: Base Damage Caused 152
Table 11-6: Hazard Budget—Cost by Damage Type 153
Table 11-7: Hazard Budget—Cost by Frequency 153
Table 11-8: Hazard Budget—Condition Costs 154
Table 11-9: Hazard Budget—Shake Off Costs 154
Table 11-10: Less Challenging Hazard Attacks Bonuses and Saving Throw DCs by Threat Level and Severity of the Threat 155
Table 11-11: Light Version of Base Damage Caused 156
Table 11-12: Capped Saving Throw DCs 156
Table 12-1: Sample Hazards Experienced at Boundaries with the Plane of Air 159
Table 12-2: Sample Hazards Experienced at Boundaries with the Plane of Fire 160
Table 12-3: Sample Hazards Experienced at Boundaries with the Plane of Water 161
Table 12-4: Sample Hazards Experienced at Boundaries with the Plane of Earth 162
Table 13-1: Underworld Campsite Location and Features 167
Table 14-1: Universal Foraging Table 170
Table 14-2: Foraging Near Civilization/Trade Routes 171
Table 14-3: Colloid Foraging 172
Table 14-4: Fungal Jungle Foraging 174
Table 14-5: Hallucinations 175
Table 14-6: Universal Hunting Table 176
Table 14-7: Hunting Near Civilization/Trade Routes 177
Table 14-8: Hunting in the Colloid 178
Table 14-9: Fungal Jungle Hunting 180
Table 14-10: Hunting in Regions Adjacent to Hel 182
Table 14-11: Subterranean Shores Hunting 184
Table 14-12: Lightless Abyss Hunting 186
Table 15-1: Hyperthermia Condition 189
Table 15-2: Hypothermia Condition 189
Table 15-3: Hel’s Taint DC by Behavior 191
Table 15-4: Hel’s Taint Levels 191
Table 15-5: Increase in Shroomitis Virulence Due to Curative Magics 193
Table 15-6: Shroomitis Levels 194
Table 15-7: Colloid Melancholia 195
Table 15-8: Colloid Awareness 196
Table 15-9: Call of the Lightless Abyss 198
I T I
wrote my sections o get to produce am delighted by
of this book during something with the work Thilo and
the most difficult a member of the Stephen have done to
time of my life, and gaming community create the Survivalist’s
I can’t emphasize whose work you’ve Guide to Spelunking.
strongly enough how crucial used and admired for decades It makes me proud to know
the tome you’re holding now has been a real thrill. Doug that the Dungeoneer’s Survival
was for me: for many days, it continues to be full of smart Guide, released in 1986, played
was, ironically for a book about thoughts and great wisdom, and I some small part in inspiring this
the Lightless Abyss, the only can only thank him for all his help excellent creation. The “DSG”
spark of light in my life. I can’t in producing this book. And what came out at a time when the
begin to express my gratitude to a book it is! Packed full of great game we all know and love was
Jonathan, Stephen, and Doug, ideas, useful information, and in the middle of its evolution from
of course—being able to work many ways to make your game a first-generation—albeit ground-
on this book, when his original more exciting and interesting, breaking—system into the
tome continues to be one of along with help and guidance for elaborate and virtually limitless
my most-used supplements, has those who really want a down- roleplaying engine it became in
been an honor. Now, I genuinely and-dirty experience deep in later editions. Now, more than
hope that this book will continue the Underworld. Here’s to some four decades later, that process of
to bring joy to your table for years fantastic spelunking! maturation continues to improve,
to come, beyond the boundaries and amaze, with this product you
of systems. The lightless dark Stephen Yeardley hold in your hands. Enjoy!
awaits, and I hope that some
of the joy I had creating this Douglas Niles
translates to your table!
Thilo Graf
Preface
1
Introduction - Dugmore Dumple - A Delver of the Dark
I am old now. My knees creak It has been a life of uncountable I am a friend and ally to dwarves
when I walk, and the effort of challenges, fraught with lethal and of (just about!) every tribe; at
taking a few steps shoots pain treacherous enemies, and marked times I have been a worthy but
down legs once sturdy enough by a host of magnificent, many wary accomplice to those humans
to bear the heaviest of loads over even say legendary, triumphs. who persevere in pursuit of a life
long miles. A back once straight Though the vast majority of that under the world; and more than
and brawny bends under nothing life was spent beneath a mantle once I have led a legion of dwarven
more tangible than the weight of of solid rock, shielded from the warriors to fight in a just cause
the years. Sometimes–the very harsh light of day, my fame has upon the surface lands. I have
worst of times–even sweet ale reached into the far corners of the stood vigil against elven arrogance
tastes sour to me, and ancient world both below and above the and condescension, staunchly
wounds sting like fresh cuts from surface, for tales of heroic deeds defending my realm against their
a fight I’m struggling to win. are enjoyed by all who hear them. imperious, pernicious inf luence
and aspirations, yet I have
Lately I have felt blood running I say with unquestionable supported those same feyrooted
from my scars some two centuries confidence that my reputation faithful as they looked to defeat
old, but on looking, blinked in precedes me into all quarters those that would bring chaos and
astonishment when there was of civilization, and into the evil to another’s home.
none to be seen, not even a uncounted realms of barbarism
drop. Sometimes I sleep, but at as well. There are those among Without doubt, I am well-
other times I fail to do so. Days the most dark-hearted races, far known, both in those regions
and nights have no meaning from the reach of the sun, who cloaked in eternal rockbound
in the eternal blackness of the quail at the sound of my name darkness and the bright-lit
Underworld of course, but on and tremble at the memory of my surface realms baking under their
many occasions, I lie abed for long heroic deeds. I have ever been a relentless, merciless sun. And I
cycles of time, yet I cannot rest. relentless adversary of the drow, am sure you have no doubt heard
And when I cannot rest, instead I the dragon, the reptile and insect my name, for I am... Dugmore
remember, for I have lived a long, races of the caliginous depths, Dumple!1
long life. and every other servant of evil you
can care to imagine or dare to let
into your nightmares.
1
For the purposes of this book it was deemed safest to print Dugmore’s words exactly as he dispensed them. Anything less would have exposed
this humble scribe, tasked with taking the old dwarf’s dictation, to an exceptionally unpleasant and even dangerous display of temper.
For although Dugmore talks about being enfeebled by age, he has a strong right arm and invariably keeps a stout cudgel within easy reach,
both as an “aid to correction” and a summoning tool when more ale is required. The business end of our feisty confidant’s ferule is unusually
gnarled, and I imagine much like the head of an inattentive pupil, post-punishment.
However, readers must be aware that our worthy narrator’s words do not always possess the, shall we say, “probity” that might be expected
of such a well-known historical figure. “Reader beware!” would have been the watchwords had an extensive editing process not taken place,
one that ensures nobody finds themselves in dire straits as a result of following Dugmore’s words to the letter.
As a result, this book is in fact much more than a “catalog of places discovered or created by” Dugmore Dumple the Dwarven Delver. But it
seemed best to let him think his assessment is correct in order to get sufficient information from him that I would be able to sort the wheat
from the chaff and present a truly useful guide.
2
Or perhaps you know my erector of fortifications
reputation as a swordsman, and ramparts that stood
a leader of valiant dwarven in immutable defiance of
war bands, and even as all attackers.
general of the armies that
must occasionally rally to Bridges, supported by
defend our cities, or sally elegant arches I carved from
forth to punish villainous native bedrock, span vast
adversaries such as orcs, caverns thanks to the stone
goblins, ogres, and drow I chiseled from the deep.
of the Underworld. Ever Cities emerged from dark,
victorious, I roared my battle shapeless solidity that were
cry as I waded through the only simple granite or basalt
blood of my slain enemies, or limestone prior to my
striding across the scarred engineers executing civic
landscape of many a plans drafted by my own
sunless battlefield. hand for my fellow dwarves.
My masons erected a mighty
I was proved triumphant barrier to rebuff the waters of
on those fields of war by my a surging subterranean sea.
loyal warriors; and honored
as a savior by other denizens I cannot tell a lie; as I
of the dark I had fought to look back from these last
protect, even as they felt their lingering intervals of my life,
demise was at hand. And I I’m proud to know that dam
am still feared and loathed still stands, and a strand of
and hated by the enemies dwarven villages thrive and
of the dwarves, wherever prosper under the safety of
they may lurk and cower as its abiding wall.
they mend their bones, lick
their wounds, or salve their For I am the builder of the
bumps and bruises. legendary “Dugmore’s Dam,”
as my people chose to call it,
For my people cried, despite my protestations.
“Long live Dugmore the
Drow-Slayer!” as I returned In my maturity I grew into
from the front line of a spokesman for my people,
countless conf licts. one who was sought for
his wisdom, his wealth of
Likewise, I am hailed as knowledge and his respect for
builder, a craftsperson in the great dwarven traditions.
stone of works great and I told the memorable tales of
small, of humble homes, our ancestors and recounted
exalted mansions and our history to the younger
palaces of dwarven lords, dwarves—even when they
were too impatient to listen—
3
for there is little that is more Or it might be that you know of I did, and I was, all these things.
important than elders passing on one of the many rich veins of gold The marks of my chisel, the cuts of
the stories of the past to the next or silver, or some of the steads my axe, and the scour of my shovel,
generations, and I excelled at of dense iron ore and nickel, or show across the vast breadth
recounting every detail! even the deepest coal beds ever of the Underworld, whether in
discovered under the shifting support of my many admirers and
I spent exhausting intervals landscape of the world. I led allies, or as reckoning to the folly
traveling the Underworld byways, teams that bored into the greatest of being my foe and attempting
negotiating trade and treaty depths of the stone bedrock of to stand against me. Few have
arrangements with allies, and the Underworld, braving foul inspired such stories as I, even as I
meeting the intimidations and elements and fouler fiends, but attempted to keep a low profile, or
insults of our foes with fortitude besting them all and earning slip quietly into the night. Glorious
and explicit threats of my own. rich rewards. feats lead to legendary tales.
My word was my bond, and
"Dugmore’s truthfulness” became Of course, the wealth extracted Therefore, I have to say that it
a cognomen for the reliability from these mines caused pretty is my great privilege to bring that
of the agreements I created much all dwarves to view me with experience, and that humility,
and guided to completion. Our awe and admiration, an acutely to the task of creating this
enemies learned to fear my firm, uncomfortable experience for one momentous tome, a vast catalog
unwavering determination, and of my natural lack of overt pride. of the places beyond the reach
on many occasions conceded land, Still, in order to keep them happy, of the sun, of places discovered
minerals rights, and tunnelway I let them heap the accolades upon by, designed by, created by, or
and river access to my people on me even as they grew rich thanks protected by none other than
issues that might otherwise have to the resources I unveiled. Such myself. I intend to offer you
led to outright war. titles rarely mean anything when the sum of my knowledge from
you are fighting to improve the within the Underworld, answer
For my people benefitted from lot of your fellow citizen, but it your questions, and perhaps help
these efforts, and as they did seemed silly to disappoint them you attain greatness yourself.
so, they called me “Dugmore by refusing their honors.
the Diplomat.” For yes, I am Dugmore Dumple.
For indeed, I was “Dugmore
the Discoverer.” And you may call me the
Dwarven Delver.2
2
Dugmore is indeed a dwarf of wide-ranging accomplishment and far-reaching reputation, but, sad as it is to admit, he is rather lacking in the
aforementioned humility. There is a lot more to the Underworld than the places Our Hero has visited personally, however extensive they
may be; indeed, members of his own family have traveled far and wide for generations, some carving reputations of great renown, and to
believe otherwise would be folly. One of his ancestors is a renowned member of a party who defeated giants, drow, demons, and a spider
goddess herself, but you wouldn’t know that from Dugmore’s tales.
In addition, those who labored at his side, and in his service, made countless valuable contributions to the structures built, the campaigns
waged, and the mines discovered and exploited in the tales of our esteemed storyteller. Sadly, their names have mostly been lost to history
unless even the old dwarf carries a smidgen of grudging admiration for the sacrifices they made.
Dugmore’s name, of course, lives on...
4
An Introduction to the Underworld
C
haracters almost Whatever that assignment But these ways into the
always start their might be, it will be different from subsurface realms are just the
adventuring lives on adventuring under open skies. beginning. Soon, a party finds
the surface of their Whether pursuing kobolds or itself in environments created by
world, as they have goblins that retreat to their own unimaginable forces, whether
to deal with the puzzles and home, tracking zombies to a buried natural, magical, or the result
problems around a hometown or mausoleum, following a monster of concerted brute effort! Many
similar environment. While many to its cave-like lair, climbing down such realms are the result of
of these events take place above the well in a cellar and unearthing time and persistent energy, while
ground, it’s never that long before a tunnel leading away from it, others came about thanks to
venturing into a cellar, some discovering the holding cells have a cataclysmic events and irresistible
holding cells, or perhaps a hidden well-hidden secret door, or finding forces. These myriad underground
shrine, moves the adventurers the altar in the shrine conceals a settings are considered in this
on their first steps beneath the ladder descending into the earth, book, along with the advice of
surface. Then, whatever these the path the adventurers have to one of the most experienced
initial issues may appear to be, it follow will be daunting with its dwellers in this dark world to ever
usually comes to pass quickly that a unfamiliarity and almost certainly live: Dugmore Dumple, the famous
party finds it needs to undertake a put them at a disadvantage, at dwarven delver. Dugmore himself
first mission entirely below ground. least at first. is full of bravado and has a tale of
his derring-do for every occasion, banes. There are thoughts on Most new adventurers are
so our editor, Fin Starling, no mean how to switch things up during surprised that once below the
adventurer himself, is on hand to these experiences, as well as ways surface, they find it is positively
temper the dwarf’s extravagance to make the most of situations swarming with life of all kinds and
with more considered prose. that would tax an unprepared or bristling with many rare and strange
inexperienced party. creatures that are only too willing
Naturally, these excursions into and able to part an unwary delver
unknown subterranean environs Anything that gives an adventurer from a little property at best and
necessitate a greater degree of an advantage as they come across their life at worst. This means that
planning and choice of resources colossal carved cities, far-reaching with food as frequently scarce
before even a single step can fungi forests, sweeping stygian and permanently bland as it can
be taken. For what could be seas, and yawning, immeasurable be, many denizens of the depths
worse than to find yourself being abysms is worth knowing, especially are quite prepared to harvest an
hunted mercilessly by those very if it means the difference between Upperworlder for consumption,
humanoids you were chasing, being legendary success or a lonely, soon- considering the flesh of those
buried alive by the undead who forgotten death. grown fat under a warming sun to
won’t suffer the same agonies, or be a true delicacy.
getting lost hopelessly in a cave Finally, in this brief introduction,
complex you haven’t made plans what mustn’t be forgotten is that Now, with that caveat in mind,
to escape from? there is significantly more room to forge onwards intrepid reader, to
exist below the surface than on it. discover what awaits those brave—
This book provides information, This means that despite the vast some might say foolhardy—enough
advice and guidance on a empty spaces and long uneventful to plumb the sunless depths
wide range of habitats, perils, journeys an adventurer might beneath their relatively safe
unexpected and rare events, and experience, the Underworld is an surface-centered homelands.
unusual experiences, along with active, vibrant environment.
their possible boons and probable
T
he surface of a at or just below sea level, and thean issue—whereas weakening
world, known as tops of mountains here on Earth. the lithosphere sufficiently for sea
the pedosphere and This means that much of the dark water to flood in is a significant
meaning “sphere of world beneath the surface stretchesconcern; such an occurrence may
soil”, forms great high into the air, or is surroundedchange far-reaching volumes of the
mountains or vast trenches and by vast oceans, often without thoseUnderworld, completely altering
sits on top of the below-surface living in the “subterranean setting”
the ecosystem in that region for
lithosphere, or “sphere of stone”. being aware of what may be just many centuries to come as well
The crust is either oceanic, that is feet away from them. as rendering it impossible to find
under water and starting anywhere drinkable water sources for many
between sea level and 11 km/6.9 With such a mountain in a gaming miles as the salt affects fauna and
miles below that on our own planet, world, piercing the surface and flora alike.
or continental, which is above water discovering the sky may not be
and starting anywhere between problematic—unless sunlight is
6
Of course, if these mountains material considered useful
aren’t significant enough for for building and has been
your gaming world, remember taken away, such as deep
that our planetary neighbors peat deposits that originally
have peaks that tower over contained tunnels. Part of
those here on Earth: Maxwell their attraction may be that
Montes on Venus is considered previously hidden information
to be 11 km/6.82 miles/36,000 about a subterranean cult
feet high, while Mars has or shadowy species is now
several known summits readily available for sages and
above this measurement, adventurers to learn about;
with the truly mighty Olympus perhaps such field trips will
Mons touching 21.17 km/13.15 unearth additional clues to
miles/69,459 feet. other activities in which these
creatures were engaged.
The constant rise and fall
of an active planet’s surface On Earth, the lithosphere,
means that some inland comprising the crust and
continental crust is below upper-most solid mantle, is
sea level but is protected roughly 50–140 km/30–90
from flooding by a ring of miles thick under oceans and
above-sea level land. These 40–280 km/25–175 miles deep
areas can be: lakes that under land. Variably, the crust
hold water at least some of tends to be 5–75 km/3–45
the time, with water levels miles thick, and the upper
changing seasonally, and mantle 50–120 km/30–75 miles
even evaporating entirely in depth. The combination
temporarily; desert-like bowls of erosion and tectonic
that either may have been plate movement keep these
flooded or are sites where figures consistent across
seismic activity has caused the the planet, with volcanic
lithosphere and pedosphere activity and earthquakes
to drop significantly; or places m a k i n g s i g n i fi c a n t i f
where the walls of deep localized adjustments on an
cracks and fissures have worn ongoing basis.
away to leave a significant
flat surface. Beneath the lithosphere
is the asthenosphere, or the
Coming across such below- “weak sphere”, a region of
sea level spaces may reveal almost-solid flowing rocks
that they were part of the anywhere between 80–200
Underworld at some stage, km/50–120 miles below the
but the surface formerly surface. Less commonly, it is
covering them has worn about 60 km/35 miles below
away by natural or other the surface under the oceanic
means, or perhaps was a mantle and can even be just a
7
few kilometers under the surface Beneath the asthenosphere (also Once deep below, explorers
of, e.g., mid-ocean ridges, where thought of as the upper mantle) is can happen upon all manner of
it could be molten. It possibly the upper-lower mantle transition elemental encounters without
extends as deep as 700 km/430 zone, which is roughly 410–660 an easy means of escaping
miles in places, but this potential km/250–410 miles thick, before them. Preparation built around
limit is not well defined; suddenly becoming the lower mantle which experience and magical expertise
entering such a layer in-game might is as deep as 2900 km/1800 miles will undoubtedly be based on what
well catch adventurers by surprise. below the surface. Rocks here takes place on the surface world,
are plastic, flowing relatively where the elements, however
This is not least because freely due to the higher viscosity. impressive, rarely demonstrate
it is extremely hot, with the Temperatures at the base of the their full power or potential. In
lithosphere-asthenosphere mantle, where it touches the outer the Underworld, the four main
boundary considered to be at core, are around 4000 °C/7232 °F. elements can be seen to actively
the point where the surrounding compete against one another as
temperature is 1300 °C/2372 °F. It In a game, this can be a strange their strengths and weaknesses are
is here that rock turns from being and fascinating region with links tested in a manner rarely observed
rigid to ductile, and this part of a to assorted demi-planes and above ground.
planet’s mantle forms, deforms, quasi-elemental regions. Hybrid
and then reforms constantly into creatures abound: for example, A range of hazards present in
new configurations. It is involved while water may be something's transitory regions can be found
with plate tectonic movement natural element, fire forever in Chapter 12: Complex Hazards:
amongst other geological activity, impinges on their lives, while earth Elemental Boundaries and Beyond
all of which a party will have to deal and air attempt to force water out (page 157).
with at some point during a foray of the picture in the Underworld
into the Underworld. whenever it is possible to do so.
8
An Introduction
Chapter One
10
BOTH shoulders, leading them to and a helm at the bare minimum. As a consequence, beware of the
charge around in circles, bellowing Gauntlets, greaves, and shoulder companion who lets rust mar either
aimlessly? Not I! plates are valuable accouterments. plate metal or chain link. Watch
And never, ever trust a warrior who your fellow campaigners to make
In fact, the attributes that a tries to fight without a shield! sure they take good care of the
successful delving party requires edges of their cutting weapons. Any
can be numbered on three fingers: Bluntly put, the success or failure delver worth his salt will spend long
muscle, metal, and fortitude— of an expedition will come down to minutes with a whetstone before
and plenty of each. For instance, the steadfast courage of you, your retiring to bedroll, stroking the
never embark with any fellow companions, and any allies you pick blade, keening the edge of sword,
who cannot lift their weight in up along the way. When you stand axe, or knife like one might caress
stone over his own head in a calm, shield-to-shield across the width a lover’s…I'm sure you understand.
controlled manner, nor with of a cave or tunnel, you can face
someone not prepared to toss aside many times your own number, a Yes, well, I see this pitcher
an insignificant lightweight trinket veritable host of enemies even. It is is empty...
when honest hard-won gold is at the discipline of, and the faith in,
hand! Whenever possible, your allies your sword-mates that will see you
must be garbed in armor of good on to victory!
steel, including chain or breastplate
11
Ah, thank you. This gin really is an me, my weapon that vanquished the and a treacherous pick-pocket
exceptional distillation—gnomes foe, and the help of two bold dwarf who also accompanied us on this
have a knack for certain crafts, and sword wielders who closed on the journey through the Underworld!
doesn’t that rosy blush give the elixir beast with me for the final fight. They served little purpose on our
an almost magical glow?3 campaign that I could attest to, but
They, alas, did not survive. of course they expected a share of
Now, where was I? Perhaps the proceeds.
an actual example would prove I raise a glass now to their
enlightening. I will share a tale: memories! And you, my listener, So remember as you delve: keep
the slaying of Inktooth, the black should know that the treasure a dwarf with steady courage and a
dragon. I killed him with a swipe of gleaned from the dragon’s hoard good steel blade at your side. Keep
my axe that opened him from the allowed me to make contributions your shields up, and your weapons
base of his neck to the middle of his to the families of those two brave prepared. Now you are ready to
belly. I have to admit, I lost a good dwarves. Indeed, I would have make a name for yourself!
pair of boots from the resulting given more but for the need to share
gush of acidic effluvium, but in the the treasure with a useless arcane But first, perhaps one more pitcher
end, it was my armor that protected mumbler, an inept man of the cloth, of that pink gin, if you please…4
3
Gentle reader, please know that, this time, Dugmore has really gone too far. I am genuinely concerned that his excesses of boastful verbiage
may, in fact, result in unnecessary harm to some worthy but inexperienced delver! At the very least a few of his biases and distortions must
be corrected by reference to actual facts, if only in the name of fair and balanced reporting. Read on...
4
Clarification of this story is vital! The slaying of Inktooth did happen, and is a fairly well-known yarn. Some of what Dugmore relates is the
truth. But as you should expect by now, there is much more to the tale...
Perhaps most importantly, Dugmore and his companions did not decide to boldly sally into Inktooth’s lair so that they could challenge
the dragon. In fact, the party was seeking to avoid the toxic and ill-tempered wyrm, who was known to infest and pollute a generous
Underworld warren, because they were late delivering a recently-forged sword to an ally’s settlement. The dragon, in its reverie, dreamed
of the weapon and dispatched its troops.
As a result, the companions were caught some way from its den by a band of ogres sworn to Inktooth’s service. This group had its own
plan for Dugmore and the others. The brutish beasts overpowered the adventurers, including Dugmore, and frog-marched them into the
darkness. The adventurers were presented to Inktooth as bound prisoners, but fortunately for the party, this incident took place during one
of the wyrm’s intervals of languid torpor, so the dragon merely had the captives locked in a cell and went back to its dreams.
Once confined to the dungeon, it was the rogue who managed to pick the locks on the manacles restraining the prisoners; following this,
she went on to open the cell door, and then to locate the companions’ possessions, which were secured within a strongbox in an adjacent
room.
When the lock on the chest proved impossible to pick, the wizard created a sphere of silence so that the dwarves could smash the box and
retrieve the group’s possessions without waking the dragon.
Fully armed again, Dugmore and his fellow delvers advanced into the serpent’s lair. The cleric blinded the monster with a divine incantation,
while the mage badly injured it with a lightning bolt. The rogue launched half a dozen arrows in rapid succession, inflicting painful wounds
on the creature’s haunches. When the dragon turned to snap at the unseen source of the arrow-pricks, the three dwarves charged in roaring
and dispatched foul beast with blows from their swords and axes.
Unfortunately, all did not go entirely to plan, and in a wave of acid from the gutted creature, two of the dwarves died. Dugmore managed to
avoid the worst of it, but he lost more than his boots—in fact his feet and lower legs were seared to uselessness by the dragon’s spittle and
intestinal juices. As you can imagine, he passed out and failed to properly experience what followed.
Indeed, it was fortunate for our narrator that the cleric was still on hand and able to use all of his healing magic, and even a powerful potion
of regeneration, to restore Dugmore’s crippled legs and feet. Wounded and weary, but enriched by gems and gold, the survivors crept out of
the monster’s lair. And it was only thus, barefoot and limping, but bearing “hard-won” treasure, that Dugmore and his surviving companions
were able to retreat from the dragon’s den and continue on to make their delivery successfully.
12
O
f course, no one can Others will give them different water for about three days
truly predict what names, and perhaps try to assign before starting to suffer—but
will be faced in the each one to single person, but not having anything to eat for
darkness of the adaptability and flexibility are our a few weeks can do the same
Underworld. “Be watchwords here. thing. The Streamlined Survival
prepared” is sound advice, but Rules in Chapter 7 (page 83) and
with only a few party members While metal of course provides the Foraging and Hunting Rules
at hand, what must be considered significant defense and the in Chapter 8 (page 95) help cover
properly before venturing below best method of attack for some these aspects.
ground? How do we juggle and adventurers, for others it is the
match the abilities of a small bane of their lives, hindering Next, we consider medication.
team against the perils found in them at best and becoming W h e t h e r s i m p l e fi r s t a i d ,
the vastness of the Underworld? entirely detrimental at worst. removing toxins, overcoming
The four other factors are equally an acute condition, maintaining
While our narrator talks loudly important, if not more so, when a generally healthy disposition,
about the virtues of “metal”, delving. Let us move on. or providing instant respite
there are other factors to from life-threatening injury. This
consider, which we will call the Without meals of some kind, a aspect is traditionally handled
“Five Ms” and indeed we can party is quickly going to perish. by potions and divine magic, but
count them off on the digits of one It’s true that a lack of water will there is much merit in quizzing
hand: metal, meals, medication, kill you even more quickly—an Underworld denizens about how
movement, and mysteries. average human can go without
they use fungi, other local reason; and move silently, not
flora, and unique fauna to least when many Underworld
compliment these two factors. creatures have forsaken vision
over the millennia in exchange
We must also consider for more effective senses.
movement. Unlike the surface, Chapter 3.3 (page 38) offers
traveling in the Underworld is rules for climbing, Chapter 4.2
constantly in three dimensions, (page 47) for mining, and the
much as it is when you are entire Chapter 5 (page 53) is
underwater. However, gravity devoted to momentum. Chapter
plays a much more significant 10 (page 127) deals with a new
role than if you are facing a lake engine for holding your breath
of any depth, e.g. when the only while exploring regions beneath
route out of a cavern is a 100-ft.- the waves, or those covered in
deep chimney, perhaps made deadly gases, spores, or worse.
recently by the purple worm
you have just dispatched after On the surface, there is almost
it rose through the floor. always “another way around”
an impediment to movement.
Therefore, the skill of moving But below ground, it’s quite
in multiple directions safely possible that there is JUST
includes, but is not limited to, ONE route, depending on the
being able to: climb and rappel theory you use to shape your
alone and set ropes for others Underworld. For the curious,
to do the same; recognize these theories will be discussed
the best spots to place pitons in Chapter 3.2 The Underworld
for specific tasks as well as as a Whole (page 35).
spikes used in an emergency;
belay party members and gear Finally, we must always bear
that may weigh significant in mind how we overcome
amounts; jump and swing mysteries. There is no one
across gaps after successfully set way to do this, other
using a grappling hook; build than almost near-universal
impromptu bridges using ropes; acknowledgment that dealing
properly rope a party together with an unexpected encounter
with quick-release knots in case more often than not has to
of the direst of emergencies if involve brains instead brawn.
someone falls; squeeze through Decisions based on similar
horizontal and vertical gaps, experience, use of lore and
both with light and in the dark; legend, turning one’s aptitude
swim into the unknown after at a craft or profession to a new
ensuring a plan to return is in and innovative use, employing
place; hold your breath for arcane skills, or talking through
extended periods, whether a situation via a common
under water or to avoid the language will save time, energy
surrounding air for some and resources.
14
Spelunking
Chapter Two
for Beginners
Chapter 2: Spelunking for Beginners
So, you’re planning to embark For even more importantly, I say to you, stride boldly,
on a long expedition through the remember to go forth with looking neither left nor right so
Underworld? Months, you say? boldness, with confidence, with long as you can see the path before
Maybe even a year or more for you the type of swagger for which we you. Let weaker companions
to achieve your goal? You’ve come dwarves are known! Your lack of watch your rear—you should
to the right man, once again. fear will only kindle terror in the have eyes only for the goal lurking
hearts of your enemies. An excess somewhere in the darkness
So, as usual, diligence in your of caution on your part may give before you, for I can think of
preparation is the key to success, them courage, causing them to nothing in the Underworld that
although some so-called experts deem you timid and afraid. Do can overcome unbounded grit
would have you spend too much not let them think this of you! Act, and determination!
time and energy on “thinking” act again, and if you have to stop
rather than actually “doing”, which and decide how you will all make And always remember: strong
is clearly a waste of everybody’s progress, ensure you are ready drink, as fine a vintage as possible,
effort. In my vast experience, no to take action a third time while is the “medicine of the darkness”
battle was won, fortune made, others dither. for those who need their fortitude
or city founded through sitting bolstered and their fears put out
around preparing. of mind!5
5
Oh dear… Actually, the long experience of many delvers would suggest that there is in fact a lot to be said for sobriety when one is in an
environment of extreme and unpredictable danger. If nothing else, alcohol leads to increased reaction times, a lessened ability to feel the
cold, and a detrimental effect on the quality sleep (even if you fall into drunken unconsciousness), all of which can lead to injury or even
fatality in the Underworld.
There are, of course, myriad aspects of the Underworld that need to be carefully considered, many of which wouldn’t necessarily concern
you when adventuring in the bright, airy sunshine of the Overworld. From something as basic as being able to establish where you are by
climbing a tree and looking around, to the mentally debilitating effects of the day-to-day lack of aspects of life such as stimulation that is
pleasing to the senses, clean air being almost always available, or the ability to stay fit and healthy in both body and mind, the Underworld
does nothing but challenge those who believe themselves capable of overcoming its depths.
Again dear reader, I have taken the liberty of reading between Dugmore’s words within the notes I made during our long conversations, and
at the risk of his wrath have produced a list of potential Underworld hazards that really do need to be carefully considered before engaging
in a campaign deep beneath the surface. Of course this list, while comprehensive, isn’t complete—there will be individual requirements
that are affected by your intended goal and the obstacles you know you will have to overcome—but it at least reflects the hardships and
hurdles Dugmore’s allies have seen him through, even if he is reluctant to admit any “weakness” on his part. Read on to see the list I have
put together.
Finally, there is always Dugmore’s path: that is, be extremely lucky and surround yourself with brave, capable, and selfless companions. It
has worked for him lo these many years…
16
The Environment
B
y its nature, (with a proficiency bonus of +2)
adventuring
Passive Perception has a Wisdom of 15 (a +2 modifier)
involves delving and proficiency in Perception, he
into places When you hide, there is a or she has a passive Perception
that are dark, chance someone will notice you of 14.
dangerous, and full of mysteries even if they are not searching.
to be explored. The rules in To determine whether such a
this section cover some of the creature notices you, the GM What Can You See?
most important ways in which compares your Dexterity (Stealth)
adventurers interact with the check with that creature's passive One of the main factors in
environment in such places. Let Perception score, which equals determining whether you can
us recap the basics before we 10 + the creature's Wisdom find a hidden creature or object
delve further. modifier, as well as any other is how well you can see in an
bonuses or penalties. If the area, which might be lightly or
creature has advantage, add 5. heavily obscured, depending on
For disadvantage, subtract 5. For the environment. An important
example, if a 1st-level character distinction to note: in complete
darkness creatures with terrain is different, and slopes aim, it maybe that they travel a
darkvision can see as if there were are all around a party as historic little further downhill or a little
dim light, which causes Wisdom water followed the path of least less if moving uphill, or that a
(Perception) checks relying on resistance. Table 2-1 shows how missile may hit a target at slightly
vision to be at disadvantage. For far a character moves horizontally greater distance if they are below
more nuanced takes on light and and vertically along slopes of the attacker but not quite reach
darkness, see Chapter 9: Light & a variety of angles depending a potential victim who is above
Darkness (page 111). on their usual speed. It can be the aggressor.
used also to calculate the actual
distance of a switchback-style In addition, moving up or down
Movement and path combining various distances a slope may make certain actions
Distances and angles. more or less challenging: keeping
balance running downwards may
On the surface, movement These distances are based on an incur a penalty or be attempted
is relatively uncomplicated to adventurer acting with some care with disadvantage if the character
control, as characters tend to and attention to the environment isn’t dexterous, while getting to
move either straight forward, around them. If they choose full charging speed takes a little
backward or sideways, or go to move more swiftly or, for longer if attempted going uphill.
across squares at a 45-degree example, fire a missile weapon Going uphill may still be difficult
angle. In the Underworld the without taking a considered
Table 2-1: Diagonal Range and Movement Calculation - Moving or Firing Along a Slope
Move 5 10 15 20 25 30 35 40
Slope Vert Hori Vert Hori Vert Hori Vert Hori Vert Hori Vert Hori Vert Hori Vert Hori
angle dist. dist. dist. dist. dist. dist. dist. dist. dist. dist. dist. dist. dist. dist. dist. dist.
0 0.00 5.00 0.00 10.00 0.00 15.00 0.00 20.00 0.00 25.00 0.00 30.00 0.00 35.00 0.00 40.00
3.75 0.33 4.99 0.65 9.98 0.98 14.97 1.31 19.96 1.64 24.95 1.96 29.94 2.29 34.93 2.62 39.92
7.50 0.65 4.96 1.31 9.91 1.96 14.87 2.61 19.83 3.26 24.79 3.92 29.74 4.57 34.70 5.22 39.66
11.25 0.98 4.90 1.95 9.81 2.93 14.71 3.90 19.62 4.88 24.52 5.85 29.42 6.83 34.33 7.80 39.23
15.00 1.29 4.83 2.59 9.66 3.88 14.49 5.18 19.32 6.47 24.15 7.76 28.98 9.06 33.81 10.35 38.64
18.75 1.61 4.73 3.21 9.47 4.82 14.20 6.43 18.94 8.04 23.67 9.64 28.41 11.25 33.14 12.86 37.88
22.50 1.91 4.62 3.83 9.24 5.74 13.86 7.65 18.48 9.57 23.10 11.48 27.72 13.39 32.34 15.31 36.96
26.25 2.21 4.48 4.42 8.97 6.63 13.45 8.85 17.94 11.06 22.42 13.27 26.91 15.48 31.39 17.69 35.88
30.0 2.50 4.3 5.00 8.66 7.50 12.99 10.00 17.32 12.50 21.65 15.00 25.98 17.50 30.31 20.00 34.64
33.75 2.78 4.16 5.56 8.32 8.33 12.47 11.11 16.63 13.89 20.79 16.67 24.95 19.45 29.10 22.22 33.26
37.50 3.04 3.97 6.09 7.93 9.13 11.90 12.18 15.87 15.22 19.84 18.26 23.80 21.31 27.77 24.35 31.74
41.25 3.30 3.76 6.59 7.52 9.89 11.28 13.19 15.04 16.48 18.80 19.78 22.55 23.08 26.31 26.37 30.07
45.00 3.54 3.54 7.07 7.07 10.61 10.61 14.14 14.14 17.68 17.68 21.21 21.21 24.75 24.75 28.28 28.28
48.75 3.76 3.30 7.52 6.59 11.28 9.89 15.04 13.19 18.80 16.48 22.55 19.78 26.31 23.08 30.07 26.37
52.50 3.97 3.04 7.93 6.09 11.90 9.13 15.87 12.18 19.84 15.22 23.80 18.26 27.77 21.31 31.74 24.35
56.25 4.16 2.78 8.32 5.56 12.47 8.33 16.63 11.11 20.79 13.89 24.95 16.67 29.10 19.45 33.26 22.22
60.00 4.33 2.50 8.66 5.00 12.99 7.50 17.32 10.00 21.65 12.50 25.98 15.00 30.31 17.50 34.64 20.00
63.25 4.48 2.21 8.97 4.42 13.45 6.63 17.94 8.85 22.42 11.06 26.91 13.27 31.39 15.48 35.88 17.69
67.50 4.62 1.91 9.24 3.83 13.86 5.74 18.48 7.65 23.10 9.57 27.72 11.48 32.34 13.39 36.96 15.31
71.25 4.73 1.61 9.47 3.21 14.20 4.82 18.94 6.43 23.67 8.04 28.41 9.64 33.14 11.25 37.88 12.86
75.00 4.83 1.29 9.66 2.59 14.49 3.88 19.32 5.18 24.15 6.47 28.98 7.76 33.81 9.06 38.64 10.35
78.75 4.90 0.98 9.81 1.95 14.71 2.93 19.62 3.90 24.52 4.88 29.42 5.85 34.33 6.83 39.23 7.80
82.50 4.96 0.65 9.91 1.31 14.87 1.96 19.83 2.61 24.79 3.26 29.74 3.92 34.70 4.57 39.66 5.22
86.25 4.99 0.33 9.98 0.65 14.97 0.98 19.96 1.31 24.95 1.64 29.94 1.96 34.93 2.29 39.92 2.62
90.00 5.00 0.00 10.00 0.00 15.00 0.00 20.00 0.00 25.00 0.00 30.00 0.00 35.00 0.00 40.00 0.00
18
for clumsy characters, but getting capable on sloping ground, damage for every 10 feet it fell, to
up to speed would be easier although it does mean that a GM a maximum of 20d6. The creature
going downhill. can surprise players by having an lands prone, unless it avoids
Underworld variation of a familiar taking damage from the fall.
It is also worth bearing in mind beast have some mutation or
that in real life, some creatures other that helps them overcome In the real world, falling is every
are more vulnerable when a surface animal’s issues. bit as dramatic as the gaming
moving in certain directions. For For more options to make world, perhaps more so when
example, animals that rely on movement matter, reference you consider how quickly we
speed to escape tend to be less the Momentum-rules in Chapter cover distances when under the
efficient when fleeing downhill, 5 (page 53). influence of gravity, even taking
while predators chasing prey up wind resistance into account.
a slope tend to break off from an It takes roughly 3-and-a-half
unsuccessful hunt earlier than
Falling seconds to fall 200 feet, and the
they do on a level surface. distance covered in six seconds
A fall from a great height (one round) is roughly 600 feet.
While many in-game creatures is one of the most common This means that being able to
are entirely fantastical, it doesn’t hazards facing an Underworld cast a spell, for example feather
mean that even “unnatural adventurer. At the end of a fall, fall, in order to save yourself is a
selection” hasn’t left them less a creature takes 1d6 bludgeoning vital ability!
19
However, if a character something, such as moving a
is confident they can land lever, and the GM describes
safely, dropping into the what, if anything, happens.
endless depths is a quick
way to travel vast distances. Characters can damage
In Earth-like conditions objects with their weapons
with regard to air pressure and spells. Objects are
and therefore resistance, immune to poison and
it takes not much more psychic damage, but
than 30 seconds, or just otherwise they can be
five rounds, to fall a mile, affected by physical and
while a kilometer takes magical attacks much
approximately 21 seconds like creatures can. Spells
or 3-and-a-half rounds. This specifically note whether
is because human-sized they affect objects. The
creatures have a maximum GM determines an object’s
rate of fall (a terminal Armor Class and hit
velocity) of close to 176 feet points and might decide
per second or 54 meters that certain objects have
per second. resistance or immunity to
certain kinds of attacks
Beyond this speed, falling (it is hard to cut a rope
with limbs held against the with a club, for example).
body (293 f/s; 90 m/s) or Resilient objects may have
headfirst (488 f/s; 150 m/s) a damage threshold.
offer different terminal
velocities. When making Objects always fail
an effort to overcome wind Strength and Dexterity
resistance in reduced air saving throws, and they
pressure, the fastest speed are immune to effects that
achieved by a plummeting require other saves, unless
human is 1,235 feet per such effects specifically
second (380 m/s). affect them. When an object
drops to 0 hit points, it
breaks. A character can also
Interacting with Objects attempt a Strength check to
break an object. The GM sets
A character’s interaction the DC for any such check.
with objects in an
environment is often simple
to resolve in the game. The
player tells the GM that
their character is doing
20
Food and Water that only has access to less water allies and to experience alien
automatically suffers one level environments with a greater
of exhaustion at the end of the degree of excitement than that
Characters who do not eat
day. If the character already has provided by the basic rules.
or drink suffer the effects of
one or more levels of exhaustion,
exhaustion. Exhaustion caused
the character takes two levels in
by lack of food or water cannot
either case.
Units of Stock
be removed until the character
eats and drinks the full required Using the units of stock
amount. Suffocating rules introduced in Chapter 7
(page 83) streamlines the concerns
Food A creature can hold its breath for of food, water, and comfort
a number of minutes equal to 1 + its goods significantly while adding
A character needs one pound
Constitution modifier (minimum of to the number of ways these
of food per day and can make
30 seconds). concerns can impact the game in
food last longer by subsisting on
a meaningful manner.
half rations. Eating half a pound
When a creature runs out of
of food in a day counts as half a
breath or is choking, it can survive
day without food. A character can
for a number of rounds equal to its
Light and Vision
go without food for a number of
Constitution modifier (minimum
days equal to 3 + their Constitution The most fundamental tasks of
of 1 round). At the start of its next
modifier (minimum 1). At the end adventuring—noticing danger,
turn, it drops to 0 hit points and
of each day beyond that limit, a finding hidden objects, hitting an
is dying, and it cannot regain hit
character automatically suffers one enemy in combat, and targeting
points or be stabilized until it can
level of exhaustion. A normal day a spell, to name just a few—rely
breathe again.
of eating resets the count of days heavily on a character’s ability to
without food to zero. For example, a creature with a see clearly. Darkness and other
Constitution of 14 (equal to a +2 effects that obscure vision can
To help further with the impact of prove to be a significant hindrance.
Constitution modifier) can hold
gathering enough food to mount
its breath for 3 minutes. If it starts
a successful long-term Underworld A given area might be lightly
suffocating, it has 2 rounds to reach
campaign, Chapter 8.1 Foraging or heavily obscured. In a lightly
air before it drops to 0 hit points.
(page 96) looks at foraging in obscured area, such as dim light,
various biomes while Chapter 8.2 Additional extended rules patchy fog, or moderate foliage,
Hunting (page 99) considers the for breathing are presented in creatures have disadvantage on
effects of hunting in these areas. Chapter 10: Breathless in the Wisdom (Perception) checks that
Underworld (page 127). These rely on sight.
Water suggested guidelines are designed
to render the exploration of deeper A heavily obscured area—such
A character needs one gallon
flooded caverns, traversal of longer as darkness, opaque fog, or dense
of water per day, or two gallons
corridors filled with deadly gases, foliage—blocks vision entirely. A
per day if the weather is hot. A
or battles with creatures that attack creature effectively suffers from
character that drinks only half
with cloud-based breath weapons the blinded condition when trying
that much water must succeed on
or spells, more thrilling. They also to see something in areas such
a DC 15 Constitution saving throw
provide alternative methods and as these.
or suffer one level of exhaustion
at the end of the day. A character opportunities to rescue struggling
21
The presence or absence Darkvision
of light in an environment
creates three categories of
Many creatures in fantasy
illumination: bright light, dim
gaming worlds, especially
light, and darkness.
those that dwell underground,
have darkvision. Within a
Bright light lets most creatures
specified range, a creature with
see normally. Even gloomy
darkvision can see in darkness
days provide bright light, as
as if the darkness were dim
do torches, lanterns, fires, and
light, so areas of darkness are
other sources of illumination
only lightly obscured as far as
within a specific radius.
that creature is concerned.
However, the creature cannot
Dim light, also called shadows,
discern color in darkness, only
creates a lightly obscured area.
shades of gray.
An area of dim light is usually
a boundary between a source
of bright light, such as a torch, Truesight
and surrounding darkness. The
soft light of twilight, dusk and A creature with truesight can,
dawn also counts as dim light. out to a specific range: see in
A particularly brilliant full moon normal and magical darkness;
might bathe the land in dim light. see invisible creatures and
objects; automatically detect
Darkness creates a heavily visual illusions and succeed on
obscured area. Characters face saving throws against them;
darkness outdoors at night (even and perceive the original form
on most moonlit nights), within of a shapechanger or a creature
the confines of an unlit dungeon that is transformed by magic.
or a subterranean vault, or in an Furthermore, the creature can
area of magical darkness. see into the Ethereal Plane.
22
Types & Anatomy of
Chapter Three
6
Dugmore speaks the truth when he says that the swords he wrought during his younger years are extremely rare. This is not, as he rather
disingenuously implies, because they have been gathered up by collectors. More, it’s that virtually every one of his swords broke as soon
as it met an opponent carrying a more professionally forged weapon, and certainly their longevity against well-made armor or shields was
notoriously short. In truth, he was far more proficient at using weapons than he ever was at making them!
7
Because of Dugmore’s variable quality of output, whether sword or saucepan, in actuality his father wasn’t unhappy to see him go. As a
parting gift to his son he gave him weapons he’d forged before Dugmore’s birth, knowing that with care they would last beyond Dugmore’s
life, rather than break during their next use. But he allowed Dugmore to think he’d forged them himself, knowing confidence was all to the
yet-young dwarf.
As a result, if you ever get to see Dugmore’s wonderful collection of traditional dwarven weapons, expect a long tale of how they are “his
triumph” when in fact it is his father who has saved his son’s life on many an occasion.
24
more coin selling maps than I ever be found there. Such information the surface, had been opened by
would have by hammering out is vital when you need to reach the seasonal freezing of ice, its
sword blades!) water eventually. force possesses an astonishing
power to break granite and fissure
Though many of the caves I But I also encountered other sandstone.8
explored were dry, even dusty, I kinds of caverns, each with
could see by the swirls of erosion the characteristics that at least Now, I think I’ve earned a break
on the bedrock that they had been suggested, if not proved, the form from your twittering — vitality
formed, in the distant past, by of its creation. Some came about such as mine doesn’t simply
turbulent rivers. I determined that when massive quakes or tremors replenish itself you know, and my
the majority of Underworld caves shook the bedrock of the world, medicine needs a chance to work,
had in fact been carved by the cutting gaps and chasms, cracks so off you trot while I just rest my
force of f lowing water, whether or that often extended vertically eyes for a moment...
not that precious liquid could still hundreds or even thousands of
feet downward. Others, closer to
8
Much of what Dugmore relates here is well known to any whom live in the dark Underworld depths. Drow history relates how its societies’
magicians have long known the value of diverting great rivers, or draining entire lakes even, the better to either create a space and build a
new city or devastate the dwellings of an enemy.
In the same way, deep druids of great power harness the power of earthquakes, volcanic tremors, and ice to gain or prevent access to and
from the areas they protect, sometimes allowing the mere rumble and vibration of a distant quake, or the sudden appearance of mighty
barriers of fire, lava or ice, to deter would-be interlopers.
Dear reader, if you can bear with me for a moment, I would add here a relevant note of my own experience.
I was once a member of party charged with rescuing an experienced druid, named Berwemunt, who had been tricked by a potent dao caliph.
We hoped to extract the druid from the wretched genie’s grasp as the man, in his kindness, had helped protect the region for many years
without any great recompense other than the occasional item he couldn’t make for himself.
However, the foul elemental unsurprisingly had other plans; it had found a way to hide INSIDE our druidic friend. There was nothing we
could do to exorcise the creature, and Berwemunt was being driven insane by the constant torment the dao introduced to his mind.
We chased them through the surrounding forests until we ended up at a series of steep hills, where the worst happened: it had all become
too much for Berwemunt, trying to hold out against the dao that is, and the druid decided to bring events to a conclusion.
He cast a number of powerful spells that encased his body in rock, to the extent he became an unrecognizable part of the surrounding
countryside, before making use of a self-inflicted earthquake to rend himself, the accursed elemental, and a significant area of mountainside
in their vicinity. It did the job of killing the genie, but at the same time as ending his own life. As the dust settled and the air cleared, I could
not believe what confronted me!
The raw energy had created a colossal entrance pit to a cave that extended well beyond the immediate limits of my vision. It proved to be
fully 350 feet long and over 200 feet wide, while its drop was hard to measure because of the thundering mist from a fast-flowing waterfall,
something that had come into existence thanks to a previously-underground stream being revealed.
Eventually we were able to explore the scar, and our initial examinations showed it to be at least 450 feet deep. The hole’s yawning conicality
was twisted and torn as if the land itself still felt the pain of Berwemunt’s end; indeed, those with the power to contact souls that had
journeyed to their spiritual home confirmed the essence of the druid could be detected throughout the pit.
We never did reach the bottom of it, because the rubble along its sides became too unstable. We saw that a cave had been exposed, but the
thin crack into it from the pit was high up on its ceiling, and neither the chill darkness nor the gruesome moan carried from beyond were in
any way inviting. Instead, we sealed this ingress and vowed to watch over the site of Berwemunt’s last stand so no other horrific creature
could bring its evil to our world.
To this day the stones around this route into the Underworld hold fast, to everyone’s gratitude. But that doesn’t stop the explorer in me
wondering what we may have found beyond the real base of that monumental pit.
26
3.1 Types & Anatomy of Caves
F
or all the wonders of the while the Underworld does little • magic, even the least of which
surface world, with its more than produce staggering can render unreachable
great mountains, steep natural architecture on a scale places accessible
valleys, sweeping plains, unimaginable to those living
mystical jungles, and above it. • supernatural, prehistoric, and
gleaming oceans touched by stern "mega" fauna variants
cliffs or curving golden sands, The below-ground environment
little which is above ground can you can create for your players • flora that, over the vast
properly prepare you for what the could be forged by: expanses of time, works its
Underworld holds. With so much way into and along every
space to fill, the natural marvels • elements and forces both available crack
that time produces induce awe natural and extra-planar in
and amazement to even the most nature • intervention from deities,
experienced of delvers. Entire demons and devils
Upperworld civilizations rise and • civilizations that are building
fall, with all the accompanying outwards from within,
tumult and turmoil that entails, upwards from below
• artisan humanoids whose The deepest known single Active caves
intention is to harness all the vertical shaft in our world is over
wild energies the Underworld 1,900 feet/ 600 meters, with
These have water flowing
has for their own well- others close to this depth, while
through them at least some of
hidden purposes single passages up to 3 miles/ 4.8
the time. They can be inflow
km are known.
caves (via which a stream sinks
Therefore, you can enhance
or rain trickles into at the very
and exaggerate the following The length of cave systems on
least), outflow caves (from
examples from Earth to your Earth is a different matter, and
which a stream emerges at least
heart’s content, knowing that total distances of over 100 miles/
some of the time) and through
the adventurers have access to 160 km are known to exist in many
caves (traversed by a stream).
resources that counterbalance places, including underwater
Relict caves—in geology this is
the absence of technology. caves that are over 230 miles/
a structure or feature which has
Remember, the center of the 370 km in length. It is thought
survived from a previous age—
planet, much farther away than that many of the current greatest
don't have flowing water but
the sky, is your limit! systems are even longer as hidden
may retain some from when the
exits and blocked linking tunnels
cave was more active or the water
are yet to be found or broken
Subterranea through. For example, as of 2019,
table was higher, although it will
disappear eventually.
two of the longest cave examples,
Structures below ground are the Mammoth (415 miles/ 668 km)
referred to as subterranea, Solutional or karst caves
and the Fisher Ridge (130 miles/
whether they are naturally are formed in soluble rocks
210 km) cave systems in Kentucky
occurring, such as caverns or including limestone, chalk,
are only 600 feet apart. This
volcanic pipes, or have come dolomite, gypsum, marble,
suggests that systems in excess
about artificially, for example and salt. They are dissolved by
of 600 miles/ 960 km are probably
catacombs or smugglers’ tunnels. natural carbonic acid that comes
waiting to be discovered. This is
into existence when rainfall
where your campaign comes into
The creation and shaping of mixes with organic compounds
its own.
natural locations over time or on or near the surface, and
through sudden catastrophic then seeps downwards along
There is every reason for fantasy
occurrence is speleogenesis. splits and ruptures. This acid
cave systems to be much longer,
Formed by water erosion, rests in the original cracks and
and have deeper vertical shafts,
chemical processes, tectonic dissolves the rock so that they
more massive caverns, and probe
activity, microorganisms grow large enough over time
much farther underground than
influencing regional chemistry, to become caves, sinkholes,
anything on our own planet,
pressure both long term and/ and underground drainage
and therefore send adventurers
or sudden, and atmospheric passages, and even large enough
closer to more dangerous yet
influences, it is the first of these, for exploring.
fantastic environs.
erosion as a result of water
movement—or hydrogeology— In addition, if the flow is
Now let us look in more detail
that produces the majority of coming from the ceiling or high
at some natural examples.
standard-sized caves, sinkholes up on the walls, formations
and tunnel systems, as well as the such as flowstones, stalactites,
much larger caverns and canyons stalagmites, helictites, soda
we find on our planet. straws, and full columns are
28
brought about by calcium Examples of primary
carbonate settling out of the caves include:
gradual water movement. The
most beautiful or memorable Lava tubes, where older,
examples of these may cooling flows create a thick
attract intelligent creatures crust that newer, hotter
that view them as signs from lava flows beneath, thereby
their deity, turning the spot possibly leaving a tube and
into an important center for caves. Lava caves include
their society. but are not limited to lava
tubes, although caves aren’t
If a karst is below the water likely to form without either
table, it will eventually flood; a tube into or away from
in line with the above, if the them, unless the flow in the
water table drops, the karst tube cools sufficiently quickly
then will eventually drain to plug it before it travels
again. Both processes may into the cave. Lava tubes
take longer to complete than longer than 40 miles/ 65 km
it does for the water table to are present on Earth.
move, especially if an area is
prone to seasonal flooding or Sea caves (or littoral caves)
if there is little other activity to are a type of cave fashioned
accelerate the process. primarily by the wave action
of the sea, actively forming
It is possible for sulfuric along present coastlines and
acid to form caves because visible as relict sea caves on
when hydrogen sulfide rises former coastlines. Erosion
from the depths, it mixes is ongoing anywhere that
with water that percolates waves batter rocky coasts,
to the surface, and then but where sea cliffs contain
creates caves from below. zones of weakness, rock is
This can take place with the removed at a greater rate
acid in gaseous form, such is along fault lines.
its strength.
As the sea reaches into
Primary caves are formed the fissures that are formed
at the same time as the this way, they begin to
surrounding rock, and this widen and deepen due
formation occurs over the to the tremendous force
passage of millions of years. exerted within the confined
However, from a gaming space, not only by direct
viewpoint, these actions action of the surf and any
become challenging hazards rock particles that it bears,
to deal with if magic induces but also by compression
them to take place during just
a few rounds.
30
of air that begins to treat the Corrasional or erosional caves A subtype of the erosional cave
supposedly solid rock as if it was are those that are carved entirely is the wind or aeolian cave, carved
something pliable. due to erosion by flowing streams by wind-born sediments. These
that transport abrasive rocks caves are often dry, and instead
Changes in sea level mean and other sediments, as well of column-forming stalactites and
solutional caves can become as natural debris. Such is the stalagmites often have sharp-
sea caves and vice versa. On pervasive nature of this process edged boxwork and needle-
the surface this is perhaps more that they form in any type of pointed frostwork formations.
relevant where caves have rock, including hard rocks such
formed at the edge of lakes as granite and tonalite. Many caves that were at first
large enough to have a tide, but formed as a result of solutional
in a gaming Underworld, changes However, for this to happen, processes are not unknown to
to the great seas that exist there has to be some kind of undergo a later phase of erosion
deep below ground could easily inherent weak spot in the rock. or enlargement by water that is
produce this effect, not least if This is needed to guide the water above the level of permanent
outflow points are blocked or if a in a manner that concentrates its ground water.
vast quantityof the roof above a energy in tandem with the force
wide-but-not-deep sea falls into it of what is being carried along, Glacier caves are formed by
and raises the level. and again means something like the ice melting and the resulting
a fault line must be present. water flowing along cracks
31
within the glacier and channels becoming gases without the split before breaking apart and
between it and the surface it is intermediate liquid phase) then fall away, finally leaving karst
standing on. The spaces created in winter. systems.
by the melted water are then
further enlarged by the creeping Glacier caves are also formed Talus caves are created when
of the ice, which, along with the by geothermal heat from volcanic large pieces of rock and other
pressure it produces, tends to vents or hot springs beneath the boulders fall from a mountain face
shatter the caves and carry away base of the ice. The resulting as scree and end up in random
the resulting rubble. erosion can produce tunnels piles that have access points into
many kilometers long and the resulting formations. These
Although most glacier caves chimneys hundreds of meters caves are never very large, nor
are initiated by water running high, often highly unstable due are the overall karst systems
through or under the glacier, to fluctuations in temperature. extensive when compared
this liquid usually starts on to others in this list, not least
the glacier’s surface thanks to Ice caves are similar to but because talus caves are extremely
melting. This melt water then different from glacier caves unstable in themselves.
flows towards a hole or moulin (sometimes the latter are
(a cylindrical shaft that is almost mistaken for the former). The Anchialine caves are almost
always entirely vertical and can term is properly reserved for always on or very near coasts
be many hundreds of meters bedrock caves that: contain as they are defined by holding
deep) and exits at the glacier’s a large percentage of year- mixed deposits of both fresh and
tip at base level. The water flow round ice; at least some part of salt water. While they can occur
can then raise the temperature which maintains a permanent anywhere erosion is accompanied
enough to encourage further temperature at or below 0oC/32oF; by the potential of the water
melting, which in turn forms a and water must have flowed into types mixing, individual systems
cavity that fills with air (as ice this cold area in order for the ice often contain animals and plants
takes up more space than water). to form. that are highly specialized to the
particular environment, and as
As the seasons progress, Ice caves can contain cold traps a result these karsts maintain
greater rainfall may refill the (areas that hold onto cold dense unique biosystems that may be
space with water, which exerts air in the summer because warm fragile, alien, unpredictable and
pressure on the glacier as it light air can’t switch places with difficult to prepare for. Coupled
refreezes. This freeze-thaw action it), pockets of permafrost, and with these caves, anchialine pools
eventually can produce extremely can possibly top up with winter are landlocked ponds and lakes
large caves and significant tunnels snow that enters from thawing at that have a link to the ocean deep
from the surface to the base level any time of the year. within them.
exit points from the glacier.
Fracture caves are formed Physical Cave Formations
Once an air space has been when regions of rock that are
created, air movement also helps more likely to dissolve, including Within the various active caves
with increasing the size of caves limestone and gypsum, are types, there is a wide variety of
within the glacier by encouraging eroded or washed out from formations that the systems can
further melting during warm between the layers of rock that adopt as whole. An individual
seasons and sublimation (solids are more solid, such as granite. karst may well have more than
Eventually these “softer” rocks one formation type within it due
to several eroding influences,
32
especially if it covers a vast crisscross with each other
distance underneath several slightly vertically and mostly
surface environments, each of horizontally. Junctions may
which encompasses different form bigger chambers,
rock types and several erosive while the greatest spaces
actions. This is especially are where all the individual
true if a system travels deep passages eventually meet.
underground, either trapping These systems usually form
water or allowing it to along one layer of soft
disperse quickly, eliminating rock held against others of
one type of erosion, but then harder substances, and only
being subjected to changes in meet up rarely with similar
heat or pressure instead. systems thanks to concerted
vertical erosion.
The six descriptions below
are the most frequent Pit systems are simply
examples of formation: vertical shafts and sinkholes
rather than having their
Angular network systems o w n ho r i z o nt a l k a r s t s .
are the result of erosion Many pits become flooded,
caused by chemical action with the water level in
on ever-increasing crevices them dependent on the
in carbonate rocks. The surrounding rock. If this is not
passages produced are porous, it is possible for the
almost always high, narrow surface to be above the water
and straight, with pocket- table if liquid can’t flow away
like holes dotting the walls quickly enough. Pits may also
where pools of chemicals have waterfalls flowing down
have collected. them, hampering their use.
33
Ramiform systems are another wear them away, or end up as a certainly silent; without water, a
karst type created chemically, gallery decorated with the most nonmagical ecosystem cannot be
in this case thanks to hydrogen wonderful natural sculptures that established.
sulfide mixing with the water attract Underworld humanoids
responsible for the erosion. They from far and wide. In game, this may mean they
occur where there is a moving become the domain of purely
water table; this means the spaces Unused living caves are often elemental creatures, ones able
can be very large, are almost clean, dust-free, and may reflect to live without water and having
always irregular, and consist of light when it is taken into the repurposed the caves from their
caverns, passages and galleries space. All this changes once original use now creatures of flesh
in unexpected configurations, for they start to be used; if a space and blood have moved on.
examples small caves high up on lacks one or more of these three
the walls of a larger space. elements while water is present, They can also be the home of
it is probably being lived in ancient undead, although those
Spongework systems are karsts currently, or at least has been with skin may be brittle and the
that come about as a result of occupied recently. Alternatively, if color of parchment, while those
spaces created by one erosion mud is present, it is quite likely the of bone could have become as
type becoming randomly and cave does not have anything in it hard as the rock that surrounds
irregularly joined together thanks unless the creature is specifically them yet be missing finer, smaller
to a different one. The waters a mud-dweller. bones. Such venerable sentinels
that do this usually have varying may signal the historic existence
chemical components that make Dead Caves of some antediluvian society.
spaces and tunnels in different
way and forms, so that the final The opposite of a living cave Some dead caves do contain
karst can’t readily be identified is a dead cave; the differences liquid, but it is likely to be an
as one type or another, yet looks between the two are clear and ancient pool of standing water.
similar to the inside of a sponge obvious. Water no longer flows Despite the probable age of
in overall nature. through a dead cave, although such a pool, the contents are
there may be a lot of evidence almost certainly potable thanks
Living Caves of historical activity, and erosion to the absence of sun and an
almost certainly isn’t taking unchanging cold temperature.
All of the above are considered place (in a game world where Microbial threats may still exist
living caves if there is any amount Underworld air currents are more in the water, though.
of water flowing through them, prevalent, it may be that particle
whether this is a constant river erosion is still occurring). In game, dead caves can be
or even the slightest seepage. So used as an indication that the
long as erosion and/or creation Many rocks need humidity to party is going the wrong way or is
of features takes place, the stay at their strongest, and dead unlikely to encounter any further
space is “alive” for spelunking caves become dry and, in some activity, or they can be used as a
purposes, and it will continue instances, quite fragile, meaning demarcation line to more hostile
to grow if erosion outstrips it is much more likely that rubble terrains or a beligerent realm that
creation, or may even refill is strewn around. They do not needs to be traversed to discover
thanks to the development sparkle when light is brought new regions.
of draperies, flowstones and into them, and they are almost
columns at a faster rate than
the water or other activity can
34
3.2 The Underworld as a Whole
A
n Underworld ancestral beings capable of
containing extensive
Hollow Earth Theory great feats or the dead in their
tunnels and caverns afterlife existence.
as a result of erosion This theory has a number
is considered of variations, most of which The structural ideas emerging
viable in three main theories: the stem from a similar idea which from these folklore tales
Hollow Earth theory, the Isolated appeared in many ancient myths suggest that Earth consists of a
Pockets theory, and the Swiss and religions that suggests there hollow shell many hundreds of
Cheese theory. Finally, there is an are caves, caverns, sinkholes and miles thick, usually with large
overarching compromise, the Partial other entrances that lead directly entrances at either the North
Connection theory. It is worth to the Underworld, a place Pole, South Pole, or both, and
bearing in mind that some elements of origin or afterlife. Many of that these sinkholes drop great
of these theories are completely these talk about cities, gardens, distances into the planet reaching
fantastical as they came about or sites containing strange entirely through whatever crust is
during times when the workings of flora and fauna, as well as the believed to exist, but then ideas
the planet weren’t understood. existence of either supernatural diverge, ranging from:
35
• the interior being almost Isolated Pockets Theory in choosing which isolated path
constantly only dimly lit, to follow, many lower-level
with creatures either flying parties will have to face up to
This theory suggests that
or levitating, or being able to the frustration of returning to
erosion hasn’t linked the various
walk on the inner surface. the surface and using another
caverns and tunnels it has
entrance if you decide your
produced and that instead of
• the interior containing an inner Underworld conforms to
forming a vast, planetwide web of
sun a few hundred miles across this theory.
passages it has created thousands
that works in the same way as
of individual, colossal, karsts. It
the celestial sun. An additional
variation on this idea is that
does mean that there may be Swiss Cheese Theory
entrances to these individual
there are two suns.
systems, notwithstanding that As an opposite of the Isolated
pressure or cave-ins will have Pockets theory, the Swiss Cheese
• the interior having a varying
closed many off, but if erosion theory believes that no great
number of concentric inner
has taken place, then at some spaces or passages exist in the
shells, possibly with an inner
point there was a way in, even if Underworld, particularly not
core. Each inner sphere has its
it was for water or chemicals. at the core, but instead that
own atmosphere, magnetic
polarity, and direction every one of the uncountable
At present, this seems the most smaller caves and tunnels links to
of spin, and is capable of
likely condition of the Underworld another, and that any one point
supporting ecosystems that
on Earth, with the evidence of within the Underworld can be
are different from those on
cave systems beneath every reached from any other just by
the surface world.
continent as well as the sea bed knowing where you are going.
that only stretch hundreds rather
• the interior is simply a
than thousands of miles, but is This idea supports the
variation of the exterior,
perhaps least helpful from an in- appearance of in-game races
but set some time in the
game viewpoint. at many places within the
past, usually prehistoric, and
can be interacted with by Underworld, and of common
In addition, this theory also languages that might be spoken,
surface dwellers equipped to
allows for an assortment of or at least the many components
travel into the depths. This
unrelated cultures and realms to that are featured wherever you
Underworld has its own light,
develop, but doesn’t deal well travel so that variations can be
but this does not affect the
with the idea of races who dislike described simply as regional
surface world in any way.
the surface occurring everywhere differences in dialect.
within the Underworld, unless
• the interior is the repository of
either magic, in particular planar However, this theory would
ancient machines capable of
travel, is employed, or these suggest that each Underworld
time-and-space flight, and that
races went against their fears race is familiar with all the others,
it is the resting place of ancient
and principles and crossed over which is not the case. While it
astronauts, flying saucers, and
the surface at some point in may be true that, say, orcs and
other equipment capable of
their history. goblins have found ways to
traveling the multiverse (and
other planes, in game). move around near surface level,
While adventurers could use it is almost certainly also true
this same magic or planar travel that fewer occasions for erosion
to overcome any errors made have prevented navigable routes
36
from being properly created, in between regions are almost When the Underworld
that they are too small or that certainly dangerous beyond
the hazards are too great, and experience, are wracked by the is A bove U s
that the increased pressure greatest of hazards, and are
and constant movement of the both frequently and regularly A s a fi n a l p o i n t f o r
greatest depths simply closes impenetrable as the erosion that consideration, neither of the
these paths soon after they come opens the space also creates two deepest karst systems
into existence. passage-blocking rubble, while currently known on Earth—the
pressure and movement reseal Veryovekina Cave (7,257 feet/2,212
any spaces that do come about. m deep; 8.43 miles/13.50 km
Partial Connection long) and the Krubera-Voronya
Theory In game, the difficulties posed Cave (7,208 feet/2,217m deep;
by this theory require the party 8.35 miles/13.43 km long)—
This theory is the best of all to be fully prepared for travel get to reach below sea level
worlds, in that it accepts the through elemental conditions, as they both begin a greater
idea of all Underworld regions particularly whole regions distance above the “zero feet”
sharing a connection, but not that flooded by water, lava, and surface than they drop down. It
the routes are straightforward crushing earth, or find them is worth reading further about
either to find or to follow. It devoid of suitable air due to lack both systems.
acknowledges that any links of currents.
37
3.3 More Rewarding Climbing
Here's to a life as long as your rope,
a heart as stout as your rope,
adventures as many-stranded as your rope,
and allies as unfailing as your rope!
C
limbing in 5E is a pretty straightforward
affair—you usually employ Strength
(Athletics) to scale an obstacle, and it costs
you half your movement, mitigated by
whether you have the correct feat or class
ability, such as the rogue’s Second-Story Work feature.
38
This kit can be activated or Masterful Climber’s Kit: This climber can choose to adjust
deactivated as an action and climber’s kit is made of superior it between 10 feet and half the
has 10 uses. Upon deactivation, materials, making it lighter. maximum length of the moss
the whole illuminated trail winks rope. The downside of moss
out. Reactivating the kit does not Moss Climber’s Kit: This ropes is that they are highly
restore the previous trail, and climber’s kit uses elastic ahooling flammable—they are vulnerable
instead starts leaving a new one. moss ropes, and the climber may to fire damage.
adjust the stretch they can fall
Elemental Climber’s Kit (Water): when securing themselves. The Now we have looked at the
This climber’s kit has been infused tools for the job, let us discuss
with elemental water, making Table 3-1: Exotic some challenges of climbing
mystic use of surface tension. Climber’s Kits within the context of the
This kit can be activated or Name Price Weight Underworld. The default rules
deactivated as an action and has Elemental presented by 5E work perfectly
5,000 gp -
10 uses. An activation lasts for Climber’s Kit (Air) well to simulate the usual
1 hour. After activation, the kit Elemental
3,500 gp 12 lbs. exploration of dungeons, cities,
Climber’s Kit (Earth)
negates increases to the climbing Elemental
and so on, but the Underworld is
DC or disadvantage on Strength 5,000 gp 6 lbs. an inherently three-dimensional
Climber’s Kit (Fire)
(Athletics) checks made to climb Elemental
1,500 gp 12 lbs.
environment, and verticality is
Climber’s Kit (Water)
due to surfaces made slippery half the fun of exploring these
Fungal Spore
by liquid. Additionally, it lets you Climber’s Kit
50 gp 12 lbs. wondrous vistas. To offer a sense
climb vertical stretches of water, Masterful Climber’s Kit 50 gp 6 lbs. of consistency, Table 3-2 gives
such as waterfalls, as though they Moss Climber’s Kit 100 gp 6 lbs. sample DCs for climbing.
were made of stone.
39
It must be remembered that a vestraadi with their sonar in the use of light and the
predominantly 3-D environment particular, are exceedingly good requirement of sight can become
presents challenges for at planning routes. additional complications.
exploration; not every character
class is suited for prolonged The total number of plans of It should be noted that gaining
climbing. If you are a burly fighter such stretches of distance you the benefits of a Planned Route is
or barbarian, you may be able can memorize at one time is equal not always possible—a perfectly
to scale some massive canyon, to your proficiency bonus + your smooth wall remains so, and no
but neither your wizard nor choice of either your Intelligence amount of planning will change
warlock companion is likely to or Wisdom modifier. Explaining that without considerable
have your prodigious Strength. the plan to scale a stretch of additional effort. If the GM
Usually, 5E handles this with distance takes 1 minute and wants to simulate a particularly
utility spells such as spider climb grants anyone attempting the dangerous or hard-to-plan climb,
or fly that allow spellcasters to climb advantage on checks to they can use the Suggested
bypass obstacles. scale the stretch, and reduces DCs column of the Table 3-2:
the Strength (Athletics) DC to Climbing by Surface (page 39) as
However, while exploring the climb the stretch by up to 10, to a guideline.
realms below, far beyond the a minimum of DC 10.
trappings of civilization, any spell Some surfaces may be harder
that may mean the difference Creating Hand- or Footholds. to plan than climb, or vice versa.
between life and death has the You can take thrice as long to Requiring a check to plan a
issue of duration and scale to climb a surface, but leave hand- route should be the exception
consider; spider climb only lasts or footholds, using pitons and though—checking every 5
up to an hour, which may not similar equipment for your less minutes bogs down the game.
suffice to reach the top of that athletic comrades. Doing so Similarly, creating hand- or
vast chasm, while fly can only be reduces the DC to climb the footholds can be particularly
maintained for 10 minutes. Both surface by 5, to a minimum of helpful, but the noise and
spells require concentration, DC 5. A Planned Route can thus time required are sufficiently
making them risky. In real life, be reduced to DC 5. Note that detrimental to not invalidate
preparation and planning are the act of making hand- and instances where using spells such
crucial components for climbing, footholds is exceedingly noisy as spider climb and similar options
and the following allows less and leaves obvious traces, thus make more sense. In short, the
brawny characters to carry their making an enemy's tracking of rules above are here to make
own weight without taking away escaping targets all too easy. the climbing experience more
from their fellows. exciting and streamlined for the
To roll or not to roll? The two entire party.
Planned Route. You can take 1 actions presented here do
minute to observe an intended not have DCs per se, because Finally, do bear in mind that
path of area of up to 60 feet. Planned Route is intended to resting while climbing a sheer
You plan the best possible route provide an option for the party. surface will require ingenuity
to climb the observed area. Additionally, the action requires and possibly special equipment,
You have to be able to clearly the party to split (e.g. if the rogue and that exhaustion is a factor
perceive the entire area in order climbs ahead to plan the route) for prolonged climbs on any type
to engage in the planning of or the expenditure of resources of surface, even those that are
a route—usually, this means like fly to plan stretches with a stairway-like if they extend many
using eyes to see the area, but lot of overhangs. Furthermore, hundreds of feet.
40
Mining
Chapter Four
Chapter 4: Mining
So, you’re back again to pick my chasms, and even paddled boats While there are many reasons
brain? Well, I’m too darn thirsty to across underground lakes and for a dwarf to delve, the most
talk just now, so you’ll have to come seas.9 obvious is the desire to create a
back some other—wait, what’s passageway in the quest for veins
that? Hand it over. Hmm, pretty But all of these places existed of valuable ore, beds of precious
tasty vintage: Black Mushroom before I, or any other dwarf, gems, or stockpiles of hard, hot-
stout, if I don’t miss my guess. traveled there. After all this burning coals. Initial delving in
Oh, and I see you brought the exploring, I became determined these cases is usually undertaken
whole keg? Well, that’s more like to expand my journeys into areas in an exploratory attempt to locate
it. Fill this tankard again, and where the caves and caverns didn’t the commodity being sought.
I’ll be fortified enough to share a extend—that is, to press my own Experienced miners tell from
little more of my knowledge for pathways through the solid core the types of rock, the location of
this tome you’re writing, the one of the world. strata, and other clues, where this
about my life’s accomplishments. underground wealth might be set.
This required that I develop
And this chapter is about actual some skills at digging and drilling, In addition, specific clues, such
delvings, you say? Well, that’s tapping and tunneling, blasting as gold dust and even nuggets
just fine. In fact, that was kind and boring, and many other being carried downstream
of a specialty of mine. Let me tell means of creating dwarf-made by f lowing water, can give
you why. passages through the bedrock. Of an indication where to dig.
course, there has to be a purpose Inexperienced miners must gain
I fell into that life kind of to all this activity, and for a dwarf, this knowledge the hard way, by
instinctively: after I spent several that is prospecting and profiting! trial and failure and trying again.
decades exploring the natural Fortunately, I had some luck, and
caves and caverns leading Now, mark this: actually I knew how to persevere.
through the Underworld from my delving into the unknown is not
original home of Bluefyre, I found for the faint of heart, nor for the Such initial exploratory tunnels
I knew all those paths and byways weak of back. It is hard, dusty, are generally straight, and
like the back of my hand. Some dangerous work. But it is work relatively narrow. In many cases,
of them went a hundred miles that leaves a legacy not just for where the rock is porous or soft,
or more, and yet I was familiar the delver’s lifetime, but for all shoring timbers will be needed
with every inch of rock wall, cave the generations of dwarves— to protect against collapse. If the
f loor, stalactite and stalagmite. and others—who seek to travel tunnel slants steeply down (or
I remembered where the rivers through the lightless pathways of up) steps may need to be carved
f lowed in, and could find where solid rock for many years running into the f loor. Vertical tunnels
the water ran back out. I had into future centuries, and then are sometimes necessary, and
traversed the cliffs framing huge beyond. these of course require ladders,
spiraling stairways carved into
the walls (or built from wood),
9
To give Dugmore some credit here, he is, for a dwarf, an accomplished sailor, and quite fearless with it considering his love of heavy armor
and weighty weapons. If you bear in mind his kith and kin’s reluctance to go too near water at the best of times, Our Guide’s record of at
least six long journeys involving Underworld rivers and seas is admirable. “Dugmore the Dare-doing Deck Hand” sounds like it might be an
appropriate name for him!
However, there is clear evidence that Dugmore spent most of his time on water...shall we say...”in his cups”, although he claimed this was to
settle his stomach rather than overcome any fears. But he knew few of his rivals would attempt such journeys, and gained no small justly-
earned fame for doing so himself.
42
or mobile platforms that can be Once the presence of the mineral dense that it becomes profitable
raised or lowered, often by means or stone within the area of the to chisel through these potential
of a winch. mine is confirmed, the miner will pillars, they must be replaced with
follow the natural contours of the timber, iron, or stone support
That reminds me; have I told deposit. The excavated tunnels shafts constructed by the delver
you about the ingenious machine become much more irregular specifically for that purpose.11
I invented? It’s quite a clever during the process, angling this
contraption, and by now is used way and that, often diverging into Of course, mining is not the only
in probably half the mines of all two or more different directions. reason a dwarf will delve through
dwarfdom. It uses a series of The width of the delvings can also solid rock. Sometimes you just
pulleys, and the rope or chain vary extensively, as sometimes want to make a shorter passage
wraps back and forth around the even large chambers must be between two locations, so you
pulleys so that it can pull three or created to gain access to every bit bore a tunnel from here to there.
four times the weight allowed by a of the mineral wealth discovered Or you build a bridge to span a
simple single attachment. there. Leaving no stone unturned chasm, or drill a shaft to allow
has never been more important travel deeper into the ground,
This means that when it is than to a miner. or up toward the surface. The
attached to a crane, or anchored principles of mining remain, but
at the top of a shaft, it can be Just as long tunnels must often a team of dwarven delvers, well
powered by beasts of burden, be shored up with timber or stone equipped with tools and fortified
waterwheels, or the sturdy supports, so too must the ceiling with a reliable supply of ale, can
strength of a team of operators, of of a large cavern be propped up create an underground route to
which I’ve found dwarves to be the with pillars to protect against a just about anywhere a traveler
best suited. I understand some cave-in. The most effective way would want to go.
gnomes are even working on a to do this, of course, is to simply
device that would let the thing be leave intact columns of the natural
powered by steam! Although that rock at intervals close enough
sounds far too much like it relies to hold up the roof overhead.
on magic, to me.10 In cases where the deposit is so
10 Regarding the "machine" that Dugmore claims to have invented, the astute reader has no doubt realized that he is describing a simple
block and tackle, which can indeed dramatically improve the mechanical advantage provided by a single pulley.
Of course, the block and tackle has been understood and utilized by dwarves, gnomes, humans, elves, and most other intelligent creatures
for a period of time going back countless generations. Which is an indirect way of saying that Dugmore was by no means the first one to
employ the device on a winch.
11 Stories of their sometimes-catastrophic greed are almost never recorded by dwarven sages, but such events are much more frequent than
miners would like to admit. More than once Dugmore has been part of a team that has over-worked and under-propped an area in the quest
to maximize its profit, only to see the whole mine collapse, sometimes with casualties.
Truth be told, anyone entering an area where there is evidence of a dwarf mining but the nearest settlement is deserted may want to be
additionally cautious if natural pillars have been replaced, because it is quite likely the area has been dug out beyond safe limits.
44
4.1 An Overview of Excavated Spaces
T
he list of excavated • Basements including: arsenals, • Mines including: boreholes,
spaces that lead cellars, furnace rooms, silos, cave-ins, pits, quarries, sinkages,
beneath the surface store rooms, substructures, sinkholes, tube wells
and from there underbuildings
allow access into the However, it is worth looking
Underworld is long and varied. • Burrows including: dens, at the five broad categories with
Almost all of them will be familiar hideaways, lairs, refuges, greater scrutiny as they all have
to players and adventurers alike, retreats, root balls a distinct purpose, and therefore
and don’t really need much detail, offer different reasons for entering
as the differences between them • Crypts including: catacombs, them and using them as ways into
are often more to do with origin grottos, mausoleums, the depths.
and story rather than significant necropolises, ossuaries/astudans,
attributes. Therefore we provide just sepulchers, vaults Basements and their like are
a few examples here to encourage almost always used as a utility space
imaginative use of them: • Dungeons including: angstloch or for storage of some type, and as
holes, black holes, bottle such will have security when you
dungeons, oubliettes, try and enter them from above, but
subterranes, underground cells often little thought to what might
happen from below. The same
45
factors that affect the building their work with mucus, which serves securely and by some measure,
above them—climate, surrounding to seal the tunnels for security at safely. Such prisons were initially in
material, likelihood of earthquakes the same time as preventing water the strongest section of a keep, in
or flooding, cost to build—affect breeching their home. Adventurers spots that were carefully guarded
the basement. will find all manner of beings in and less accessible than elsewhere,
burrows besides the primary active but as time went by, they gained a
Burrows and similar excavations hosts, as often they are filled reputation of being places to fear
are invariably created by beasts, passively by secondary dwellers who thanks to the idea of torture or
although some humanoids adopt at least parts of the system as “forgotten incarceration” playing
may resort to them in difficult their own. major parts in their reasons for
circumstances. They almost always being built.
start as straightforward shelters Crypts and other below-ground
against both predators and the chambers of this ilk are usually made Oubliettes and bottle dungeons
weather, before developing into of stone to provide protection for are the next step of this fear-
a more permanent habitat, and their contents, which almost always inducing process, as they are built
finally move on to somewhere are coffins, sarcophagi, bodies and shaped unlike standard rooms
that has access to the Underworld, (whole or parts) and other relics in prisons, with even access being
often by chance rather than design. of a religious nature. In most holy in an unusual place such as a hatch
The opportunity for an accidental buildings, there would be a specific or hole in the ceiling used as ingress.
passage to deeper tunnels to position for the main crypt, but over “Angstloch” holes are an example of
occur—or for the chance to explore time, others would be built, perhaps where fearfulness served a distinct
and find or create an entrance by individuals or families, or in order purpose; the original name for them
naturally—increases with the length to store the bodily remains from a may have been “angustus loch”,
of the burrow. battle that saved the exact site or or “narrow hole”, but the German
settlement that houses the hallowed words “Angst” and “Loch” changed
In the real world, rabbits and building as a whole. the meaning to “fear hole”.
similar vertebrates’ networks
of chambers and tunnels can Another purpose for these sacred Other basic uses for dungeons
stretch for lengths of thousands sites is to have somewhere secure that can be employed within an
of meters and cover a variety of and sanctified to conduct rites. Relics adventure include:
levels. Invertebrates also create often became the focus of detailed
burrows; real-world structures can ceremonies, the nature of which was • holding too many people in too
be impressive when you consider hidden from non-believers or those small a space, leaving them open
the size of the builders, so scaling who were critical of the religion. to disease and malnutrition
up to in-game monstrosities such as In Late Latin, “crypta” not only
ankhegs, remorhazes, and purple meant “vault”, but also “hidden” • holding the innocent so the
worms will produce systems that in certain circumstances, and many gaoler can instill a sense of
provide plenty of opportunity for such spaces were clearly built to superiority over them
spelunking. keep these ritualistic items and
actions secret. • leaving people in places where
The stability of vertebrate-created supporters simply cannot get
burrows usually comes about Dungeons and other spaces of to them
because they are “fit for purpose”, that nature have not always been
and habitation by the makers keeps dark, dank subterranean cells we • holding political and religious
the side rounded and compact. now think of, but invariably have rivals in order to keep them out
Invertebrates often soak the walls of been associated with holding people of the way.
46
4.2 Mining
M
ines and mining quickly become less regular and longer economically viable to
in the game organized as they follow the do so, they may be forsaken for
serve the deposits of metal or gems, or other reasons such as war, a curse
same purpose substances such as coal and salt. (perceived or actual), too many
as in the real accidents, another chance to mine
world; they are there to uncover When the party comes across a with less effort, or something
and remove ores and minerals for previously-dug mine it will either rising from below to chase the
various purposes, although there be active, in which case it will be miners away.
will almost always be an economic protected and there will almost
element to the digging. While they certainly be someone working at Generally, the way mines
usually comprise straightforward all times, or inactive, after which it operate can be split into two
tunnels and shafts, their aim is may well have become the lair of categories: surface mining and
always to find a way to the next a beast, the home of humanoids, underground mining. Each of
lode, seam or vein of ore. As such, or the resting place of undead, these can again be split into two
they may be reasonably straight depending on the reason for it categories: placer mines and lode
at the entrance and initial route being abandoned. Whilst mines or seam mines. Placer mines are
from the surface, but they can are usually worked until it is no deposits of ore or minerals within
47
riverbeds, beaches and banks, or techniques at various points How Much Can You Mine? To
other alluvium material, while along a river, including creating determine the amount of cubic
lode mines are where seams, artificial still pools and adjusting feet that a character can mine in
layers or granular distributions the water’s direction of travel. a given 8-hour shift, multiply the
of the material are found and character’s Strength modifier
developed. Both types of mine Creating mines of any type with the multiplier from Table 4-1,
occur underground, but the latter, requires much time and effort, as and round down the result.
lode mines, are usually much well as being a venture fraught
more lucrative and occur much with danger and expense. As A character can only mine for
more frequently. others become aware of the 8 hours on a given day before
miner’s plans and actions, it is they need to finish a long rest to
The denizens of the Underworld likely that bandits will try to take keep performing at full efficiency.
are usually more interested in it from the claimant, tax collectors A character can keep mining for
the water of a stream than the will want the regent’s share longer than 8 hours by succeeding
possibility of tiny quantities of ore handed over, indigenous people on a DC 10 Constitution saving
or slivers of gems, but that does will want to protect sacred and throw to avoid gaining a level
not mean placer mines don’t exist. traditional sites, or beasts may of exhaustion. The type of
Because they involve carefully find the excavation a desirable lair. ground can increase the DC as
filtering materials like sand, dirt, well: Soft ground increases the
mud and shale from flowing water With the Underworld being DC by +2, Hard ground by +5,
before combing through the active and vibrant in three and Very Hard ground by +10.
collected substances to extract dimensions, it may be that other Additionally, for every 8 hours
the ore or gems from within it, workers are digging from below in beyond the first 8-hour interval
it takes equipment designed to order to reach whatever wealth is spent mining, the DC increases by
allow smaller and smaller particles there to be mined, and a dispute a further +2. Subject to the GM’s
to fall through increasingly finer begins as to who has the right to discretion, eating double rations
meshes, and enormous patience. excavate at that strike. Page 50 or consuming twice as many
The process eliminates large allows GM to set up encounters units of stock (page 85) provides
chunks of waste initially, and then at a spot along the seam or vein advantage on the saving throw.
work steadily towards leaving the that is particularly valuable, and
desired items behind as the finest then reveal a new tunnel (dug An exhausted character halves
grains of detritus are removed. by the other miners) into the the amount of cubic feet they
depths. And all this is before it has mine in an 8-hour period.
Experts are able to spot the been confirmed that the mine is
finest of motes of gem or metal, economically viable in the long- Humanoids other than those
and work sites considered barren term. listed below should use the values
by novices. They are also more in Table 4-1 as a guide.
adept at spotting how a water Initially digging out tunnels is
flow has passed a lode and eroded hard work and takes up a lot of To recap, if a character mines
the rock around the valuable energy, while maintaining them is for longer than 8 hours on a
content further upstream. In less difficult but demands different given day, and then gains a level
addition, they appreciate how skills. Like lifting and carrying, of exhaustion, they halve the
changes to the course allow ore an adventurer’s Strength score progress made while they are
and gems to drop as the water determines the amount they can exhausted, as stated on Table 4-1.
slows temporarily. A canny excavate in assorted types of
placer miner employs different ground in cubic feet.
48
Table 4-1: Mining Rates cleared and then an appropriate
skill used to spot the ore or gems
Strength Score Multiplier
for Types of Rock Maximum number of Miners and further develop the claim.
per 10-foot-wide tunnel
Race of Miner Very Soft Soft Hard Very Hard
Gnoll, Halfling, Human 4 3 1.5 0.5 Gnoll 8, Halfling 16, Human 12 To picture this, imagine a large
Gnome, Kobold 4.5 3.5 2 1 Gnome 16, Kobold 16 30-foot-by-30-foot-by-30-foot
Goblin, Orc 5 4 2.5 1.5 Goblin 16, Orc 12 cubic chamber (a huge Rubik’s
Dwarf, Hobgoblin 5.5 4.5 3 2 Dwarf 16, Hobgoblin 12 Cube, for example) which is
Ogre 8 6 4 3 6 formed of 27 smaller 10-foot-
Hill Giant 12 10 7 5 4 by-10-foot-by-10-foot cubes; the
Fire Giant, Frost Giant 14 12 9 6 Both 4 miner digs through the middle
Stone Giant 20 16 12 8 4 of one face and finds the seam
In addition, only a set maximum When a vein or seam is first or vein in the center of the cube.
number of each race of miners discovered, its direction of run From here, in theory, the seam
can work in a 10-foot-wide must be established. Then, as has 27 options: it can either not
tunnel, with at least half the mentioned, once it is being go anywhere, or travel to 26 other
number being experienced at mined it will change direction cubes. However, one of these is
using reach tools, either via periodically, making it more back toward the previously-dug
their background, magics, or difficult to trace. Successfully cube, which is impossible and
appropriate tool proficiency. keeping track of it requires a so leaves us with 25 directions
This value also assumes that 10-foot-wide by 10-foot-high by of run.
some of the working party are 10-foot-deep tunnel or shaft to be
removing debris.
49
In order to reach these other the “impossible” direction back Then, after two additional
cubes, the seam runs in three to where the miner has already 10-foot-by-10-foot-by-10-foot
dimensions. For example: mined. If this occurs, either reroll sections of rock are cleared, the
the direction of run or consider GM does the same thing, but
With these three directions in the seam as spent. secretly, to establish which path
mind, we can see that if a miner it now runs along as it gradually
has been working forward along With their character looking bends back and forth in those
a straight, horizontal seam, in straight at the find of ore or three dimensions.
relation to the central space gems, a player rolls 3d10 and
holding the ore or gems, they consults the following table to A vein will not always continue,
have come from “straight, level, find the initial direction of run. of course, whatever the direction
backward”, i.e. from the already- of run may suggest. It could end
cleared 10-by-10-by-10-foot cube. Table 4-2: Seam Direction of Run at a different type of rock that
This is the “impossible” direction 1st Direction 2nd Direction 3rd Direction
is much harder and stopped the
d10
in this case, and either the roll can of Travel of Travel of travel production of the metal or gems.
be repeated, or the GM decides 1 Left Up Forward It could open out onto a cliff face,
secretly where the seam runs. 2 Left Up Forward either one that has been a gap
If the result “straight, level, 3 Left Up Forward for millennia, in which case it is
sideways” comes up, the seam 4 Straight Level Forward unlikely to carry on the other side
or vein only fills the volume of 5 Straight Level Forward of the chasm even if it could be
rock it was found in, and then 6 Straight Level Sideways picked up, or perhaps the rift was
7 Straight Level Sideways
does not run anywhere further. cause by a ceiling collapsing far
8 Right Down Sideways
There is a roughly 1-in-20 chance below, taking a slice of weaker
9 Right Down Backward
a seam peters out immediately, rock with it. In this case, the GM
10 Right Down Backward
and a 1-in-30 chance it goes in can use the direction of run table
to trace the path of the seam further excavation at best, and effort in the already-broken
across the void and allow it to may once again trap or kill miners up rock. While the dangers of
continue on the other side. at worst. this method are clear, the time
saved by having the rock partially
More dangerously, the direction The material these supports fragmented is considered worth
of run could end up opening onto are made from dictates their the risk.
a lake, or a lava tube, or similar, weight, and therefore how
releasing the resultant materials many miners it takes to bring
back into the mine, rendering it them to the excavated section
The Rewards of Mining
unworkable. It could run across and successfully position them.
the ceiling of a vast cavern, When digging through more Metals fall into five categories
and the miner only finds this solid rock types, it may be in relation to abundance: very
out when the path collapses possible to remove the rock in common; common; uncommon;
and drops them hundreds of an appropriate size and shape rare; very rare. While aluminum
feet to the floor below. Or it to make braces in situ, but it is the most common metal in the
could run beneath a section of takes great skill and slows the crust, and iron only the fourth
unstable rock, so that once the excavation down considerably. frequent, the latter holds the
worked tunnel reaches a certain distinction of being the most
length, the ceiling collapses and Of course, if ogres or giants common element on Earth as it
refills all that has been cleared, are excavating the claim, the forms most of the Earth’s core in
potentially trapping the miners in tunnels probably will be larger, one state or another. However,
a living tomb! and bracing will have to be both both are examples of very
longer and thicker in order to do common metals.
In addition, a “room and the job. As the width or height of
pillar” tunnel or dig must be a tunnel doubles, the associated The common Earth metals do
protected from the pressure of prop has to at least double in all not really feature in the game,
the rock above it by shoring it three dimensions. For example, if whereas those considered
up. Wooden, stone, or in the case a tunnel increases from 10 feet to uncommon—arsenic, copper,
of many Underworld societies, 20 feet height, the side supports lead, tin, and zinc—do. Two of
hardened mushroom props go from 1-foot-by-1-foot-by-9-feet Earth’s rare metals—mercury
should be placed at suitably in size to 2-feet-by-2-feet-by-18- and silver—play parts of differing
frequent points. For a 10-foot- feet. importance, as do two very rare
square section of tunnel, a roof examples—gold and platinum.
brace should be at least 10 feet An aspect of “room and pillar” Of course, the game also
long and 1-foot square, while wall excavation undertaken by the includes the legendary mithral
supports are 9 feet long (to reach most experienced miners involves and adamantine.
from under the roof brace to the extracting the seam as far as it
floor) and also 1-foot square. goes while placing props that If you wish to keep the rewards
barely do their job. When the ore of mining straightforward,
This bracing may also be or minerals are exhausted, but c o n s i d e r u s i n g Ta b l e 4 - 3
required to maintain shafts, it is known that the claim goes (page 52). Gems are generally
where diagonal positioning is upward, the miners undertake much rarer than ores, being
essential or sheets of suitable “retreat mining”; they remove found only as often as the least
material are secured in place. the props and allow the ceiling frequent metals. However, once
Collapsing walls will block the to cave in deliberately, hopefully a vein is discovered, the value of
tunnels beneath and require revealing more reward for their these rare recoverable stones is
51
Table 4-3: Mined Materials by Region, On or Under the Surface (d%)
Upper/Lower
Metal Placer 1 Surface Crust Outer Mantle Upper Mantle7
Mantle Zone 8
Copper 01-50 01-44 01-30 01-154 - -
Tin 51-75 45-65 31-45 16-25 5 01-05 -
Lead 76-89 66-78 46-56 26-33 4 06-08 01
Iron 90-93 79-86 57-78 34-675 09-57 02-51
Silver 94-96 87-912 79-873 68-814 58-77 52-71
Gold 97-98 92-94 2
88-91 3
82-86 6 78-83 72-78
Platinum 99 95-962 92-943 87-914 84-88 79-85
Gemstones 00 97-982 95-973 92-955 89-93 86-91
Mithral - 99 2
98-99 3
96-98 6 94-97 92-96
Adamantine - 002 003 99-006 98-00 97-00
1
Materials found in placer mines will usually be low quality. Roll d20-1 and multiply the result by 5 to get a level of purity. For example, if gold is found and a
roll of 5 is made on the d20 for a total of 4, the metal is only 20% pure. If a 1 is rolled, the find is worthless no matter what it looks like and may prove to be
iron pyrite.
2
These materials range between 30 % and 100% pure. Roll d8+2 and multiply by 10 to get the value.
3
These materials range between 70% and 100% pure. Roll d4+6 and multiply by 10 to get the value.
4
These materials are most often found amongst deposits of other ores.
5
These materials are most often found amongst deposits of rocks.
6
These materials, especially gold, are most often found with deposits of iron.
7
At this depth, the materials are always at least 90% pure. Roll d10+90 to get the value.
8
At this depth, the materials are always at least 100% pure and stand a chance of being more valuable than usual. Roll d20 and on a score of 20 they are worth
10% more than would be expected.
much greater per 1,000 cubic feet substances are required, including Gemstones tend to fall into
of rock excavated. When a seam arsenic, mercury, phosphorus, two categories: decorative and
or lode is found, roll percentage sulfur (or brimstone), and zinc. spell components. Although
dice to establish of what the they overlap considerably, if
claim primarily consists. There Carbon, manganese and not entirely, looking again at
are differences between mines tungsten are also metals that high-level spell components,
close to the surface and deeper could play a role in game, as the following gemstones
towards the core. together they form wolframite, are featured:
an armor-piercing material when
While these are the most combined with iron, while iron • a g a t e , a m b e r , b l a c k
common metals extracted, a and carbon make steel. Lime and pearl, corundum, crystal
check through the material rare chalks can also be mined and ( u n s p e c i fi e d ) , d i a m o n d ,
components for 5th-to-9th level are useful as spell components. emerald, jacinth, jade, marble,
spells reveals other mineable onyx, opal, pearl, quartz, ruby,
sapphire, sunstone
52
Momentum
Chapter Five
Chapter 5: Momentum
S
winging on a rope way momentum is tracked: by interact with the momentum
across a chasm, vehicle, by creature, by group of engine. At AAW Games, we
rappelling down a creatures, and so on, depending believe that you know best
vast subterranean on the requirements of the GM what works and what doesn’t
canyon in pursuit of and the scene. work for your individual group,
a drow assassin, sliding down a and as such, we have elected to
ravine atop a mushroom cap, or As such, the system proposes provide maximum modularity
wrangling a tentacled beast while two different, basic takes on in the rules presented below.
in the cold caress of a Underworld making momentum matter. In All components are designed to
river—combat is dynamic, and both takes, the following are work in conjunction with each
this holds true in a world where general, universal guidelines: other, or on their own.
the ceiling is yet another potential
arena for stalwart heroes to fight. The Basic Rules for Simple Method: Basic Momentum
Systemwise, a turn-based Momentum Suitable for games that enjoy
roleplaying game such as 5E quick and simple rules, this
does not necessarily manage to 1. As a general rule, taking model proposes that you either
retain the fluidity and excitement the Dash action makes you have momentum or you do not
of rapidly moving battles and gain momentum. have momentum. The process
high-octane chases. The engine by which you end up having
presented is intended to be highly 2. You lose momentum if you momentum is called gaining
modular, allowing the GM to do not move at least 20 feet momentum. As a rule of thumb,
choose freely and mix-and-match during your turn. regular movement means that
components, depending on the you do not have momentum.
requirements of the individual 3. When you have momentum, When something like a swinging
encounter and preferences at you can expend momentum rope or a haphazard slide down a
the table. Momentum represents to make a variety of different, vast slope accelerates you or puts
having a certain trajectory and tactical choices. you in a dynamic position, you are
speed, with the exact speed treated as having momentum.
contingent on the individual 4. I n t h e s i m p l e m e t h o d ,
encounter’s requirements expending momentum makes While you have momentum,
and framing. you not have momentum. you can expend momentum
as part of making an attack or
Heroes are bound to utilize OR movement, with the resulting
momentum in unexpectedly effects depending on the
diverse and exciting ways while 5. In the complex method context in which you make use
exploring the Lightless Abyss, (page 55), expending of that momentum.
and the following systems momentum reduces your
utilize momentum in a wide momentum points in your
variety of situations. As a momentum pool by 1, to a
default, momentum is tracked minimum of 0 (which equates
by individual creatures, but in to not having momentum).
certain scenarios it may instead
apply to entire vehicles, such Beyond these basic guidelines,
as mine carts, boats, or even we have provided a selection
beasts. The context dictates the of assorted variant rules that
54
Complex Method: said, you are treated as having
Differentiated Momentum momentum as long as you have
at least one momentum point.
If you prefer your rules
to feature some resource Optional Rule:
management, this model
Retaining Momentum
proposes that you have
a momentum pool. Your While the basic engine is
momentum pool can hold up to designed to allow for the
three momentum points. retention of momentum via a
simple comparison with actual
Each momentum point movement speed, some GMs
represents one category of and groups will want a more
acceleration, with the frame player agenda-driven way to
of reference depending on the track whether or not you lose
situation in which the momentum momentum. This optional action
is tracked. For example, if you are works in conjunction with both
racing along a fast-flowing river, a proposed systems to implement
momentum point may represent the retention of such momentum
a different speed than when in your game.
rappelling down a lightless chasm.
Retain Momentum. When you
If you increase in speed, you are slowed to a movement of
gain one momentum point; less than 20 feet per round, you
gaining this momentum means may, as a bonus action or as a
you get one momentum point. reaction to not being able to
You have momentum if you have move far enough, retain your
at least one momentum point. momentum until your next
turn. This is known as retaining
If you are slowed, you lose momentum. In the simple
one momentum point; losing method of using momentum,
this momentum means you lose if you do not move at least 20
one momentum point. You have feet on your next turn, your
momentum, unless you have no momentum is lost—you cannot
momentum points left. just keep retaining momentum.
55
5.1 Momentum-based Maneuvers
S
o m e t i m e s , coverage as variant rules, If used in conjunction with
experienced players allowing new players to choose classes and class options that
want more options more straightforward options to grant a similar maneuver, use the
than trading blows, learn the game. maneuver featured by the class
and traditionally in or class option instead. If there
d20-based games we have the The following rules attempt is no equivalent for a momentum-
concept of combat maneuvers to offer an easy-to-implement based maneuver among the
offering depth and meaningful maneuver system that does not options granted by the class
choice each round. Of course, invalidate the already existing option, just consider allowing the
many of these choices represent maneuver-based class options. character in question to add their
story-type actions that will live The following options thus are maneuver die or similar benefits
long after the roll of the dice, deliberately designed to be to the respective momentum-
especially if they are outlandish slightly weaker than comparable based maneuver, or allow them
successes or memorable failures. class features. However, it should to take a maneuver that is slightly
be noted that they provide more better and does not require any
While 5E offers the full flexibility to both characters and momentum as a choice when
assortment of combat NPCs; they can be considered to gaining a new maneuver.
maneuvers, these are usually be an increase in power. They
relegated to specific class have been playtested extensively,
features and a rudimentary and will not break the game.
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Using a Maneuver. Whenever points uses them up and does Cancel. When a creature that is
you take the Attack action not grant any other benefits for Large or smaller (and at most a
with a melee weapon, you can expending momentum. maximum of one size category
expend momentum to execute larger than you) charges you in
a maneuver. Subject to the GM’s Golden Rule. The GM is always melee while you have momentum,
discretion, some maneuvers right! When the GM rules that you may use your reaction and
may be executed with ranged a specific maneuver makes no expend momentum to attempt
weapons. If you employ the sense, like attempting to trip a to negate the benefits of the
complex method of using giant snail or visually blinding charge. If you do, make your
momentum, you can expend a creature without eyes, it choice of a contested Strength,
more momentum points. See automatically fails—the GM Dexterity or Constitution check
below for details. know best! against the attacker’s choice
of a Strength, Dexterity or
Saving Throws. Some maneuvers Constitution check. On a success,
offer the option to resist the
List of Maneuvers you negate your choice of any
maneuver’s effects with a saving benefits the charging character
throw. The saving throw DC is Appendage Disable. When would have for charging you, or
calculated as follows: you hit a creature capable of make the charging character lose
executing attacks with natural momentum. On a failure, you are
Maneuver save DC = 8 + your weapons (such as claws, bites, affected by the charge as normal.
Strength or Dexterity modifier tentacles, and the like), you can
(your choice). If you are expend momentum and choose Disarm. When you hit a creature
proficient with the weapon you to deal minimum damage. You with a weapon attack, you can
execute the maneuver with, you choose one attack form of your expend momentum to attempt
also add your proficiency bonus target, such as a claw, a bite, etc. to disarm the target, forcing it
to the maneuver save DC. The target must then succeed to drop an item of your choice
on its choice of a Constitution that the target is holding. The
Complex Method. When or Strength saving throw. On a target must succeed on its choice
using the complex method failure, the target may not use of either a Dexterity or Strength
of employing momentum, the chosen source of an attack saving throw to hold on to the
you can expend more than form to make attacks on its next item, or you fling the item 15
one momentum point when turn. feet away in a direction of your
performing a maneuver. For choice. Locked gauntlets and
every momentum point beyond Blind. When you hit a creature similar precautions may prevent
the first that you expend, you add with a weapon attack, you can being disarmed.
+2 to the maneuver save DC to a expend momentum to attempt to
maximum of +4. blind the target briefly. The target Grazing Feint. When you hit
must succeed on a Constitution a creature, you can expend
For example, a fighter barreling saving throw or be blinded until momentum and choose to deal
down a steep cliff, who expends the start of your next turn. The minimum damage. The target
all three momentum points target or an ally of the target may must then succeed on a Wisdom
when executing a maneuver, use their Action to clear debris, saving throw. On a failure, an ally
would increase the maneuver slimy gunk, etc. from the eyes of of your choice has advantage on
save DC by +4. This way of the target, ending the blinded the next attack roll against the
spending additional momentum condition prematurely. target, provided it is executed
before your next turn.
57
Interception. When another next turn, you decrease your
creature damages you or an AC by the same amount you
The True Potential of Appendage/
ally within your reach, you can rolled on the d4. Shield Disable for the GM
use your reaction and expend A clever GM can base whole
momentum to reduce the Opening. When you hit a puzzle- or boss-encounters on the
damage taken by 1d4 + your creature, you can expend Appendage Disable maneuver, and
Strength or Dexterity modifier momentum and choose to make them very cinematic and
(your choice). If you do, you deal minimum damage. When rewarding to boot! Picture a massive,
decrease your AC until the start you do, roll 1d4; the target’s kaiju-sized hydra, or a gigantic
of your next turn by the same AC is reduced by the amount kraken with rapidly regenerating
result of the 1d4 roll. rolled on the d4 until the start tentacles, where the characters, in
of your next turn. order to attack the vulnerable body,
Lunge. When you make must “clear” a way by disabling
a melee weapon attack on Purse-Cutter’s Assist. When
the respective appendages! In the
your turn, you can expend you hit a creature, you can
case of such a combat, consider
momentum to increase the expend momentum and
foregoing a saving throw entirely
reach for the attack by 5 feet. choose to deal minimum
for the monster.
If you do, roll 1d4, and decrease damage. If you do, the
your AC by the amount rolled. target must then succeed In such a scenario, the main task
The reduction lasts until the on a Wisdom saving throw. would be for the party to find a way
start of your next turn. If you’re On a failure, you create an to get to the monster’s body and stay
using the complex method of opening that makes it easier there—of course, the creature would
employing momentum, you to steal from the target, potentially have a means to, say,
can extend your lunge even granting advantage on the bludgeon or swipe the characters
further (5 feet per momentum first Dexterity (Sleight of away! The wizard can cover one side
point expended), but at the Hands) check to steal from of the party’s approach with a wall of
cost of being wide open to the target. The target also fire, while the rest of the party keeps
attack, rolling 1d4 to decrease has disadvantage on Wisdom the tentacles on the other side at
your AC per momentum point (Perception) to notice bay, just as the last character dives
expended until the start of your the theft. towards the beast’s gaping maw to
next turn. actually cause it some real damage!
Push. When you hit a
Momentum Dodge. As a creature with a melee Of course, you could also
reaction to being attacked, but weapon attack, you can design creatures with “shield-
before results are made known, expend momentum to drive appendages” and the like, with
you can expend momentum to the target back if the target each “shield appendage” being
gain a +1d4 bonus to your AC is Large or smaller. The target tied to, for example, a condition
for the attack that triggered the must succeed on a Strength or energy immunity—disabling it
reaction. If this bonus makes saving throw. On a failure, negates that immunity form until
an attack miss, it misses you. the target is pushed up to the start of the character’s next
However, until the start of your 10 feet away from you, in a turn! Implementation of this system
next turn, the uncontrolled direction of your choice other not only enhances the options for
movement implied by the than the one from which you players, it also allows the GM to
use of momentum makes you came. If you’re using the create more complex and rewarding
easier to hit. Against all other differentiated method of encounters.
attacks until the start of your employing momentum, you
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can push targets even further; for gauntlets may, subject to the must expend both their bonus
every momentum point beyond GM’s discretion, have advantage action and reaction in a round
the first that you expend, you on this saving throw. On a failure, wherein they use a maneuver.
increase the distance you push the shield’s bonus to AC and/or A GM should note that this
the target by 5 feet. other benefit is negated for the makes it possible for the party
next attack you or one of your to potentially disable all attacks
Reckless Trip. When you hit a allies make against the target, of singular monsters. If this is not
creature with a weapon attack, provided it is executed before something you desire for your
you can expend momentum to your next turn. game, it is suggested to limit the
attempt to crash into the target, ability to use Appendage Disable.
knocking it and yourself down Switch. You can barrel into
if the target is Large or smaller. an ally, taking their place on
The target must succeed on a their battlefield. Make a melee
Variant Rules:
Strength or Dexterity saving weapon attack against an ally Momentum, Tactical
throw (target’s choice). On a and expend momentum. On a
successful saving throw, you hit, you inflict your Strength or
Combat and Abstract
only inflict minimum damage. On Dexterity modifier bludgeoning 3-D Combat Options
a failure, the target and you fall damage (minimum 1) to your
down prone and you deal normal ally (whichever is higher), Trying to depict the three-
damage. and take their place. The ally dimensional nature of combat
may use its reaction to move while rappelling down a cliff,
Rush. When you hit a creature, up to half its speed without flying or swimming can be a
you can expend momentum to provoking opportunity attacks challenge in the tabletop setting,
temporarily render the target from any creature threatening particularly so for 5E, since the
off-balance. If the target is hit by the ally’s original position. Your system aims to facilitate both
another attack before the start of movement into your ally’s former theater of the mind and grid-
your next turn, it must succeed place also does not trigger based gameplay.
on its choice of a Strength or opportunity attacks.
Dexterity saving throw or be While there are many ways to
knocked prone.
Variant Rules: depict three-dimensional combat,
from using height-indicators to
Rushed Parry. When a creature Maneuvers without tokens, what might you do if
misses you with a melee attack,
you can expend momentum and
Momentum you want to employ a simpler
solution but still offer meaningful
use your reaction to make a melee tactical choices and differences
weapon attack at disadvantage It is possible to use the
between combatants? Here are
against the creature. maneuver engine above without
rules to help with an abstract, yet
using momentum. The system is
tactical system.
Shield Disable. When you hit balanced so it does not eclipse the
a creature wielding a shield, maneuver-based class options of
you can expend momentum 5E. Taking away the momentum
and choose to deal minimum requirement, however, will
damage. The target must then increase the options available to
succeed on its choice of a the party, and thus their overall
Constitution or Strength saving power. In such an instance, it is
throw. Characters with locked suggested that the character
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5.2 Merging Momentum with
Initiative
E
very creature or group of creatures involved
in combat has a place in the initiative order,
as determined by their Dexterity check.
Close Any (melee, thrown, ranged, siege) Not modified As per distance 0 to 200 feet
Long Ranged & siege weapons Disadvantage As per distance 201 feet—600 feet
Distant Exceptional ranged weapons and siege weapons only Exceptions only Unlimited only 601 feet—1200 feet
Extreme Siege weapons only Unlimited only Unlimited only 1201 feet—2000 feet
61
5.3 A Touch of Old-School:
Segmented Spellcasting and Momentum
N
ow let us spellcasting) equal to the spell’s 3. The drow remains vulnerable
consider how level or spell slot used, whichever to having the spellcasting
momentum c a n is higher—the spell only comes process interrupted, until
help spellcasters. into effect after this delay. the process is completed at
initiative 11 (15—the spell slot
At one point, The caster is assumed to used, which here is 4)
wizard duels were more tactical, be casting all this time, which
and even level 1 spells (or spell means that the caster may be 4. A f t e r c o m p l e t i n g t h e
slots!) remained more viable at interrupted until the spell’s spellcasting process, the
higher levels. This was due to casting is completed. The rules drow’s new initiative score for
the deceptively simple system for concentration apply during the next round is 11.
called “segmented spellcasting.” the casting process. If the casting
With or without momentum, the process is interrupted, the spell Variant Rule for Initiative
following allows for an interesting slot used to cast the spell is lost
way to make this time-honored until the caster has completed
Decay Due to Spellcasting
concept work in conjunction a long rest. Warlocks do not Suddenly finding yourself
with 5e, beyond the rudimentary, lose their spell slots when their at initiative 20, but losing an
optional suggestions noted in the spellcasting is interrupted this entire action can be rather
core rules. way. After spellcasting this way, nerve-wracking in combat.
the caster’s new initiative score is For a less demanding option
The basic idea is simple: the equal to their old initiative, minus regarding the caster’s tactics,
casting process of a spell takes the spell’s level or the spell slot consider the following
time. used, whichever is higher. variant rule:
All cantrips and any spell that If, at any point, a spellcaster’s If, at any point, a
may be cast as a bonus action initiative would decrease below -4 spellcaster’s initiative would
or reaction remain unchanged; due to spellcasting, they set their decrease below -4 due to
the same goes for spells with a initiative to 20 on the following spellcasting, they set their
casting time exceeding “1 action.” round and do not get to act. initiative to 10+1d3 on the
following round. They get
Any spell that has a casting time Here is an example broken to act as usual on their new
of “1 action,” however, begins down into individual events: initiative score.
the process of being cast when
the spellcaster takes their action 1. A drow wizard (Initiative 15) is
to cast the spell. In contrast casting bane using a 4th level
to the regular assumptions of spell slot, targeting 4 creatures
the system, the casting takes a
number of initiative segments 2. The spellcasting process starts
(hence the name, segmented at initiative 15
62
Implementing segmented points and have a second pool Controlled Magic. At 1st level,
spellcasting requires a few of points that is equal to their you gain a number of control
modifications, as follows. sorcery points + 2.) When casting points equal to your Charisma
a spell, the sorcerer may spend modifier plus the number of your
All creatures with spellcasting a spontaneity point to reduce spells known, as noted in the
or innate spellcasting should have the segments it takes to cast the warlock’s Spells Known column
the following option: spell by 1d4, to a minimum of in the class’s table. When casting
0 segments. a spell, you can choose to spend
Get Ahead. A creature can a control point to cast the spell
use its bonus action to increase At 12th level, the die rolled without being subject to the
its initiative score on its next increases to 1d6, and at 17th decrease in the initiative order
turn, and only its next turn, by level, the die once more increases due to segmented spellcasting.
up to 1/2 its proficiency bonus to 1d8. If a die rolled due to
(rounded down). spending a spontaneity point Body Fuel. At 5th level, you
may use your action to burn your
soul’s resources to improve the
Variant Rules for Get Ahead interface with your otherworldly
Obviously, Get Ahead will allow of their spellcasting, since non- patron, replenishing your ability
spellcasters to increase their spellcasters do not suffer from to swiftly control the mighty
initiative to higher levels than the same initiative decay. magic you channel. You regain a
usual. While this is balanced by number of control points equal
the initiative decay that they 2) Cap the initiative score you to twice your Charisma modifier.
suffer from in this system, some can attain with Get Ahead at the This can result in horrific visions,
groups might consider the original initiative score rolled. crippling feelings of being
following two variants: That is, a wizard rolls initiative, morally compromised, or similar
and for that combat, they cannot strains upon body and soul that
1) Allow all characters to use Get Ahead to increase their depend on the nature of your
gain Get Ahead. This lets non- initiative above the result rolled. patron—usually, this means that
spellcasters benefit from the This retains the importance of you suffer 1 level of exhaustion.
same bonus, but also will that first initiative roll and makes Subject to the GM’s discretion,
inevitably make spellcasters it more important, for better or madness, Colliatur Melancholia
more subject to interruptions worse. (page 195) or similar effects may
be substituted. You even suffer
this effect when you would
Sorcerers, as masters of reduces a spell’s segments to otherwise be immune to the
flexible magic, should gain the 0 this way, the spell is cast as condition in question, as your
following feature: per the standard rules, taking patron takes its due.
immediate effect. Note that this
Spontaneous Magic. At 1st level, expenditure can prevent sliding You must finish a long rest
you get 2 spontaneity points, down in the initiative order. before you can use this feature
and you gain more as you reach again until you reach 10th level.
higher levels. These additional Warlocks, as beings that At 10th level and 15th level, you
spontaneity points are equal channel the magic forces of may use this feature an additional
to the sorcery points gained otherworldly entities, behave time each (for a total of 3 uses at
at each level. (This means that slightly differently, and should 15th level) before requiring a long
sorcerers start with 2 spontaneity gain the following features: rest to use it again.
64
If use of this feature kills you, with Initiative” variant rules • Mage duels can become
your soul is consumed by your (page 60). When used in exceedingly tactical affairs,
patron, and then nothing short of conjunction, Forge Ahead can be making these rules great for
a wish or similarly powerful magic used as part of the same bonus Player-versus-Player conflicts!
may return you to life. On the plus action as Get Ahead. The benefits
side, this ultimate sacrifice allows are cumulative. Note that Forge • Initiative becomes pretty
you to cast one final spell with a Ahead’s increase is static, while important for spellcasters
casting time of 1 action as part of Get Ahead only applies to the
using this feature, and the spell next round! • Spellcasters will slowly move
comes into effect immediately, down in the initiative order
regardless of how it would The consequences of
otherwise have behaved. All implementing this system are • Wizards will need to be more
saving throws made against this myriad: tactical than sorcerers
spell are made at disadvantage,
and all damage dice of such a • Low-level spell slots retain their • Sorcerers will feel more like
spell, if any, are maximized. tactical viability at higher levels volatile magical savants
Important Note. Segmented • Casters are a little more • Warlocks become quick and
spellcasting works particularly vulnerable to being interrupted deadly blasters.
well with the “Merge Momentum
65
5.4 Chases
A
chase assumes a regular combat round—after A creature reaching the
continuous all, they will be busy running, increment can attempt a check
movement, and swimming, riding, flying and to bypass a chosen obstacle, with
thus it is often not so on. the difficulty and nature of the
feasible to track check determined by the GM.
movement every round. The The chase must have a goal. This
exciting pursuits and obstacles goal may be fixed (like reaching As a rule of thumb, the tough
that determine success or failure the gates of a subterranean obstacle should have a DC that
of a chase are designated as dwarven hold that offer safe is at least 5 higher than the
increments. You can use tokens, refuge from slavering legions) easy obstacle, and a chance of
chase cards, playing cards— or it may be a dynamic success inflicting damage or some other
anything you would like, to condition (like shaking off a group detrimental effect on a failure.
represent an increment. of deadly and persistent hunters).
Failing to pass any obstacle
At the start of a chase, A chase ends when it reaches means that the creature is
determine any number of a fixed goal, or when a dynamic stuck on the current increment
increments between the parties success condition is met; most and does not progress to the
involved in the chase, and commonly this is a minimum next increment.
optionally, a total number of distance between the chasing
increments. Such increments parties, with the number of After failing to pass an
may be right next to another in increments that represent the increment’s obstacle twice,
the game world, or miles apart— distance determined by the GM. the character automatically
it depends on the context of the progresses to the next
individual chase. For example, a GM may increment—this may seem odd,
determine that a drow hunting but playtesting has shown that
A GM should decide on party loses track of the characters this is the best way to keep the
a general idea of what an once they have managed to entire party engaged even when
increment represents regarding establish 4 increments between they appear to have “failed" at
distance and time. This could them and their drow pursuers. a task. The penalty may be the
range from using the default change in distance between the
of the combat round, to long- Each increment of a chase party and its enemy.
term treks through a vast, should have at least two types
subterranean wasteland. The of obstacle available to navigate. Succeeding at an easy obstacle
distance and time between these These are chosen by the GM, and allows the creature to progress to
increments is primarily important can include, e.g., a chasm that the next increment. Succeeding
to track the duration of spells needs to be jumped to a scramble at a tough obstacle also allows
and effects that may help the through a claustrophobic tunnel. the character or creature to
characters navigate challenges. progress to the next increment
An increment should allow the and to gain momentum and/or
For facility’s sake, it is assumed players to choose between an an additional bonus (Chases and
that creatures can do the same easy and a tough obstacle. Momentum, page 69).
thing during an increment
“round”, as they could during
66
A creature can forego them over at the end of a round In the case of branching
progressing to the next where a character gets within pathways, treat a failure to
increment and instead help one card of the increment results bypass a tough obstacle as if the
another creature. This is treated in the most dynamic chases. As character has progressed through
as the Help action, and allows the an added benefit, when using the easy obstacle instead.
helped creature to automatically momentum in conjunction
bypass the easy obstacle, or to with chases, this may result in
have advantage on a check made characters reaching an obstacle
Without Momentum
to bypass the increment’s tough without knowing what to expect,
obstacle. The assisting creature layering in a tactical element to When not using the momentum
loses momentum if it has any, as chases (Chases and Momentum, rules, succeeding the check to
it will be slowing down. page 69). bypass a tough obstacle allows
the character to skip the next
Remember, the obstacles A second and rather simple challenge without requiring a
chosen may represent anything expansion to chases renders check. The character can still
from a grueling track through them nonlinear—instead of attempt a check to progress an
miles of sulfuric caverns to a picturing them as an abstract, additional increment.
quick jump over a fungal stalk, linear sequence, more complex
all depending on what the scenarios may prompt you to What Could Go Wrong?
respective increment represents create branching pathways in
in the chase. your chases—in such an instance,
Consult Table 5-2 for sample
taking the tough obstacle should
obstacles that are useful as
If using cards to represent lead the characters in one
chase challenges. (For DCs and
increments, experience has direction, passing the easy one
alternate ideas, see Chapter 11:
shown that putting them face in the other.
Underworld Hazards, page 141.)
down on the table, and flipping
68
Chases and Momentum Chases, Momentum, and ensure that the characters have
Combat a solid chance at defeating these
encounters, and take into account
During a chase, momentum may An easy way to make chases that it’s likely that the party is
be used as a resource to make the more exciting is to substitute spread over multiple increments.
proceedings more exciting. optional combats for some of This is particularly important
the challenges. These combat when an increment represents a
In a chase, you do not get
encounters can be bypassed longer duration and/or distance.
momentum by taking the Dash
with the same momentum Remember: slaughtering a wizard
action, as everyone is assumed
expenditure as usual for an while his friends are minutes away
to be moving that way.
increment, representing the and have to watch, is neither
respective character running from fair, nor fun, nor likely to win
Instead, you gain momentum by
the creature. you friends.
succeeding on a tough obstacle
and roleplaying plausibly how this
In order to avoid bogging down For epic chases—for example
helps you speed up or allows you
gameplay, combat encounters the party evading a whole hostile
to get further ahead.
inserted into a chase should army over multiple days—consult
be resolved quickly, and since the Streamlined Survival Rules
You may expend momentum
chases have a tendency to leave (page 83). They are designed
to bypass an increment,
members of the party on different in a similarly modular way and
going straight to the next
increments, the challenge of the crafted to work seamlessly with
one. You have to decide to
creature(s) chosen should be the systems presented here.
do so before attempting an
suitable for a single character,
increment’s challenges.
and in any case should never Alternatively, such combat may
exceed half the character’s be the result of failing a tough
When expending momentum
proficiency bonus—the creatures obstacle’s check—being stuck in
this way, the character
are intended to be bumps in the the gooey strands of a predatory
accelerates beyond what would
road to quickly vanquish, not true crustacean as a result of trying
be safe. Subject to the GM’s
combat challenges. If in doubt, to shortcut through them, for
discretion, this may lock the
choose creatures with low hit example, may trigger a combat.
character into having to try to
point totals.
pass the tough obstacle of the
increment they landed on after Similarly, a GM may decide that
If the character manages to one or both of a given increment’s
expending momentum. This
defeat the creature within 1 obstacles are “trapped”—this
should be used sparingly, and
round, they progress as though may mean that failing it can result
not on an increment that features
they had succeeded passing in combat or being affected by a
branching pathways, as it can
a tough obstacle. A character trap-like effect. It is easy to devise
unduly slow the chase. Failing at
automatically progresses to the a scenario where choosing one
a tough or easy obstacle makes
next increment after 2 rounds obstacle over the other may
you lose momentum.
of combat, as she outstrips necessitate an additional check,
the combatant with speed and result in combat, and so on. For
cunning. example, escaped hoyrall slaves
running through labyrinthine
Of course, it is possible to insert hive-cities may well be faced with
proper combat encounters in a combat or even a dead end when
given chase, but the GM should taking a wrong turn…
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5.5 Dynamic Movement:
Running Combats and Vessel Momentum
A
variant application The party has their own ship, and In another scenario, the
of the momentum the dvergr slaver junk is another characters, astride odd, jumping
engine may vessel. However, unbeknown to sentient fungi, are hunting a team
be used when the party, the dvergr have hired of gitwerc occultists through the
depicting moving a vestraadi mercenary riding dense mycelia of a fungal jungle.
battles, where the combatants atop an eyeless, giant eel as Each character is astride their
and their vehicles/mounts/vessels a bodyguard. own mount, while the gitwerc
keep moving, while the combat have a wagon and several lizard-
between participants rages. As we can see, the scene riders barreling through the
has three moving entities: the subterranean biome.
In such a case, it is easiest to party's ship, the dvergr's, and
track momentum by each vessel the vestraadi mercenary's eel. In such a case, it would make
or moving entity involved. In such a case, it makes sense to most sense to track momentum
track momentum for these three separately for each character
Let us say, for example, that the moving entities. and NPC, with any gitwerc on
party is hunting a dvergr slaver board of the wagon sharing the
junk on the subterranean seas. wagon’s momentum.
70
Things become slightly more to employ the vessel momentum When used in conjunction
complex in mixed encounters of crashed vessels or entities by with variant rules for merging
that fluidly alternate between lunging from it. of momentum with initiative
combat on a vessel level and on (page 60), or for the segmented
an individual level. Depending on the context spellcasting rules (page 62),
and nature of the entity, only vessel momentum should NOT
Momentum in such a context the rider, the entity itself, and be treated as momentum for
must be seen in relation the driver, pilot, etc. can make purposes of those subsystems,
between two physical bodies. the entity or vessel gain vessel unless used by the vessel or
For example, two beings fighting momentum. Similarly, momentum entity itself.
atop a dragon’s back may have as a result of vessel momentum of
momentum in comparison to those atop a vessel, in relation to For example, a dragon
those on the ground, but not those not on board it, may only be would very much be capable
when it comes to facing each lost when the entity or vessel as of benefiting from the vessel
other. They could crash with the a whole loses vessel momentum. momentum it bestows upon its
full benefits of having momentum riders for the purpose of those
into those on the ground, but As an example, no matter sub-systems (for the dragon, it’s
they don’t necessarily have how many dvergr berserkers not vessel momentum—it’s just
momentum in relation to jump off a siege-skildpadder, its own momentum!), while the
each other. the remaining berserkers atop beings atop the dragon could
it retain their vessel-granted not use the vessel momentum
An easy means to differentiate momentum in relation to those granted by the dragon to affect
between these frames of not on board for as long as their own spellcasting or place in
reference is to optionally call the armored colossus charges the initiative order.
momentum that applies to a onwards unimpeded.
vessel or larger entity (such The Differentiated Method
as a group of soldiers atop a If a character that has and C omplex S cenarios
howdah-bearing creature) vessel momentum enters a vessel or
momentum, while momentum entity that has vessel momentum, When using the differentiated
on an individual level is simply the character retains their method of tracking momentum
called momentum. momentum regarding the targets (page 55), each vessel or entity
atop the entity or vessel as per has its own momentum pool.
As a general rule, if a vessel or the usual rules.
entity has vessel momentum, all If a character enters a vessel or
beings atop it share this vessel If a character does not have entity that has vessel momentum,
momentum as momentum momentum, but enters a vessel or they gain momentum equal to
against targets not astride it. If entity that has vessel momentum, the vessel or entity’s current
the vessel or entity loses vessel the character gains momentum momentum pool, but only with
momentum, the beings atop the against targets that are not atop regards to targets currently
vessel or entity also lose their the entity or vessel, but unless not sharing the vessel or
momentum against targets not the character manages to gain entity's vessel momentum-
astride the vessel or entity at momentum atop the entity or granted momentum pool. If the
the end of the round where the vessel, they do not count as character already had one or
vessel or entity lost its vessel having momentum in relation more momentum points, they
momentum. This allows targets to other targets atop the entity may be used as normal against
or vessel. other targets atop the vessel,
71
or the points may be added to Knowing that his momentum he has some trick that can keep
the momentum points granted pool cannot exceed 3, and him moving, cushion his fall,
by vessel momentum, but only betting on the fungus-things’ and retain momentum, this
against targets not on top of it. momentum being greater than 1, momentum will be short-lived and
This does not allow a character Quickfingers expends momentum vanish upon impact.
to exceed the momentum pool on a maneuver when he crashes
maximum of three. into the funglet. As they now Quickfingers, on the other hand,
share the same vessel momentum has retained his momentum on
The GM is the arbiter of of the tumbleweed fungus vessel, his own, adding the 2 momentum
whether the character has to Quickfingers expends one of his points of vessel momentum, for a
spend vessel momentum or their own momentum points, reducing total of 2 momentum points for
own momentum first, depending his momentum points to 1, to the combat to follow, hopefully
on the scene. For example, execute the maneuver. giving him a large enough tactical
Quickfingers Raleigh is pursuing advantage to best the funglet
some funglet drug-dealers The GM rules that executing once and for all!
that are riding atop a roughly a maneuver as part of crashing
spherical, tumbleweed-like down also entails the necessity
mushroom-thing. He managed to retain momentum, which
Environments and
to cut off their escape route by Quickfingers does, reducing Vessel Momentum
sprinting towards the edge of a his momentum to 0. Being
cliff, and then jumping atop their successful, he and the funglet If the characters are piloting
strange vessel. drug dealer tumble from the a svirfneblin ornithopter
weird fungal vessel in a flurry through the howling winds of
The funglets' mushroom- of limbs. Both the funglet and Pandemonium, or if they are
thing has a 2-momentum points Quickfingers are treated as currently being swept away by
vessel momentum. When having the vessel momentum with strong currents, you can use
Quickfingers jumps down, he regards to those on the ground, the vessel momentum rules
himself has 2 momentum points plus their previous momentum, and have them automatically
in his pool. Ideally, he wants if any. accelerate in relation to those
to smash the funglet leader not propelled forward by these
from the mushroom-thing and The funglet was standing on environmental effects.
cushion his fall with the vile the tumbleweed thing when
funglet’s body. Raleigh’s GM has Quickfingers suddenly crashed
decided to use the momentum- into him, so the funglet only has
based maneuvers variant rules 2 momentum points—the sphere-
(page 56), which is good news thing’s vessel momentum—when
for Quickfingers Raleigh! crashing to the ground. Unless
72
Chapter Six
Streamlined Hexcrawling
& Mapping the 3-D World
Chapter 6: Streamlined Hexcrawling & Mapping the 3-D World
All right, let’s get on with this. distance can be recorded. Curves or loan or theft from another, but
I’m not getting any younger in the passage, whether left or it is a lesson to remember even
sitting through these interviews, right or up or down, should be when employing a map of your
you know? But I am getting measured with as much care as own creation. The Underworld
thirstier—oh, thank you, it’s like possible. Ideally, three different is a tricky, dangerous place, and
you read my mind. Now, hand me delvers will establish line of sight estimations that seem rational
that leather case over there, the from the first to the last, and each and concrete at first blush can
one with the pages sticking out should make a careful estimate turn out to be mistaken, even
from all sides. Yes, that’s it. Let of the angle of the curve. Repeat completely inverted, from reality.
me grab one of those parchments. this process, surveying as often Blindly following marks on a
Take a look at this... as necessary when the route page, rather than the evidence in
deviates even slightly from the front of your own two eyes, is a
That, my friend, is a map. And it straight, level, and true. When recipe for disaster! Be aware that
is the delver’s best friend! these estimates are combined most anyone who tries to sell you
and recorded, they can present a map is likely to be a charlatan
One of the most important at least an approximate graphic of the worst degree. Give these
lessons I can impart to any young depiction of the path taken by scoundrels a wide berth!
dwarves, humans, gnomes, any pioneering delver. My very
or others contemplating an favorite is when the wizard holds And while we’re talking about
expedition into the Underworld one end of a 50-foot rope and the maps, I understand that you
is to make every effort to obtain bard holds the other end and they might be inclined to undertake
any existing maps that might aid just follow the rest of the useful some delving of your own. Before
you in your quest. And in cases party members and mark off you go, take a look at my extensive
where maps don’t exist, never distance and turns, walking up to collection, an atlas covering nearly
fail to meticulously create your each other, then away, following all of the known and unknown
own as you progress through the us all the while. Keeps ‘em quiet, parts of the Underworld within
trackless depths. keeps us informed. Win-win.12 a hundred miles or more of here.
Copies, created by meticulous
If necessary, one member of the That being said, I have to add scribes, are available for
delving party should be assigned another caveat: to wit, never trust reasonable fees. Talk to my clerk if
to count footsteps so that a a map! This applies doubly to a you’re interested in specifics.13
reasonably accurate measure of map you acquire, be it by purchase
12 Something Dugmore omits to mention here, but is connected to his words about never trusting a map, is that it is vital to know what race
was responsible for “counting footsteps” and “measuring distance” when basing actions on what has been recorded. The distance covered
in 100 strides by a halfling, a dwarf, or a human vary greatly, and while a party may have been very happy to rely on one person to make its
maps because all the members knew the relevant measurements, not knowing exactly how far those 100 strides represents may well get
you killed if you blindly believe the incomplete information in the pitch dark.
13 Beyond the obvious conclusion that Dugmore cannot possibly be selling maps to “unknown parts” of the Underworld—if they are mapped,
they are hardly unknown! —the cautious customer should know that Dugmore’s maps, while artistically rendered and attractive to look at,
are not famed for any overly strong emphasis on accuracy. Let the buyer beware!
74
6.1 Streamlined Hexcrawling Procedures
"H
excrawling” out” form of adventuring and 2. Random Event. The GM chooses
denotes the most travel, as this avoids bogging or rolls for a random event
common form down the gameplay in details, or encounter suitable for
of wilderness while still emphasizing the scale the biome.
adventure. The of the journey.
map of a wilderness region is 3. Resolution. The random event
presented with a grid of hexes, A type of environment, like and the action selected by the
which the party traverses, magma tubes, fungal jungles, party are both resolved.
uncovering new locations, etc., is referred to as a biome.
enemies and wonders, a little bit When traveling through the
like moving from room to room subterranean wilderness, each
Actions
in dungeoncrawling, hence the day of travel and/or exploration
moniker: hexcrawling. is divided into three phases of The party may engage in
approximately 8 hours each. three of the following default
Since each hex represents a In each phase, the following hexcrawling activities in a single
larger stretch of environment than procedure is suggested: phase of the adventuring day, each
a single room, and since traversing representing an 8-hour period:
a hex represents a longer stretch 1. Choose Action. The party
of time, experience has shown decides what to do from the list 1. Travel. Passing through a hex
that it is prudent to provide a of hexcrawling activities. and into an adjacent one. On
solid frame for this “zoomed roads marked on the map, the
75
party may travel through two might also help—and set the basic chance should be set at
hexes (three if mounted). Off- DC to 13. Difficult terrain should approximately DC 5, or DC 9 in
road, only one hex is traversed, increase the DC to 15 or even difficult terrain.
and subject to the GM’s higher. For hidden points of
discretion, exceedingly tough interest, default DCs ranging 3. Interact. Staying at one
terrain may require multiple from DC 18 to 20 have proven location for some time
phases to cross one hex. There to be effective. In tunnel-centric (e.g. exploring a dungeon,
is also a chance of getting lost hexes without branching paths settlement, or monster lair—
while traveling off-road (Getting and the like, the party should basically “zooming in” on the
Lost, page 80). automatically discover the adventure locale).
main location, while particularly
2. Explore. Looking for interesting honey-combed hives of strange 4. Camp. Resting and sleeping
features within a hex. If insects may further decrease (page 88).
you want to roll a check to the chances of finding this point
determine whether the main of interest. 5. Forage. Hunt, fish, or otherwise
point of interest in an open hex forage food. You can deal with
is found, select an appropriate Retrace the Path. Looking for this with a simple check (same
skill—Wisdom (Survival) something that was previously DCs as for exploring); for more
makes sense most of the time, encountered in a hex. The detailed depictions, see the
but Intelligence (Nature) or foraging rules (page 96) and
an appropriate background hunting rules (page 99) if you
wish to play the procedures.
R
oleplaying games with, e.g. “+10 feet” or similar you’d have to draw maps for a
have a tradition indicators. There is, however, huge number of “levels”, and then
of assuming a only so far you can go with this connect them—and even if you
layered structure depiction without maps becoming do this, actually using 10+ pages
for the locations very convoluted, time-consuming of maps at the table becomes
explored, and this is no surprise to draw, and busy. The challenge cumbersome rapidly. Even if you
since mapping a complex tends of presenting the true verticality are one of the gifted individuals
to assume a two-dimensional of the Underworld has been who can soon draw isometric
paper. Hence, dungeons tend perpetually vexing for most of the maps these are limited by their
to be codified in layers, with authors of atlases and gazetteers. two dimensions as well. Keeping
clearly separated levels. Similarly, track of numerous connections in a
the civilized sections of the Imagine you want to depict a highly vertical environment quickly
Underworld tend to be depicted collection of huge sulfuric bloom becomes draining. This presents
very much like the surface world, chimneys, connected by a series a serious problem that can limit
with a clear floor and height of tunnels. You picture them as creativity—and indeed, is probably
differences focused on what is towers of negative space in solid one of the foremost reasons for
above. Plenty of gorgeous maps rock, you can see all the connecting the relative scarcity of modules
feature different elevations for tunnels. But in order to map this and supplements that portray
different regions, often denoted complex in the traditional way, verticality in a rewarding manner.
76
As such, this chapter attempts finer differentiation), but for the Let us say, we want to depict a
to remedy that and give you a purpose of most games, hexagons connection from the Northwest of
simple tool to draw a complex, will hit the sweet spot between this cave to the floor of another
interconnected 3-D environment being easy to draw and precise cave. In this instance, the left-hand
on a 2-D paper, making a vast use. It also lets you use hex-paper cave is at least in part above the
network of caverns with huge as an added plus—and since many right-hand one, as illustrated in
height differences in under half an modules use hexes for wilderness Figure 2. This may seem obvious,
hour, quicker with some practice. exploration anyways, that has but we get to the detail of just how
proven to be most convenient. much higher it is later in Figures 3
The map we’re drawing will and 4.
not be scaled, instead providing To reiterate:
an overview of the respective When mapping your Underworld,
connections for the GM—the Each cave or region, regardless you will not need to jot down the
goal here is to create an abstract of its actual size, is represented directions for each hexagon—they
map that lets you keep track of a by a line above, a hexagon, and a are included in Figure 1 and 2 for
plethora of connective passages at line below. your convenience. In the following
one glance, without losing track in depictions, they are not explicitly
what height they are. The line at the top represents the noted: up is North, down is South.
ceiling of the cave.
Each cave or region will be You can connect any number
represented by a single hexagon, The line at the bottom represents of hexagons in this manner,
with a parallel line above and the floor of the cave. allowing for a straightforward
below it. Each side of the way to provide an overview of
hexagon represents one of the Each side of the hexagon your Underworld.
directions. You can use squares represents one of the directions.
(if you only want to track cardinal See Figure 1. However, there is still the issue
directions), octogons, or 16-sided of the relation between the
polygons (if you want an even vertical positions of the respective
77
caves represented by a hexagon. First, we should establish a scale example above (i.e. roughly 40
Since there will not be that many for what each height level roughly feet height difference between
different height strata for massive represents. You may do so for all the south exit of Cave I [3] and
caverns, adding Roman numerals caves in a region you’re mapping, the south east entrance of Cave
to the inside of a hexagon can be or do so on a cave-by-cave basis. II [5], and the floor of Cave I [0]
a quick and simple way to denote and the north west entrance of
the stratum. So, for a chimney that is 120 Cave II [2]) then you’ll maintain
feet high, it would for example consistency of the relationship
Think of each stratum as the make sense to have each height between the caverns.
rough equivalent of a dungeon level represent approximately
level—each stratum could denote 20 feet for 6 height levels. Count If that seems like too much of
anything from a few feet to several up from 0, with “0” meaning a hassle or feels unrealistic, no
miles, depending on what you that the tunnel starts in the floor problem—tunnels slope, wind, and
require for your Underworld. See and “7” meaning that the tunnel go up and down; these can explain
Figure 3. starts on the ceiling. A “1” height discrepancies between height
level would mean that the tunnel levels. You can use indicators for
If strata are used to track the is within the first 20 feet of the tapered lines to denote the like, if
position of caves in relation to each chimney. A height level of “5” you so choose.
other, how do we differentiate would denote that the tunnel is
between tunnels on different between the 80–and 100-foot To denote the distance a
height levels inside a cavern? We height markers of the chimney, tunnel covers, you can simply
can use Arabic numbers for height measured from the floor. See write its length next to the line
levels inside a given cave. Figure 4. it represents. If you don’t want
to maintain consistency between
If you retain the ratio of the height levels and tunnel distance
height levels as a constant covered, any discrepancies can be
between two caves, as in the explained by winding turns, etc.
78
Speaking of tunnels, not all of Dotted Lines denote tunnels that indicate the largest creature that
them are equal! The following are hidden. won’t have to squeeze through the
notations are proposed but may space (or similar).
be easily changed to what you Lines with a Superimposed Zigzag
consider to be most intuitive. can be used to denote dangerous All of this may seem confusing at
tunnels. (The zigzagging first, but once you have wrapped
Regular Lines denote tunnels that looks dangerous!) your head around it, mapping even
are easy to navigate for Medium- vast vertical hive-structures with a
sized or smaller creatures. Lines featuring short parallel, ton of connecting tunnels becomes
perpendicular crossing lines can quick, simple and painless!
Thick Lines (e.g. with markers) be used to denote a difficult tunnel.
can be used to denote massive For quick and painless use of
tunnels that can easily be Figure 5 is an example map. height levels in combat at the
navigated by creatures of size table, you can smoothly and
Larger or greater. Alternatively, you can highlight straightforwardly represent
the various paths in other ways: different height levels with the
Broken Lines denote tunnels simply color-code the different momentum-based variant rules
that can be easily navigated by types of tunnels, provided you for abstract range categories
Small creatures but may be hard or have colored pencils on hand, or (page 61).
impossible to navigate for Medium- perhaps use the initial letter of
sized creatures. the common size categories to
79
6.3 Getting Lost in the Underworld
The endless tunnels below are it is advised to have the GM roll
oftentimes a true labyrinth— these checks in secret. Any number
Being Lost
rock is ancient, uncaring. It does of characters in an expedition
not die, and its strata do not can roll a check. However, The amount of time a party is lost
adhere to the rules of humanoid each failed check negates one depends on the respective biome,
mortality, even that of the elves. success, as the individuals quarrel how treacherous the environment
The unfathomably ancient layers about the correct way to go. is, how labyrinthine the tunnels. A
of stone provide no reason, no The GM should provide hints in honeycombed subterranean hive
sense of direction, no compassion. such cases and narrate that the is harder to navigate than a series
To enter means to test one’s luck characters disagree—the party of titanic caverns with landmarks.
and straying from marked trails then has to decide which way to Oftentimes, a region will have a
and subterranean trade routes go. You can use the Underworld reputation for how dangerous
presents a very real danger. hazard generator (page 141) and hard it is to navigate, and
environmental hazard save DCs as parties that do their due diligence
a guideline, or set your own DC. in researching their destination
Becoming Lost It takes at least one more success before setting off (or meet a
than the number of failures to friendly local) should have an
Whenever the party or a maintain the course and continue. indicator of how perilous the area
character strays, when magnetic is. Regions can be thought of in
fields hamper navigation via a There are several factors that categories. Modifiers can be added
compass, when the group falls into can influence the check. The to these categories to further
a deep chasm, when a distance on modifications to the check are differentiate between regions.
a map is misread and a wrong turn cumulative. The party does not
taken, they risk becoming lost. know whether a source is reliable Table 6-2: Being Lost
The first time the party wanders or unreliable unless they make Region Time Lost
into an unknown region of the sure via roleplaying. Civilization-adjacent 1d6 hours
wilderness, every character can Hunting grounds 1d2 x 6 hours
make a Wisdom (Survival) check— True wilderness 1d6 x 6 hours
Modifiers
Dangerous caverns +1d6 hours
Table 6-1: Factors Affecting Becoming Lost
Very dangerous caverns +1d8 hours
Factor Modification Utterly lethal +1d10 hours
Reliable map +1 Few return +2d6 days
Unreliable map -2 None return/Lightless Abyss +3d6 days—Infinity *
Working compass +1
*While getting lost on the surface of a planet is
Compass not working (magnetic fields) -1 eminently possible, doing so in the Underworld takes
on a whole new perspective. There are regions of the
Only with a map (increases chances
Proficiency with Cartographer Tools Lightless Abyss from which truly none ever return,
of determining map reliability)
yet their deaths cannot be confirmed even when their
Proficiency in Wisdom (Survival) Only for creatures familiar with the Underdark soul is looked for with the most potent of magics.
Proficiency in Intelligence (Nature) Only for creatures familiar with the Underdark What happens to such poor benighted adventurers
is beyond imagining for most people, but there are
Use guide’s check result, potentially sages who remind us that the infernal workforce and
Local guide familiar with the region (reliable)
automatic success abyssal armies aren’t always formed of the souls of
Local guide familiar with the region (unreliable) Possibly automatic failure/encounter miscreants, and that on thankfully very rare occasions
warped living beings from the overworld are found as
First-hand descriptions by locals (reliable) +2 totems at the head of some mob, there to strike even
First-hand descriptions by locals (unreliable) -2 greater fear into mortals than the demons and devils
involved already do. And there are the things hidden
Race familiar with long-range Underdark travel Advantage
below that transcend even the planar structures,
where souls are truly lost, beyond the grasp of even
deities, to some fate too unfathomable and horrid to
contemplate.
80
Retracing the Path (page 76) Regaining Your
may help once the characters
have become lost, but is Bearing
unreliable—while the climate
in the dark is more reliable When the characters
than on the surface, there manage to retrace their steps
can be plenty of reasons (Streamlined Hexcrawling
why the party might not be Procedure, page 75) because
able to retrace their steps. they find a familiar landmark,
Becoming lost usually implies meet a friendly NPC,
at least difficult terrain. The interrogate an adversary, or
GM should feel free to modify find a recognizable adventure
the check to retrace the path site, they end up in a location
by up to twice the amount by of the GM’s devising.
which the party succeeded or
failed to do so before. Note Breadcrumbing
that a failed retrace the path
roll could be a reason for
becoming lost; indeed, it could With appropriate gear, a
be THE reason for getting lost party could make it much
if the party loses confidence in easier to retrace their path.
its guide or its own abilities. Marking passages with chalk,
scratches, bio-luminescent
Each full day spent being algae, and the like should
lost requires each character make retracing the path all
to use an additional 1d3 but guaranteed, but also
units of stock (page 85), takes up time. Doing so
and decreases the mood halves the speed of the party.
automatically by one step if Note, though, that malignant
the party does not engage entities might wash off chalk,
in Camaraderie (page 90), earthquakes and creatures
as being lost wears on both traveling through rocks might
body and soul. Depending make scratches unreliable,
on the biome the party is lost and using anything organic
in and subject to the GM’s might attract predators and
discretion, this might also increase the likelihood of
entail, e.g., disadvantage random encounters...
on saving throws to resist
a condition, decrease the
number of days before the
onset of Colloid Melancholia,
or entail additional rolls on
Table 15-9: Call of the Lightless
Abyss (page 198).
82
Streamlined
Chapter Seven
Survival Rules
Chapter 7: Streamlined Survival Rules
T
he Underworld in refer to these regions as the already have one or more levels
most fantasy settings “deep frontier” to distinguish of exhaustion suffer two levels of
encapsulates a them from the Underworld. exhaustion instead.
vast variety of
biomes, and, As such, it may be prudent to
indeed, concepts. Most fantasy re-examine the default rules
Summary
worlds are honeycombed by for survival:
a subterranean set of caverns These rules, while punishing
that would make Yucatan regarding dehydration, do seem
Food more applicable to more casual
even greener with envy, with
wondrous biomes of fungal adventuring in, e.g., a temperate
forests, strange animals, and A character has to consume forest. If you have ever spent
magic sustaining populations of one pound of food per day, and a day of hard, physical work
vast civilizations. This is what, can opt to cut rations into half, without food, you’ll know how
in the context of this book, we counting such a day only as half a much strain that can cause on
most commonly associate with day without food. A character can the system. The standard rules
the term “Underworld”. last for 3 + Constitution modifier require the tracking of two
(minimum 1) days without food, resources (food and water),
However, there is similarly a and every day beyond that so they are not exactly that
realm where even subterranean limit causes the character to simple either.
civilizations end, and the mythical automatically suffer one level of
begins—whether the land of exhaustion. A day of normal food T h e fi x e d D C t o r e s i s t
the dead, Hell or the Abyss resets the count of days to zero. dehydration also means that
themselves, or strange recesses truly sturdy characters can go
for a very long time without
hiding cyclopean ruins of elder Water water. For an exploration into
beings—for there is a tradition of
weird and truly hostile regions far a true wilderness, into the deep
A character needs to consume frontier, we propose somewhat
below the surface, places that are one gallon of water per day,
entirely dangerous and inimical to harsher realities.
two gallons in particularly hot or
life. For example, in AAW Games’ arid environments. A character You Can’t Eat Coin
Aventyr setting, these deep drinking only half as much
recesses are where the fabled water must succeed on a DC 15 Precious metals and coins
realm of Hel may be found. Constitution saving throw or have no value in the true deep
suffer one level of exhaustion at frontier, far beneath any form
Whatever your world involves, of civilization. You cannot
the end of the day. In addition,
these barely civilized or utterly eat or drink them, and they
characters with less than this
savage depths are exceedingly also won’t protect you from
reduced amount of water
inhospitable, where survival the harsh environment. It is
automatically suffer one level
becomes a struggle that rivals the important to bear in mind that
of exhaustion at the end of the
harshest deserts and mountain such treasures only have value
day. Finally, characters that
peaks of the surface world. We once an exploration makes it
back to the Underworld.
84
7.1 Survival in the Deep Frontier
and S imilarly H arsh E nvironments
“Y
ou travel for some may not necessarily be the most OR
miles, crossing 2 realistic way of handling things,
hexes. Nothing but it speeds up gameplay and One unit of stock is the equivalent
happens. Mark has been deemed enjoyable by of one day’s worth of lamp
off your supplies even diehard simulationalists. oil and similar materials to
for the trip.”—and we skip to In summary: keep the dark at bay and rest
the encounter area. This can be comfortably. Characters with
just as dissatisfying as tracking One unit of stock costs darkvision or comparable
every single ration, candle, and 1 gp and weighs 1 lb. means to see in the dark will
unit of lamp oil, which clearly still require some necessities
will be annoying to some groups One unit of stock is the equivalent to rest and recuperate.
out there. Thus, we propose a of one day’s worth of food.
simple abstraction that adds a bit A character consumes 3 units
of strategy to the exploration of OR of stock per day when engaged
the wilds, namely the notion of in serious exploration of the
simply unifying these components One unit of stock is the equivalent deep frontier or similarly harsh
under one term—stock. This of one day’s worth of water. wilderness. Squeezing through
85
cramped tunnels, climbing for Dice. Long treks through hostile Golden Rule. As always, common
hours on end and related rigors regions do require some time to sense is the guiding factor. If the
simply take their toll. The units recuperate from. party has found a cavern with soft
of stock are consumed when the and fluorescent moss everywhere,
party is resting, after the results of Burning a Hit Die is a decision consider allowing them to forego
finding a campsite, foraging, and that is made before units of stock spending a unit of stock to pay for
so on are made known. are consumed, and each Hit Die the need for rest; a party camping
is worth 2 units of stock, which next to a spring of fresh water
Failure to consume a unit of is enough to satisfy most, but doesn’t need to expend a unit of
stock to satisfy one of the three not all requirements for survival. stock to pay for water. Did the
needs (food, water, rest) results A character can burn two Hit ranger drag in a nourishing animal
in the character gaining one Dice instead, satisfying all three to feast upon while foraging? (For
level of exhaustion. Consuming needs for survival, but this does Foraging rules, see page 96.) In
the appropriate number of mean that half a Hit Die’s worth such an instance, forego the
units of stock on a following of units of stock is effectively requirement to spend a unit of
day does NOT cure the level of lost. The lone survivor who has stock for food.
exhaustion incurred. at least some food, water or
camping equipment will last Biomes should matter. Subject
However, since fantastic deeds longer in the wilds than those to the GM’s discretion, certain
by valiant heroes are a staple of stumbling around without even biomes will have effects that
the game, and since there should the barest necessities. differ from traditional levels of
be a reason why high-level heroes exhaustion. Whether afflicted by
venture deeper and farther, the For example, a 6th level Colloid Melancholia, Shroomitis,
characters have another option. character with 2 units of stock Hel’s Taint or other effects, there
Instead of consuming units of could decide to eat and drink are plenty of means to keep the
stock, they may “burn” one or (the units of stock were food and exhaustion component fresh
more of their Hit Dice, drawing water) but will find that the source and exciting. See Chapter 11
upon inner strength forged in of light runs out. Alternatively, (page 141) for variant exhaustion
the fires of heroics. A burned Hit they could decide to drink and and madness effects by biome.
Die is not replenished by finishing retain light, but will begin to
a long rest—it is a temporary starve. Either way, the character The Toll on the Mind. Subject to
reduction of the total number of will incur one level of exhaustion. the GM’s discretion, prolonged
Hit Dice available to the character. The character could also burn one exposure to the truly wild and
The character uses this reduced Hit Die and consume one unit frightening deep frontier is not
temporary maximum to determine of stock, which, if repeated on something that mortal minds
how many Hit Dice are replenished the following day, will allow the handle particularly well. Table
upon finishing a long rest. character to stave off exhaustion 15-9: Call of the Lightless Abyss
for 2 days, but at the cost of (page 198) is an example of
Then, upon returning to safer only having 4 Hit Dice available how you can weave magical
environments like civilization, as until they have returned to safer effects and madness together
determined at the GM’s discretion, environments and recovered from for a compelling roleplaying
finishing a long rest will restore a their ordeal. experience, one that will keep
single burned Hit Die instead of its players as well as adventurers on
usual amount of replenished Hit the alert for signs of deterioration.
86
Benefits of this System good to be true”. As GM you know that lower level characters could
there is no serious reason for the never hope to accomplish. It also
players to choose such locales, as allows for whole new types of
The system as presented
opposed to what their characters campaign, where the characters
offers resource-management
would want or need to do. slowly but steadily explore
gamification that does not slow
more and more of a foreboding
down the playing experience.
However, while many and deadly, yet wondrous
It makes certain wilderness
roleplayers go with what their land, venturing progressively
regions truly dangerous…and
characters would do, they do further from the safe havens of
it has another benefit. If you
so as a sense of trepidation and civilization.
are interested in the notion of
annoyance remains. In some
survival in a hostile environment
circles, this is called ludonarrative
mattering, you may have realized
dissonance, denoting a difference
Tweaking the System
that in the fifth edition of the
between the agenda of the player
world’s most popular roleplaying An important note here is
and the character.
game, high level characters tend that the unit of stock system
to become very tough. They is intended for truly hostile
Well, this system provides a
start off as somewhat fragile, environments. An easy means
means to solve just that!
and at one point, become almost to present less-punishing
unstoppable superheroes. “Sure, the moss is super- explorations is to simply reduce
comfortable, and I really don’t the consumption of units of stock
While a part of this appeal is per day. In most forests on the
want to spend a unit of stock,
very much intended, literature is surface world, or in the fungal
but it glows eerily—I tell you,
full of such superhuman heroes jungles of the Underworld, fuel
something’s wrong here...”
on daunting journeys into hostile and or water may well be common
regions, reaching their goal only “Yep, and we’re 6 people, so and easy to come by. Wandering a
by sheer determination when using this place to set up camp vast prairie full of bison-herds may
severely weakened. While the may pit us against some enemies mean that you will not go hungry
standard rules do not necessarily and not be exactly safe, but anytime soon. The system’s
provide means to portray that, the I’d rather do that than spend simplicity is explicitly designed
combination of burning Hit Dice another day on the cavernous to allow the GM to fluidly adapt
and exhaustion can simulate this floor, running through our quickly and tweak it spontaneously while
very well. dwindling stock!” playing in environments that need
to be a little more meaningful to
It also means that the party That strangely glowing water? players and characters alike.
has to play smarter, plan The weird mushroom? The hours
their resource-expenditure of arduous travel up to that Even Simpler Resource
without requiring boring micro- point? Suddenly, not only the Management. If the three units
management…and it has one less characters, but also their players of stock per day standard is
obvious, additional benefit. have a reason to engage with not to your liking and you are
these features! looking for something even
Consider the following: the quicker, consider making a unit
party stumbles upon a serene The Hit Die burning engine of stock sufficient food, water and
oasis, a comfortable cavern or the also means that your high- comfort goods/light for a day. It is
like, and then proceeds to ignore level characters can really claim easy to adjust the units of stock
it, sensing a trap or that it’s “too bragging rights for explorations awarded accordingly.
87
7.2 Camping and Setting Up Campsites
A
s the majority of earlier. A search may yield one, The roll may be penalized
the Underworld two, or more reasonable locations by environmental conditions,
and deep frontier for campsites, with the degree of with, say, particularly taxing
are made up of success determined by the result environments imposing
tunnels, sprawling of a Wisdom (Survival) check, disadvantage on the roll. In
caverns, chasms and more, which is made by the character such a case, disadvantage
setting up camp is usually more with the highest such value cancels advantage on the check.
straightforward than when among those looking for a site Subject to the GM’s discretion,
exploring a system of long and (Table 7-1). the following penalties may
winding tunnels as featured in be applied in addition to the
some dungeons. Procedures An incapacitated, unconscious, above. These may or may not be
for overland (or should that or otherwise impeded character cumulative, depending on the
be underland?) travel were cannot physically contribute, requirements of the environment
presented on page 75. The and thus only characters actually and scene, and desired harshness
following represents a series of engaged in looking for a campsite of the camping experience.
optional, modular procedures to are eligible to check. As GM, you
streamline setting up camp. may rule that an wounded-but- • Constant, dripping water, such
conscious Survival expert can as from stalactites: -1
give helpful advice, but otherwise • Mist, spray, or fine dust: -1
Finding a Campsite looking after an injured character • Spore clouds or similar sight
may impede the search. In some impediments due to smoke
The first step to camp is to cases, the terrain makes camping flumes and the like: -2
find a location that suits the impossible, or at least it does • D a r k n e s s ( s e a r c h m a d e
demands—ideally this entails: not yield a variety of options— by torchlight or impeded
a floor that isn’t too uneven long tunnels without nooks and darkvision only): -2
or sloped; enough space for crannies may mean that there • Difficult terrain: -2
the entire party to recline; a are few-to-no suitable places. As • Total darkness without any
sufficiently low density of sharp always, the GM retains full control light sources or ability to see in
rocks; dripping water that is only over how many campsites may the dark: -4 or automatic failure
mildly acidic or alkaline; and an be found.
acceptable minimum number of Upon finding a decent campsite,
similar hazards. Depending on the the GM should roll 2d20 and
biome traversed, this may not be consult the Underworld Campsite
a trivial task. Table for generic Underworld
biomes (page 165); special
Searching for a decent site Table 7-1: Campsites Found biomes might have
to camp takes one hour and Wisdom different tables.
Campsites Found
is assumed to be part of the (Survival) Result
events undertaken during 1-10
No passable campsite; all have at least If the characters are not
4 issues of one kind or another
that hexcrawling action when happy with the site they have
One reasonable campsite with fewer than
used in conjunction with the 11-15
4 issues; others have 4 or more issues found, they may decide to
Streamlined Hexcrawling Two decent campsites with fewer start searching anew, which
16-20
Rules (page 75) presented than 4 issues; the party may choose
takes another hour and
88
another Wisdom (Survival) check. constitutes “good” or “great” of either a Wisdom (Survival)
Each repeat attempt, however, fuel is left up to the GM and or Intelligence (Nature) check
entails a cumulative -1 penalty the realities of the respective and compares the result with
to the resting penalty modifier situation—a salamander’s blood Table 7-3. As before, the GM
(page 92) when they eventually or a particularly flammable may also decide that druids and
settle down to sleep. mushroom, for example, rangers, as well as characters
would constitute examples with appropriate backgrounds
of substances that could be that suggest familiarity with the
Setting Up Camp considered to be good or biome in question, may add their
great fuel. proficiency bonus to this roll. As
Once the party has chosen a before, the GM may decide that
suitable location to set up camp, • Dampness: -1 hour a region simply does not offer a
there is a range of different • Wetness: -2 hours water source.
activities that the characters may • Good Fuel: +1 hours
engage in. • Great Fuel: +4 hours A water source found in the
Underworld suffices to slake the
Gathering Fuel. While stark Using a unit of stock thirst of the entire party. In the
caves usually don’t feature a lot automatically makes the fire burn deep frontier, each water source
of wood or traditional fuel for a for 8 hours. found suffices to slake the thirst
fire, the Underworld is a complex of 1d3 characters per day. Water
place—from various fungi to the Fetching/Collecting Water. sources in such regions tend to
droppings of strange creatures, From subterranean cities to vast be contended terrain or the lairs
those knowing where to look can fungal jungles, the Underworld of creatures—thus having more
find plenty of sources of fuel. Each features myriad biomes that than one to choose from is a big
character who goes gathering fuel ultimately require the presence boon to subterranean explorers.
makes their choice of either a of sufficient sources of fresh
Wisdom (Survival) or Intelligence water—something that may no As a variant rule and subject to
(Nature) check and compares the longer be true once the party the GM’s discretion, a result of 20
result with Table 7-2. As before, ventures into the deep frontier. on the die roll may result in an odd
the GM may decide that a region With plenty of stalactites and water being found—this is where
simply does not offer a fuel stalagmites and liquid dropping you can use one of your strange
source. A fuel source is sufficient from ceilings, pools, and so on, it magical effects tables. Using a
to keep the fire burning for 1d6 is assumed that it is not too hard unit of stock automatically slakes
hours. to find water. the thirst of a single character.
If a grittier approach is desired, It is suggested that looking for Table 7-3: Collecting Water
the following modifiers may be water is automatically successful
applied to the duration the fire in the Underworld, provided the Wisdom (Survival)
or Intelligence Water Sources Found
remains lit. Whether something respective topography and biome (Nature) Result
is not particularly No drinkable water;
Table 7-2: Gathering Fuel harsh, arid, or clearly 1-10 filtering and boiling
may make it useable
Wisdom (Survival) or a dead region. In 11-15 One source of water
Fuel Sources Found
Intelligence (Nature) Result such environments, 16-20 Two sources of water
1-10 No decent fuel each character that
11-15 One decent fuel source goes collecting water
16-20 Two decent fuel sources makes their choice
89
Fire Building. Given the means H a s t y Fo r a g i n g / H u n t i n g / Fireside Activities
of producing flame (such as a Fishing. Instead of devoting one
tinderbox, magic or flint) and whole phase of the adventuring
Resting. A character who does
sufficient fuel, it is assumed that day to hunting or foraging,
not engage in ANY of the above
a group of adventurers is capable the adventurers can designate
activities, either to find or set
of lighting a fire. Building a fire individuals to forage during the
up camp, optionally removes 2
still takes time and effort and setting of the campsite. Due
from the resting penalty modifier
constitutes one activity of setting to the limited time available,
(page 91).
up camp. It should, however, be this imposes disadvantage on
noted that in the caverns below, the check, although, as before, If a further level of complexity is
light has another importance—its encounters and proficiency may desired, one more restful activity
unusual nature may keep certain modify this. Similarly, the biome may be undertaken by each
creatures at bay, while luring in may greatly affect the success character, including:
others, particularly if fire is used rate of foraging. See page 96 for
instead of, say, phosphorescent more nuanced foraging rules. Camaraderie. Time spent
fungi to illuminate the campsite. around the campsite with
Additionally, repeated camping friends and fellows may lift the
in poorly-ventilated tunnels may spirit and induce a more restful
result in thin air. sleep. A character may attempt
90
to entertain their comrades Figure 6.
with music, song, jokes and so Cheerful <-> Optimistic <-> Neutral <-> Discord <-> Enmity
on—depending on the type of
entertainment provided and the Cooking. Given a fire used as a tends to generate delicious
severity of the circumstances, light source, cooking utensils, and smells that attract predators, and
this may require an appropriate ingredients, someone can cook a should increase the likelihood of
check that be made at advantage meal. It is generally assumed that random encounters.
or disadvantage. The DC of such characters can cook food that
a check should generally not staves off starvation, but limited Remember, using a unit of
exceed 20, unless in the direst of resources or bad luck while stock automatically sates the
circumstances. Success indicates foraging/hunting may make this hunger of one character.
that the party has been inspired; impossible. If the group is using
the mood improves by one step. a system of magic that features Planning. The party may discuss
Failure may mean no benefits conjurable food, this is where plans for the next day, which
are gained or that the mood meals are prepared. Having a generally requires no check,
worsens by one step. When using good meal and being regaled by although the GM may impose
the advanced resting penalty camaraderie may, subject to the a resting penalty modifier for
modifiers (see below), the GM’s discretion, allow a character arguments, or can improve
sequence of mood-improvement to ignore the effects of a short- the mood if party members
steps is shown in Figure 6. term madness for the following compliment ideas. As GM, you
day. On the downside, cooking may wish to include similar restful
activities of your own design.
A
fter the merry- and replenished constantly, this penalty. This is a value that is
decision-making may run contrary to the desired generally negative and modifies
of the day, the experience of exploring harsh the effects of a short or long rest.
party settles down and legendary places where There are activities that decrease
for a long rest few, if any, mortals dare tread. the total resting penalty but
to replenish their resources. As such, the following rules provide no other benefit.
Sleep, a vital component in most represent means to make rests
sentient creature’s lives, is often both more exciting and relevant. In short—per default, in the
overlooked as a crucial factor. These rules are particularly Underworld, the resting modifier
Mechanically, the 5th edition suitable for the exploration value usually denotes a penalty;
of the world’s most popular of dangerous environments to differentiate positive values
roleplaying game uses short and where the “comforts” of above- further, we speak of resting
long rests as a type of reset for ground adventuring cannot penalty modifier to denote the
the resources at the beck and call be guaranteed. individual modifier and use the
of the characters. plural, resting penalty modifiers,
The following rules are to denote the sum of modifiers,
Particularly at higher levels, designed to be modular—to both positive and negative, that
when the characters have a be used in part or whole. Harsh make up the total resting penalty.
vast amount of power at their environments and circumstances
disposal that may easily be may impose a so-called resting
91
Resting Penalty and Long Rests. reduces the maximum hit points a Positive Resting Penalties. Unless
A long rest usually replenishes long rest can replenish to a paltry the GM determines otherwise,
all hit points a character has 13 hit points (27—4—2—8); the managing to get a positive resting
lost. For a slow depiction of character does not regain any modifier can’t increase the hit
how continued exposure to a hit points from the long rest, as points regained from resting.
detrimental environment can their current hit points exceed
whittle away at health and that value. It is time to get back Variant Rules for Resting Penalty
resources, consider thinking to civilization… and Short Rests. Positive resting
of the maximum hit points a penalty modifiers may apply their
long rest can replenish as a This reduction of the hit effects to short rests as well,
kind of resource, and work with points healed does not reduce partially or totally canceling out
this process. the maximum hit points of a the negative effects of resting
character, but it stacks with, penalty modifiers. If a reward
Subtract the sum of all e.g., a vampire’s Blood Drain and for the group for setting up a
resting penalty modifiers from similar features. This reduction particularly well-fortified camp is
the maximum hit points that only resets after the character has intended, it is possible instead to
a character replenishes upon slept for a more prolonged time in make a positive resting penalty
finishing a long rest. This ongoing civilized environments. As a rule of modifier enhance short rests and
reduction should be cumulative. thumb, a week represents a good increase hit points regained from
If, for example, a character has 27 guideline, but for a more nuanced finishing a long rest. Excess hit
maximum hit points, and takes a approach, see Advanced Resting points may or may not be retained
long rest with a -4 resting penalty Penalty Modifiers below. as temporary hit points, depending
modifier, the long rest only on the preference of the GM. This
replenishes their hit points to 23. Resting Penalty and Short would also encourage a GM to
Rests. For particularly harsh differentiate between the quality
Magic can still heal a character environments (such as in certain of rooms in an inn or the like as
up to their regular maximum, but dungeon regions) or in the deep well while in civilization.
it does NOT reset the reduction frontier, you may want to make
of the maximum hit points short rests less effective as well.
replenished by a long rest. If the This modification may apply in
List of Resting Penalty
character then sleeps in a slightly certain environments where the Modifiers
more convenient location the next application of the resting penalty
day and incurs only a -2 resting to long rests makes no sense Location
penalty modifier, the long rest and vice versa. In such a case,
now replenishes the character’s determine the highest negative • Sleeping in an unsuitable site
hit points to 21 instead (27 - 4 - 2). resting penalty modifier, and only (such as on a failed roll to find
After this, the character stumbles said modifier, that the character a suitable campsite): -4
over a healing fountain and is incurred when last finishing a • Location modifier: varies (see
healed up to 25 hit points. long rest, and subtract it from the the biome’s respective table)
hit points regained by spending
Alas, after a skirmish, the Hit Dice during a short rest. This Equipment
character is reduced to 18 hit reduction is applied to every Hit
points and has to flee. Finding Die spent, making them much • Bedroll: +2
only a really bad place to sleep, less reliable. • Tent: +2
the character takes a massive -8 • Sleeping in light armor: -4
resting penalty modifier, which • Sleeping in medium armor: - 10
92
• Sleeping in heavy armor: may well find themselves looking Class
Impossible; treat as -20. Subject over their shoulders in particularly
to GM’s discretion, having a pious cities. As ever, reward good, • Druids, rangers or other
heavy armor-themed feat or honest roleplaying. wilderness-related class
class feature may reduce this options with multiple years of
penalty to -10 instead. experience regarding survival
Mood and Food
in the biome: +3
Advanced Resting Penalty • Cheerful: +2
• Optimistic: +1 Resting Penalty
Modifiers • Discord (arguing, grudges): -1 Modifiers and the City
• Serious enmity: -2
Activity • Hearty fare (cooking a hunted/ Characters will, more often than
foraged food-source): +2 not, opt for a common room to
• For every hour beyond the first
• Meager rations (halved unit of share, since it makes ambushing
spent searching for a campsite: -1
stock or meager trail rations): -1 the party harder. This is an option
• H a s t y Fo r a g i n g / H u n t i n g
• No food consumed: -2 only very few people would prefer
undertaken by character: -1
in the real world. When using the
• Resting while others establish
Conditions variant rule that allows for the
campsite: +2
use of resting penalty modifiers
• Not participating in a watch
• Sickness (body or mind) or as a bonus, one can generate a
shift: +2
poison (per instance): -2 particularly strong motivation
• Awakening during the rest (per
• Less than half maximum hit for characters to get good rooms
instance, not accounting for
points: -1 when recovering from extended
watch shifts): -1
• Substances used to aid rest trips into the wilderness. In such
• Each encounter during the rest: -3
and/or sleep (e.g. limited a case, subtract positive resting
alcohol, mild drugs): +2 penalty modifier totals from
Environment • Substances used to induce the total reduction incurred to
• Disturbing sounds (strange sleep (e.g. excessive maximum hit point replenishment
murmurs, howling winds, alcohol, soporific drugs): +4 (Resting Penalty and Long Rests,
whispering spirits): -1 (Such substances will have page 92) when completing a long
• Soothing sounds (waterfalls, a detrimental effect on a rest in such a room. Suddenly, it
burbling streams): +1 character's ability to fully makes sense to have that royal
• Disturbing sights (remains of a function the next day unless suite for yourself!
battlefield, resting in a haunted countered or cured. Either the
manor): -1 effect or required counter/ Room Type
• Soothing sights (meadows cure matches the strength of
the substance.) • Stables: -4 (unless the character
and glades, gorgeous colloid
has a reason for not being
structures): +1
Race bothered by animals, hygiene, etc.)
It should be noted that • Common room or dormitory: -2
• Race suited to life in biome: +1 • Room for 4 people: -1
whether someone considers
• Race unsuited to life in biome: -2 • Double: +0; (+4 if the occupants
an environment soothing or
• Background suitable to biome: +1 engage in pleasurable activity
disturbing is highly contingent
• Background unsuited to biome: -1 or specific camaraderie)
on the character—necromancers
probably wouldn’t be perturbed • Single: +1
by sleeping in a graveyard, but
93
There Are No Seasons Below the Ground!
While there are no While the Underworld
serious seasons below is seasonless in itself, it is
the ground, this engine is subject to floods or drought
intended to work above just as on the surface world.
ground as well. As such, Bear in mind that while
this section is provided for the party may have been
your convenience. below ground for many
months, and forgotten
Season and Weather just what the weather can
be like, excessive rain may
• Autumn or spring; no eventually find its way down
source of heat/campfire: to them in the form of an
-2 unexpected flash flood, or
• Winter; with a source of rising water levels that cut
heat/campfire: -2 off escape routes, and block
• Winter; no source of commonly used tunnels,
heat/campfire: -4 while prolonged drought
• Light rain or snow at any may turn living caves into
time: -1 unexpectedly dead spaces.
• Heavy rain or snow at
any time: -2
• Torrential rain, hail,
blizzards, and so on at
any time: -4
94
Foraging and
Chapter Eight
Hunting Rules
Chapter 8: Foraging and Hunting Rules
8.1 Foraging
F
oraging is resolved in a couple of simple steps.
Over the course of a foraging attempt, the party
will be acquiring Foraging Successes. Once they
have gained enough Foraging Successes, the
party has now reached the Target and may
encounter it and/or harvest it (Harvesting, page 97).
1. Select Target.
2. Determine Foraging Successes required on Table 8-1
(page 97).
3. Roll on Table 8-2 (page 97) and consult the respective
biome's Foraging table, referencing Tables 14-1
(page 170) through 14-4 (page 174) as needed.
4. Tally Foraging Successes: subtract them from the
number determined during step 2, and repeat step
3 and 4, if required.
1. Selecting a Target.
The GM, the players, or the demands of the story
determine a Target to forage. For example, this could
be a unit of stock in a particularly scarce desert, a story-
relevant plant or insect, or something the party requires.
96
forage in a biome it occurs in, required to find the Target may Targets to present concise
a legendary flower or magical modify the result of this roll on encompassing guidelines.
fey insect may require weeks the following table by +1, up to a Common sense is the guiding
to track down and capture in a maximum of 6. For every level of principle—Intelligence (Nature)
suitable condition. exhaustion (or similar conditions and Wisdom (Survival) might be
introduced in this book like good candidates for harvesting
The old rule of thumb is true hypothermia, shroomitis, etc.) plants or fungi, for example.
here: the rarer a Target is in a a character in the party has, Similarly, a suitable background
given biome, the more Foraging subtract 1 from the result on might mean that the character is
Successes will be required to Table 8-2. qualified to harvest the Target.
get it. A mundane target in one
biome can easily become a rare Hazards involved in harvesting
one in another setting.
Harvesting a Target first need to be
Identified and then may have
3. Roll dice and consult the Collecting scarce goods, to be Negated. Note that the
gathering magical plants, skill or check rolled to Identify
Modifdied Foraging Table 8-2. catching rare and poisonous
a harvesting hazard may or
Each attempt to forage takes a bugs; each one is a Target worthy may not be the same as the one
whole 8-hour phase; the scarcity of an adventuring group. Hunting used to Negate the hazard’s
of the Targets foraged means for an item may be difficult and effect—it may, for example, take
that they cannot be found or harvesting it properly can be a Intelligence (Nature) to identify
foraged with Hasty Foraging dangerous prospect in its own a property of the Target, but a
(page 90) as part of setting a right, even after the relevant Dexterity check using thieves’
campsite. The party rolls a d6 Target has been found. The tools to extract a gland without
and consults Table 8-2. Minor buildup of energy and strange stimulating a blast of acidic
and major complications are just forces fluxing through the spores from a fungus.
what you would expect them to realms below in particular can
be; reprieves are lucky breaks for remain long after a fungus has The Right Tools for the Job
the party. been uprooted from its rhizome,
for example, or removing an A GM may rule that, in particular,
Subject to the GM’s discretion, insect from a hive may set off a an item with a major hazard
characters with a background swarm reaction. requires a unique set of tools to
in foraging the specific Target harvest, or at least a specialized
or that have advantage on the The method to determine if a harvesting kit. For the purposes of
relevant skill make this roll for the harvesting attempt is hazardous being able to use new equipment,
party at advantage. Characters is subject to the GM’s discretion, proficiency with similar tools will
proficient in the relevant skill set as there are too many possible also grant proficiency with such
Table 8-1: Foraging Targets and Successes Required Table 8-2: Modified Foraging Results
Type of Target Number of Foraging Successes Required d6 Foraging Result
Mundane (common herbs or fungi) 1-2 1 Major Complication
97
specialized kits. Such a set of Major Hazards
specialized harvesting tools applies Table 8-3: Foraging
its benefits to either only a single This final level is reserved for Harvesting Hazard
type of Target, or to a whole class, those hazards with devastating and Difficulty
depending on the GM’s decision. crippling effects. They are usually Hazard Identify DC Negate DC
found as a feature of OR cost for Minor 10 12
A specialized harvesting tool kit the equivalent of a challenge 11+ Moderate 15 17
costs usually around 100 gp and encounter. Targets that have this Major 20 22
98
8.2 Hunting
H
unting easy prey with the quarry. With this
can be resolved in mind, the rules below
with the Foraging account for mode s of
Rules presented movement like swimming.
earlier. Similarly,
if you prefer your game to Before we get to that
be on the straightforward aspect, let us address the
side of things, it is a perfectly notion of how trifling mortals
valid strategy to resolve can track mighty beasts
hunting a dangerous being within a fantasy context in
with the Foraging Rules and the first place—wouldn’t a
then transition to a regular creature with a higher speed
encounter. However, in or more modes of movement
contrast to stationary simply get away, no questions
plants and rare alchemical asked? This may be less of an
ingredients, hunting involves issue in the confinements of
trailing a creature that the Underworld, but since
may well be able to devise there are vast caverns and
counter measures. oceans below, and seeing
as the goal of this book is
As such, a more to present rules that extend
differentiated approach their usefulness to as
is presented below. For many contexts as possible,
fishing and similar activities let us talk briefly about
that are not clearly noted those concerns.
as foraging or hunting, use
the rules that are most Science provides some
appropriate and conducive interesting answers for us,
to your playstyle—foraging answers that help within
rules work better for the context of retaining our
harmless targets and also sense of disbelief. Picture
are preferable unless you it—how could Stone Age
just want a combat with an humans track down and kill
aquatic critter, for example. prey that arguably had more
muscles, was faster and
The hunting rules better equipped with natural
presented are better suited offenses and defenses? The
if you want to depict a longer frightening concept, and one
trek through hostile terrain the author cherishes, is that
and the confrontation with, of pursuit predation.
for example, dangerous
underwater creatures,
culminating in a showdown
99
To put it bluntly, we humans What most non-humanoid It should be noted that the
are a kind of organic golem—nigh creatures experience when following rules work best for
unstoppable in comparison with humanoids are hunting them is notable Quarries; they should not
other animals found on our world. that those two-legged monsters be used to bog down the game in
show up on the horizon time and micro-management—after teaching
Every part of our structure is again. And again. And again. Until the procedure with a mundane
arranged to allow us to outlast other there is no more strength left to run Quarry, it makes sense to otherwise
“high-performance” animals—to away. Yes, this is genuinely scary. use the standard hunting rules
tire them out, and then strike. Our Exhaustion kills, and once more, 5th presented as part of the Streamlined
brains allow us to devise strategies edition does have some great rules Hexcrawling Procedure (page 73).
to not lose track of them, and so already in place that represent this
on. Our injuries also heal faster than rather well. Within these suggested methods,
pretty much all other animals of a it is worth remembering that the
comparable complexity, meaning Applying this knowledge to how Underworld certainly offers more
we can press on when a quarry creatures in fantasy games behave, than its fair share of unusual magical
cannot. Coincidentally, this is we can justify that the eventual creatures and characters to hunt or
something represented well in an success of long-term hunts by otherwise quest for, and they make
exaggerated manner by the way Hit attrition is not only likely, but even for more interesting quarries that
Dice are handled—and particularly makes sense in a fantasy game— will challenge the players’ ingenuity
with the resting penalty modifier and all without resorting to the as well as the adventurers’ skills
mechanics (page 91), something tired “A wizard did it” explanation. and abilities. A Quarry’s methods
you can further customize and Indeed, following the evidence will change depending on its
rework appropriately, if desired. of a hunt might induce fear in its environment, and so the party will
own right, especially if the party is have to think on its feet.
Injuries that would be fatal hunting the hunters, or it may give
to most animals only partially important clues about the hunters’ A hunting attempt as presented
incapacitate us; even if, say, a tactics. here assumes that the party has 8
broken leg is not treated with hours per day to methodically hunt
medicine (or magic in a game’s Hunting, is, in its basic the Quarry. There are 4 simple steps
context), it doesn’t mean a human engine, resolved in a number of to this basic hunting procedure.
would die from it. We are also straightforward steps that are
smart and social. We are able to deliberately similar to foraging. 1. Select the Quarry.
use other creatures to carry us along 2. Determine the number of
and preserve our own energy for Over the course of a hunting Hunting Successes required
the final hunting act. In a fantasy attempt, the party will be acquiring using Table 8-4 (page 101).
game, this allows us to assume that Hunting Successes. Once they have 3. Roll on Table 8-6 (page 103) and
most, probably all humanoid races gained enough Hunting Successes, consult the respective biome's
have: a) similar physiologies and; the party has now reached the Hunting table, using Tables
b) analogous capabilities when it Quarry and may encounter it. It is 14-6 (page 176) through 14-12
comes to withstanding sheer long- at this point that the adventurers (page 186) as needed.
term strain. Sure, a cheetah may may attempt to slay, capture, follow 4. Tally the Hunting Successes;
outrun us, but it will not do so for secretly, or parlay with the creature subtract them from the number
long before we catch up with it. in question. determined during step 2, and
repeat step 3 and 4, if required.
100
1. Selecting a Quarry. 2. Determine Hunting is in a given biome, the more
Successes Required. Hunting Successes will be called
There are many reasons a party for to catch it. Unique Quarries
might hunt Quarry. This could be The GM determines the number generally can be assumed to
due to the Quarry representing of Hunting Successes needed require more Hunting Successes.
multiple units of stock in a to either successfully catch up
particularly desolate system with or find the Quarry. This is If the GM wishes to represent
of tunnels, a story-relevant a point value, and while, e.g., a the different capabilities of a
monster, a fugitive criminal, common critter may only have given Quarry, consult Table 8-5
or something or someone the a value of one Hunting Success, (page 102) to further modify the
party needs to attain. In essence, requiring typically only a day to Hunting Successes required. You
pretty much any creature could hunt in a biome it occurs in, a can use a few, or all of them.
be a viable Quarry, provided it legendary white hart or intelligent Negative modifiers cannot
is dangerous—or relevant— skildpadder may require weeks to reduce the Hunting Successes it
enough. These rules can, for track down and capture it. As a requires to track down a Quarry
example, also be used to track general rule, the rarer a Quarry below zero.
eloped lovers, thieves absconding
with the fighter’s beloved magic Table 8-4: Hunting Quarries and Successes Required
weapon, or in any number of
Type of Quarry Number of Hunting Successes Required
other scenarios.
Mundane (Common creature for biome) 1-2
Uncommon (Uncommon or
3-8
rarer creature for biome)
Rare (Magical critters) 9-19
Legendary (Mythical monsters) 20+
101
Table 8-5: Quarry Capabilities
Type of Quarry Property Modification to Total Hunting Successes Required
+1; unless particularly resilient Quarries are concerned, this does not stack with itself for the purpose of
Quarry has the ability to regain hit
multiple abilities to regain hit points. Note that specific loss or an inability to heal (such as in the case of spell
points via some means or other.
slots used up, damage that regeneration can’t heal etc.) means that the Quarry temporarily loses this bonus.
Quarry has an additional mode of
movement (such as a flying or swimming +1
speed) that the party also has access to.
+1 to +5 (Subject to the GM’s discretion, this may well make hunting a given Quarry in certain environments
impossible—hunting creature that can burrow through tunnels may be hard in honeycombed rock if
Quarry has an additional mode the PCs can’t follow. Then again, they could well attempt to lure or herd the creature elsewhere.
of movement (such as a flying or
swimming speed) that the party These bonuses only apply when the biome offers means for the Quarry to make use of them,
does not have access to. and only if doing so would make sense to the Quarry. Seeing how slow burrowing speeds
tend to be, for example, will mean that most Quarries that are unaware of being hunted
won’t use them, unless doing so is in their nature or if an obstacle would stop them.
Quarry has an Intelligence +1 for each 3 points of Intelligence greater than 3, minimum 1. Usually this
score greater than 3. bonus only applies when a Quarry becomes suspicious.
Quarry has an Intelligence score
greater than the highest Wisdom
or Intelligence score among +5 (This is in addition to the bonus bestowed by high Intelligence.) This
characters in the hunting party. (It’s bonus usually only applies when a Quarry becomes suspicious.
a good idea to take the bookworm
wizard with you while hunting!)
+1 to +9; Depending on whether the party has means to track the Quarry regardless of, e.g., teleportation
magics or the like, this may result in automatic failure of a hunting attempt. As a rule of thumb, use
Quarry has magical abilities that
either 1/2 the Quarry’s challenge rating (minimum 1) or 1/2 the spell level of the ability in question
allow it to evade capture.
(minimum 1) to determine the bonus to the Hunting Successes required. These bonuses only apply when
the Quarry actually uses them, which usually requires the Quarry being alerted to being hunted.
Quarry is proficient in Wisdom
(Survival) or Dexterity (Stealth) made
+ the Quarry’s skill bonus; can only be added once.
to hide, but none of the hunters is
proficient in Wisdom (Survival)
+4 per such skill. However, this bonus may be canceled by a capable hunting party. Advantage on Wisdom
Quarry has advantage on Wisdom
(Perception) cancels the bonus granted by the Quarry having advantage on Dexterity (Stealth) checks
(Survival) or Dexterity (Stealth)
made to hide, while the Quarry having advantage on Wisdom (Survival) checks may be offset by the hunting
checks made to hide.
party having a character that has advantage on Intelligence (Nature)* or Wisdom (Survival) checks.
Quarry is unfamiliar with biome. -10
Quarry lacks a sense that the
hunting party has, such as, -5 per sense.
e.g., a Keen Sense of Smell.
+1 per hour of sleep it requires that is less than 8. The hunting party may attempt to temporarily
ignore these and treat them as “suspended” additional Hunting Successes required if they pull
Quarry requires less sleep than 8 hours. all-nighters (obviously this will be tiring for the hunters). A common strategy is to use this tactic
towards the end of a prolonged hunt. Note that an unaware Quarry usually does not opt to sleep
the minimum amount of time, unless doing so would be a good representation of its nature.
+20 or even impossible, subject to the GM’s discretion. Since long-term hunts are a game of endurance,
Quarry is immune to exhaustion.
such targets may be nigh impossible to hunt down if they are alerted to being hunted.
Alerted (Table 8-5: Quarry Capabilities, + the Quarry’s challenge rating. However, for every day this is kept up, the Quarry gains an
page 102) exhaustion level, no save. Most intelligent foes will attempt to stand and fight while they still
Quarry attempts to run from can before being too weak to do so, provided they believe that they have a chance of success.
the hunting party. Beasts and similar unintelligent creatures can often be hunted to death by exhaustion.
+1. The Quarry gains a single Hunting Success required and may or may not be alerted
Quarry is hunted down, but not attacked. to the hunting party. Alerting a Quarry is a valid strategy to frighten unintelligent
creatures and then attempt to hunt them to death by exhaustion.
This is intentionally a representation of the advantages of intelligent, social hunters, as discussed above.
*
**
Quarry awareness is a way for the GM to think about the Quarry.
Unaware. The Quarry is not aware of being in danger. It goes about its business and follows its routine or furthers its plans.
Suspicious. The Quarry is aware of something being amiss. It might seek to change regions, send forth minions to investigate or shore up its defenses.
Alerted. The Quarry knows that someone is coming after it. It prepares for battle or tries to escape, according to its nature
102
3. Roll dice and with a background in hunting the
specific Quarry, that are familiar Table 8-6: Modified
consult Table 8-6.
with the biome the hunt takes Hunting Results
Each attempt to hunt a Quarry place in, or that have advantage d6 Hunting Result
takes a whole 8-hour phase; the on the relevant skill make this 1 Major Complication
scarcity of the Quarries hunted roll for the party at advantage. 2 Minor Complication
means that they cannot be found Also, characters proficient in 3
1d2 Hunting Success,
Minor Complication
or hunted with Hasty Hunting the relevant skill set required to
4 1d2 Hunting Successes
(page 90) as part of setting a find the Quarry may modify the 5 1d4 Hunting Successes
campsite. The party rolls a d6 and result of this roll by +1, up to the 6 1d4 Hunting Successes, Reprieve
consults Table 8-6 below. Subject maximum of 6.
to the GM’s discretion, characters
103
Why does Intelligence make a Quarry harder to hunt and not Wisdom?
The strength of humanoid hunting parties a better fit to the author. If you disagree, as
as opposed to physically-superior predators always, you could easily use Wisdom instead—or
lies partially in the ability of hunting parties to combine them to make Quarries even harder to
outsmart prey. Wisdom traditionally represents hunt down—it’s your game, and these rules are
both awareness and cunning, and force-of-will specifically designed to allow you to quickly and
or stubbornness. As such, Intelligence seemed easily modify them any way you see fit.
104
8.3 Sustenance and Butchering
S
o, the Quarry has considered, namely that a slain regime of sawing, cutting and
been hunted down, creature’s body has to be broken delicate carving of skin, muscles
the battle, if any, down by the victors. and organs maximizes what can
fought and won. be taken from the body.
What happens There is an intrinsic and visceral
next with the body in front of adroitness to the process of In a fantastic context, this holds
the adventurers? cleaning a kill, one that most of doubly true, for the implicit idea
us are aware of, but unfamiliar is, of course, one of creatures
In a friendly place or less with, unless we have jobs or suffused with magical energies
dangerous environment, this backgrounds in that field. Most requiring more skill, and the act
may mean that trophies are cultures view it as a normal carrying with itself an inherent
removed and brought back to a practice, while many have gone risk. Crudeness and lack of ability
settlement, to the cheers of all. In further and attach specific may result in wasted resources,
the Underworld, or in any harsh rituals and methods to the act. ruined body parts and spoiled
environment for that matter, In some societies the operation components, in some cases
there may be a more pragmatic is considered an art form—think potentially invalidating the
approach that needs to be fugu preparation—where a strict entire hunt.
105
As written, the butchering esoteric goods that may be
rules can lead to roleplaying sold in the markets back
dark themes, including in civilization.
cannibalism. The practice is
not confined to carnivores; As a basic rule of thumb,
many herbivores and every 100-200 pounds
detrivores end up eating their of edible flesh requires
own kind, and it is thought approximately one hour
almost all aquatic species to properly clean. This
cannibalize at some point is a process that can be
in their life, for example. undertaken as an activity
Cannibalism occurs not only when Setting Up Camp
if food is short but when (page 89). If playing
resource-types are limited with those rules, treat it
or nutritionally poor. It tends as follows.
to promote the survival of a
few individuals rather than Cleaning a Body. You
large groups. As GM, ensure attempt to clean a body,
players are comfortable in which requires 1 hour per
handling such detailed and 100-200 pounds of flesh
visceral themes instead of involved, with a minimum of
glossing over them. That 1 hour. The type of creature
said, declaring certain uses slain determines the skill
taboo is your perogative used in the cleaning process
when it makes sense. Fun is (Table 8-7), but the GM can
more important that "being decide after discussion with
factual" at the table! the players.
106
fey animals animating a singular results and more goods than a should award story-relevant
body may have the constituent crude one but is more difficult items regardless of whether the
creatures still alive, requiring to execute. party fails the cleaning check.
a Charisma (Persuasion) or
Charisma (Deception) check to We s u g g e s t 5 l e v e l s o f There is one more aspect to
make them disband their efforts cleaning (Table 8-8), with consider: the GM may determine
to rejuvenate the weird collective. the slain creature's type that, for example, extracting a
dictating the skill employed, as dragon’s amygdala may require
If a character’s background discussed previously. a Surgical Dissection—anything
would provide expertise in the short of it just won’t do and will
ability to properly dismantle Table 8-8: Types of Cleaning not yield the intended item. This
a creature, it is suggested to is optional, but in the sample
Suggested
provide advantage on one Type of Cleaning
Sample DC creature goods (Body Parts,
or more rolls involved in the Rudimentary Cleaning 10 page 163), it is denoted by the
process. As said, it is left to the Basic Butchering 12 Minimum Cleaning Required
GM's discretion to decide which Efficient Cleaning 15 line. The characters should be
skill is suitable for each creature. Thorough Butchering 20 made aware of certain cleaning
Any overlap in Table 8-7's points Surgical Dissection 25 procedures being insufficient to
is meant to stimulate debate. extract certain components, if
A character can choose to take the players would not have an
Characters that are taught their time—for every additional inkling themselves of the actions
how to handle the dissection hour spent, reduce the DC of being insufficient.
of a specific creature should be the cleaning attempt by one
rewarded by the GM for their step on the table. Note that The GM may decide that
roleplaying—consider granting when cleaning a body as part of particularly small creatures,
them their proficiency bonus Setting Up Camp (page 89), each such as a parasitic, two-inch
to the check, doubling it, and/ subsequent hour beyond the first worm, require special extraction
or granting them advantage imposes a cumulative -1 resting techniques for certain esoteric
on the roll, depending on your penalty modifier to the cleaning components and these processes
preferences and the quality character. Similarly, a character mean a certain Minimum
of research in which the can choose to halve their time Cleaning Required level.
character engaged. required, but increases the DC
required to execute the cleaning 2. Determine the Danger in
by two steps on Table 8-8. Cleaning the Body. Poisonous
The Process of claws, acidic bile, dangerous
Cleaning a Body Failure on the check to properly parasites, blood infused with
clean the body will spoil either necrotic energies—a Quarry
The process of cleaning a body half or all of the goods and items worthy of the adventurer
is a simple one. that can be derived from cleaning group hunting for it may be
the body. Unless the GM is hard to find, but butchering
1. Choose the Type of Cleaning. particularly cruel, it is suggested its body properly can be a
The characters choose the that still awarding half the dangerous prospect in its own
type of cleaning to execute. An goods is a good baseline. Unless right, even once the original
intricate and precise cleaning intended as a high-risk reward, Quarry has been eliminated.
of the body will yield better it is also suggested that the GM
107
The buildup of energy and Quarries may have multiple such For a comprehensive list of
strange powers fluxing through hazards, including those devised problems and issues that you
the realms below in particular can for this category. can use in conjunction with
remain even long after an apex these rules, consult Underworld
predator has been vanquished. Moderate hazards are generally Hazards, page 141.
The method to determine if a those with damaging or painful
butchering attempt is a hazardous effects and are usually found It should be noted that more
process is subject to the GM’s as a feature of OR cost for the thorough types of cleaning may
discretion as there are too many equivalent of a challenge 6–10 present the party with more
possible Quarries to present encounter. More powerful hazards—carving meat from a
concise and encompassing Quarries may have multiple such dragon’s flank is not difficult, but
guidelines. hazards, including those devised extracting its breath gland? Now
for this category. that may get you roasted! The first
Hazards involved in butchering a may be a Rudimentary Cleaning
Quarry first need to be identified, Major hazards are reserved to that does not have a hazard, but
and then may be negated. devastating and crippling effects extracting the gland? That clearly
and are usually found as a feature sounds like it requires Surgical
Note that the skill check rolled of OR cost for the equivalent of a Dissection and most assuredly
to Identify a harvesting hazard challenge 11+ encounter. Quarries is accompanied by a hazard!
may or may not be the same that have this level of hazard are Similarly, there may be hazards
as the one used to Negate the probably magical monsters and that simply cannot be negated—
hazard’s effect—for example, it things people tell stories about no matter how good the PCs are,
may take Intelligence (Religion) and hire troops of specialists for an undead creature’s flesh won’t
to identify that the removal of prolonged expeditions to remove be safe to eat.
the pulsing heart from the undead them from inhospitable regions.
worm is dangerous, but a Wisdom 1. Apply the Type of Cleaning
(Medicine) check to extract it Subject to the GM’s discretion, Chosen. Roll the associated
without being subjected to a blast some creatures may be even checks to identify and negate
of necrotic blood. Alternatively, more dangerous to harvest—in hazards, if any, and roll the
in this example, an Intelligence such an instance, consider using cleaning the body check based
(Religion) check may reveal a the Underworld Hazard generator on the skill determined by
means to temporarily suppress tables (page 141). Theoretically, the GM.
the dangerous energies. some components might even
be severe hazards. 2. G a i n G o o d s . F o r e v e r y
In order to present some successful roll, characters gain
guidelines for the GM, the hazards If you require a quick guideline the respective items. While the
potentially involved in butchering to determine DCs to identify and material gained is obviously
a creature be encompassed by a negate the effects of hazards contingent on the creature
trio of categories: while cleaning and harvesting, hunted and its size and
consult Table 8-9 below. properties, Table 8-11 suggests
Minor hazards are generally some general guidelines
those with the least damaging or Table 8-9: Cleaning the Body DCs regarding benefits.
debilitating effects and are usually Hazard Identify DC Negate DC
found as a feature of OR cost for Minor 10 12
the equivalent of a challenge 5 or Moderate 15 17
less encounter. More powerful Major 20 22
108
Note that there are resources
out there that list a variety Table 8-10: Resources Gained
of suggested magical effects from Butchering a Quarry
for components of specific Type of Cleaning Stock gathered
creatures—this system is Rudimentary Cleaning 1d3 units of stock
compatible with such resources. Efficient Cleaning 3d3 units of stock, 1 uncommon component
109
Light & Darkness
Chapter Nine
14 As Dugmore suggests, the lack of reliable light under the ground is the single most important feature of that environment. How a character,
and a party, adapts to that lack will go a long way toward success, and likely even survival. So be prepared!
15 It would be worth reminding the reader that magical light has the advantages in that it doesn’t rely on oxygen, won’t ignite other invisible
gases, won’t smoke and potentially obscure the vision it is meant to aid, is more reliable and consistent, isn’t going to set materials alight in
the heat of battle, doesn’t need to be held, won’t go out if placed on the ground or knocked over, and is much less encumbering. Dugmore’s
reluctance to talk about these aspects of magic is somewhat disingenuous.
112
9.1 Light
T
he sudden appearance dragged off by a race that 3. Sparkling can mean: a change
of ANY form of doesn't need light; it might in type of rock, which might
light should be a be magical and everlasting, indicate a mine and therefore
warning. It is always although why a valuable another race's territory; or a
worth remembering treasure would just be lair decorated with trophies or
that light advertises the party’s abandoned is unclear beautiful items; or a disputed
presence to every other creature place where money might be
in the Underworld. 2. Luminous fungus might mean: made supporting one side or
a feeding ground; or the the other
1. Torchlight may mean: someone guarded entrance to a lair; or
is there with a torch; a torch a trap or lure; or an area where 4. Is there a biomineralized or
has been left behind, perhaps molds, slimes and fungi are biocrystallized creature lurking
as a trap or because the owner just deadly in their own right in a stalagmite-strewn cave
was eaten by something that reflecting even the smallest
didn’t want it, or they’ve been amount of light away from
113
itself; or some outlandish 10. Is civilization, or at
mold that is carrying gold- least a community, just
riddled bacteria within around the corner, and
its surface? the illumination comes
from its first homestead
5. If the light is from heat, is or guard post?
it fire or lava that is rapidly
using up oxygen and 5e recognizes a variety of
producing other gases, or different ways of perceiving
possibly a site of a portal the world:
where elemental creatures
appear? Might the glow • Sight. The most common
come from a gate of means of perceiving
some sort? the world.
114
• Tremorsense lets creatures • Infravision was the most to the game. The party might
detect and pinpoint vibrations common type of sight for track a warlock sniping them with
in a specific radius but cannot dungeon-dwellers and fire through the glowing lines,
perceive flying or incorporeal creatures from the realms see raised temperatures of those
creatures. Many burrowing below before being replaced affected by epidemics, or realize
creatures have this sense. by Darkvision. If you’ve ever at a glance that the corpses they
wondered about drow being just found haven’t cooled—there
• Truesight pierces invisibility, able to see heat, as famously are many options, and it is hoped
darkness, the true forms depicted in earlier installments that you consider reintroducing
of shapechangers, into the of a series of books about this beloved classic in your game.
Ethereal Plane, etc.—it is a certain renegade drow
basically the “I Win”-button escaping his cruel home,
of sight. Infravision is the reason
Introducing Infravision
for that.
Other editions of popular You can introduce Infravision
fantasy games sport a variety Infravision, unlike Darkvision, with a few straightforward
of additional types of sight did not always have a maximum considerations. Start by simply
that you may want to consider range, sometimes extending as telling your players you intend
incorporating in your game. You far as the eye could see, and it did to incorporate it and then
can use the following rules: not depict the world in black and think about:
white—instead, it was basically
• Low-light Vision is a type of heat vision, showing hot spots in • Whether a creature sees in
vision usually found among red, cold ones in blue, and so on. the dark courtesy of magic or
surface elves, fey and similar not—if they can see due to
beings. You can use it to Infravision warrants special magic, Darkvision makes sense.
replace Darkvision for such attention, in that it offers a whole
creatures. Low-light vision array of options that Darkvision • If the species or race in
lets you see twice as far in dim does not. As a heat-based sight, question is often exposed to
light—basically the distance switching to Infravision could fire (such as dweorg working
of light shed by dim light is radically alter how environments their forges) or are creatures
doubled for you. looked—a drab cavern might be native to a biome with lakes
covered in rainbows of light, huge of fire etc., Darkvision also
• All-around Vision is a type stalactites might measure time in makes sense.
of sight usually reserved descending rings of heat. Undead
to creatures with plenty of and some constructs might be • If the creature has Light
eyestalks. They can see in all all but invisible to Infravision, Blindness, Sunlight Sensitivity
directions at once, making whereas some creatures, like or generally lives in a biome
ambushing them particularly massive fire elementals, may be without light, or with very
challenging. Typically, this literally blindingly bright. While few sources of light, Infravision
negates, e.g., advantage on Infravision lets you see heat, it makes sense.
attack rolls due to attacking a does not necessarily help you
creature’s back. If a creature • If you replace Darkvision with
discern between details of cold
has a lot of flexible eyes, Infravision, as a rule of thumb,
equipment—seeing a cold metal
consider granting this type Infravision should have 1.5
ring on a cold metal floor will be
of sight. times to twice the range
harder…this adds a whole array
of Darkvision.
of tactical and roleplaying options
115
• If you replace Superior • Hooded lanterns cast bright • The moonbeam spell creates
Darkvision with Infravision, light in a 30-feet radius, and a 5-foot radius, 40-foot-high
then as a rule of thumb dim light for another 30 feet. cylinder of dim light. It can
Infravision should have no A flask of oil makes it burn for only be concentrated on for
maximum range. 6 hours, and the hood may be up to 1 minute.
lowered as an action, reducing
• Alternatively, you could just the light to a 5-foot radius of • The sunbeam spell makes your
make Infravision an alternate dim light. hand shine a bright light in a
mode of seeing that all or most 30-foot radius, dim light for
creatures with Darkvision have. There also are some common another 30 feet. It can only
spells that generate light as be concentrated on for up to
• The darkvision spell should a byproduct: 1 minute.
alternatively be able to grant
Infravision instead. • The faerie fire spell makes In addition, there are some
the objects and creatures common spells that do not
• Magical darkness should affected shed dim light in a generate light as a byproduct, but
thwart Infravision if it would 10-foot radius. It can only be as their primary benefit:
thwart Darkvision. concentrated on for up to
1 minute. • The dancing lights spell creates
F e w t h i n g s d e fi n e t h e 4 motes of light that shed dim
Underworld as much as the • The flame blade spell sheds light in a 10-foot radius. It can
absence of sunlight, so let us bright light in a 10-foot only be concentrated on for up
summarize the common sources radius, and dim light for an to a minute, but its advantage
of light available to the average additional 10 feet. It can only is that it is a cantrip. Guards
adventuring group. be concentrated on for up to and wards can make them last
10 minutes. longer, but only in a fixed area.
• Candles shed light in a 5-foot
radius, and dim light for an • The flaming sphere spell • The produce flame spell creates
additional 5 feet. A candle lasts sheds bright light in a 20- fire that sheds bright light for
an hour. foot radius, and dim light for a 10-foot radius, and dim light
another 20 feet. It can only for an additional 10 feet. It can
• Torches provide bright light in be concentrated on for up to only be concentrated on for up
a 20-foot radius, dim light for 1 minute. to 10 minutes.
another 20 feet. A torch burns
1 hour. • The holy aura spell sheds • The light spell sheds light in a
bright light in a 30-foot radius, 20-foot radius, and dim light
• Lamps cast bright light in a and creatures in the spell’s for an additional 20 feet. It
15-foot radius, dim light for area upon it being cast may, lasts an hour.
another 30 feet. A flask of oil at the caster's choice, shed
makes it burn for 6 hours. dim light in a 5-foot radius. • The daylight light spell creates
Note that this light represents a 60-foot radius sphere of
• Bullseye lanterns cast bright a definite boundary—the bright light, dim light for
light in a 60-foot cone, dim aura does not shed dim light another 60 feet. It lasts
light for another 60 feet. A beyond its original radius. It an hour.
flask of oil makes it burn for can only be concentrated on
6 hours. for up to 1 minute.
116
As can be gleaned from environment determine
the above, lamp oil burns availability—in the Lightless
longest (6 hours) which is Abyss, for example, any
still less time than a long rest. source of light might be
For the purpose of facility, worth its weight in gold.
tracking fuel via the units
of stock (page 85) system As GM, be creative with
presented in this book is other potential light sources.
suggested for monitoring The Underworld is known for
light conditions while the exotic if nothing else.
resting. A small campfire is
assumed to shed light akin Antibee Candle Lamp.
to a hooded lantern, though Black, bee-shaped holes
larger campfires can be gather anti-pollen from the
created at the cost of more absence of flora, killing any
units of stock. plant matter they accidentally
come into contact with. In
The relatively short hives tended by eccentric
duration of most lighting drow apiarists, black
options offers a unique honeycombed wax congeals
challenge for those planning from this “nothing”. Antibee
to venture forth into the candles generate no light
Underworld for prolonged when lit, unless viewed
periods of time. As such, through Infravision: the
a variety of light sources region lit by antibee candle
are presented below. The lamps shows as regular
Underworld light sources sight would see it in proper
cannot be bought typically, light—i.e. full color. Beyond
only found or bartered for. the range of the anitbee
candle (depending on the
lamp, see Table 9-1, page 120),
Underworld Light Infravision again shows the
Sources world in its usual diffuse,
thermal rainbow.
The following light sources
are known to have been Beetle-Stick. A favorite of
used in the darkness below. primitive cultures, this is a
Some will be available for stick with a small platform
normal prices, some will atop. On the platform, a fat,
be impossible to purchase, cat-sized beetle sits, its legs
and others will only be tied to the stick with fine
found or bargained for with moss ropes. The beetle emits
unimaginable currencies. a constant, bright light in a
As anywhere else in the 10-foot radius, and dim light
realms below, scarcity and for another 10 feet, with all
117
colors available for purchase in to their lamp on command. If fed to exact deadly revenge, after
the markets below. The beetle can at least the equivalent of a Tiny which they return to the person
only generate light for 8 hours per creature’s blood, the ants glow who had previously best cared for
day. with a bright, angry red light in them, which may of course be the
a 60-foot radius, and dim light character who bought the lamp.
As an action, the docile beetle for another 60 feet, for 1d3 days.
may be agitated, flying around and A character can burn a Hit Die Carbide Lamp. These lamps
shedding twice as much light as (page 85) to feed a blood-ant burn with a comforting, bright,
usual for 1d10 rounds. An agitated lamp. white light in a 45-foot radius
beetle has a 10% chance of dying of bright light, and 45 feet dim
from attempting to escape. The Blood-ant lamps are rare and light beyond, negating some of
beetle must be fed at least one only ever bestowed to someone, the horrors below. These lamps
unit of stock every 13 days, or never bought. A common way grant +1 resting penalty modifier.
it dies. to attain them is via infernal They also produce and constantly
bargaining and ritual—the leak toxic sludge that slowly
Blood-Ant Lamp. Eyeless, angry gitwerc in particular are fond of destroys local ecosystems. In
crimson-red ants with jagged, these insects. If an owner sells the regions that have been exposed
sharp chitin are held within a lamp, the ants fail to work for the to copious amounts of carbide
crystal globe. The ants feed on purchaser and seek to escape as sludge, foraging and hunting
blood and are ostensibly creatures soon as possible. Once free, they checks are made at disadvantage.
of Hel—they emerge and return hunt down the former owner To represent the effects of
118
concentrated carbide sludge in soot are infused with a profound, Greenfly Lamp. Turquoise-
combat, use the Underworld existential sadness. Sleeping greenish firefly-sized insects
Hazard generator (page 141). after being exposed to the light buzz inside a copper lamp and
of this lamp makes waking up emit bright light in a 10-foot
Carbide Lamp, Svirfneblin. less reliable—add +1d3 hours to radius, and dim light for another
Refined by the svirfneblin, these the hours the individual sleeps, 10 feet. The insects live for 7 days
lamps emit an even brighter light, dreaming of loss. before dying. Adding chlorine gas
granting a +2 resting penalty quadruples the radius, but kills the
modifier in a wider radius. Enslaved Spirit. These lamps are insects after 1d10 hours.
However, they also generate more rare, containing a spirit of fire or
sludge and can only be maintained similar magical being, enslaved Helfire Lamp. Only carried by
by a svirfneblin transgnomamist and trapped within. The creatures the gitwerc and their infernal
(Occult Secrets of the Underworld, rage constantly, and previous masters, or the few that bested
page 49) or a similarly svirftech- allies of the being attack the them, these lamps contain a
versed individual. owner on sight. These lamps are demonic spirit or lost souls,
never sold for money, but always burning eternally with the fires
Cephalo-Lamp. Atop a stick, a bartered for, their worth being of Hel. They shed reddish-black
crystal bowl houses a crammed, an indicator of the new owner’s light in a huge 90-foot radius,
semi-translucent squid that pulses power. and dim light for another 90 feet.
with constant, soothing patterns, In this radius, Darkvision is red-
like a living lava lamp. The squid Flicker-fishes. This bowl of black instead of shades of gray.
emits bright light in a 60-foot fluorescent, eyeless, piranha-like Very clearly evil, there is always a
radius, dim light for another 60 fish glowing sickly purple casts price for these lamps, but one that
feet. The calming ripples grant a bright light in a 40-foot radius, and few are willing to pay. The spirits
+1 resting penalty modifier. The dim light for a further 40 feet, up within often vanish or fail when
squid’s water must be changed to 1d6+4 hours per day. The fish least convenient for the party.
every 7 days, consuming a unit can be shaken in a specific way
of stock. Additionally, the squid as an action, prompting them to Mushroom-Stick. A fluorescent
must be fed every second day, autocannibalize, which generates mushroom on a stick that sheds
consuming another unit of stock. a strobe-like effect for 3d6 rounds. bright light in a 15-foot radius,
and dim light for another 15 feet.
The squid is intelligent and While strobing, creatures using It only glows for 2d6 hours after
does not take kindly to being Darkvision or Infravision in the being harvested.
improperly cared for. It has its flicker-fishes' light are blinded on
own agenda that may or may not a failed Constitution saving throw Portable Portal Lamp. Either
overlap with the party’s goals, but against a moderate environmental invented by a mad svirfneblin, a
it can be persuaded to help with hazard DC (Underworld Hazards, crazed mage, or someone who
aquatic-based aims if given water page 141). After strobing, only one was both, these lamps are semi-
and food more often. fat fish remains, glowing happily. stable fist-sized portals to another
To strobe again, new fish have plane. While they may shed bright
Deepwhale Oil lamp. The oil to be inserted. The fish must be light in a 90-foot radius, and dim
of the deepwhales, colossi that fed a unit of stock every 3 days light for another 90 feet, there is
inhabit pitch-dark subterranean or they will randomly begin to a cumulative 1% chance each day
seas, burns slightly brighter than autocannibalize, and strobe, at that something comes through
regular lamp oil (+25% of standard an unfortunate moment. the portal or attempts to rip it
oil distance), but its scent and
119
open further. Proximity to the
Amber Roads may also trigger a Table 9-1: Different Light Sources
tear in the planar fabric. Light Source LU Candela Duration Per Unit
Upperworlder Light Sources
Woundfire. The only source of Candle 5 1 1 hour
I
Cephalo-Lamp 60 12
properly cared for
n real life, the
Deepwhale Oil Lamp 20 4 3 days
strength of a light
Enslaved Spirit 60 12 Indefinite
source is measured
Flicker-Fishes 40 C 8C 1d6+4 hours
in Candela, made up
Greenfly Lamp 10 (or 40) 2 (or 8) 7 days (or 1d10 hours)
by luminous power
Helfire Lamp 90 18 Indefinite
per unit solid angle emitted by a
Mushroom Stick 10/20 C 2/4 C 2d6 hours
point light source in a particular Portable Portal Lamp 90 18 Until collapse
direction, with 1 candela equaling Woundfire 10/20 C 2/4 C Until healed
approximately the same
illumination as a candle. One Light Unit is the equivalent area than the area of bright light.
of light required to provide a A “C” indicates that a source of
In game, one candela would thus 1-foot radius illumination of bright light emits cold light that cannot
provide a 5-foot radius or bright light, and again as much dim be seen with Infravision.
light, and a 5-foot radius of dim light. If a second value per entry
light. Since using candela as a unit is provided, this secondary value
of measurement requires some denotes the range of dim light.
calculation, this book proposes a Such a value is only provided if the
new unit—the Light Unit, or LU. dim light emitted has a different
120
9.2 Darkness
T
he GM faces a series The image created by the GM is potent tools in your arsenal.
of special challenges ultimately the camera that guides Similarly, the sequence in which
when dealing with the potential interpretation of you present the information, and
the description of the Underworld in the mind’s the quality and quantity of this
darkness, one that eye of each player—and much information, all matter.
will become rather obvious when like a camera, you can focus
running a prolonged campaign on a range of factors to create The world below can be
in the Underworld. How does various types of impression. You comforting, threatening,
one keep things fresh, and have probably seen this before majestic, and horrible, and what
differentiate between different with combat, when a character you describe, how you describe
types of caves, chasms, and runs into a room and a player it, and the sequence in which you
ebon depths? only notices the big features, describe it, makes a difference.
not the miniscule details, because What you do and do not relate
they take different things from matters—some areas might
GMing the Endless Black the description. highlight details, and some the
overall complex. Some might
The endless black, the If you consciously use your make everything indistinct; some
stygian gloom, encompasses ability to focus information, and might be exact, with stark lines.
everything—conceivable it can then concentrate on the way in Mentioning moods instead of
hold, and thus conceal, anything. which you relay that information, describing details will generate
In short, it has a narrative you have a whole new array of a different impression. In a way,
potential that is absolute!
think of how different types of makes the general picture hard But a fantasy realm such as the
weather or light can affect you— to grasp—indeed, it is diffuse, Underworld will produce many
and then apply this to caves and something presses in from the races and species that combine
the endless black. outside, implying a threat of the lifestyle of our dark biosphere
implosion, or of imminently morphons with the day-to-day
Picture a beautiful lightning collapsing in. rhythmic controls demonstrated
storm, seen from the comforts by, for example, almost all
of a cozy home. You experience Think of how environments mammals.
a sense of awe and beauty; make you feel. Distill that
everything seems to be grander. essence. And then apply it Many sages and those who
Stark lines are drawn by lightning, to the boundless dark. The are familiar with the deepest
underscored by thunder, endless black can be everything, Underworld realms have long
while rain smoothes the harsh incorporate everything, and understood that their lightless
outlines. We distill from that a threaten everything. It can be caverns and passages are never
sense of wonder, of awe, but a cradling mother, hiding you empty—despite what others
not necessarily threat, unless from your foes, at the same time may think or say—because
forced inside unprepared. We as being the all-encompassing, they are home to Darkness. At
experience a softness that hides uncaring void between the stars, great depths, where sunlight
and unifies details, punctuated by come down to engulf you, cold cannot reach, and never has
intensely highlighted, precisely- and inhuman and vast. It can in many places, Darkness has
formed main features—bearing be everything you want it to become almost a living entity.
this in mind, we could translate be if you just describe it in the The Darkness may be a sluggish,
the emotions and atmosphere to right way. choking, cold, silent thing, but
the game, to a new and wondrous it is feared greatly as it bends
environment. The endless black can be everything it comes into contact
entirely different to a place of with to its will over the limitless
It is not only the weather sudden, dramatic contrasts and time it has at its disposal.
that can act as inspiration. inspiring changes. It is where the
Think of an office comprising darkness itself gains weight and As such, at the boundary of
dozens of empty cubicles. The character, exhibits menace and the Lightless Abyss, creatures
harsh artificial lights after all a complete lack of concern for begin to change, warping in
co-workers have left for the whatever exists in it. In short, the ways that can range from
day. Only diffuse sounds can endless black becomes Darkness, insidious to horrid. For example,
be heard. You are alone. Neon which the underprepared learn a humanoid’s circadian clock,
light and sickly-glowing screens quickly to dread and shun. which is a rhythmic 24 hours
hurt your tired eyes, creating long due to the cycle of the
supernaturally sharp lines dividing sun, begins to revert to around
equipment from tables—and
Darkness 24 hours and 15 minutes in low
through the windows, there is light, and slowly moves towards
the desolate black that promises On Earth, the vast majority of 24-and-a-half-to-25 hours as light
no restful sleep. living organisms exist in “dark is further reduced and extended
biospheres”, places where light periods without any illumination
From this, we fine-tune the has never reached and may never are introduced. A human will
sharp contrasts and accents; do so. Of course, these organisms naturally begin to slow, mentally
details over the grand picture. are generally small and insect- and physically, swapping a
A confusion of specifics that like, or are bacteria and viruses. circadian, diurnal way of living
122
for one that is initially more they were looking at was
crepuscular, before adopting gradually materializing out
a nocturnal approach to of the air rather than being
activity and an infrandian permanently in place just
rhythm, i.e. a cycle with a waiting to be seen.
period of significantly longer
than 24 hours and that Perhaps most worryingly,
completes less frequently the extremely rare
than a circadian cycle. clerics who have quested
downwards recount how
But why should this be? they began to lose contact
What is Darkness doing to with their deity, and how the
creatures as they travel messages they did receive,
further into its murky whether spell revitalization
depths? It becomes similar or everyday liturgical
to swimming below the musings, were shrouded in
surface of a pool of ink, opacity and required great
where very quickly all concentration to understand
light disappears. fully. It is as if the gloom is
actively attempting to cut
Explorers to the off those that enter it from
Underworld environs all they know.
furthest from the surface
are few, while visitors from Indeed, the further an
those hidden domains are adventurer travels in the
just about non-existent. Lightless Abyss, the less
Those legendary spelunkers energy there is for light to
who have made the journey function properly. Photons
to the edge of the Lightless sparkle less, losing vibrancy;
Abyss and beyond and they begin to cool in the
miraculously returned to thickening shadow; as this
their homes all talk about happens, they slow, but
the same thing: the deeper their retained energy has to
they went, the slower, the be dealt with; to compensate
weightier the light became. for the slower speed,
They describe how it doesn’t the mass of the photons
travel as far, or how the increases; and this of course
magical energy involved to in turn slows the photons
get a spell to work properly further, as they aren’t able
becomes greater, or how to draw on any more energy
it seems to take much to maintain their speed.
longer than it should for
this energized-yet-slowed Once light crosses the
light to bounce back to their deep frontier of the Lightless
eyes, sometimes so slowly Abyss, the near-living
that it seems as if whatever Darkness begins corrupting
123
it. Initially, the changes are not Sages also conjecture that light mentally and physically into
obvious, because delvers are of every wavelength is affected unrecognizable versions
used to the effects of shadow by Darkness, and at present there of themselves.
magic, the Plane of Shadow, and are no reasons to believe this is
similar outcomes. In fact, at first not true. This means Darkvision Once a creature has
the particles retain a familiar and Infravision may be adversely acclimatized to Darkness, its
behavior and appear to be little affected, and that even Truesight appearance and vision are
more than floating shadow, may be challenged and less altered. Physically, its skin
if they are seen at all. But this effective in certain circumstances takes on an ultra-blackness
soon changes. Going deeper, the that traps light (in order to add
particles become weightier, and Plunging further makes to Darkness) and provides the
eventually take on characteristics eyes susceptible to entry ultimate camouflage in this
that are in line with much heavier by the Darkness and its dire zone, one that turns them almost
matter. This dark matter starts will, a sentient infection that invisible when at great distances
to manifest as a thin film that works against the vulnerable from the entry margins of the
coats everything it touches, its mind, twisting it, taking it, Lightless Abyss, and into little
presence detected only by the enslaving it. Eventually, those more than silhouettes in the
lack of sheen. controlled creatures become best of conditions. Their skin cells
part of Darkness itself, changing become very fine but densely
packed so that any light that hits
124
them and doesn’t get absorbed and converts it into a part of Until a creature becomes one
isn’t reflected but instead is the whole, mental processes with Darkness (i.e. it exists for
diffused back into the layer, adapt along with their physical an appropriate period of time
effectively trapping the photons, elements. The chemicals required in the dark and does nothing to
slowing them, and converting to see light effectively become alleviate the effects of Darkness),
them into Darkness. useless, so the chemistry of it may suffer a range of effects
the brain changes allowing it to when it continues to introduce
At the same time, vision better respond to slow-moving, light of any type into its daily
responds more slowly. An eye’s colder, less frequent “dark routine. Table 9-2 below suggest
cones are used much less, robbed photons,” “dark matter” and a timescale for immersion into
of the necessary brightness. Darkness itself. Darkness and possible effects if
Instead, the rods, capable of resistance is maintained
reacting to a single photon, It is possible to reverse these
increasingly gain importance, changes, but it takes magic of Exactly how the following
eventually growing out on stiff the greatest power and a slow effects affect characters is left
stalks that function as rods along journey back to the surface. For to the GM’s discretion. They are
their entirety, changing how the each day spent in the Lightless intended to be more strongly
eyes look, up to the point where Abyss, it takes at least ten to associated with a story-telling
they can even become pedicels... reach the surface in much the element rather than strict game
or strange jet-like pits in color and same way as avoiding “the mechanics in order to reflect the
substance. Finally, as Darkness bends” when leaving the depths challenge Darkness presents on
influences the host creature of the ocean. a day-by-day basis.
125
Breathless in
Chapter Ten
the Underworld
Chapter 10: Breathless in the Underworld
T
he standard rules aren’t accounted for by this basic Breathe in Deeply at least once,
for holding your system, leading to a potentially resulting in a minimum total of 10
breath state that a unsatisfactory in-game experience. Breaths if it prepares accordingly.
creature can hold
its breath for a Therefore, if your group wants an If a creature is surprised, it is
number of minutes equal to 1 + its added sense of realism, or requires unable to Breathe in Deeply as
Constitution modifier, minimum a more dynamic engine to use an action during that round and
30 seconds. When a creature when a party explores a partially therefore cannot gain the benefits
runs out of breath, it can survive submerged dungeon, chases off of the action. However, any
for an additional number of merfolk guerillas, or struggles to creature, even one that is caught
rounds equal to its Constitution escape a flooded pit beneath a unaware, gets an additional Breath
modifier, minimum 1, before it locked trapdoor, we propose the per point of Constitution modifier,
immediately drops to 0 hit points following straightforward system up to a maximum of 4 additional
and starts dying. for holding your breath. Breaths for creatures with a
Constitution of 18 or more. Higher
This differs from the real-world Constitution scores, or temporary
experiences most of us have had.
Basics increases to the creature’s
In a calm situation almost every Constitution modifier, are not
person can hold their breath Instead of tracking minutes, we taken into account for determining
for a minute or so, but when in will track Breaths. additional Breaths gained.
strenuous circumstances, such
as swimming against a current in Each Breath is enough air to
choppy water, picking something last a creature for six seconds, i.e. Adventurers and
off a pool floor, or even being one round. Each creature holding Holding Breath
weighed down when swimming their breath gets a minimum of
fully clothed, the length of time 5 Breaths, which means they
A creature can Breathe in
you can hold your breath tends to can hold it for 30 seconds, the
Deeply on consecutive rounds
decrease drastically. equivalent of 5 rounds. Each
for increased benefits if meeting
creature gets this minimum
certain criteria outlined below.
The same holds true if you amount of Breaths, regardless of
Each use of Breathe in Deeply
are caught unaware; it makes a the circumstances. However, a
nets 5 additional Breaths up
difference if you consciously take a creature can also make a conscious
to the maximum number of
deep breath or are swept beneath decision to prepare for holding
breaths outlined on Table 10-1
the surface. their breath, by Breathing in
(page 175). If a creature has a
Deeply. This action includes using
positive Constitution modifier, its
This means that while the proper breathing techniques in a
fitness and robust physique allow it
rules are helpful and simple for controlled manner.
to retain more Breaths. A creature
the context of most regular can hold a total number of Breaths
adventuring, they provide only Breathing in Deeply is an action
that nets the creature 5 additional this way equal to the minimum of
a relatively trivial framework to 10 (the 5 Breaths minimum, plus
work with when tackling sinking Breaths. A creature can only
Breathe in Deeply if it can actually the 5 for Breathing in Deeply) +5
rooms, lairs beneath the surfaces Breaths per Constitution modifier
of lakes, staying alive after walking breathe in an unrestricted manner.
Regardless of the creature’s gained through additional
the plank, teleport traps into uses of Breathing in Deeply.
sealed barrels, and the like. Even Constitution modifier, it can
As previously stated, neither a
the previously mentioned surprises
128
If the creature gains its
Table 10-1: Breaths and Constitution proficiency bonus twice to
Creature’s Base Constitution Maximum Uses of
Maximum Breaths Maximum Strength (Athletics) checks (or
via Breathing Breaths if
Constitution Modifier Breathing in Deeply
in Deeply1 Surprised specifically-stated checks made
1 -5 1 10 5 to swim), it can instead hold an
2-3 -4 1 10 5 additional number of Breaths
4-5 -3 1 10 5 equal to 5 multiplied by their
6-7 -2 1 10 5 proficiency bonus.
8-9 -1 1 10 5
10-11 +0 1 10 5 If a creature has a natural
12-13 +1 2 15 6 swimming speed, but cannot
14-15 +2 3 20 7 otherwise breathe water, treat this
16-17 +3 4 25 8 as getting double proficiency bonus
18-19 +4 5 30 9 on Strength (Athletics) checks.
20-21 +5 5 30 9 Swimming speed granted by magic
22+ +6 upward 5 30 9 does not include the experience
1
Total Breaths gained as follows: Base 5 plus 5 for one use of Breathing in Deeply plus 5 more per Constitution and techniques required to grant
modifier (up to a maximum of +4) for each additional use of Breathing in Deeply.
additional Breaths.
Table 10-2: Additional Maximum Breaths Due to Proficiency or Ability If a creature has a
Creature’s Additional Maximum Breaths swimming speed and
Proficiency bonus Double proficiency Natural swim Proficiency bonus Double proficiency gains its proficiency
Proficiency
Bonus
to Strength bonus to Strength speed, can’t and natural bonus and natural bonus or double
(Athletics) (Athletics) breathe water swim speed swim speed
i t s p r o fi c i e n c y
+2 +5 +10 +10 +15 +20
bonus to Strength
+3 +5 +15 +15 +20 +30
(Athletics) checks, the
+4 +10 +20 +20 +30 +40
+5 +10 +25 +25 +35 +50
effects stack.
+6 +15 +30 +30 +45 +60
+7 +15 +35 +35 +50 +70
If a creature is
+8 +20 +40 +40 +60 +80
surprised, it does not
+9 +20 +45 +45 +65 +90
gain any benefit from
its proficiency bonus
Constitution modifier of more beneficial when holding one’s
or ability to swim as it cannot
than +4 nor temporary increases to breath to stave off the effects of
Breathe in Deeply.
Constitution are taken into account gas and the like.
to determine the maximum The additional Breaths for a
amount of Breaths it can hold. If a creature is proficient in
high Constitution and for being
Strength (Athletics) checks—or
proficient in swimming stack with
Swimming requires that air- just in Strength (Athletics) checks
one another. Table 10-2 presents all
breathing individuals have at made to swim in rare cases—it can
this information graphically.
least some experience with use Breathing in Deeply to hold
controlling breathing, making an additional number of Breaths.
them particularly effective when The maximum additional times a
Breathing in Deeply. This is also creature can gain Breaths this way
is equal to 5 multiplied by half their
proficiency bonus, rounded down.
129
Sizes Beyond At 9th level, our
explorer Dugmore has a
Medium and Breath Constitution modifier of
+3 and a proficiency bonus
Larger creatures have a of +4. Prior to recovering
larger breathing apparatus, a sunken treasure, he paid
and as such, it makes sense a vestraadi to improve his
that they can hold their ability to swim. He now
breath longer. For the has proficiency in Strength
purpose of this system, (Athletics) checks made to
we differentiate between swim (or indeed hold his
magically-increased sizes, breath anywhere). How are
and natural sizes. his Breaths affected?
130
spend 1 round (6 seconds) in an If Narguer is surprised, she gets additional maximum Breaths,
environment in which you cannot 5 + the Constitution modifier gaining 15 more (her proficiency
usually breathe it means Dugmore maximum of +4 for a total of bonus x5).
can be underwater for 35 rounds, 9 Breaths.
or 3-and-a-half minutes. Finally, as Narguer is a Huge
But Narguer is used to preparing creature, her number of Breaths
If Dugmore was able to take carefully when entering mines. is quadrupled. Where does that
advantage of an enlarge/reduce As ever, she gets the standard leave her?
spell, he would add another 5 minimum of 5 Breaths and adds
Breaths to this, making a total to that the base 5 for Breathing This means Narguer has a total
of 40 Breaths, or 4 minutes if he in Deeply on the first round of of 180 Breaths to explore the
does not encounter any issues. preparation. Her Constitution mine, equivalent to 18 minutes.
allows her to Breathe in Deeply 4 By Breathing in Deeply she can
Meanwhile, Narguer the stone more times granting an additional walk almost 3,600 feet into
giant is exploring a methane- 20 Breaths for a total of 30. the unbreathable gas and back
filled mine. She has a Constitution again, so long as she doesn’t face
modifier of +5 and a proficiency In addition, as she gets double any problems!
bonus of +3. However, she adds her proficiency bonus to Strength
double her proficiency bonus to (Athletics) checks, she takes
Strength (Athletics) checks. How full advantage of her possible
are her Breaths affected?
131
Actions and Breaths performed. If it is strenuous, it condition, but increases its
consumes a Breath, but if not, exhaustion levels by +1, to a
then it doesn’t. The Ready action maximum of 5.
The Breath engine is based on a
only consumes a Breath; if the
simple rule, which applies globally
creature taking it actually does For each death saving throw
to actions taken:
perform the action readied— beyond the first that a creature
the Breath is consumed upon makes, the DC increases by 2. This
If it requires strenuous activity,
performing the readied task, not stacks with itself, so, on the third
it consumes a Breath.
when using the Ready action. death saving throw, a suffocating
Movement consumes one creature needs to succeed on a DC
Breath. Reactions follow the same 16 death saving throw to continue
guidelines as bonus actions: if struggling. The DC resets after the
Whenever a creature takes they are strenuous, they should creature has taken a Breath.
damage while holding their consume a Breath; if they are not,
breath, they lose one Breath. then they shouldn’t. Executing an If a suffocating creature takes
opportunity attack, for example, damage from any source, this
Trying to escape a grapple is strenuous, and should consume is treated as usual, but also
or taking the Attack, Dash, a Breath. increases the DC of the death
Disengage, Dodge, Help, Hide, saving throw by a further 2.
Search, or Use an Object action Suffocation
consumes one Breath. Variant Takes to
Bonus actions require special
If a creature runs out of Breath, Suffocation
it breathes in whatever substance
consideration, as they cover a
it finds itself in—water, gas, dust,
variety of different things, ranging Increased Importance of
a vacuum, and so on. If it is under
from mostly mental actions, which Constitution. If you wish, you
water or within an unbreathable
should not require an additional can allow creatures to make
atmosphere, it begins dying and
Breath, to physical assaults which a Constitution saving throw
must make its death saving throw
should consume an extra Breath. instead of a death saving throws
(DC 10 as usual) at the end of its
The GM is the final arbiter of to resist suffocating. Just use the
next turn. This does not reduce
what consumes a Breath, and same DC guidelines as above.
the suffocating creature to 0 hit
what doesn’t. For instance, a This emphasizes the importance
points—the creature can continue
rogue can use a bonus action to of being tough and makes the
to struggle for air until it dies.
Dash, which would obviously use system less lethal.
a Breath, while other rogues can
Unlike a regular death saving
use a bonus action to look for a Increased Importance of
throw, the creature cannot
hidden creature, which would not Strength (Athletics). If you wish,
become stable without Breath,
use a Breath. you can allow characters to roll
regardless of how many death
Strength (Athletics) checks made
saving throws it successfully
The Ready action is a special to swim to resist suffocating,
makes - it needs to reach air
case as it is an action that sets up using the same DC guidelines
before it can lose its dying
doing something as a reaction. as above. This emphasizes the
condition. Once a creature
Whether or not using the Ready expertise of being able to operate
reaches air and manages to
action consumes a Breath is under pressure when faced with
breathe, it loses the dying
contingent on the type of action asphyxiation and makes the
system less challenging.
132
Possible Use of Skill with Optional Variant Rule: Spellcasting and
Different Abilities: Constitution
(Athletics). The rules for ability More Attacks, Less Breath
checks discuss the idea that Breath
a specific proficiency might Holding your Breath does not
reasonably apply to a different impede concentration.
If you want to further
kind of check. In fact, swimming
emphasize the resource
is the main example given in Spells with either somatic (S)
management aspects of Breaths,
these guidelines. Therefore, or material (M) components
and/or the slower pace of air-
the GM may wish to combine consume one Breath when
breathing creatures under
the variations suggested above casting them.
water, consider this variant
and allow a player to apply their
rule: each attack executed Spells with verbal (V)
character’s proficiency bonus
consumes one Breath. This components are very hard or
in Athletics to the Constitution
means that characters with the impossible to cast while holding
check just as you would normally
Extra Attack feature must decide your breath, depending on the
do for a Strength (Athletics)
on whether or not to use their GM’s decision.
check.
additional attacks.
If you want to allow spells with
verbal (V) components to be
133
cast in your game while holding cost 1 Breath). Attempting to cast Optional Variant Rule:
one’s breath, doing so should be a 3rd level spell, for example,
hard and require a saving throw would cost 7 Breaths. More Components,
using the caster’s spellcasting Less Breath
ability (for example Charisma Spells with both verbal (V)
for bards) against a DC of 15 + and somatic (S) or material (M)
If you use the variant rule
the spell’s level. On a failure, components instead consume the
More Attacks, Less Breath,
the spellcasting attempt fails, Breaths required by their verbal
more components should also
and the spell slot is expended. (V) component.
consume more Breath. In such
Additionally, the character may
a case, somatic (S) and material
or may not be exposed to the If a spell takes longer than
(M) components add their cost in
substance they are in, subject one round to cast, the caster
Breaths together. If you choose
to the GM’s discretion. On a must successfully make the
to allow for verbal (V) casting
successful saving throw, the spell saving throw each round to
while holding breath, the costs
is cast. Regardless of success or continue casting the spell
of somatic (S) and material (M)
failure, enunciating the mystic during the entire duration of the
components should be added to
words costs the spellcasting spellcasting process, and each
those of the verbal (V) casting.
creature a number of Breaths round consumes Breaths as
equal to 1 + twice the spell’s level outlined above.
(cantrips with verbal components
134
Conditions and Breath to how much it failed its escape Special Actions
attempt against the escape DC,
up to a maximum of the grappling and C onsiderations
Charmed. Attempting to
convince a creature to breathe
creature’s choice of Strength or Regarding Breath
Dexterity modifier. An aboleth
when the effect would be harmful
(Strength 21) squeezing the air
to it causes the creature to cease When using the Breath rules
out of a target creature could, for
considering you as friendly, presented here, creatures can
example, squeeze up to 5 Breaths
thereby ending the effects of use several special actions.
out of a grappled creature
spells like charm person. In the
each round. Gasp for Air. As a reaction to
case of stronger types of charm,
such as dominate person, trying being grappled by a creature and/
Paralyzed. A paralyzed creature
to make a creature stop holding or being forced into a dangerous
immediately loses all remaining
their breath when doing so would atmosphere, or as a reaction to
Breaths held and begins dying at
be harmful to them grants them starting the turn being grappled
the end of its next turn.
an immediate saving throw that can only be taken while
made with advantage against within 5 foot of breathable air,
Petrified. A petrified creature
the effect. The dangerous action a creature can Gasp for Air. This
is made of stone and does not
is only taken if the target fails its grants the creature 1 Breath.
breathe. If it is de-petrified, it
saving throw.
retains any Breaths held prior to
Share Breath. A creature can
being petrified. This would allow
For example, commanding use the Help action (consuming
for a submerged character to
a creature to cease holding 1 Breath) while within 5 foot
self-petrify, leave a note for an
its breath and breathe in of a friendly creature to Share
aquatic ally to get them out, and
hallucinogenic spores would Breath with it, usually by pressing
then de-petrify them.
only result in a loss of Breath their mouths on the mouth
and exposure to the spores if the or equivalent thereof of the
Prone. A creature knocked
creature failed its saving throw. recipient, donating their choice
prone, usually on land, loses
of up 10 Breaths. For every 2
one Breath if it gains the prone
Grappled. A grappled creature Breaths donated, the recipient
condition due to an effect or
loses an additional number of receives 1 Breath. So, for 10
attack by a hostile creature. If
Breaths at the end of its turn Breaths donated, the recipient
it becomes prone of its own
if it remains grappled. It loses would receive 5 Breaths.
volition, it does not lose a Breath.
an amount of Breaths equal
to the difference between the Accept Share Breath. A creature
Unconscious. An unconscious
grappling creature’s and grappled can use its reaction to an ally
creature immediately loses all
target’s contested check, up to attempting to Share Breath to
remaining Breaths held and
a maximum of the grappling accept the Breath being shared.
begins dying at the end of its
creature’s choice of either its The recipient receives the
next turn.
Strength or Dexterity modifier, amount of Breaths shared by the
minimum 1. If the grappled donor. Unless the GM decides
target has failed its attempt to otherwise, using the Accept
escape the grapple, it instead Share Breath reaction does not
loses a number of Breaths equal consume Breath.
135
Taking a Breath from a Portable Variation: Subject to the GM’s Hold Breath. A creature with
Air Source. A creature can take approval, Wisdom (Survival) the Hold Breath feature should
a Breath from a portable air can also be used to revive calculate its Breaths as normal,
source, such as an air bladder asphyxiated creatures. then triple the result.
or the like, by taking the Use an
Object action. This special Use an Semi-Amphibious. Once the
Object action does not consume
Additional GM noted time has elapsed, the
a Breath, provided the source of Considerations creature uses this engine as
air actually has breathable air. though it could not Breathe
If the air is tainted, poisoned or Some features of in Deeply—after all, it has
otherwise compromised, the creatures require additional used up the majority of its
attempt does consume the usual consideration, as do some less breathable medium.
1 Breath. common scenarios.
Airborne Hazards
Optional Rule: Common Creature Features While the most common source
Live, Damn It! of suffocation for adventurers
Water-Breathing and is water, there are more
components that can interact
If you want to decrease the Shared Breath
with this engine, namely airborne
deadliness of the rules presented
It does not make logical hazards such as spores and
here, consider the following. A
sense for a water-breathing poisons. These do require some
creature that has asphyxiated
creature to Share Breath thought on part of the GM. First,
has a grace period of one minute.
with creatures breathing consider the important question:
If, during this time, it reaches
air; however, the mermaid’s
air and is treated by a creature
kiss saving the drowning “Does the gas or spore
proficient with the healer’s kit, need to be inhaled, or does
sailor is an established trope
it has a chance of reviving. The
of fantasy literature. How contact suffice to cause
creature using the healer’s kit
this is handled is up to the detrimental effects?”
gets a single DC 25 Wisdom
individual GM.
check made with the healer’s If the respective hazard needs
kit. This check takes one minute to be inhaled, application of the
Any Amphibious or Semi-
of uninterrupted work. On a engine is straightforward. You
Amphibious creature can
success, the suffocated creature can hold your breath, use Breaths,
freely Share Breaths with
revives at a stable 0 hit points and so on. For contact-based
other creatures, provided
and has 4 levels of exhaustion, gaseous hazards and the like, the
they can breathe the medium
unless it previously already had GM should clearly communicate
they're currently in and aren't
5 levels of exhaustion. Subject to the players that mere exposure
suffocating.
to the GM’s discretion, frigid can be dangerous—cloudkill is
environments might increase an example here. It is frustrating
the grace period after which a Amphibious. For amphibious
creatures, the engine only to hold your breath, walk into
character may be revived. a cloud of spores, and then
becomes relevant when they
are in an atmosphere they suddenly realize that your efforts
cannot breathe. were in vain.
136
Thin Atmosphere. The rules Then, tweak the frequency in In this case, individual actions
presented by the system focus which Breaths are consumed in combat should not incur a
primarily on suddenly not being according to your needs to loss of Breaths—instead, every
able to breathe at all. However, represent that the characters can couple of rounds (or every single
there is no reason why you cannot breathe—just not sufficiently. You combat) should cost an amount
use it for thin atmospheres, could, for example, determine of Breaths suitable for the
oxygen-deprived mountaintops, that the characters use a Breath environment. This way, you can
or dungeons where a vacuum every 10 minutes of regular simulate slow asphyxiation and
is slowly sucking the air out of activity, and make strenuous longer explorations into slightly
the complex. activity (such as carrying another less inhospitable places.
character, or sacks of treasure)
In such an instance, assume that impose an additional cost
all characters have Breathed in of Breaths.
Deeply to their total maximum.
137
Further sense to, e.g., substitute Strength general guidance, a good idea
(Athletics) checks made to climb should yield more Breaths than
Considerations and climbing speed in order a bad one.
to determine whether such
C a n i t S u ffo c a t e ? W h i l e creatures should be able to The number of Breaths the
the rules are clear for some Breathe in Deeply beyond their party should be able to access
monsters like vampires and standard quota, as climbing ultimately depends upon the
other undead, it makes sense to and swimming are both rather requirements of your story—
think about whether an unusual strenuous activities. characters need less air if they
weird tentacled aberration are just exploring some sunken
and accompanying oozes How Much Breath Should rooms. However, if you plan an
can suffocate. Portable Air Containers Hold? adventure in a fully submerged
From a sea serpent’s swimming dungeon or perhaps the deep
What if it Cannot Breathe Air? bladder to a simple leather- ocean, make sure the characters
In the most common instance, improvisation, or by chewing on have a source of oxygen that
this problem becomes relevant magical corals, players are bound will suffice for the exploration.
if the creature usually breathes to have their characters make Determine how much air they
water. In such a case, it makes improvised air containers. As a will need and provide accordingly.
• If you make features such as the spore-cerer’s If the environmental effect instead applies upon
spores inhaled, saving throws against them mere contact, and said contact cannot be avoided
should be made at disadvantage. This also holds by the characters, it should, at most, use the least
true for effects that are not based on damage. punishing columns of Table 11-5 (page 152).
138
Use the character with the lowest water weird in their ancestry, the first thing aquatic creatures
potential of total Breaths as it’s easy to reward the character should do if they encounter air-
your guideline, but also make with additional capacity to hold breathing invaders.
sure that you have some tasks Breaths, using the examples
and encounters that reward outlined above. A pearl diver by
the character with the highest trade should probably calculate
Repercussions of
Breath capacity. their Breaths available as though Implementing this
they had the Hold Breath feature.
If the players try to cheat
System
the system, remember that By contrast, a character with
conventional air will float a hacking cough might have the This system is designed to
upwards, which can make maximum amount of Breaths make navigating half-sunken
n a v i g a t i o n m o r e d i ffi c u l t . they can hold decreased until caverns more exciting, or to
Additionally, air containers can cured. make an escape from a place
be destroyed or pierced. sinking beneath the waves a
Why bother if the Water memorable struggle. It can
On the Importance of Story. Breathing Spell Exists? The be used to simulate a frantic
If one of the characters is, engine applies beyond water. struggle from air pocket to air
for example, a pearl diver by Secondly, water breathing can pocket in a variety of different
background, or has a siren or be dispelled, which is logically
139
circumstances, from partial if ever so briefly. Additionally,
cave-ins, to rising gases, to by calculating Breaths and
spaceships leaking air. distances accordingly,
you can easily make
As is clearly evident, most subtle puzzle-adventures,
creatures will have less where navigating a hostile
time than when using the environment requires some
standard rules before they thought, experimentation,
start suffocating, but unlike and planning.
with the regular rules, they
can keep struggling until the Regardless of how you
end, and aren’t relegated to implement this system, be
just rolling their death saving sure to communicate clearly
throws and being bored to your players how it works
while watching their fellow and how you choose to
players enjoy the game. interpret it in the context
of your game. Start small,
Additionally, the system with a few submerged
presented introduces rooms or tunnels, and then
teamwork and agency into build on that. Alternatively,
diving, exploring spore- perhaps run a few simulation
choked caverns, poisonous scenarios with your players
volcanic vents, and the like. to see if everyone fully
The characters need to understands how the system
manage their Breaths, and works and if it is a good fit
the burly fighters get to help for your gaming group.
their less hardy compatriots.
140
Chapter Eleven
Underworld
Hazards
16 This is amusing in that most of Dugmore’s associates attest to the fact that he is only a passing acquaintance of bathing when delving for
any period of more than a few days, and that his pungency is often what caused foes to falter or flee rather than his fearsome appearance.
17 Once again Dugmore’s not-exactly-terrible but hardly original advice is marred by an inexact recounting of his own experience. In fact, our
Worthy Narrator was famed for his ability to fall asleep instantly when a party’s progress came to a halt. It was all his companions could do
to keep his snoring to a minimum, and even in the event of a sudden attack out of the darkness, with shrieking goblins banging shields and
charging from several directions, there exist several accounts of Dugmore’s companions kicking him numerous times just to bring him to
some semblance of wakefulness.
142
11.1 Streamlined Overland Hazards
T
he exploration of the units of stock (page 85) obviously terrain), magical or any combination
Underworld is not help when it comes to the depiction deemed applicable by the GM. See
something for the of survival in a hostile environment, Table 11-1 below for the details.
foolish, meek or faint- but as deadly as the Underworld
hearted—even the may be, it is not always a grueling Each danger level features a DC—
plant life and insects can prove to be hellhole that attempts to actively kill this DC may apply to a saving throw,
detrimental to the health of those you; occasionally it is actually helpful. a skill or ability check, a tool check,
unprepared for what the realms or anything that the GM considers
below hold. That being said, with the As such, we propose an engine to be valid. For example, if the
demands life has on the schedule of that establishes a means to retain party decides that having a colliatur
players in a game, it may not always the danger of the wilderness, while guard to guide it through the colloid
be feasible to play out every single still allowing for a quick resolution of, would be beneficial, it is suggested
little encounter or event. for example, trips between dwarven that a GM could use this DC for the
holds or delivery of a message haggling involved and apply for
However, this may result in the between Underworld druids. For Charisma (Persuasion), Charisma
wilds becoming mere backdrops this purpose, a classification of (Intimidation), or another check that
for the main story, the aspect of danger in a given region can fall they deem to be suitable for such a
survival being lost in the “heat of among 6 danger levels. Danger may context. On a failed check, the entire
the moment”. The rules regarding be mundane (such as treacherous party (or single, random character, if
it makes sense in the context) takes
a fixed Terrain Damage Value (TDV), Table 11-1: Streamlined Overland Hazards
with the damage type corresponding Danger Level Description DC TDV - Terrain Spell slots Used
Damage Value per Character
to the terrain as the journey remains
Safe Well-traveled roads, 5-9 5 1 spell slot level
a gruelling one. probably maintained by for whole party
nearby settlements.
Crossing a field of obsidian Rarely traveled Travel by path/ 10-13 11 1 spell slot level
tunnel; rare patrols per character
shards will cause slashing damage and/or monster
to all involved incapable of flight; activity. Chances of
natural hazards.
braving steaming hot lava tubes
Remote Underdeveloped paths, 14-17 24 2 spell slot levels
may cause fire damage, and so on. trails of an expedition, per character
It is important here to remember forgotten road. Rarely, if
ever patrolled by guards.
that this terrain damage can NEVER
Dangerous Wilderness; alternatively, 18-21 37 3 spell slot levels
reduce a character below 1 hit point— more civilized, but per character
the terrain is not intended to kill off plagued by serious
foes and hazards.
characters in boring ways.
Very Dangerous Lethal landscapes, 22-25 51 4 spell slot levels
actively detrimental to per character
Magic, of course, needs to be survival; regions where
humanoids are not
accounted for; with the right kind of supposed to tread.
utility magic available, the party may Lethal No non-adventurer 26-30+ 64 5 spell slot levels
choose to expend spell slot levels to goes here; has an per character
earned reputation of
avoid taking the damage listed. The being deadly, wild,
number of spell slot levels required haunted and worse.
per character to bypass the respective Any level above Remote bear in mind that the efforts of PCs
TDV is note on Table 11-1. These spell is also where making camp and NPCs can directly alter the danger
slot levels may be paid for in any (page 88) should start to become levels—a villain releasing monsters
combination feasible; paying the more dangerous. near a settlement may increase the
required amount of spell slots to danger level of a region. Similarly,
prevent two characters from taking Beyond streamlining overland heroes that pacify a region, slaying
the TDV does not absolve the rest travel, the above allows you to think the big monsters, and so on, may
of the party from taking the damage of cross-country treks in a more decrease the danger level of a region.
indicated... structured manner—for example,
perhaps that guide the party hired The number of times the above
Naturally, it is very easy to create WILL make the area less dangerous— hazards are actually encountered per
even deadlier danger levels and making you apply the effects of a day would be highly contingent on the
customize the above—in a dead lesser danger level. Of course, the area in question and the demands of
magic zone, the use of spell slots inverse could be true as well—a guide the narrative—navigating a war-zone
to bypass a TDV, for example, trying to lure the party into the (ant) may result in encounters every hour or
would obviously not be available. lion’s den could increase the damage so, while more serene environments
Depending on how gritty you want level for the wilderness trek. The DCs may only have such an encounter
your campaign to be, it is generally present valid guidelines to determine every 8 hours, or every day.
recommended that you consider social interaction with the respective
danger level Dangerous or Very individuals, to notice being misled,
Dangerous as the point where you and all other types of shenanigans
should consider implementing the that may occur. The GM should also
unit of stock (page 85) survival rules.
144
11.2 Underworld Hazard Generation
B
efore we discuss there’s a need to get close to it— trunks, lianas, and spores around;
how to use to cross a bridge, reach an island in a dwarven bar, there will be
hazards, we and advance on a foe emerging chairs and tables, and potentially
ought to define from it—the party can simply a fire pit, and so on.
the term. For our avoid it.
purposes, a “hazard” is just about T o A l t e r t h e D i ffi c u l t y.
everything that is not a creature Mechanically, you can use
or a trap. A hazard does not
Why Use Hazards? hazards to make encounters
(usually!) have an initiative, and easier, more difficult, or simply
may or may not use an attack of There are plenty of reasons more exciting. This ultimately
its own. Hazards may move or to incorporate hazards into depends on the pairing of
damage creatures, but typically encounters and your game. monsters and hazards—pairing
are not a deadly threats, unless a vent of flammable gas with
the character subjected to Because It Makes Sense. Almost a water elemental may be
one has already been severely no encounter takes place in an potentially dangerous. Pair it with
wounded. A pool of lava may be undefined, gray hallway; in a a fire elemental, and we have the
terrible to fall into, but unless fungal jungle, there will be myriad constant potential for explosions.
145
Conversely, a party facing a tactics—a fighter who likes
foe with superb immunities to lock down foes in melee
and combat capabilities may might reconsider standing
use hazards to help them deal still if the mud is slowly
with the adversary—from swallowing him, and the
flammable gas vents to deal warlock may think twice
with swarms, to steep cliffs about throwing a firebolt in
to delay (at least temporarily) a series of tunnels filled with
the nigh-unstoppable golem, flammable gas.
there are plenty of ways for
all involved to make combat
more exciting. Some hazards
Building Hazards
will potentially allow the party
to make area attacks, such When creating new
as exploding sacks of acidic hazards for your encounters,
spores or kegs of volatile, ask yourself a few questions:
explosive amber. Clever
parties may use hazards What is it? The first thing to
employed by the enemy and consider is what the hazard
turn the tables on them. actually represents in the
game world. Is it appropriate
To Provide Meaningful for the environment in
Choices. This was already which you place it, and does
implied by the previous the context within which
point. The characters can the party interacts with it
interact with the hazards in make sense?
meaningful ways. One of the
strong aspects of 5E is that What does it do? While
is has rules for lair actions including dressing that
that render the region an has no mechanical effects
encounter happens in matter can greatly add to the
more in a mechanical context. immersion of the roleplaying
An easy way to enhance experience, for our purposes
the choices available to hazards should have a
the party in combat would tangible mechanical effect.
be to associate lair actions
Here are several
with tangible things, where
suggestions that should help
sensible, and allowing the
you think in an ordered way
characters to interact with
about hazards. It should be
them, if it makes sense.
noted that these general
Hazards can be used to
categories are only meant
encourage characters to
as a starting point. They
try new things in combat,
can be combined, and we
and can similarly be used
encourage GMs to expand
to discourage the party
the list.
from using their standard
146
Obstruction or Obfuscation. Negative Conditions. Some Healing. Some hazards can
These are perhaps some of the hazards impose negative provide limited healing when
most commonly encountered conditions on those exposed interacted with—sipping from
types of hazards around. As a to them. These types affect a magical spring may reduce
rule of thumb, they get in the characters either actively, or exhaustion, or even heal the
way of the characters, or hinder on the start of their turn while characters. Perhaps a benevolent,
the ability of the characters to they are in the hazard’s area of symbiotic worm can cause the
properly perceive their enemies. effect. For example, rhizomes character to recover a limited
They can be difficult terrain, may attempt to restrain the number of hit point each round
require checks to bypass [such characters, gas may blind them, for several rounds.
as a Strength (Athletics) check to and so on. As a general rule of
scale a pillar] or simply block the thumb, there should be a means Special Abilities. Some hazards
way (such as a portcullis); more to escape the hazard or prevent can bestow special abilities to
common than these examples its effects—a saving throw or an the characters. These may be
would be hazards that hamper attack roll is obviously in order permanent in rare cases, but
the field of vision, such as mist, to mitigate the effects of most generally should be temporary.
smoke or clouds of spores. such hazards. Similarly, hazards Bathing in the blood of a primal
that impose negative conditions dragon may temporarily fortify
Movement Alteration. Hazards should generally not prevent the character against an element,
don’t have to automatically be the characters from taking any and perhaps even allow the
detrimental—steering your glider actions—it is not particularly character to use a breath weapon
into pandemoniacal gusts of wind fun to wait around and hope to a limited number of times—if
or diving into a particularly strong be able to act next turn. In the they survive the experience,
current may either move you instances where such a scenario obviously.
automatically without requiring would be valid, where potentially
any exertion on your part or crippling conditions may be Combination. As you can see
possibly slam you face-first into incurred, it is strongly suggested from the various examples
an obstruction. A means to that you make the onset a slow, above, many hazards act as a
simulate this type of scenario creeping process—such as being combination of several effects.
was presented earlier—the vessel gradually petrified by exposure to
momentum rules (page 70) can an area of elemental earth. As a Does the
account for this. benefit, this helps increase the
tension and sense of urgency. Hazard Change?
Damage. A hazard is most
commonly used simply to deal Benefit. The hazard actually
Can it be Altered?
damage to any creature that is provides a bonus to characters
affected by it or starts its turn in interacting with it or being Most hazards remain the same
the area affected by the hazard. adjacent to it. This might be during an encounter, and there
The damage type is obviously something simple, like a minor is no intrinsic requirement for
contingent on the nature of the boost to damage for a fighter one to change—a field of razor-
hazard in question. Unless the swinging his sword through sharp obsidian flints won’t usually
hazard has an attack roll, it should a pillar of scalding fire to hit a go out of their way to attack or
have a saving throw, with half (or foe, an area attack (throwing change—unless some serious
no) damage taken on a successful a mushroom cap filled with magic is involved. However,
saving throw. poisonous spores), or the like. hazards that do change can make
battles much more dynamic and,
147
ultimately, more interesting. be destroyed individually—some line, a trigger, and a previously
There are four basic ways of hazards may only be destroyed undetectable, unseeable magical
thinking about how a hazard in their entirety, while others trap fried your character without
interacts with the world in game. allow for slow dismantling. warning or context. This is not
For example, a gas vent that fun, and it is indictment of how
Activated. On the battlefield, constantly belches forth noxious many bad adventures are out
at the start of an encounter, fumes will not be impeded by there that this practice has not
this type of hazard has either funneling away the gas, unless been purged thoroughly from
a limited effect or none at all. the vent itself is collapsed or shut the RPG scene.
The party or its opposition may in some manner.
activate the hazard to initiate its Traps that have “invisible
full effects, such as tampering Triggered. Triggered hazards lines” make sense in certain
with a lightning rod-type device change in some way as a response contexts, such as when handling
to make it fire at random targets. to another action—think of these the treasure chest of the villain,
Activating a hazard, unless basically as the hazard taking or when securing a sacred idol.
otherwise noted, takes an Action. a reaction. This may happen In just as many cases, however,
Methods of activation might when a creature enters a certain their placement makes no sense.
include skill checks, sacrificing square, takes a type of damage How does this clan of dwarves
hit points, expending Hit Dice, (or enough of it), and the like. For navigate its own hold if there are
or similar means, while some example, an ahool temple may traps everywhere? How does the
activated hazards may be set off generate spell effects whenever wizard use his laboratory? In the
more quickly or more slowly. enough blood is spilled. latter case, the tired “It’s magic/a
wizard did it!” excuse is often
Destroyable. This hazard may Random. The hazard alters and/ employed. This will, when used
be destroyable, which can end or affects targets randomly. The a couple of times, result in the
its effects, initiate its effects, or most prudent way to handle this rogue checking EVERYTHING out
change its effects from the initial is for the GM to simply roll a die at of a justified sense of paranoia,
effect to a second one. To destroy the end of a round to determine which, in turn, bogs down the
a hazard this way, a sufficient those affected and/or the types game and is no fun for anyone.
amount of damage needs to of effect in the following round. A simple practice helps make
be inflicted on it. This needs to These effects can keep the adventures fairer: telegraph
bypass the damage threshold of party and foes guessing but your threats.
the substance the hazard is made are very volatile and should not
out of, if any, and in some cases be overused. Mention that a tunnel is
it may take a specific damage unexpectedly pristine, when the
type to destroy the hazard, or previous ones were strewn with
require that damage occurs to a
Some Considerations rubble; mention a sense of unease
sufficiently large area. Similarly, Regarding Triggered or tingling sensation; include that
some sorts of hazard may require dangerous mushroom in your
a skill check, use of Dexterity with
Hazards description of the room; mention
thieves’ tools or similar actions the stain that hints at dangerous
to destroy, or an alternate way The chances are that if you mold. The black, oddly humanoid
of dealing with the hazard in have been playing roleplaying silhouettes in the flame-blasted
question. If the hazard occupies games for a while, you once ran room. For magical traps, include
a larger area, the GM may deem into a trap you just did not see a type of crystal or pet in the
it appropriate that sections must coming. You crossed an invisible thieves’ tools kit that can be used
148
to detect the presence of door that the villain uses to
magical traps in a rudimentary try to escape, but, unless
version: “I draw forth Binkles, the party knows it is moving
my magic-sensitive space- into a testing ground-type
hamster/my arkon crystal/ of dungeon to determine
my uvwyx bauble to look for the “worth of the chosen”,
magical traps!” is much more neither traps nor hazards
compelling than “I make a should be random. But even
Perception check for traps.” in that instance, doing some
research before should yield a
Ensuring that your traps cryptic prophecy, an account
and hazards make sense of a survivor who failed to
puts the skill where it should best the test, or something
be—in the hands of the similar.
players. If they do not “read
the signs”, they will suffer For hazards, this can be
the consequences; failure particularly rewarding. As you
and damage are the results play, you could, for example,
of errors by the players, not slowly establish that a certain
the results of an unfortunate mushroom, when squeezed,
roll of the dice. This, in turn, generates a conical burst of
allows you to make hazards— dense spores that can be
and traps, for that matter— ignited into an impromptu
deadlier. flamethrower. It won’t be
long until the party knows
As a GM, think for a second this mushroom by name—in
about the placement of traps subsequent encounters you
and hazards; a gnomish can refer to it by name, and
smuggler ring, for example, then watch the gears in the
may well have traps that players’ heads spinning as
target “taller” races, but they adjust their strategy.
that gnomes can simply walk This also slowly establishes a
under. If the party tried to believable ecosystem while
inform itself about a complex you are playing, which can
or region, strew some hints lead to adventures all of
of what is to come. Creatures their own! That mushroom
captured alive may provide from the previous example?
valuable intelligence, and Better believe that the party
scouting should reap tangible will seek a way to weaponize
benefits for the party’s them! Similarly, a particularly
planning. Headless bodies nasty gas may have the
or undead might provide party look for alternative
hints for scything traps. This routes—or heighten tension,
paradigm holds true for traps particularly if their opposition
and hazards both. Of course, is immune to said gas…
you can still have the secret
149
This may all sound obvious, but move at random, or it might be not require an action, the use of a
fair placement and consistent attracted or repulsed by certain skill check, or magic. Several class
effects are key factors for the creatures, actions or objects. features, such as the path of the
rewarding use of traps and Necrotic sludge may, for example, fungal hulk’s Verdant Path feature
hazards; doing so will greatly be repulsed by holy symbols. (Underworld Races & Classes, page
enhance the enjoyment of the 96), or the slaver of the damned’s
game for all involved. Spreading. This type of hazard Dregs of Hel feature (Occult
starts in one area, and then grows Secrets of the Underworld, page
wider as the combat progresses. 38), may be classified as such a
Does the Hazard Move? It might spread a fixed amount form of hazard.
each round or it may grow
Most hazards will be stationary exponentially. Actions taken or Reactive Hazard. Reactive
during battle, but not all of them not taken may influence whether hazards are similar to portable
will. Moving hazards may move on or not the hazard spreads—for hazards, in that creatures on the
their own initiative in the initiative example, channeling necrotic battlefield influence how the
order, or at the end of a round, energy into the aforementioned hazard moves, but not by acting
subject to the requirements of the sludge may cause it to spread at on it directly. Instead, the hazard
GM. Shifting terrain encourages twice the rate, while blasting it responds to what happens, such
both the party and its opposition with radiant damage may limit as suffering a particular kind of
to move around the area, either its expansion or even cause it to damage or being affected by
to avoid being subjected to contract. Two prime examples are some kind of spell. Since this
detrimental effects, or to follow fire spreading and rapidly-growing reaction should be consistent,
beneficial ones. ectotherms such as brown mold. it allows the hazard to be used
by the party as an additional
Moving Hazards. This hazard Portable Hazard. This type of threat, as a tactical edge, or a
moves about the battlefield hazard does not move on its combination of both.
during the encounter. It might own, but it may be directed or
move along a defined path, moved around. This may or may
150
11.3 Building Your Own Hazards
Step 1—Establish the Attack. This special ability
Hazard Budget. First, add the lets the hazard attack and/
average character level to the or be used to attack one or
average proficiency bonus more targets. They often
of the characters and round require an action, but some
down, if required. This sum is may be usable as a bonus
the total base Hazard Budget action or even as a reaction.
(HB) (Table 11-2) you use to These are the most complex
purchase effects for the level to create.
of hazard you wish to set up
(Table 11-3). Movement. Movement
hazards provide or hamper
Step 2—Determine the forms of movement, such
Basic Hazard Properties. as swinging on a rope, flying
What is the hazard supposed on currents, and so on—
to be doing? Options as noted before, using the
generally come in 3 types: vessel momentum engine
attack, movement, other. (page 70) handles these
types of hazards well.
151
Table 11-4: Hazard Attack Bonuses and Saving Throw
DCs by Level and Severity of the Threat
Minor Moderate Major Severe Minor Moderate Major Severe
Level of
Attack Attack Attack Attack Saving Saving Saving Saving
Hazard
Bonus Bonus Bonus Bonus Throw DC Throw DC Throw DC Throw DC
1 +1 +2 +3 +5 11 12 15 16
2 +3 +4 +5 +7 12 13 15 16
3 +3 +4 +5 +7 13 14 15 16
4 +4 +5 +6 +8 14 15 16 17
5 +4 +5 +6 +8 14 15 16 17
6 +5 +6 +7 +9 15 16 17 18
7 +5 +6 +7 +9 16 17 18 19
8 +6 +7 +8 +10 17 18 19 20
9 +6 +7 +8 +10 17 18 19 20
10 +7 +8 +9 +11 18 19 20 21
11 +7 +8 +9 +11 18 20 21 22
12 +8 +9 +10 +12 19 21 22 23
13 +8 +9 +10 +12 19 21 22 23
14 +9 +10 +11 +13 20 22 23 24
15 +9 +10 +11 +13 20 23 24 25
16 +10 +11 +12 +14 21 24 25 26
17 +10 +11 +13 +15 21 24 25 26
18 +11 +12 +13 +15 22 25 26 27
19 +11 +12 +14 +16 22 25 26 27
20 +12 +13 +15 +17 23 26 27 28
152
Having a minor attack bonus,
save DC or causing minor damage Table 11-6: Hazard Budget—Cost by Damage Type
does not cost Hazard Budget, Damage Type HB-Cost
but upgrading a component Bludgeoning, slashing, piercing None*
does cost HB. Consult Table 11-3 Acid, cold, fire, lightning None
153
Small: This area of creatures have to
Table 11-8: Hazard Budget—Condition Costs effect is localized, e.g. a successfully make their
Condition Name HB-Cost 15-foot cone or a 5-foot saving throw to shake
Blinded 2 radius sphere. Suggested off the condition? When
Charmed 2 HB-cost: 1. do they get to save again?
Confused (as per confusion) 3 Table 11-9 lists the HB-
Deafened 1 Medium: This is one cost of various options.
Fatigued 4 step larger, such as a 60-
Frightened 1 foot cone or a 20-foot Working through this
Grappled 0
radius sphere. Suggested process means you
Incapacitated* 5
HB-cost: 2. should have a good
Invisible 0**
idea of how to make a
Paralyzed* 6
Large: Any area of variety of interesting,
Petrified* 7
e ff e c t l a r g e r t h a n challenging hazards.
Poisoned 1
Medium. Suggested HB- These are rough
Prone 0
cost: 4. guidelines, so do not
Restrained 4
Stunned* 5
feel constrained by
Step 7—Determine them! Having hazards
Unconscious* 7
*This condition should only apply after multiple consecutive failed saving
the Conditions Caused consume units of stock,
throws against the hazard. Being taken out of the battle due to one (if any). Table 11-8 is not modify momentum and
failed roll can be frustrating. a comprehensive list, as similar tricks are very
**If the hazard turns enemies invisible, but does not affect the party, this
should have a HB-cost of 2.
this would necessitate much possible! This
accounting for any and engine is intended to be
all modifications of base a broad protocol, not a
Table 11-9: Hazard Budget—Shake Off Costs statistics. In order to prescriptive tool. If your
provide a valid guideline players are particularly
Shake Off HB-Cost
for the GM, the table adept at making
Condition automatically ends the next round 0
gives suggested HB-costs powerful characters,
Saving throw at advantage the next
round to end the condition
1 for the most commonly you can tweak any of
Saving throw the next round to end the condition 2 encountered condition. the values provided. For
Saving throw at advantage if the condition requirement
3 a general idea of further
(e.g. acting against ethos/attacking allies) is met Step 8—Determine hazards that go beyond
Saving throw if the condition requirement (e.g.
acting against ethos/attacking allies) is met
4 the Frequency of Saving the engine presented
Saving throw the next minute to end the condition 5
Throws Needed to Shake above, consult Chapter 12
Saving throw after a short rest to end the condition 6
Off the Condition. How (page 157).
Saving throw after a short rest to end the
often do the affected
6
condition, but it costs one Hit Die
Saving throw after a day to end the condition 7
Permanent, no further saving throw 10
Two consecutive successful saving throws
5
required to shake off the condition
Three consecutive successful saving throws
10
required to shake off the condition
154
11.4 Customizing the Hazards Generator
A
s you may have noticed, Consequently, being exposed to Different parties have different
the default hazards them should be the result of the power-levels and preferences,
generator engine is party’s decisions (or flawed tactics), though—5E does allow for a wide
designed with a couple not something that just happens with variety of different playstyles, and
of goals in mind. It is no way to avoid. While the damage as such, you may opt for damage
made to result in reliable hits and output is nothing a character of the that is less punitive. If you want your
failed saves even against optimized respective level cannot handle, even hazards to be more of a nuisance, and
characters but has a comparably specialists should think twice before less of a combat-defining component,
low damage output. This is fully exposing themselves to such hazards. or if you want a hazard to be harder
intentional, in line with the whole to avoid without making its inclusion
“help the party survive and the This use of the engine does require unfair, consider using the information
players have fun” mantra. It also some restraint with the nastier in Table 11-10. It still should yield a
seeks to account for the more potent conditions. It is rewarding for parties challenge, but de-emphasizes the
character options available out there that enjoy thinking on their feet and need to avoid hazards and makes
and to present a serious challenge to results in combat scenarios rewarding even non-specialists capable of
the party. tactics and clever thinking over resisting the effects of hazards with
brute-forcing an encounter. Ideally, a reliable frequency—in short, it
In short, the default engine is this makes everyone focus more on provides a more lenient experience
meant to help design hazards that roleplaying, and treating hazards less that is closer to how many published
the party is incentivized to use as a floating damage area. adventures handle hazards.
or avoid, not to annihilate them.
156
Chapter Twelve
Complex Hazards:
Elemental Boundaries
and Beyond
Chapter 12: Complex Hazards: Elemental Boundaries and Beyond
O
f course, creating on the planet—and so it would be dominance over the others,
singular damaging reasonable to introduce the idea yet have some assurance they
areas is not the of magic being warped, creatures have an escape route, albeit a
end of the options having strange variations to their hazardous one.
presented by the traits and abilities, and items
hazard engine. The following existing for the sole purpose The tables' saving throw DCs
four examples serve to illustrate of countering a particular and damage values have been
different applications of the localized event and proving to taken from elsewhere and
hazards, staring with areas be hazardous elsewhere. then freely mixed and matched
of the Underworld where the to best represent the nature
Elemental Planes overlap with Boundaries such as these may of the respective plane and
everyday material planes. Such be a good place to introduce its hazards. Tables 12-1 to 12-4
places begin to bend the laws of experiences with the Elemental suggest how a GM can summarize
physics in the real world—heat Chaos. Parties can attempt to the effects of complex and
and pressure, for instance, that endure the intense excesses chaotic environments.
aren't experienced anywhere else each element displays as it seeks
158
12.1 Elemental Boundaries: Air
W
hile nexus to many other planes The examples below are taken from effects of
are possible, those to the real-world hurricanes, typhoons, and cyclones.
Elemental Planes are most likely Some examples cause damage while others hinder
to be dominated by links to the progress or performance and all of them introduce
Plane of Air. Sky winds whip an unexpected element of game play requiring
around peaks and canyons and find ways to bore players to think creatively.
into the crust, carving the rock into fascinating
shapes, causing entrances through softer rock to
appear, and even wearing this layer away entirely.
Table 12-1: Sample Hazards Experienced at Boundaries with the Plane of Air
Hazard Minor Moderate Major Severe
Increased air rate for < 33 knots 33+ knots 65+ knots 140+ knots
1 minute or more (<37 mph; <60 km/h) (38+ mph; 61 km/h) (75+ mph; 120 km/h) (160+ mph; 260+ km/h)
Sudden changes +/- 5o Celsius/10° Fahrenheit +/- 10° Celsius/20° Fahrenheit +/- 15° Celsius/30° Fahrenheit +/- 20° Celsius/40° Fahrenheit
of temperature
Density/pressure Lower density/pressure; Lower density/pressure; Lower density/pressure; Lower density/pressure;
changes alter speed +5 feet +10 feet +15 feet +20 feet
Higher density/pressure; Higher density/pressure; Higher density/pressure; Higher density/pressure;
-5 feet -10 feet -15 feet -20 feet
Gravity changes, 45° change of 90° change of 135° change of 180° change of
angle and distance direction, 50 feet direction, 100 feet direction, 150 feet direction, 200 feet
Lightning activity 1d2+1 bolts/round, DC 1d2+2 bolts/round, DC 1d2+3 bolts/round, DC 1d2+4 bolts/round, DC
within and around 11 Dexterity saving 15 Dexterity saving 20 Dexterity saving 25 Dexterity saving
throw to avoid, 7 (2d6) throw to avoid, 13 (3d8) throw to avoid, 22 (4d10) throw to avoid, 35 (10d6)
lightning damage/bolt lightning damage/bolt lightning damage/bolt lightning damage/bolt
Changes in oxygen -4%; heart rate up -8%; poor judgment -12%; vomiting -16%; convulsions
content (from 20%) +4%; lungs issues DC +8%; vision issues DC 12 +12%; seizures DC 16 +16%; organ damage DC 20
5 Constitution saving Constitution saving throw Constitution saving throw Constitution saving throw
throw after 1 minute after 1 minute of strenuous after 1 minute of strenuous after 1 minute of strenuous
of strenuous activity or activity or disadvantage on activity or disadvantage and activity or disadvantage on
disadvantage on Wisdom Wisdom checks; passive Dexterity and Wisdom checks Dexterity, Constitution and
(Perception) checks; passive Perception reduced by 3 and Dexterity and Wisdom Wisdom checks and Dexterity,
Perception reduced by 2 saving throws; passive Constitution and Wisdom
Perception reduced by 4 saving throws; passive
Perception reduced by 6
Dust and smoke clouds DC 5 Constitution saving DC 12 Constitution saving DC 16 Constitution saving DC 20 Constitution saving
throw or blinded unless throw or blinded unless throw or blinded unless in throw or blinded unless
in protection; lightly in protection; lightly protection; heavily obscured; in protection; heavily
obscured; +1 to AC obscured; half cover three-quarters cover obscured; total cover
Biological matter 1d3 spores/person; +0 to 1d4 spores/person; +5 to 1d5 spores/person; +7 to 1d6 spores/person; +9 to
of various sizes hit, 3 (1d6) acid damage hit, 9 (2d8) acid damage hit, 16 (3d10) acid damage hit, 27 (5d10) acid damage
Poisonous and other DC 11 Constitution saving DC 17 Constitution saving DC 22 Constitution saving DC 25 Constitution saving
toxic material throw or take; 7 (2d6) throw or take; 13 (2d12) throw or take; 22 (4d10) throw or take; 35 (10d6)
poison damage and be poison damage and be poison damage and be poison damage and be
poisoned; or 1/2 damage if poisoned; or 1/2 damage if poisoned; or 1/2 damage if poisoned; or 1/2 damage if
successful and not poisoned successful and not poisoned successful and not poisoned successful and not poisoned
Winds Weak, insignificant winds, Strong, significant winds, Violent, significant winds, Violent, intense winds,
Speed reduced by 5 feet Speed reduced by 10 feet Speed reduced by 20 feet Speed reduced by 25 feet
when moving against when moving against them; when moving against them; when moving against them;
them, increased when potentially lose momentum; potentially lose momentum; potentially lose momentum;
moving with them Speed increased by 10 feet Speed increased by 20 feet Speed increased by 30 feet
when moving with them; when moving with them; when moving with them;
potentially gain momentum potentially gain momentum potentially gain momentum
Falling Heavy Objects +1 to hit; 7 (2d6) +5 to hit, 13 (2d12) +10 to hit, 27 (5d10) +15 to hit, 42 (12d6)
bludgeoning damage bludgeoning damage bludgeoning damage bludgeoning damage
159
12.2 Elemental Boundaries: Fire
W
hile extreme can steadily make breathing vaporize on reaching such higher
heat is fire’s impossible, damaging lungs and temperatures. It's possible for
most obvious oxygen-carrying blood. materials to sublimate—go
danger, it is from a solid straight to a gas—
what this heat As the heat intensifies, reliably on sudden exposure to such
does to other elements and the solid materials begin to soften, heat. Unprepared flesh melts
air itself that can be unexpectedly losing shape or even liquifying; and bones char quickly, leaving
deadly. Oxygen burns away at jaw-dropping extremes, these only ash.
and is replaced by hazardous now-fluid materials may even
compounds. Raised temperatures see their constituent elements
Table 12-2: Sample Hazards Experienced at Boundaries with the Plane of Fire
Hazard Minor Moderate Major Severe
Fire whirls and +4 to hit; 10 (3d6) fire +6 to hit; 17 (5d6) fire +10 to hit; 28 (8d6) fire +14 to hit; 38 (11d6) fire
firestorms damage in a 10-foot radius damage in a 20-foot radius damage in a 30-foot radius damage in a 40-foot radius
Explosive 10-foot-radius sphere; DC 20-foot-radius sphere; DC 30-foot-radius sphere; DC 50-foot-radius sphere; DC
gases and fiery 12 Dexterity saving throw 16 Dexterity saving throw 18 Dexterity saving throw 24 Dexterity saving throw
particles or 10 (4d4) fire damage or 16 (3d10) fire damage or 27 (5d10) fire damage or 38 (11d6) fire damage
Sample Leather/parchment, Paper, 233° C/451° F Ethanol/alcohol, 365° C/690° F Calcium/bone, 790° C/1450° F
combustion 205° C/405° F
points
Raised upper 55° C/130° F, high 70° C/160° F, high from- 90° C/195° F, high Earth 105° C/212° F water
temperatures Earth air temp. satellite temp. ground temp. boils below ground
Liquefied and 770° C/1418° F iron 1450° C/2640° F iron 1538° C/2800° F iron 2682° C/5182° F iron
boiling metal loses magnetism begins to melt melting point boiling point
(e.g. iron)
White smoke DC 12 Dexterity saving throw DC 16 Dexterity saving throw DC 18 Dexterity saving throw DC 24 Dexterity saving throw
explosionA or 5 (2d4) bludgeoning and or 11 (1d20) bludgeoning or 16 (3d10) bludgeoning or 27 (5d10) bludgeoning
5 (2d4) fire damage and and 11 (1d20) fire damage and 16 (3d10) fire damage and 27 (5d10) fire damage
be blown away 20 feet, or and be blown away 30 feet, and be blown away 45 feet, and be blown away 30 feet,
half damage and not be or half damage and not be or half damage and not be or half damage and not be
blown away on a success blown away on a success; blown away on a success; blown away on a success;
potentially gain momentum potentially gain momentum potentially gain momentum
Internal DC 11 Constitution saving DC 14 Constitution saving DC 18 Constitution saving DC 21 Constitution saving
warming and throw every minute or suffer throw every minute or suffer throw every minute or suffer throw every round or suffer
hyperthermia hyperthermia (page 189) hyperthermia (page 189) hyperthermia (page 189) hyperthermia (page 189)
Damaging Poisonous invisible gases; Fumes; DC 13 Constitution saving Polluting fog; DC 15 Toxic clouds; DC 17
effects of DC 11 Constitution saving throw or incapacitated for 1 hour Constitution saving throw Constitution saving
pyrolysisB throw or poisoned for 1 hour or paralyzed for 1 hour throw or reduced to 0
hit points and dying
Critical heat +5 to hit; on a hit, item +8 to hit; on a hit, item unusable +11 to hit; on a hit, item unusable +14 to hit; on a hit, item
flux damage unusable for 10 minutes until after a short rest until after a long rest unusable for 1 day
to itemsC
Forging 960° C/1760° F, pure 1060° C/1945° F, pure 1510° C/2750° F, steel affected 1770° C/3220° F,
temperaturesD silver affected gold affected platinum affected
A
A white smoke explosion occurs when a large buildup of smoke becomes extremely hot, and the cloud ignites in its entirety at a single moment. In addition to fire
damage, it usually delivers structural damage caused by pressure waves and ignores any damage threshold of 15 or less.
B
Pyrolysis is the decomposition of materials at high temperature although said material is not burning. Anyone who touches an item undergoing pyrolysis may also
experience the same effects as if the material was actively being consumed by flames rather than heat.
C
Critical heat flux is the thermal limit of a phenomenon at which point clear change occurs during heating (such as bubbles forming on a metal surface used to heat
water). These deformities suddenly decrease the efficiency of heat transfer, thus causing localized overheating of the heating surface and rendering items unusable,
even if temporarily.
D
Forging temperature is the temperature at which a metal becomes substantially softer but is lower than the melting temperature. If metals, for example coins, pass
this temperature they begin to liquefy or become a single mass on cooling. If held at their forging temperature they can be reshaped.
160
12.3 Elemental Boundaries: Water
W
ith many tunnels ensure such dead-end spaces can protect themselves regularly from
and caverns be overwhelmed quickly by fast- two elements: water, and the all-
having nowhere moving torrents or flash floods. too often existing heat. Therefore,
from which to the examples below reflect the
replensh oxygen Personal preparation for and intense nature of this realm, with
once they are flooded, those who adaptation to these conditions will the dangers greater than elsewhere
manage a boundary with the Plane tax even the most experienced as the environment is almost
of Water are canny enough to of travelers in the Underworld, certainly going to be entirely alien
not least because of the need to to humanoids.
Table 12-3: Sample Hazards Experienced at Boundaries with the Plane of Water
Hazard Minor Moderate Major Severe
Changes to +4 to hit; 10 (3d6) acid +6 to hit; 17 (5d6) acid +10 to hit; 28 (8d6) acid +14 to hit; 38 (11d6) acid
acidity or damage in a 10-foot radius damage in a 20-foot radius damage in a 30-foot radius damage in a 40-foot radius
alkalinity;
Increase or +/- 10° C/20 °F +/- 20° C/40° F +/- 30 °C/60° F +/- 40° C/80° F
decrease in
temperature
Sudden and/or 45° random change of 90° random change of 135° random change of 180° random change of
violent currents direction, DC 12 Dexterity direction, DC 16 Dexterity direction, DC 18 Dexterity direction, DC 22 Dexterity
saving throw or moved 20 saving throw or moved 40 feet; saving throw or moved 60 feet; saving throw or moved 80
feet; possibly gain momentum possibly gain momentum possibly gain momentum feet; possibly gain momentum
Pressure Lower; Speed increases Lower; Speed increases by +15 Lower; Speed increases by +20 Lower; Speed increases
changes affect by +10 feet; Higher; Speed feet; Higher; Speed decreases by feet; Higher; Speed decreases by by +25 feet; Higher; Speed
movement decreases by -10 foot -15 foot (minimum Speed 5 feet) -20 foot (minimum Speed 0 feet) decreases by -25 feet
(minimum Speed 5 feet) (minimum Speed 0 feet)
Effects of 5-by-30-foot line, 7 (2d6) 5-by-40-foot line, 10 (3d6) 10-by-40-foot line, 14 (4d6) 10-by-50-foot line, 17 (5d6)
venting, e.g. acid or poison damage, acid or poison damage, DC 14 acid or poison damage, DC 16 acid or poison damage, DC 18
acidic sulfuric DC 12 Dexterity saving Dexterity saving throw for half Dexterity saving throw for half Dexterity saving throw for half
fumes throw for half
Reduction in Minor Cover, +1 bonus to AC Half cover Three-quarters cover Total cover
vision due to and Dexterity saving throws
solids/steam
Black or white Both of “Minor” temperature Both of “Moderate” Both of “Major” temperature Both of “Severe” temperature
smokersE change and venting effects temperature change change and venting effects change and venting effects
and venting effects
Sudden and/ Safe speed reduced by Safe speed reduced by Safe speed reduced by Safe speed reduced to 0
or perpetual ¼, some light required 1/2, vision as dim light ¾, vision as darkness feet, effectively blinded
darkness
Increase in Speed reduces 15 feet Speed reduces 20 feet Speed reduces 25 feet Speed reduces 30 feet
solidity due (minimum Speed 0 feet) (minimum Speed 0 feet) (minimum Speed 0 feet) (minimum Speed 0 feet)
to freezing Temp. 10° C/50° F Temp. 5° C/41° F Temp. 0° C/32° F Temp. -5° C/23° F
Changes in DC 12 Constitution DC 16 Constitution saving throw DC 18 Constitution saving throw DC 20 Constitution saving
salinity and saving throw or suffer or suffer a level of exhaustion; or suffer a level of exhaustion, throw or suffer a level of
toxicity a level of exhaustion start at level 3, if less exhausted start at level 4 if less exhausted exhaustion, start at level
5 if less exhausted
E
Black and white smokers are deep water vents that release super-heated water into the near-freezing depths in which the chimneys form. Black smokers, found in
waters where the pressure is equivalent to depths of 1.25–1.8 miles/2–3 km on Earth, release materials with high levels of sulfur, such as zinc, copper, and iron.
White smokers emit materials lighter in color, including barium, calcium, and sodium. They are cooler than black smokers as they emerge further from a heat source.
Either type may form as fields of shorter chimneys or one colossal structure many dozens of feet tall.
From a gaming standpoint, the site of a field of smokers is interesting in that it could be taken to be a nexus point for all four elements. With the release of super-
heated, mineral-rich water, they clearly touch the Planes of Earth, Fire and Water in rapid succession, if not simultaneously, so it doesn’t take a lot to surmise that
bubbles of air or other gases also exist in the mix.
On Earth, the fact that many strange and bizarre hybrid creatures live in and around these vents is also a reason to believe that not just the four main Elemental
Planes, but also the quasi-elemental ones as well, can all be accessed from a single massive smoker. Reaching such an iconic natural nexus would be an immense
challenge; facing the creatures that live around it another. The political and religious chicanery that took place on a day-to-day basis at such a site would put the
events of, say, ancient Jerusalem, in the shade.
161
12.4 Elemental Boundaries: Earth
M
ostly consisting exist in the slimmest of cracks humanoid to move around in or
of solid rock, and crevasses, these regions are along every persists for more
home only extremely dangerous to most than an hour.
to creatures humanoids, open impassable. In
that are either case, gaps created in the Gateways are still found,
able to burrow through dense mass as a whole usually disappear however, especially where there
material as if it wasn’t there, or in minutes, if not moments, and is a change in composition of the
are incorporeal beings able to no space suitable for an average dense metals and compact rock.
Table 12-4: Sample Hazards Experienced at Boundaries with the Plane of Earth
Hazard Minor Moderate Major Severe
Increasingly 1/2 Speed without magic 1/3 Speed without magic ¼ Speed without magic 1/10 Speed without magic
inviolable (minimum 5 feet) (minimum 5 feet) (minimum 0 feet) (minimum 0 feet)
density
Crushing DC 6 Constitution DC 12 Constitution saving throw DC 18 Constitution saving DC 24 Constitution
pressure and saving throw every hour every hour or restrained throw every hour or stunned saving throw every
suffocation or incapacitated hour or unconscious
Irresistible 100 feet/minute for 5d4 150 feet/minute for 5d6 minutes; 200 feet/minute for 5d8 minutes; 250 feet/minute for 5d10
natural moving minutes; potentially potentially gain momentum potentially gain momentum minutes; potentially
itemsF gain momentum gain momentum
Immovable Detour of 1d4 miles and/ Detour of 2d4 miles and/or 1d4 Detour of 3d4 miles and/or 1d6 Detour of 4d4 miles and/
natural objects or 1d3 hours; potential of hours; potential of getting lost in hours; potential of getting lost in or 1d8 hours; potential of
getting lost in the dark the dark (Getting Lost, page 80) the dark (Getting Lost, page 80) getting lost in the dark
(Getting Lost, page 80) (Getting Lost, page 80)
Metals in liquid DC 12 Dexterity saving DC 14 Dexterity saving DC 16 Dexterity saving DC 18 Dexterity saving
and near- throw or as fireball throw or as flame strike throw or as fire storm throw or as meteor swarm
gaseous form
Spontaneous DC 12 Dexterity saving DC 14 Dexterity saving DC 16 Dexterity saving DC 18 Dexterity saving
deep-rooted throw or as entangle throw or as plant growth throw or as wall of thorns throw or as wall of thorns
plant life using a 6th-level spell slot using a 9th-level spell slot
Too little water, +1 unit of stock/day required +2 units of stock/day +3 units of stock/day +4 units of stock/day
so constantly to stave off thirst required to stave off thirst required to stave off thirst required to stave off thirst
stony ground
Too much DC 12 Constitution DC 14 Constitution saving throw DC 16 Constitution saving throw DC 18 Constitution saving
water, holds saving throw every day every day or fall ill in 6d4 hours every day or fall ill in 2d3 hours throw every day or fall
sewer plague or fall ill in 1d4 days ill in 20d6 minutes
Earth as cold, DC 6 Wisdom saving DC 11 Wisdom saving throw DC 18 Wisdom saving throw DC 24 Wisdom saving throw
dry black bileG throw every hour or every hour or affected by every hour or affected by every hour or affected
affected by confusion short-term madness long-term madness by indefinite madness
"Falling earth” DC 16 Intelligence saving DC 18 Intelligence saving DC 22 Intelligence saving DC 26 Intelligence saving
disorientatesH throw realigns or confusion, throw realigns or confusion, throw realigns or confusion, throw realigns or confusion,
lasting 2d4 rounds lasting 2d6 rounds lasting 2d8 rounds lasting 2d10 rounds
F
These items include, but are not limited to: lava; banks of rocks and boulders; floors and ceilings each moving up or down; and solid walls that move across caves and
along tunnels.
G
One ancient belief about dark earth is that it represents melancholia in the form of a black bile. The hazard presented here is linked closely to the mental state of
those who spend long tracts of time below ground when they are used to the light and warmth of the surface.
H
There is an Aristotelian notion that earth is always falling and that it is difficult to go "up" unless the correct current is found. This can be put down to a number of
possibilities including:
• pockets of earth infused with wild elemental energy rapidly fluctuating their gravitational identity to the extent that even dwarves begin to lose their innate links
with stone
• minerals within the earth, for example arsenic, which seem to have a beneficial effect in small quantities, but damage functions of the brain in larger mounts
• bacteria or viruses that either deaden or confound the brain’s sense of gravity
• a psychological feeling that the “weight of the world” is bearing down on you
• trace quantities of material similar to a lodestone that gradually add weight to muscles and bone
162
Of course, there are more applications for the hazard-
engine. The ideas below are there to illustrate the point
and show you how to, e.g., combine different engines;
feel free to let your imagination run wild as the characters
encounter the full otherworldliness of your Underworld.
T
he hazard engine can be used to create
magical properties for organs of butchered
creatures (Sustenance and Butchering,
page 105) on the fly. Here are some examples:
Dragon Amygdala
Source dragon (any true dragon)
Identify DC 20 Negate DC 22
Minimum Cleaning Surgical Dissection
Effect The amygdala of a dragon may be consumed
by a spellcaster, which takes 10 minutes of chewing.
The spellcaster immediately regains a number of
expended spell slots equal to the challenge rating of
the dragon from which the amygdala was sourced.
Spore Pouch
Source varies, usually plant (any fungal creature)
Identify DC 10 Negate DC 12
Creature Source fungal creature
Minimum Cleaning Efficient Cleaning
Effect The creature's spore pouch holds acidic or
poisonous spores, and may be thrown as a ranged
attack, inflicting major acid or poison damage in a
10-foot-radius sphere. A successful Dexterity saving
throw against a major environmental hazard DC
results in half damage. Poisonous spores may inflict
the poisoned condition on a failed Constitution saving
throw against a moderate environmental hazard DC.
Tongue Cluster
Source aberration (gibbering mouther)
Identify DC 15 Negate DC 17
Minimum Cleaning Thorough Butchering
Effect A gibbering mouther's tongue cluster allows you
to wring sufficient spittle to either drink immediately
and cast confusion with a moderate environmental
hazard DC, or to save it for later to produce ink that
can only be read by those affected by confusion or
who currently suffer from the effects of a madness.
163
12.6 Helpful Hazards
O
f course, some hazards may well its aid. A character can touch a colloid nexus and
be helpful for the party and act as direct it to fire its potent energies—the colloid is
terrain features that allow them to particularly likely to help annihilate the undead.
withstand overwhelming odds! Here A nexus blast has the following properties:
is an example for such a feature: Nexus Blast. Ranged Spell Attack: +10 to hit
(or the character’s to hit, if higher), range
Colloid Nexus 200/800 ft., all targets in a 10-foot-wide line. Hit:
Huge Object 56 (16d6) radiant damage. Alternatively, the
Armor Class 20 Hit Points 200 nexus blast can take the shape of an 80-foot-
Damage Threshold 5 radius sphere surrounding the colloid nexus.
Damage Immunities: Acid, Radiant, Poison If the party’s actions are in opposition to
Damage Vulnerabilities: Thunder the colloid’s machinations, it will not aid those
A massive crystalline structure rising from the attempting to use the nexus and may employ the
colloid, this structure pulses with electric surges spherical attack to protect the nexus if assaulted.
that arc through it. So long as that the colloid is Note that the colloid is opposed to killing and
currently aware (Colloid Awareness, page 196) will always warn targets to surrender via proxies,
of the party or of enemies, it may choose to lend if possible.
164
Chapter Thirteen
Underworld
Campsite Table
Chapter 13: Underworld Campsite Table
C
hapters 7.2 (page 88) represents an application of the a fungal jungle, a subterranean
and 7.3 (page 91) rules, with sample campsites and ocean, or another region, should
introduce rules for features provided. The table can you desire to do so. The Foraging
setting up camp and be used in conjunction with the and Hunting Tables (page 169)
sleeping, to make units of stock (page 85) rules if can provide further inspiration.
the environment in which you you want, or without them and
rest and the quality of sleep just the descriptions. Roll 2d20 two or three times.
matter more. These rules don’t Once to establish the site, and
have to be the end of it, though! The following table is once or twice to get descriptions
Particularly while exploring new intended to represent camping of its features.
and wondrous vistas, you may environments in a general
well wish to add a further sense Underworld context and can be For an unexpected challenge,
of excitement to the procedures, seen as a guideline. Based on consider adding one of the
and make sure that campsites this table, it’s easy enough to minor hazard entries from Tables
are sufficiently different from create further camping tables 12-1 (page 159) through 12-4
each other. Table 13-1 (page 167) for specific biomes, such as for (page 162).
166
Table 13-1: Underworld Campsite Location and Features
2d20 Site Features
2 This cavern’s eerie, looming fungi have tendril-like Long beards of mold dangle from the roof, with bulbs of
appendages moving in barely visible slow-motion. They phosphorescent nectar hanging from them. Forego either the
impose a -2 resting penalty modifier if seen. food or the water unit of stock requirement for this rest.
3 A damp, mossy cave. Its soft ground grants a +1 Mole burrows litter the walls. They hum softly and provide
resting penalty modifier, but dampness reduces a +1 resting penalty modifier or impose a -1 resting
the duration of any campfire by -1 hour. penalty modifier, based on a character’s reaction.
4 The site is just a wide ditch or crevasse; the party must Any soil present is a strange color. Roll 1d6: 1. Violet, 2. Blue, 3. Silver,
sleep in a line, with little room to turn over. 4. Turquoise, 5. Yellow, 6. White; GMs can decide if any are useful.
5 The ground of this site is wildly disturbed earth. A small, random, but incongruous trinket is found.
6 The site is beside a pathway; this increases the chance of The cave sports a wide rocky outcropping that gives a
encountering creatures, which may or may not demand a toll. good view across it and prevents regular encounters if a
watch if placed at its edge and doesn’t fall asleep.
7 Stalactites and stalagmites form a strange, natural cathedral Harmless axolotls thrive here, marching in hypnotic patterns
with somber, yet soothing acoustics that grant a +1 resting alongside the walls. The chance to fall asleep during watch
penalty modifier. However, if loud enemy forces are nearby, increases to 3-in-10, requiring the burning of 3 Hit Dice to negate
it imposes a -1 resting penalty modifier to sleep as the this chance. But if succumbed to, the pattern evokes deep,
amplified sound is very disturbing physically and mentally. refreshing sleep and grants a +3 resting penalty modifier.
8 A clearing that is littered with fallen trunks and bare stumps of fungi Several rings of toadstools. Fey or funglets (Underworld
that inflict a -1 resting penalty modifier due to their unhelpful positions. Races & Classes, page 90) are nearby, increasing the
chance of meeting either, if the GM chooses.
9 A tunnel covered in phosphorescent, but horrible-smelling fungi Nests of eyeless termites try to spoil 1d6 days' worth of provisions or
that impose a -1 resting penalty modifier. Later attempts to track units of stock each night. A DC 15 Wisdom (Perception) or Intelligence
the characters are made with advantage until they have bathed. (Nature) check notices their presence before they ruin the goods.
10 A cavern overgrown with bramble-like growths Natural cisterns hold enough water filtered through the
that impose a -1 resting penalty modifier. rocks for 1d3+1 characters to slake their thirst. Forego the
water unit of stock requirement for each drinker.
11 A cramped cave that offers enough space for A planar instability opens a gate to a different plane for
only 1d4+1 Medium-sized creatures. five minutes at the same moment every day.
12 Sturdy creepers allow for sleeping hammock-style above ground. A constant, somehow oddly soothing rumble suffuses
While not comfortable (-1 resting penalty modifier), their elevation the space, granting a +1 resting penalty modifier but
negates the chance of random encounters with most entities. imposing disadvantage on Perception checks that rely
on hearing, and halving a creature’s tremorsense.
13 A supernaturally flat and smooth cave. Its sinister appearance and A troupe of multi-hued, unnaturally fast slime molds flits around
“otherworldliness” imposes a -1 resting penalty modifier on most the place. If fed with 1d3 days’ worth of food, they begin
characters; if a GM wishes, sorcerers and warlocks with suitably alien generating a dance that duplicates a constant hypnotic pattern
sorcerous origins or patrons instead gain a +2 resting penalty modifier. (DC 18). This covers the whole cave as the party rests, granting
a +2 resting penalty modifier to it but hampering intruders.
14 Black obsidian sand covers the floor (+2 resting penalty A jet-black, moth-shaped hole flies through the dark. In reality it is
modifier). Mysteriously, creatures that can dine on blood a legendary insect that allows any who look through it to see in a
(such as Ahoolings or vampires) can draw sustenance from straight line to the limit of their field of vision, no matter what would
the place, requiring no additional food for 24 hours. normally block their view: stone, metal or any other obstacles.
15 This hidden but narrow ledge imposes a -1 resting The floor is littered with traces of other creatures that
penalty modifier due to the fear of rolling off it. may or may not visit, live or hunt in the vicinity.
16 This soft, sand-filled depression grants a +1 resting penalty modifier. A weapon drenched in fresh blood is fully encased in
a strange, ancient, translucent stalagmite.
17 This space, overgrown with mildly acidic rhizomes, A single, colossal mushroom stands tall and proud in the middle
imposes a -3 resting penalty modifier unless a character of the space. It may have special powers beyond smelling of
is resistant or immune to acid damage. their home to anyone who takes a deep breath beneath it.
18 This cave is daubed with strange ideograms and motifs. Eerie, vivid A kneeling, crystalline statue of a humanoid remains here, in a pose
dreams enter sleep, granting a calm +2 resting penalty modifier that suggests partaking in food or water. If anything, it looks utterly
(50%) or imposing a foul -2 resting penalty modifier (50%). at peace. This may indicate the presence of the Colloid nearby.
19 A barren area razed by fire. Sleep may be upset. A calming drone comes from a nest of blind hornets.
20 This preternaturally arid tube has flumes directing hot winds through The cave has natural salt deposits that are frequented by local
it. Infections inflicted by slimes and molds are cured after a long animals. This increases the chance of a random encounter. The
rest, but the water consumption to prevent thirst is doubled. salt may or may not be of use for an alchemist or spellcaster.
Continued on next page.
167
21 This long and barren tunnel warps light. Whatever means of seeing A flammable gas, otherwise harmless, heats slowly over an hour,
is employed, the distance to notice approaching beings is doubled but then ignites suddenly as if an 8d6 fireball has exploded. A DC
and checks to do so are made at advantage. Anything heading 10 Wisdom (Survival) or Intelligence (Nature) check senses it is
toward the party’s camp site encounters the same effect. present and the need to forego open flames when camping here.
22 While a recently-dug purple worm’s tunnel is bereft A halfling’s petrified skeleton has been unearthed by a
of other creatures, it does entail the risk of its creator recent rockslide. It asks politely to be dug free. It is actually
returning to see if it has caught a meal (15% chance). a dødelig (Underworld Races & Classes, page 30).
23 This noisome, bog-like cave imposes a -1 resting Gnarly rhizomes endlessly twitch, extending fronded
penalty modifier. Without a way to ward off bugs, tendrils like alien tentacles grasping in slow motion. The
this becomes a -3 resting penalty modifier. effect imposes a -2 resting penalty modifier.
24 A low-ceilinged cave. Small-sized characters gain Plants sown here grow roughly 1d6 feet over night,
a +1 resting penalty modifier, but Medium-sized and then become ambulatory, but not sentient. They
characters suffer a -1 resting penalty modifier. just slowly wander off in a random direction.
25 Fluorescent ferns grow in this small cave, negating the need for A ditch along one side of this cave contains shattered bones, carapaces
a light source. The ferns are edible, allowing 1d6+1 characters to and the like. It is a dumping ground for the grisly remains of the victims
stave off starvation. Their glow penetrates the skin until digested. of some clearly thriving predator. Its wet spoors are in the ditch too.
26 A beautiful, crystalline version of a small fungus-copse grants Several beasts lie here, neatly flayed and bloodless. The sight imposes a
peace, calm, and a +4 resting penalty modifier within the cave, -4 resting penalty modifier, and this may be a place visited by Gholaad,
but imposes the risk of incurring Colloid Melancholia (page 195). the Wind of Wasting (Occult Secrets of the Underworld, page 23).
27 This cave’s dome has safe ledges but climbing up requires a DC 15 An overlap with the unstable Amber Roads allows for the mining
Strength (Athletics) check. The party is hard to see on them, granting of amber to make amber sticks—enough amber for 2d10+5 amber
a +1 resting penalty modifier, safety, and a good ambush spot. sticks may be gathered (Underworld Races & Classes, page 80).
28 This cavern holds a partially collapsed structure of a A beast’s broken and bloodied fang lies on the floor. It
once-powerful race. It might make a safe base. is 15 inches long and stiletto-deadly at its point.
29 This cave is littered with countless sharp stone barbs, Phosphorescent growths make it possible to forego
imposing a -2 resting penalty modifier. resources to provide light. If picked, they fade swiftly.
30 A huge, hollow war-machine or iron statue lies torn apart, seamlessly An injured, riderless svirf slug (Underworld Races & Classes,
integrating into the tunnel and granting additional metallic protection. page 192) mews pitifully. Healing, feeding and returning
it may lead to the rider rewarding the party.
31 A cave with a fungus-shrouded pool that feels like an Rat burrows, along with their detritus, litter this place; resting
oasis and grants a +2 resting penalty modifier. here may risk exposure to disease and the chance of attack.
32 Myriad molds and fungi fill this cave. There is a 25% chance each An elf-sized cocoon hangs in the middle of the cave. It has a 50%
night they bloom and form clouds of spores too beautiful to behold. chance to hold the corpse of a delver (1d3 days’ provisions or units
It grants a +3 resting penalty modifier but also requires a DC 15 of stock left) or a cluster of spiders; they are harmless and delicious
Constitution saving throw to be made. On a success, a character if roasted. If eaten, eliminate the need to consume food for the
can marvel at the wondrous display; on a failure, they take 7 night. There is a 50% chance that cooking them attracts a creature,
(2d6) poison damage and are poisoned until they can bathe. A such as the fully-grown parent or another predator. If intelligent
subsequent allergic reaction imposes a -2 resting penalty modifier. enough, the predator trades a unit of stock for 1d4+1 spiders.
33 This steep incline has winds blowing from above. This This cave’s floor slowly rises and falls. In fact, it is the back of a
disperses insects and brings fresh air, but also threatens to gargantuan subterranean kiwi-bird, torpidly dreaming the eons
blow away lightweights. Characters that weigh 150 pounds away. Its soft feathers grant a +4 resting penalty modifier; the
or more gain a +2 resting penalty modifier, while those place is snug without using further provisions. Fire may wake the
that weigh less suffer a -1 resting penalty modifier. dreamer before its time, leading to disastrous consequences.
34 Chipped dragon’s teeth move randomly in and out of A strange stone face is set into the walls. It may be
this black-veined cave’s floor. There is a 75% chance natural or supernatural. Subject to GM’s approval, it
they impose a -2 resting penalty modifier. might utter cryptic clues and/or prophecies.
35 A slick, muddy floor reduces campfire duration by -2 An interesting but out-of-place stone stands here. If split
hours and imposes -1 resting penalty modifier. open, the intestines of a humanoid are apparent.
36 This supernaturally cold dead-end houses restless spirits, Eyeless white crickets with instrument-like shapes on them
imposing a -2 resting penalty modifier if a campfire is set, live here. If fed a day’s worth of food, they chirp like a bucolic
but a -4 resting penalty modifier if heat is foregone. If the ensemble that by itself grants the boons of a +2 resting penalty
space is consecrated and blessed properly, characters resting modifier and they raise the mood via Camaraderie. If not fed,
here get a one-time +4 resting penalty modifier instead. the noise just grates, imposing a -2 resting penalty modifier.
37 This spherical cave means characters roll together Natural depressions are used to hold blood. Buoys of
slowly when asleep. Sleep is only 50% effective. inflated, sealed hearts keep them from coagulating.
38 White gypsum sand covers the cave, granting a +3 A red-eyed, two-tailed, jet squirrel with razor-sharp fangs sits
resting penalty modifier but adding 4 hours sleep. watching the party. Then another appears, just as the first vanishes.
39 This cavern is crisscrossed with petrified roots Strange totems made of bone, sinew and viscera hint
that impose a -1 resting penalty modifier. of the presence of a nearby primitive tribe.
40 This compact, serene, almost deific cavern houses a small pool of fresh A patch of springy, fluffy moss is big enough for 1d3 Small-
water, much edible lichen, and numerous harmless fluorescent fungi. sized characters to rest on; on a roll of 2 or 3, a Medium-sized
A stop here grants a +4 resting penalty modifier due to the calm. character can sleep on it instead. Any user gets a +4 resting
In addition, the cavern can provide light, food and water for 1d6+1 penalty modifier for doing so. But as the moss looks so inviting,
characters. After that, it requires a month to replenish its resources. those relaxing on it raise rancor and discord during the next rest,
which imposes a -2 resting penalty modifier on everyone.
168
Chapter Fourteen
170
Table 14-2: Foraging Near Civilization/Trade Routes
d10 Possible Major Complication
1 Illegal. The Target is a controlled substance, unbeknown to the party. Alternatively, a major
trading center or species has just declared the Target to be illegal.
2 Other Scavengers. Other scavengers, such as a beggar king’s troops or a hostile group, have the same Target as the party. If rolled towards the
end of the foraging attempt, consider having the Target already picked and making its retrieval possible only via tracking or questing for it.
3 Disgusting Exposure. The party finds itself searching in an unsanitary environment, e.g. an offal pit, sewerage system, or other foul
surroundings. The party is exposed to a disease and potentially some filth-related monsters or entities. If rolled towards the end of
the foraging attempt, consider placing the Target in a particularly toxic environment. This complication may not be avoided.
4 Ambush. A group of predators, bandits or scavengers follows the party and decides to strike. Alternatively, consider
that the Target may be bait left by certain groups, who have prepared an ambush for any seekers.
5 Guard Intervention. The guards of a nearby body of authority or well-connected caravan interfere with the party’s
foraging attempt. This may just delay the party, or possibly cost it at least one Foraging Success.
6 Whisper Campaign. Someone just could not keep their mouth shut. A neighborhood, caravan or similar, sizable
group becomes aware of the party’s goals and the vicinity of the Target and may help or hinder.
7 Bad Counteroffer. A hostile individual tries to coerce the party to hand the Target to them instead, on threat of
consequences for failing to do so. This is no bluff on the coercer’s part, and things soon get ugly.
8 Not Even One More Step. Whatever the reason, it has been a truly grueling trek. All party members must
make camp, find shelter, and consume double rations (or units of stock) OR a single character must consume
quadruple rations without asking the others, but this may lead to discord when camping.
9 Illegal Activities. The party happens upon a group of creatures engaged in some sort of illegal activity. The
creatures may not want witnesses but are as willing to buy off the party members as kill them.
10 Supplies Destroyed. The party is robbed in the night, suffers a brutal mishap, or the like.
Lose 2d10 days’ worth of units of stock or provisions for all characters.
d10 Possible Minor Complication
1 Stolen Supplies. The party loses 1d4 units of stock. At the GM’s discretion, there may be evidence of whom or
what took the stock. If there is evidence, there is a 20% chance it leads to another minor complication.
2 Annoying Noise. A lusty celebration, drunken revel, or rowdy nearby inn makes sleeping hard. If not dealt with, each imposes an additional -1d3
resting penalty modifier during the next night (i.e. a drunken celebration at a rowdy nearby inn imposes a -3d3 resting penalty modifier)
3 Parasites. The party is exposed to a parasite common to the region; if a previous complication involved individuals
from another biome, the parasites may stem from this source instead and be surprisingly exotic.
4 Dangerous Area. The trail leads through a potentially hostile group’s checkpoint or turf. The
dangerous area may be avoided but doing so entails the loss of a Foraging Success.
5 Polluted Area. The route that needs to be traversed has been polluted by alchemical ingredients, a plague-
ridden mass-grave or similar issues. Braving this foul space results in exposure to a disease and/or 5 (2d4) damage
of a suitable type. The perilous area may be avoided, but this entails the loss of a Foraging Success.
6 Sketchy Individuals. Unfriendly intelligent beings inhabit the area and demand a toll. Combat may result, but successful Intimidation could end it.
7 Embargo. A local political ruckus, activists or bandits block the trail. The party can attempt to use Charisma
(Persuasion) or Charisma (Deception) to attempt to display sympathy, or pay off the individuals, or, they can
attempt to bypass the embargo/blockage, but doing so entails the loss of a Foraging Success.
8 Strenuous Terrain. The terrain traversed is particularly exhausting. The party may decide to cross it slowly, requiring two days to traverse the
region, accruing no Foraging Successes, or consume one additional unit of stock or provision per character to gain 2 Foraging Successes.
9 Infestation. The party is infested with vermin, mold, or similar threats that may manifest as diseases, poisons, or 1d3 destroyed units of stock.
10 Thieving Attempt. The party catches a thief in the act of trying to steal one minor item, such as a potion or the like. Combat may ensue,
the item may be retrieved by trailing the thief, or the thief may join the characters at the request of either the thief or party itself.
d10 Possible Reprieve
1 Inebriated Stranger. A stranger under the influence of some sort of drug mistakes the party for friends. The stranger provides 1d3 units of stock.
2 Smuggler’s Cache. The party finds a hidden cache of illegal or common magical goods. Taking them may
result in their owner tracking the party, unless the characters cover their trail very well.
3 Caught the Trail. The party gains an additional Foraging Success.
4 Friendly Faces. The party meets several friendly folk who offer to help the characters with some local issues.
The party can call upon these beings to e.g. bypass an embargo or similar minor complication.
5 The King Knows. A beggar’s king, the master of a caravanserai or similar local individual hears of the group and lends their services indirectly. The
party gains 1d3 additional Foraging Successes, or 2d6 additional Foraging Successes if they agree to perform a task for the entity in the future.
6 Under My Protection. The party is mistaken for being agents of some powerful being. No random encounters take place for 8d12 hours.
7 Shady Guide. A stranger offers to guide the party—for a price. Paying the price will provide 1d6 additional
Foraging Successes. There is a 33% chance that the guide is a fraud who attempts to lure the party into a
minor complication. If this is the case, reroll a reprieve once the minor complication is resolved.
8 Abandoned Trade Goods. A caravan seems to have abandoned its trade goods. Gain 1d6 units of stock.
9 Secondary Target. This has no immediate effect, but when the party finds the Target, the quantity available is doubled. This can
only happen once per foraging; if an earlier complication indicated the Target was harvested previously, this entry means that
there is a second, moderately well-hidden Target somewhere in the original Target’s area. Reroll subsequent results.
10 Abandoned Campsite. The party happens upon a resting place, such as a tent with bedrolls and the like. While 171
no food is present, this satisfies the comfort/light cost in units of stock when camping here.
When playing with the wilderness rules presented and the party has bedrolls and agreeable means of
in this book, note that the colloid tends to be resting, they do not need to pay a unit of stock for
relatively well-lit. Providing the climate is moderate comfort while exploring the colloid.
172
Continued on next page.
d10 Possible Minor Complication
1 Lesser Call of the Colloid. Treat each day spent in the colloid from here on out as 1d3 days
instead to determine the onset of Colloid Melancholia (page 195).
2 Haunting Calls. Long-dead friends call to the party. The imploring moans impose a -2 resting penalty modifier.
3 Sudden Bout of Mercy. Once during the next day, a character must succeed on a DC 15 Charisma saving throw when about to kill another living
being. Failure to do so makes the character hesitate and reduces the number of days before the onset of Colloid Melancholia (page 195) by 1d4. If
the character already suffers from Colloid Melancholia (page 195), they instead increase their condition severity level by 1 on a failed saving throw.
4 Sharp Crystals. The trail leads through a grueling area of glowing, caltrop-like crystals. Crossing these deals
slashing, piercing or radiant damage to all characters equal to the moderate environmental hazard damage entry
(Underworld Hazards, page 141). Avoiding the perilous area entails the loss of a Foraging Success.
5 Colloid Infection. 2d6 units of stock representing the party’s water is infected by the colloid.
Drinking the water counts as exposure to Colloid Melancholia (page 195).
6 Undead in Peril. A mighty undead creature, one that is usually hostile towards the living, appears before the
characters ragged and half-destroyed, begging them to escort it out of “this crystalline hellscape!”
7 Can We Talk to You About “The Colloid”? A colliatur messiah and its entourage want to talk to the party about
their violent tendencies and their needless bloodshed. They do not take “no” for an answer.
8 Infestation Foiled. Lice, bugs, and similar pests infesting the characters are crystallized by the colloid. This rids them of the
infestation, but also exposes them to the colloid, reducing the amount of days before they suffer Colloid Melancholia by 1d6.
9 One Final Gift. A character gifts a random, minor item to one of the phantoms resembling an old friend
or loved one from the colloid. The item is irrevocably lost, but at the GM's discretion, the character may
receive a return gift in the form of insight or inspiration at some point over the next 1d4 days.
10 Strenuous Colloid Terrain. The region the characters are traversing is especially tiring. They may decide to go slowly, taking two days to cross it
and accruing no Foraging Successes, or consume 1 additional unit of stock or provision per character to gain 2 Foraging Successes. If they listen,
the colloid phantoms tell how to bypass the difficulty. This reduces their amount of days before suffering Colloid Melancholia (page 195) by 1d8.
d10 Possible Reprieve
1 Nexus Knot. The party happens upon a nexus knot of the colloid, a powerful source of magical energy that may be used to emit massive
blasts of destructive force. A friendly colloid phantom allows the party to fully control the nexus knot (Underworld Hazards, page 141).
2 Gift from Beyond. One of the colloid phantoms, its beloved still among the non-transcended,
leaves a gift for it. The party gains a minor item, subject to the GM’s discretion.
3 Desperate Undead. A mighty undead creature, frozen in place by the colloid, is close to being annihilated. It
promises all its worldly riches to be saved, and it is so desperate, it may actually stick to the bargain.
4 The Titan Slumbers. The Colloid Awareness (page 196) modifier decreases by 1d4.
5 Under My Protection. Colloid crystals have grown on the party’s weaponry. Until they finish a long rest,
the characters inflict an additional +1d4 radiant damage with their weapon attacks.
6 Holy of Holies. The next area the party makes camp in is treated as consecrated ground, and units
of stock may be used as holy water until the party next finishes a long rest.
7 Caught the Trail. The party gains an additional Foraging Success.
8 Secret from Beyond. The party runs into the phantom of a beaten creature. It reveals a secret only it knew. The secret
may energize (10%), help (50%), hinder (20%), haunt (15%) or imperil (5%) each character on an individual basis.
9 Colloid Utopia. The party happens upon the perfect resting place; it either does not consume units of stock or can
ignore all negative resting penalty modifiers after setting up camp. Also, any reduction to maximum hit points
incurred from undead, such as a vampire’s Blood Drain or ongoing necrotic damage, are negated.
10 Colloid Duplication. The colloid has duplicated the Target 1d4 times. The additional Targets may be plucked, but for each one plucked,
the character plucking it must agree to a brief mental contact, which bestows one level of Colloid Melancholia (page 195) (no save).
173
When playing with the wilderness rules presented fresh water unspoiled by spores and rhizomes, also
in this book, note that the fungal jungle is an reduce the need to spend units of stock for water. It
extraordinarily rich biome. At the GM’s discretion, is suggested instead to use of the numerous tables
consider foregoing the need to spend units of stock of weird magical effects to account for the results
for food. In markedly humid regions with plenty of of drinking and eating magical fungi.
174
d10 Possible Minor Complication
1 Minor Shroomitis. The party is hit by a potent burst of spores that react harshly with its members' physiologies.
This requires a Constitution saving throw against a minor environmental hazard DC (Underworld Hazards,
page 141). On a failure, a character increases the condition severity of Shroomitis by +1.
2 Spitting Shrooms. The trail leads through a horribly dangerous area of volatile spores. Crossing it deals acid,
poison or necrotic damage to all characters equal to the moderate environmental hazard damage entry
(Underworld Hazards, page 141). Avoiding the area entails the loss of a Foraging Success.
3 Infested Magic. Spellcasters have their minds infested with spores of magical fungi. As they cast their next 1d6 spells, they
must succeed on a Constitution saving throw against a minor environmental hazard DC (Underworld Hazards, page 141)
or suffer the effects of either a confusion spell or gain the hallucinating condition (see below) for 1 round.
4 Fungal Mindshift. Spores convince random characters that they are plant beings, making them: behave as if only
magic affecting plants can affect them; believe that they must bury their feet to rest; accept only liquefied food. The
delusion is short-lived, but imposes a -2 resting penalty modifier on the party and may result in discord.
5 Strenuous Shroom Terrain. The terrain traversed is particularly exhausting. The party may decide to take it slow,
requiring two days to traverse the region, accruing no Foraging Successes, or consume one additional unit of stock or
provision per character to gain 2 Foraging Successes. Alternatively, each character may choose to take an energizing
drug and forge a new path across the terrain, but doing so obviously exposes the party to the narcotic.
6 Fungal Corrosion. One random, minor item is irrevocably corroded or consumed by exposure to the fungi.
7 Biting Insects. The annoying insects infecting the region impose a -3 resting penalty modifier.
8 Shroomitis Victim. Someone infected by Shroomitis staggers towards the party. Possibly
mad, psychotic or just desperate, they need to get out of the jungle.
9 Dreamlike Haze. Multi-hued clouds of disorienting spores make navigation hard. The party must succeed on a Wisdom (Survival) check against a
minor environmental hazard DC (Underworld Hazards, page 141). On a failure, the characters become lost for 1d4 days (Getting Lost, page 80).
10 Fungal Corruption. 2d6 units of stock representing the party’s food are infected by the spores. Eating the food
counts as exposure to Shroomitis or to another poison or disease, subject to the GM’s discretion.
d10 Possible Reprieve
1 Yummy Shrooms. The party finds particularly tasty edible mushrooms. This grants them 1d6 units of stock that must be used to sate
hunger. If every character eats one of the delicious mushrooms, the party mood improves by an additional step (Camaraderie, page 90).
2 Fungal Fountain. The party finds a cluster of benevolent magical mushrooms (GM's choice of boon).
3 Time Bent Benevolently. The characters act in line with rhyzalla’s wishes, following the inscrutable agenda of the time-spanning rhizome;
at the start of the next 1d6 combats, they have a 50% chance of being subjected to the effects of a haste spell that can’t be dispelled.
4 More Virulent Than Expected. One dose of acid or poison the party has in its possession is infected with rhizomes
that enhance its potency. The saving throw made against the substance is made at disadvantage.
5 Something’s Sprouting on my Weapons! Fungi grow on the party’s weapons. Until they finish a long rest, each
character inflicts an additional +1d4 acid or poison (subject to GM’s discretion) damage with weapon attacks.
6 More Widespread Than Expected. One dose of acid or poison the party has is infected with rhizomes that enhance
its area of effect. The saving throw against the substance is made by everybody in a 10-foot radius.
7 Fungal Oasis. The party finds the perfect fungal resting place: fluorescence; a warm, soft floor; fresh water; and
edible mushrooms, all at once! The party doesn’t need to consume any units of stock and ignores any negative
resting penalty modifiers, but only for one night. The oasis requires 1d10 days to replenish its resources.
8 At Least Those Are Medicine. The party loses 1d6 units of stock, as mushrooms grow from them. However, the
mushrooms act as a potion of healing. One potion is gained per unit of stock destroyed this way.
9 Caught the Trail. The party gains an additional Foraging Success. At the GM’s discretion, this may
bolster the party’s mood so much it secretly enhances the next use of Camaraderie.
10 Warm, Mossy Bed. The party happens upon a fungal glade with a soft floor and edible mushrooms. The party doesn’t need to
spend units of stock for comfort or food, but only for a single night. The glade takes 1d4 days to replenish its resources.
Hallucinating
A hallucinating creature can’t concentrate, has a Table 14-5: Hallucinations
passive Perception of 0, and has disadvantage on d6 You see...
Intelligence, Wisdom, and Charisma checks. 1 You’re sinking into quicksand!
2 You’re being swarmed by tiny spiders!
The GM determines exactly what the creature
3 An item you’re holding turns into a viper!
sees, hears, and feels, as well as any additional
4 The air is suffering as you breath it!
conditions the creature might suffer while 5 You’ve shrunk to the size of an acorn!
hallucinating. Table 14-5 provides some ideas. 6 Gravity has reversed! Hold on!
175
It is straightforward to devise custom hunting in any Underworld environment. As with foraging,
tables for a specific biome, and there is some each biome has major and minor complications
intended overlap with those tables presented for listed, and then various possible reprieves.
foraging. These are general tables suitable for hunts
176
Table 14-7: Hunting Near Civilization/Trade Routes
d10 Possible Major Complication
1 Protected Status. The Quarry crosses a region inhabited by beings that consider it to be sacred or worthy of
protection. Ranging from environmentalists and scholars to primitive tribes, the inhabitants have a staunch
belief in defending the Quarry and attempt to hamper the party at best, and eliminate it at worst.
2 Harrying. Whether intentional or as a result of its nature and environment (from howls to magical effects) the party finds its sleep
hampered severely by the unsettling mood created by proximity to the Quarry. The party suffers a -1d6 resting penalty modifier.
3 Home Advantage. The Quarry escapes through a terrain that doesn’t hurt or hamper it, but which may prove hazardous or even
insurmountable to the party. This may result in the Quarry’s modes of movement coming into play. This complication may not be avoided.
4 Ambush. A group of predators, bandits or scavengers follows the party and decides to strike. Alternatively, provided the
Quarry is aware of being hunted, consider that it may attempt to use certain groups or areas to hamper the party.
5 Associates. Whether subservient creatures, symbiotic lifeforms or similar beings, the Quarry has happened upon a group of
creatures that will attempt to hamper the party. These allies slow down the party, costing it 1d4 Hunting Successes.
6 Suspicion. Someone just couldn’t keep their mouth shut, or the Quarry has by some other means determined that not
all is as it should be. The quarry awareness increases by one step, up to a maximum of alerted. If already at this state,
increase the number of days it remains alerted (Table 8-5: Quarry Capabilities, page 102) by 1d6 days instead.
7 Increased Resources. The Quarry happens upon some kind of resource that it can use to become more potent. Subject
to the GM’s discretion, this either adds a new trap or hazard (Underworld Hazards, page 141) to the encounter with the
Quarry, grants the Quarry a new lair or legendary action, or decreases the number of actions that a legendary action (one
that usually requires multiple actions to perform) takes to complete by one action, to a minimum of one action.
8 The Definition of Grueling. Pursuing the Quarry strains the party to the breaking point. All party members must make camp,
find shelter and consume triple rations (or units of stock) OR a single character must consume quintuple rations, but this
may lead to discord when camping. This may lead to further discord (GM’s discretion) either when camping (40% chance),
1d3+1 hours into the next day’s travel (40% chance) or after the next fight whenever it may take place (20% chance).
9 Authority Intervention. The local ruler or body of government attempts to intervene with the hunt. Resolving things properly is possible,
but costs the party 1d6 days of red tape, haggling and paperwork. For every day spent on this, the party loses 1d3 Hunting Successes.
Alternatively, the party may choose to ignore the intervention, but risk being branded as criminals or face similar legal sanctions.
10 Worst Case Scenario. Whether an alerted Quarry or atrocious luck is to blame, the party loses all units of stock—they are dropped,
spoiled, infested, and so on. A merciful GM may rule that each character gets to keep no more than 1d2 units of stock. This should
only happen once per in-game year; subsequent results should instead either cost 1d6 units of stock or be rerolled.
d10 Possible Minor Complication
1 Tainted Supplies. 1d4 units of stock are tainted. They may be consumed, but doing so may result in exposure to diseases or similar effects.
2 Loud Celebration. A clan celebration, drunkards or a nearby inn make sleeping hard. If not dealt with, the party suffers
an additional -1d3 resting penalty modifier during the next night. Dealing with the celebrants alerts the Quarry that
something is amiss, rendering it suspicious it if was unaware (Table 8-5: Quarry Capabilities, page 102).
3 Dangerous Area. The trail leads through a potentially hostile group’s checkpoint or turf. The dangerous area may
be avoided, but doing so entails the loss of a Hunting Success. Additionally, depending on how the group perceives
the Quarry, this may render the Quarry aware (Table 8-5: Quarry Capabilities, page 102) of being hunted.
4 Bothersome Parasites. The party is exposed to one type of parasite common for the region; if a previous complication involved traders
or travelers from another biome, the parasites may stem from this source instead and be rather exotic. Treating the infection may involve
painful procedures or rather obvious procedures, rending the Quarry suspicious it if was unaware (Table 8-5: Quarry Capabilities, page 102).
5 Sketchy Individuals. Unfriendly intelligent beings inhabit the area and demand a toll. Combat may result, which in turn may render the Quarry
suspicious or even alerted (Table 8-5: Quarry Capabilities, page 102). Successfully intimidating the beings could end all of this before it starts.
6 Quarry Boon. The Quarry happens upon a minor magic item it can use when finally caught. If it is less intelligent, this may represent
having consumed strange things to gain a one-use reaction that e.g. duplicates a potion of superior healing or similar item.
7 Polluted Area. The area that needs to be traversed has been polluted by alchemical ingredients, a plague-ridden mass-grave
or similar issues. Braving the polluted area results in exposure to a disease and/or exposure to a minor environmental hazard
(Underworld Hazards, page 141). The Quarry is also exposed to this pollution. If it is fully affected by the area, the party gains
one Hunting Success. The dangerous area may be avoided, but doing so entails the loss of 1d2 Hunting Successes.
8 Strenuous Terrain. The terrain traversed is particularly exhausting. The party may decide to take it slow, requiring two days to traverse
the region, accruing no Hunting Successes, or consume one additional unit of stock or provision per character to gain 2 Hunting
Successes. Note that, depending on the modes of movement the Quarry has, this delay may apply to the Quarry as well.
9 Blockade. Individuals potentially associated with the Quarry in some way block the trail. The party can attempt to use Charisma
(Persuasion) or Charisma (Deception) to attempt to display sympathy or pay off the individuals. Alternatively, they can attempt
to bypass the embargo/blockage, but doing so entails the loss of a Hunting Success. Additionally, if the individuals have
not been made friendly, they may attempt to render the Quarry suspicious or even alerted (Table 8-5: Quarry Capabilities,
page 102). If the blocking individuals are hostile to the Quarry, the party instead gains 1d2 Hunting Successes.
10 Yummy Infestation. The party is infested with vermin, mold, or similar threats that may manifest as diseases, poisons,
or 1d3 destroyed units of stock per character. Worse, the creatures infesting the party are actually part of the Quarry’s
diet, which may result in it having advantage on checks made to notice that it is being hunted for 1d6 days.
177
d10 Possible Reprieve
1 Veteran. The party meets a veteran, who can give pointers to tracking down the Quarry. If made friendly, the veteran grants the party 1d2
Hunting Successes or can teach them a trick that will work one time for the current Quarry and reduce quarry awareness by one step.
2 Teleportation Shut-down. The party meets a potent spellcaster or entity, which agrees
to prevent the Quarry from using teleportation for 1d6 days.
3 Stealthy Runners. The party has a run of good luck regarding being inconspicuous. The Quarry’s awareness level is reduced by one step.
4 Under My Protection. The party is mistaken for being agents of some powerful being. The characters
faces no random encounters for a short period of time (GM’s discretion).
5 Biome Anomaly. Even if the Quarry is usually familiar with the biome it’s in, there is an anomaly that
makes it stick out. The Quarry is treated as unfamiliar with the biome for 1d2 days.
6 Friendly Faces. The party meets a group of friendly folks who offer to help it with some local issues. The characters
can call upon these beings to, e.g., bypass an embargo or similar minor complication. Alternatively, the group
can use its connections to deprive the Quarry of one of its modes of movement for 1d4 days.
7 Lucky Find. The party happens upon a stash of materials which provides 1d3 units of stock.
8 Caught the Trail. The party gains an additional Hunting Success. At the GM’s discretion, this may
bolster the party’s mood so much it secretly enhances the next use of Camaraderie.
9 Obliviousness. Whether via a drug, a distraction or something else, the Quarry immediately becomes
unaware of the party. If already unaware, the party instead gains 1d4 Hunting Successes.
10 Liability. The Quarry has some sort of liability—harmless young, a sick partner, a fragile item that it wants to protect—and this
liability can be exploited during the final confrontation. This result can only be rolled once; reroll any further results.
When playing with the the climate is moderate and the need to pay a unit of stock for
wilderness rules presented in this party has bedrolls and agreeable comfort while exploring the
book, note that the colloid tends means of resting, they do not colloid.
to be relatively well-lit. Providing
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d10 Possible Minor Complication
1 Calls from the Slain. Beseeching wails of slain creatures call out to those who are resting, accompanied
by mild telekinetic phenomena that impose a -3 resting penalty modifier.
2 Judgment of the Colloid. The colloid judges all inside it. If the party has killed another sentient creature with an Intelligence of
3 or greater within the last 24 hours, they decrease the onset of Colloid Melancholia (page 195) by 1d3 days for each sentient
creature slain. This also applies to the Quarry. If a creature is already suffering from a stage of Colloid Melancholia, they instead
have to immediately make a saving throw against Colloid Melancholia or increase the condition’s severity level by +1.
3 Burning Rays. The trail leads through a potentially grueling area of crystal pylons emitting random beams of concentrated
light. Traversing these deals radiant or fire damage to all characters equal to the moderate environmental hazard damage entry
(Underworld Hazards, page 141). The dangerous area may be avoided, but doing so entails the loss of a Hunting Success.
4 Saved by the Colloid. Once during the next day, a character has to succeed on a DC 15 Charisma saving throw to kill another living
being. Failure to do so renders the character incapable of killing the creature. Subduing it is possible. If another character kills
the spared creature, the character who failed the saving throw immediately decreases the onset of Colloid Melancholia by 1d10
days. If the character already is suffering from Colloid Melancholia, the condition’s severity level instead increases by 1.
5 End of Life. A single being from a nearby civilization or culture, nearing the end of its life, has been “sent to the colloid” to become one
with it, perhaps for being infirm or old. The creature may or may not be willing, but either way, it begs the characters for their help.
6 Infestation Purgative. The party happens upon a natural cauldron containing diamond-like shards of colloid that react violently with
slimes and infestations such as insects or parasites. The party may extract 1d6 doses of purgative, which can be used as a thrown
weapon against oozes and similar creatures, inflicting severe environmental hazard (Underworld Hazards, page 141) acid or radiant
(subject to GM’s discretion, whichever would be more suitable or benevolent) damage on a successful saving throw, or half as much
on a successful one. The purgative may also be ingested, eliminating an ongoing poison or affliction that causes continuous poison or
necrotic damage, but also exposes them to the colloid, reducing their amount of days before suffering Colloid Melancholia by 1d6.
7 Celebrants. A colliatur messiah is conducting a service reminiscent of attending worship in a deity’s temple. The congregation does not take kindly
to having “blood-spillers” and the “murder-minded” interrupt their solemn communion, but can be appeased by displays of party contrition.
8 Colloid Infection. 2d6 units of stock representing part of the party’s water are infected by the
colloid. Drinking the water counts as exposure to Colloid Melancholia (page 195).
9 Blackmail from Beyond. A hard light phantom (page 196) of a vanquished enemy manifests, and demands to
receive an item as recompense. Failure to comply will have the phantom harry the party for 1d4 days, imposing a
-2 resting penalty modifier. Additionally, the phantom will raise the colloid awareness modifier by +1d4.
10 Phantom Guides Through Strenuous Colloid Terrain. The terrain traversed is particularly exhausting. The party may decide to
take it slow, requiring two days to traverse the region, accruing no Hunting Successes, or consume one additional unit of stock
or provision per character to gain 2 Hunting Successes. Alternatively, they may listen to the phantoms in the colloid to bypass
the complication but doing so reduces their amount of days before suffering the onset of Colloid Melancholia by 1d8.
d10 Possible Reprieve
1 Temporary Colloid Apotheosis. Any character suffering from at least one level of Colloid Melancholia gets to choose either swimming speed,
climbing speed or burrowing speed, at their full base speed, for 1d8 days while in the colloid. Alternatively, they gain crystalline wings for a
flying speed equal to base speed, but the wings only last for 1d3 days. This can mitigate the advantages of the Quarry’s modes of movement.
2 Pyrrhic Victory. The party discovers a slain group of adventurers, turned into parts of the colloid but with serene and content smiles on
their faces. The undead creature that defeated the band lies shattered amid the group, destroyed by the power of the colloid. The colloid
has absorbed some parts of the adventurers' gear, but appropriate contact may negotiate the release of an item or two at least.
3 Harried Quarry. Colloid phantoms harry the Quarry, negating one of the modes of movement the Quarry has for 1d2 days.
4 The Colloid’s Gaze. The colloid considers itself to be benevolent and attempts to judge the characters as such. For 1d6 days,
whenever the party spares a sentient creature they vanquish, the colloid’s awareness modifier decreases by 1d4.
5 Aid of the Colloid. The colloid points the party towards the target. The party gains an additional Hunting
Success equal to 1/2 of the current colloid awareness modifier they have, minimum 1.
6 Well of Light. The party happens upon a well that collects pure colloid energy in a funnel-like structure. Placing a weapon
inside will convert its physical form into hard light, changing the damage it inflicts permanently to radiant damage. It takes a
month for the energy to replenish itself. A phantom may be present to explain this, subject to the GM’s discretion. Gaining this
reprieve’s benefits may require fulfilling a task for the inscrutable colloid, also described by the guardian phantom.
7 Colloid Infection. The Quarry is infected with the colloid, and loses one of its lair or legendary actions, or, if it does not have either,
one of its other special abilities. It is regained after the Quarry abstains from visiting the colloid for a month or more.
8 Quarry Delay. The Quarry is temporarily disabled, encased in crystal, or utterly flabbergasted
by hard light phantoms (page 196). The party gains 1d4 Hunting Successes.
9 A Second Chance. The party happens upon a man-sized, crystalline, capsule-like structure, its door standing open. If a
creature enters it, a wave of light glides over the creature. At any point thereafter, if the creature is slain, a colliatur duplicate
forms in the capsule. This reprieve may only be encountered once per hunting attempt. Reroll further results.
10 Enhanced Armor. Colloid crystals have grown on the party’s armor and clothing. Until they finish a long rest, they increase
their AC by +2. Additionally, the party has advantage on Charisma (Deception) checks made to pass as colliatur.
179
If using the wilderness rules presented in this regions with plentiful fresh water unspoiled by
book, recall that the fungal jungle is a truly rich spores and rhizomes, having to spend units of stock
biome. Subject to the GM’s discretion, consider for water as well. Instead, use one of your tables
foregoing the need to spend units of stock to for weird magic effects to represent the effects of
provide food, and potentially, in particularly humid consuming magical fungi.
180
d10 Possible Minor Complication
1 Itchy Moss. The floor is littered with moss that emits spores which cause incredibly itchy rashes when trodden on. Unless the
party flies above the region, they suffer a -3 resting penalty modifier the next 1d3 times they make camp. An Intelligence (Nature)
check against a minor environmental hazard DC (Underworld Hazards, page 141) warns the party of this property.
2 Partial Amnesia. The spores can cause temporary and selective amnesia. Each character must succeed on a Constitution saving throw against
a moderate environmental hazard DC (Underworld Hazards, page 141). On a failed save, the target loses a random proficiency or ability to
cast a random spell. The character is not aware of this loss, until they try to use the check or cast the spell. This loss lasts for 1d3 days.
3 Winding Labyrinth. The winding paths of the rhizome make traversing the area slow and laborious, costing the party
1d3-1 Hunting Successes. The area may be avoided, but doing so entails the loss of 2 Hunting Successes.
4 The Dragon’s Mists. Multi-hued banks of fog make navigation nigh impossible. The party must succeed on a Wisdom
(Survival) check against a severe environmental hazard DC (Underworld Hazards, page 141). On a failure, the
characters become lost (page 80) for 1d3 days, and potentially exposes the party to a disease or poison.
5 Shroomitis Camp. A caravan of various individuals rests here, too weak to go on. The members of the
expedition have been infected with Shroomitis and need help to get out of the fungal jungle.
6 Fungal Chasm. The rhizomes of two unimaginably colossal competing mushrooms have torn asunder the earth, creating a massive chasm
that must be crossed. Climbing down and up again is slow, requiring two days to traverse the region and accruing no Hunting Successes.
Otherwise, the party may consume one additional unit of stock or provision per person to power through the climb and gain 2 Hunting
Successes. If the party has means to fly or a climbing speed to bypass the region, it can forego the additional cost in units of stock. Alternatively,
the entire party may consume some energizing drug and suddenly find a way. Doing so exposes any users to potential drug addiction.
7 Fungal Corruption. 2d6 units of stock representing the party’s food are infected by the spores. Eating the food counts
as exposure to Shroomitis or to another poison or disease, subject to the GM’s discretion. The Quarry fares slightly
better, only losing 1d6 units of stock, should the GM be tracking the resource for the Quarry. If not tracking units of
stock for the Quarry, grant the hunting party one Hunting Success to represent the Quarry’s need to resupply.
8 This Corrosion. One random full outfit of armor is infected with corrosive mushrooms,
rendering it unusable until it has been properly restored by a specialist.
9 Infested Magic. Spellcasters have their magic infested with spores of magical shrooms. On casting their next 1d10
spells, they must succeed on a Constitution saving throw against a minor environmental hazard DC (Underworld
Hazards, page 141) or suffer hallucinations (page 175). Alternatively, use the confusion spell’s effects instead.
10 Fungfusion! Strange spores affect the party! Two randomly chosen characters must succeed on a Charisma saving throw against a
severe environmental hazard DC (Underworld Hazards, page 141). Nothing happens if only one character fails the saving throw; if
both characters fail the saving throw, take the character sheets from the players and have them exchange the characters played—
their minds have been switched! If a character with a switched mind dies, their body dies as well. This mind-switch lasts for 1d10 days.
Subject to the GM’s discretion, a remove curse spell or similar magic may revert this, if the players absolutely hate the notion.
d10 Possible Reprieve
1 Soothing Mushrooms. The slightly fluorescent mushrooms make it possible for the party to forgo expending units of stock for
resting. Additionally, the calming glow improves the party’s mood by one additional step if the characters employ Camaraderie.
2 Stock Out of Time. The temporal distortions caused by rhyzalla dump a totally unexpected 1d10 units of stock right in the middle of a fungal
glen. The units of stock are perfectly safe to consume, but their sheer oddness may mean that the party prefers to leave them behind.
3 Caught a Break. The party finds a trail the Quarry has overlooked; the party gains 1d2 additional Hunting Success. At the
GM’s discretion, this may bolster the party’s mood so much it secretly enhances the next use of Camaraderie.
4 Fungus-Enhanced Immune System. The party is infected with a benevolent fungal condition that, alas, is short-lived. For
the next 1d3 days, the party has advantage on saving throws against diseases, poison and the poisoned condition.
5 Delicious Slurry. The party finds particularly nutritious fungal slurry. This grants them 1d6 units of stock
that must be used to slake thirst. If each character drinks from the mellowing slurry, the party mood
improves by an additional step, and they gain a +2 resting penalty modifier for the night.
6 Gland Infection. If the Quarry has poison or the ability to inflict acid damage via nonmagical means, the Quarry loses this ability for 1d6 days.
7 Unwise Decisions. The Quarry has partaken of strange mushrooms. It acts as though affected by confusion if tracked down this day.
8 Corrupted Lair. The Quarry is infected with spores that hamper its ability to use some of the features of
its lair. The Quarry loses one lair action or legendary action it has; if the Quarry has neither, it loses one
of its regular features, resistances or immunities instead, subject to the GM’s discretion.
9 Corrosive Bulbs. The hunting party and the Quarry both lose 1d6 units of stock, but gain 1d6 fungal bulbs. These bulbs may be
smeared on a weapon as an action to add +1d4 acid or poison damage to the next 1d6 attacks made with the weapon.
10 Mushroom Paradise. The party finds a region that just exudes bliss and serenity by a combination of spores, available creature
comforts and, perhaps, magic! The characters ignore any negative resting penalty modifiers and increase their mood to cheerful.
181
Hel is a very real place in these tables universally
Aventyr; its desolate shores and useful, and to account for
Gitwerc cities are considered other types of Underworld,
hell on earth. The planar the following tables refer
energies of Hel suffuse the to dominant alignment
region, making it particularly as a term to denote these
dangerous to those that do energies. When Hel’s Taint
not share the alignment of (page 190) is referenced,
Hel, Lawful Evil—this holds use a substitute condition if
true for both the party and you are representing another
its Quarry. In order to keep planar influence.
183
When playing with the wilderness rules presented More so than in other biomes, the natures of
in this book, note that these tables imply being on both the Quarry and the party are important. If
or adjacent to a large body of water, which in many the Quarry is aquatic, the party must have ways
instances will be fresh water. Unless the GM decides to navigate reliably on and in the water, as well as
the water is salty, or a complication indicates it be able to compete under the surface, in order to
is undrinkable for some other reason, the party win. Successful hunts in this region often require
need not consume units of stock to quench their belonging to a species adapted to the biome, or
thirst, providing it has a means to make a fire powerful magics to make up for shortcomings,
and properly ensure the water doesn’t contain such as an inability to withstand water pressure.
anything detrimental. A Quarry not adapted to the biome may find itself
easily cornered.
Table 14-11: Subterranean Shores Hunting
d10 Possible Major Complication
1 Unnerving Murmurs. The waves lapping in the dark seem to murmur of events and secrets best left
forgotten. The party takes a cumulative -1 resting penalty modifier for the next 1d4 days, and the Quarry
becomes suspicious if it had been unaware (Table 8-5: Quarry Capabilities, page 102).
2 Phantom Ferryman. A hooded ferryman offers to carry the party to their goal for the low price of a soul or two copper coins per
head—and he is the real deal. The phantom ferryman can help the characters make up for one or more modes of movement that
the Quarry has and they lack. He can even bring them unharmed to the bottom of any body of water, whatever the depth.
3 Apex Predator. A massive creature has taken an interest in the Quarry and begins hunting it at the same time as the party. This creature
only needs to gain 3d4 Hunting Successes to catch the Quarry. If the Quarry leaves the biome, the apex predator doesn't follow it.
4 The Call of the Flyers. Bats, strange eyeless birds, or insects hum with trepidation. Increase the quarry awareness (page 102) by one step.
5 Bound Feast. The Quarry happened upon an execution or sacrifice in progress; a being is bound aginst
the rocks to be engulfed by the waves, or has been left as an oblation to something from the depths. The
Quarry consumes or otherwise benefites from the creature, gaining 2d6 units of stock.
185
The most dangerous and deepest regions of the not keep its mood at Good or better. If the party
Underworld are sparse, deadly, and potentially is left stranded in the dark, insanity or death are
maddening. There is no light in these depths, at all but guaranteed. Unless truly desperate, insane,
least none that would be benevolent. An uncanny or native to this biome, few Quarries will attempt
silence, broken only by the deep thrum of seismic to flee here—many sentient creatures prefer dying
activity, permeates this hostile region. Consider to venturing into these most desolate and forlorn
asking for saving throws to prevent madness if the places, all too aware of the chance of being lost
party lingers for too long in this biome and does forever. The Darkness (page 121) is also present.
186
d10 Possible Minor Complication
1 Memories Lost. The Darkness makes it easy to forget. About light. About laughter. Who you are. Each character must succeed
on a Constitution saving throw against a moderate environmental hazard DC (Underworld Hazards, page 141). On a failed save,
the target loses a random proficiency or ability to cast a random spell. The character is not aware of this loss, until they try to use
the check or cast the spell. This loss lasts for 1d3 days. Depending on the nature of the Quarry, it may be affected as well. Some
whisper that such memories will coalesce into congealed, doppelganger-like demons, devoted to hunting down their source.
2 The Quarry and the Lost. A creature lost to the call of the Lightless Abyss stumbles from the cloying Darkness—it claims to be one of
the characters or a well-known NPC, returned as the grotesquely changed sole survivor from hunting the Quarry. It seems to have an
uncanny knowledge of the party and its Quarry , and beseeches the characters to abort the hunt before they end up suffering its fate.
3 Radiation. This region emits a harmful, if not deadly radiation. Unless the party flies above it or has suitable precautions, such
as force effects or sheets of lead to put below their mattresses, they suffer a -3 resting penalty modifier the next 1d3 times
they make camp. A successful Intelligence (Nature) check against a minor environmental hazard DC (Underworld Hazards,
page 141) warns the party of this property. The Quarry suffers the same effects unless it makes its saving throw.
4 Non-Euclidian Paths. The rules of gravity and perspective break down. The region becomes mind-boggling, an Escher-like
panoply of impossible, intersecting tunnels. Make a contested Wisdom check between the Quarry and the character with the
highest Wisdom. The loser must roll on Table 15-9: Call of the Lightless Abyss (page 198). If the character loses the contested
check, the party gains 1d4 Hunting Success due to the tainted insight. If the Quarry loses the contested check, the hunting party
instead loses 1d4 Hunting Successes, as the Quarry can use its insane insight to navigate the nightmarish labyrinth.
5 Escape. The Quarry finds a path into another biome. Depending on its nature, it may attempt to disguise
or even seal off the escape route. Clearing the route costs the party 1d3 Hunting Successes.
6 Vantablack Magic. A spellcaster's magic is imbued with the sentience of Darkness; when they cast their next 1d6 spells they chose whether to
harness this fell power. If they do, they must succeed on a Constitution saving throw against a minor environmental hazard DC (Underworld
Hazards, page 141). If successful, they don't have to expend spell slots when casting. If unsuccessful, they roll on Table 15-9: Call of the Lightless
Abyss (page 198). If a successful caster then chooses NOT to use the Darkness to cast a single spell from the alloted 1d6, it becomes angry, if such
an emotion is ascribable to it, and grants its spellcasting benefits to the Quarry for 1d6 days, whether the creature's casting is learned or innate.
7 Rapid Calcification. The Quarry has contracted a strange disease that renders is nigh-impervious to damage, as it is encased in jet-like minerals
formed of solid Darkness. Its Speed decreases by 5 feet each day for 1d6 + 1 days, but it also gains immunity to bludgeoning, piercing and slashing
damage. If its Speed reaches 0 feet, it is petrified. At the GM's discretion, the light-absorbing mineral coating renders it effectively invisible as well.
8 Supernatural Darkness. The Darkness cloaks an entire region. Navigation needs to be by senses other than sight. Having
a vestraadi guide with their sonar grants the party 2 Hunting Successes unless the Quarry benefits from some means to
navigate in utter blackness. Without a guide, it takes a Wisdom (Survival) check against a severe environmental hazard DC
(Underworld Hazards, page 141) or the party takes 1d6 days to navigate through the all-encompassing Darkness.
9 Tithe of the Abyss. 2d6 units of stock fall into a chasm. No sound of it hitting the ground is ever
heard, as the rift is apparently bottomless. However, it must lead somewhere…
At the GM’s discretion, a character can go after to catch them; refer to Table 2-2 (page 19) if
you want to increase the tension of the attempt to recover the lost stock.
10 Time’s Toll. One random item or 1d6 units of stock is affected by a localized bubble of sped-up time and crumbles to dust, irrevocably lost.
d10 Possible Reprieve
1 A Champion of an Age Long Gone. The Quarry stumbles across the ageless champion of a culture from a previous age.
It triumphs or escapes, but only barely. Reduce the Quarry’s hit points to 1d4 until it finishes a long rest.
2 Glimpse of the Future. A character sees a vision of the future in the Darkness—tell them one of the abilities
of the Quarry that the party does not know about. Alternatively, have the party roll a d20, record the result,
and allow them to use that roll anywhere in the encounter once they catch up to the Quarry.
3 Snap. The Quarry breaks one of its appendages that becomes trapped in a jagged crack. Its Speed is halved.
4 Shrouded Memories. The Quarry forgets that it is being hunted. Its quarry awareness
level reverts to unaware (Table 8-5: Quarry Capabilities, page 102).
5 Comforting Darkness. The Darkness cradles its children. Every character must roll on Table 15-9: Call of the Lightless
Abyss (page 198), but every affected character also has advantage on all saving throws for 1d6 days after that.
6 Time Hungers. The Darkness swallows the present and future moments in time spent drinking and feasting, consuming 1d6 units of
stock. However, for every unit of stock thus lost, one randomly-chosen character does not need to eat or drink for 1d6 days.
7 Aggressive Minerals. The hunting party and the Quarry both lose 1d6 units of stock, but start developing aggressively-growing mineral shards.
These shards may be smeared on a weapon as an action to add +1d4 piercing or slashing damage to the next 1d6 attacks made with the weapon.
8 No Home. The Darkness is home to none. The Quarry loses one lair action or legendary action it has; if the Quarry has
neither, it loses one of its regular features, resistances or immunities instead, subject to the GM’s discretion.
9 Devolution. The Quarry loses one of its limbs, as it degenerates rapidly back through time
and reverts to being a gruesomely disfigured lump of useless flesh.
10 No Way Back. A distortion in either time, space, or both, permanently cuts off the trail back. It also
twists the Quarry’s path in a loop, granting the hunting party 1d4 Hunting Successes.
187
Chapter Fifteen
Underworld
Environmental
Conditions
Chapter 15: Underworld Environmental Conditions
15.1 Hyperthermia & Hypothermia
I
t's clear that delving through the Hyperthermia—elevated body temperature—
Underworld's depths will bring its own occurs when thermoregulation fails and a body
tests; as such, the following optional produces or absorbs more heat than it dissipates.
conditions can help differentiate Extreme temperatures quickly become emergencies
between biomes. Unless another needing urgent treatment to prevent disability or
condition or a GM's decision states otherwise, death. See Table 16-1. Hyperpyrexia is an extreme
characters exposed to one of the following must form of hyperthermia that occurs in the harshest
succeed on a Constitution saving throw against hot environs. Prior to death victims may experience
a severe environmental hazard DC (Underworld their blood boiling or becoming a column of flames.
Hazards, page 141) to avoid their debilitating effects. Hypothermia—reduced body temperature—happens
These conditions function much like the 6-level when a body dissipates more heat than it absorbs and
exhaustion condition. its core falls below 35.0 °C (95.0 °F). Symptoms again
quickly worsen and need rapid healing. Table 16-2
describes its effects.
Table 15-1: Hyperthermia Condition
Level Effect
Heat-touched. Concentration starts to suffer slightly; profuse sweating and mild headaches begin.
1
Heat-touched characters have a -2 penalty on Intelligence and Wisdom checks.
Dehydrated. The character begins to have trouble focusing on tasks. Activities requiring lengthy concentration take twice
2 as long to complete successfully as the mind wanders. A dehydrated spellcaster must succeed on a DC 10 Constitution
check to cast any spell with a casting time greater than 1 action. On a failure, the spell slot is expended.
Hyperthermia. The character gains a level of exhaustion and can’t recover from exhaustion until after a long rest in sufficiently cool environments
and with sufficient hydration. The number of units of stock of fluid required equals the victim's level of exhaustion. The liquid is consumed over the
3
course of a long rest. Head-aches become crippling, and the character suffers a -2 penalty to Charisma and Dexterity checks. Additionally, whenever
the character moves more than half their Speed in a given round, they must subtract 1d4 from all d20 rolls until the start of their next turn.
Heatstroke. The character can barely walk anymore and has disadvantage on all Strength and Dexterity checks and saving throws. Every
4 time the character takes a reaction or bonus action in addition to their regular action and movement in a given round, they reduce their
maximum Hit Points by 1d6. This reduction stacks with itself and remains in effect until the character no longer suffers from hyperthermia.
Barely Coherent. The character gains a level of exhaustion, and even simple tasks such as drawing a weapon, notching an arrow or retrieving
5 something from a backpack require a successful DC 10 Intelligence or Wisdom check (at disadvantage due to exhaustion) to accomplish without
fumbling and dropping the item, not finding it no matter how long it is searched for, or forgetting what one wanted to retrieve in the first place.
6 Death. The character dies.
189
15.2 Hel's Taint
F
ar below the surface gitwerc and their infernal masters Evil, but if you want to depict an
there is a region toil. Proximity and prolonged Underworld overlapped by the
beyond the sprawling, exposure to these quasi-infernal Abyss, it would be Chaotic Evil. It
subterranean regions can result in mortals should be noted that, with a little
civilizations, a mythic being tainted by the foul energies work, you could theoretically use
Underworld closer to the that suffuse their darkened this framework to depict Neutral
realms of deities than to that of halls. While Hel’s Taint assumes taints for your Underworlds, or
mortals. Suffused with the power the cosmology of Aventyr as areas overlapping with the Upper
engendered from the beliefs of a default, the condition may Planes. For the purpose of the
untold numbers of civilizations, be used to represent any type rules in this chapter, Lawful Evil
this region may overlap with the of mythic Underworld that is is the dominant alignment for
realms of the dead, see the grand associated with notions of hell the condition. When changing
extraplanar rivers Styx or Lethe or a similarly dire place. the condition to represent,
flow through, or feature the e.g., Chaotic Evil, consider
hellish vistas of the Lower Planes. As a place allied with a including effects such as bursts
Indeed, there is a rich tradition of particular Lower Plane, first of random violence or pettiness
overlaps between the regions—in determine an alignment to be the as a replacement for the very
Aventyr, this locale is known as one suffusing this place. In the “Lawful” effects below.
Hel, and it is where the loathsome case of Hel, this would be Lawful
190
saving throw, they are affected
Table 15-3: Hel’s Taint DC by Behavior by Hel’s Taint, regardless of how
Behavior Saving Throw DC modifications many days of passive exposure
Intimidating those weaker to prevent hostilities/harm +1 they would still have. Particularly
Adhering to the wording of an agreement, not its intent +1 Lawful Evil actions should incur
Tyrannical, authoritarian behavior +1 the risk of immediate exposure.
Following orders, in spite of disagreeing with them +1
Deception through technicalities in wording +2 If your game involves a
Intimidating those weaker for selfish gains +2 mythic number associated with
Using subordinates/others to divert harm +2
legendary journeys through the
Showing a callous lack of compassion +2
Underworld, consider using that
Enslaving a creature +3
number instead of the suggested
Summoning a devil or Lawful Evil fiend +3
method. For example, if your
Severely harming or killing an enslaved creature +4
game features an Orpheus and
Consuming/condemning a soul for personal gain +5
Eurydice-based adventure,
Subject to the GM’s discretion, particularly chaotic or good actions may offset these increases or
provide reductions to the saving throw DC to resist Hel’s Taint. where Orpheus spends eight
days in the Underworld rescuing
Long-term exposure to Charisma modifier, as stronger Eurydice, or if you follow an
the tainted energies of Hel is personalities have an easier Aztec-themed journey for the
measured in six levels. If you are time resisting a change to their soul of four years before it
using Hel’s Taint as a condition personality structures. After that, reaches its final destination, let
for brief trips into such regions one saving throw after each long Hel's Taint function as a timer of
(for example a single adventure rest is suggested. sorts, marking the passage of an
or a couple of dungeon levels), ever-progressing condition. Hel's
all effects that would increase Similarly, if you simply want to Taint would be incurable while in
exhaustion levels should instead simulate survival in such regions, the afterlife, and progress at least
increase Hel’s Taint. As a default, you should use this method. one level after each quarter of
a character can usually travel Note that certain hazards and the mythic number: that means
through the tainted area for creatures may expose characters one step every two days for
a number of days equal to to Hel’s Taint, regardless of this Orpheus, and one step every
their proficiency bonus + their period. If the character fails their year for an Aztec venturing into
191
the Underworld, for example. not become immune to Hel’s Hel’s Taint is not a disease,
This would also explain why Taint, just its effects, and can gain being closer to a curse or a
individual souls hurry towards exhaustion as usual. stain upon the soul. As such, it
journey's end; if a soul lingers for cannot be cured with the usual
the maximum time, it'll progress After the grace period of methods, and does not simply
four steps. exposure to Hel’s Taint has vanish. Instead, selfless and
elapsed, a character must succeed chaotic behavior, such as breaking
Hel’s Taint is an affliction that on a DC 15 Charisma saving throw your word, refusing to obey or
represents being tainted with or contract a level of Hel’s Taint. acts of meaningful revolution,
planar energies of one specific Since Hel’s Taint is a spiritual preferably at the cost of personal
alignment, namely Lawful Evil— affliction, certain behaviors can distress, reduce the current level
this is the dominant alignment, make it harder to resist. The of Hel’s Taint by 1. Subject to the
and creatures of this alignment increases should be cumulative, GM’s discretion, one casting of
are immune to the effects of and per instance. Several remove curse or similar magic may
Hel’s Taint. Such creatures do suggestions are presented on reduce the level of Hel’s Taint by 1
Table 15-3 (page 191). (page 191).
15.3 Shroomitis
F
ern-like growths and in the fungal jungles often react be treatable by mundane and
timorous, ill-colored in unique and frightening ways, magical means. A magic-resistant,
cilia sprouting from sometimes compromising particularly nasty strain, on the
where they shouldn't the immune systems of those other hand, may require the help
be; porous boils oozing exposed to them—often with of a funglet spore-cerer (Occult
dark fluid with a stench of rot; a truly frightening effects. What Secrets of the Underworld, page
wheezing cough—a seasoned starts as little more than an 34), rare ingredients, or similar
Underworld explorer knows allergic reaction can swiftly quests to cure it. Funglets are
a hunchbacked Shroomitis become a cataclysmic contagion, immune to all known variants
victim for what they are and and many a scholar of the of Shroomitis, but this does
duly gives them a wide berth. subterranean races is devoted not mean they are resistant to
Guards prevent the infected to finding means to combat the new strains…
from entering settlements, and inevitable pandemic that is bound
adventurers finding complexes to hit sooner or later. Shroomitis Long-term exposure to the
bereft of people, but with is not the reaction to a single virulent spores of a fungal jungle
disturbingly face-like patterns in microorganism, but to a vast is measured in six levels. If you are
the overgrown rhizomes, have collection of spores, rhizomes using Shroomitis as a condition
all learned to fear the plague and magical energies. for brief trips into such regions
that is Shroomitis. While the (for example a single adventure
condition per se is well-known, Since Shroomitis is not a singular or a couple of dungeon levels),
it is actually a misnomer—there affliction, the GM may choose to all effects that would increase
is no singular disease, but rather a develop a plethora of variations exhaustion levels should instead
vast array of different conditions that may or may not be cured worsen the Shroomitis-infection.
that are collectively referred or have its level decreased with Unless the GM is looking for
to as Shroomitis due to their applications of a DC 15 Wisdom a particularly grueling trek,
shared origin. The combination (Medicine) check, various native combining Shroomitis with
of abundant magical energies remedies, or by magical means. exhaustion is not recommended
in the Underworld and the huge As an obstacle that is part of for short-term infections.
number of different spores found a journey, Shroomitis should
192
As a default, a character that infect both body and
can usually travel through mind are rumored to exist,
the constant barrage of but so far have not been
spores for a number of days successfully documented
equal to their proficiency by survivors.
bonus + their Constitution
modifier. After that, one A horrible property of
saving throw after each long Shroomitis that makes it
rest is suggested. Immunity particularly feared among
to diseases does not grant adventurers is the tendency
immunity to Shroomitis, as of the affliction to actually
fungi can invade and grow benefit from curative magic.
on, or in, virtually anything. If As the infection is a living
you simply want to simulate collective entity slowly
survival in fungal jungles, fusing with the host body
you should use this method. and overwriting it, curative
Note that certain hazards magic that closes wounds can
and creatures may expose actually hasten and worsen
characters to Shroomitis, the affliction. Whenever an
regardless of this initial affected creature is magically
period. If the character fails healed, be it from potions or
their saving throw, they spells, its next saving throw
are affected by Shroomitis, DC to resist the progression
regardless of how many days of Shroomitis increases
of passive exposure they had according to Table 15-5. This
left to experience. increase resets if Shroomitis
progresses to a new level.
If you’re using a magic-
resistant Shroomitis for a Table 15-5: Increase in
pandemic scenario, you Shroomitis Virulence
should instead contemplate Due to Curative Magics
using it as a timer of sorts,
Hit Points Magically
calling for saving throws Healed Since
Shroomitis Saving
Throw DC
according to the demands of Last Long Rest
193
On the Use of the Infested
Particularly evil or amoral manner to allow them to explore has lead some foolhardy groups
individuals have taken to the regions that would spell death of adventurers to use the same
practice of using spore-slaves to to the uninfected. This is a strategy: infecting themselves to
explore overly poisonous or acidic highly risky endeavor, even with explore some of the most hostile
environments—both drow and magic overriding the Shroomitis regions of the Underworld, but
funglets (the former out of sheer infection’s drive to spread, and there are no records of any of
sadism, the latter out of an alien has spelled doom for many an them resurfacing.
pragmatism) have been known expedition. Of course a few
to infect captives in a controlled victims escape and survive, which
194
15.4 Colloid Melancholia
C
olloid Melancholia few things can hasten the onset levels. After infection, which is
is an affliction that of Colloid Melancholia, but the resisted with Wisdom, Colloid
befalls those who colloid works in mysterious ways, Melancholia is resisted with a
travel the colloid’s and some hazards have been Charisma saving throw, as it
gorgeous landscapes known to speed up the onset. subverts the personality of the
for too long. Those who afflicted. For DCs, use exhaustion
grieve or are of an excessively Long-term exposure to the as guidelines.
gloomy disposition (such as, colloid is measured in six levels.
ironically, dour destroyers) are While afflicted with Colloid Colloid Melancholia is a
particularly susceptible to Colloid Melancholia, all effects that pernicious affliction: it takes
Melancholia. Usually, travelers would increase exhaustion levels a whole week's worth of long
can cross the colloid for 2 days instead increase your Colloid rests to recover from it; only
unimpeded, plus a number of Melancholia. Previously incurred after having abstained from
days equal to their proficiency exhaustion can be converted seeing the colloid for a whole
bonus + their Wisdom modifier. into Colloid Melancholia, subject week do Colloid Melancholia
After that, one saving throw to the GM’s discretion (Note: levels begin to vanish. On the
after each long rest is suggested. immunity to Colloid Melancholia 7th day of abstinence, 1 level is
The character must succeed on prevents this conversion). removed after finishing a long
a DC 15 + the colloid awareness rest. Even brief exposure to the
score (see below) Wisdom Colliatur are immune to Colloid colloid’s beautiful form resets
saving throw, contracting Colloid Melancholia. A creature suffers this duration.
Melancholia on a failure. Very from its current level of Colloid
Melancholia as well as all lower
Table 15-7: Colloid Melancholia
Level Effect
1 Mercy. You suddenly value life. You gain the colliatur’s Sacred Life racial feature (Underworld Races & Classes, page 18).
2 Numbed. Your mind drifts towards paths you did not take and people you lost along
the way. You have a -2 penalty on Wisdom and Charisma checks.
3 Wandering Mind. You have a hard time focusing on the present, as you see ghosts of your past everywhere. Tasks that take longer
than one action take you twice as long to perform. Spellcasters must succeed a DC 10 Constitution check to cast spells.
4 Weakened. You can hardly be bothered to lift your feet—your will to exist in this world of pain is weakened greatly. Your Speed is halved and
you have disadvantage on all attack rolls and damage rolls. Spellcasters now have disadvantage on their DC 10 Constitution check to cast spells.
5 Despondent. You sob and cry at the pain of existence and beam blissfully when witnessing the phantoms
and joy hinted at by the colloid. The DC to cast spells increases to 20. You suffer from disadvantage on all
attack rolls and saving throws. You will barter and beg to walk into the colloid and be left alone.
6 Lured. You lose all detrimental effects of Colloid Melancholia, but are plagued by only one thought: become part of the
colloid. You will do absolutely everything you can to walk into the colloid. Unless extreme measures are taken (subject to GM’s
discretion), you are effectively first an NPC, and then decisively dead. Those consumed by the colloid may not be returned
to life, save as colliatur—and nobody knows if the colliatur returning are truly the beings that went into the colloid.
195
Colloid Awareness If the colloid becomes aware, it Hard Light Phantom. The colloid
may hamper the party, should it can use its crystalline surface
determine that they are a threat. to create tangible, very real
Usually the colloid behaves
The following should be taken as bodies of creatures. The colloid
as a static backdrop. However,
guidelines for further effects and can duplicate pretty much any
if the characters travel through
may be used as lair or legendary creature that has, at some point,
it accompanied by undead, or
actions by allies of the colloid. been absorbed by it. (Which is
when they directly act against
pretty much any non-undead
its interests, it may become
Melancholia Burst. The creature the GM can fathom,
aware of them and turn hostile.
colloid forces one creature to regardless of native biome.)
You can track the colloid’s
make a saving throw against
awareness of the party with a
Colloid Melancholia. These phantoms are immune
simple mechanic. For each day
to being blinded, deafened,
the characters travel through
Fortification. The colloid grants charmed, exhausted, frightened
colloid terrain, roll 1d20 and add
one of its agents advantage on all or poisoned. They are immune
the colloid awareness modifier,
saving throws until the end of the to radiant and poison damage,
which begins at +0. Increases of
creature’s next turn. but suffer from vulnerability to
the colloid awareness multiplier
necrotic damage. Destroyed
are cumulative. The default DC Teleport. The colloid absorbs phantoms immediately
is 20, but you may modify that one creature and instantly discorporate into harmless
according to your needs. The reassembles it, as per teleport. fragments of light. GMs, this is
deeds of the adventurers while
carte blanche to introduce all
in the colloid influence the
manner of weird creatures!
colloid’s awareness.
196
15.5 Call of the Lightless Abyss
T
here is something Table 15-9 is designed to Similarly, there are no
peculiar and represent a variety of effects hard rules to get rid of these
frightening about and things that can happen to changes—some groups may
picturing the lightless those that venture into the deep prefer having them be permanent
Endless Black, set far frontier. As this table directly and irrevocable, while others
below even the realms of drow influences the psyche and body of may want them to recede after
and dvergr; a place more hostile the affected, we have elected to staying away from the Darkness
than any desert—cramped keep it as rules-light as possible. for prolonged periods of time.
tunnels, vast fault lines, and It is the authors’ hope that this Other groups may favor having
the silent, patient, ceaseless will retain its usefulness for healing magic or spells that can
Darkness. Staying too long in this years to come and allow you to break curses get rid of these
region can affect even the most use it in a variety of ways. For effects. A number of the entries
stalwart of beings, changing them example, providing a bite attack are deliberately vague and do
in uncanny ways—the descent for sharpened teeth may make not specify whether they are
mirroring at once a retreat into sense to some groups, less so for a delusion, a true change, or
the unconscious and a constant others. Some groups may want to both—we leave such decisions in
sense of debilitating trepidation enforce madness with the rules your capable hands. If an entry is
in the face of magical devolution. systems provided by the game, rolled multiple times, the effects
while others may want to focus are cumulative, if that makes
on roleplaying such changes. sense. If not, reroll.
Table 15-9: Call of the Lightless Abyss
d% Effect
1 Rockskin. Your skin takes on the hue and texture of rock in the area, but not its hardness. Your fine motor
skills may be impeded, but you can consume one specific type of rock as a substitute for water.
2 Cosmic Perspective. With an air of fatalism, you accept your insignificance, becoming inured to your own suffering and that of others.
3 Odd Echolocation. You can open your mouth and emit click-clacking sounds, believing that your teeth vibrate and help you find
creatures. Subject to the GM’s discretion, you might gain the Vestraadi’s sonar (Underworld Races & Classes, page 160).
4 Haunted. You believe that you are followed by the sable ghost of a slain Underworld being. As time goes
by it talks with you, and its advice sounds pertinent in comparison to that of your allies.
5 Ear to the Rock. You can predict cave-ins. 1 in 20 of the predictions are incorrect with regards
to when they occur by 1d10 hours, or where they occur by 1d10 miles.
6 Song of the Deeps. You can hear the lullaby of the deep frontier. When you close your eyes
and hum along, you may glean knowledge from the rumbling strata.
7 Hypersensitive Ears. You become exceedingly sensitive to even the slightest sound. Regular conversation
hurts your ears, while other noises cause greater distress and even debilitation.
8 Hatred. You develop a hatred for one of the subterranean civilizations that have tainted the purity
of the Darkness. Your shadow, if ever seen, is that of the civilization’s greatest foe.
9 Photophobia. Light means danger. Light means death. Light is the most hated enemy of all spelunkers who
understand that the Underworld is the one true home for delvers; this view brooks no dissent.
10 Truth in Flesh. You feel compelled to carve important information into your skin. You may record spells onto your body, if a
spellcaster. Next time you roll on this table, you may instead choose to automatically gain effect 23, "Read by Eating."
11 Terrible Word. A dark and horrid series of syllables consumes your thoughts. You must, once per day,
scream it at the top of your lungs…or things will happen. The syllables might be contagious.
12 Lengthened Body Hair. Your body hair grows at thrice the rate, to thrice the usual maximum length.
13 Insect Diet. The only proteins you can process are sourced from insects.
14 Eyeless. Your eyes seal up. You "see" with your sense of smell and keen hearing instead, gaining blindsight
in a 30-foot radius. If you roll this result an additional time, increase the radius by 30 feet.
15 No Waste. You develop a compulsion to use EVERY part of a slain creature.
16 Obsessive Hunter. You must hunt whenever given the chance. You give no quarter.
17 Horns. Sharp and twisted horns protrude from your forehead. If you roll this a second time, they become long enough
to act as a weapon for gore attacks, dealing 1d6 piercing damage. You are proficient with your horns.
18 Hear their Hearts. You can hear the heartbeats of living beings within a certain radius,
usually 15 feet. Being surrounded by too many of them is maddening.
19 Perfect Olfactory Memory. You never forget a smell. Never.
20 Reptilian. You can taste blood in the air. By taking one minute and tasting the air, you can discern if there has
been bloodshed within 100 feet of you, and potentially follow the taste of wounded targets.
21 Bone Sucker. You believe that sucking the marrow from bones will make you stronger. You feel
weaker when deprived of bone marrow for a prolonged period of time.
22 Twitchy Eyes. Your eyes twitch like those of a madman, allowing you to quickly discern details, but making
it hard to focus on the big picture of complex situations. Your passive Perception no longer discerns what it
usually does, instead noticing things that would require an Intelligence (Investigation) check.
23 Read by Eating. If you eat a text that is written in any language you can speak, you immediately understand its content.
Next time you roll on this table, you may instead choose to automatically gain effect 10, "Truth in Flesh."
24 Language of Dark. You believe you can communicate with the Darkness and/or the deep frontier.
25 Tumorous Growths. You heal twice as quickly when resting, but also grow disfiguring tumors instead of regular scar tissue.
26 Claws. Your fingernails grow into grotesque, splintered, but functional claws. These claws deal 1d4 piercing
or slashing damage (chosen when this result is rolled), and you are proficient with them.
27 Quadruped. You can move on all fours, courtesy of your unnaturally long and thin
appendages. Your Speed increases by +10 feet while moving on all fours.
28 Osteo-Obsession. Collect one bone from everything you kill.
29 Tapeworm Friend. You have a tapeworm like no other. You must consume twice as much food. Your worm sometimes shows
its face through your mouth or emerges from your bellybutton. You believe it is sentient and knows occult secrets.
30 Extreme Stoicism. It becomes all but impossible to affect you with any type of emotion, be it positive or negative.
You have advantage on all saving throws against effects that try to instill these emotions in you.
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31 Wild Mood Swings. You oscillate between being horribly depressed and manic.
32 Blood of the Earth. Your blood becomes a valued source of nutrients. One pint of your blood can nourish the water
and food requirements of any creature, yourself included, as though they were 2 units of stock. Each pint thus
consumed reduces your Hit Dice by 1 until you had a week to regain your strength in a civilized environment.
33 Mysterious Petroglyphs. Parts of your skin begin to peel off, revealing strange petroglyphs that seem to have been carved from the inside.
34 Call of Metals. You can hear one type of precious metal singing from behind the rocks.
This may help you find seams of ore, subject to the GM’s approval.
35 Pale Eyes. Your irises and pupils vanish, leaving only a stark white cornea. You can see better in the dark.
36 Nyctophobia. The Darkness itself is hunting you. You try to avoid being submerged in it at any cost.
37 Feral Hunger. Whenever something falls unconscious or dies near you, you must succeed on a saving
throw (GM's choice) to refrain from attempting to gorge yourself on its raw flesh.
38 Blood-Drinker. You refuse to drink water—only blood will do.
39 Mute. You lose your voice. If you are a spellcaster, you can emit guttural groans to cast spells with verbal components.
40 Savage Meals. You become incapable of processing cooked food.
41 Dreams. Your dreams are haunted by strange and wondrous things, making you perpetually tired
and longing to return to the light. Your dreams may provide prophetic visions.
42 Vermin-Whisperer. You believe you can talk to vermin. You may be right—but do they understand?
43 Ringmouth. Over several days your mouth tansforms painfully into a circular, lamprey-like orifice
including flexible muscle ridges that allow your three rows of teeth to rotate.
44 Collapsed Immune System. You experience an immune system dysfunction and have disadvantage on any saving throws against
diseases you have to make. If you roll this result a second time, you automatically are subjected to every disease you encounter.
45 Climbing Claws. Your fingers bend into crooked claws that help climbing. You gain a climbing
speed equal to 1/2 of your regular speed. Your fingers can’t stretch anymore.
46 Eroded Sense of Time. You can’t discern the difference between 1 and up to 72 hours.
47 Predator Delusion. You compulsively file your teeth.
48 Darkness Inside. When you open your mouth, magical darkness seeps out once per day. You have no control over when this happens.
49 Praise the Flame. You worship fire as a deity. Extinguishing one is blasphemy, seeing one go out is a tragedy.
50 Odorless Blood. Your blood turns into a transparent soup, making you look perpetually unhealthy and pale.
You blood has no scent or flavor and you can’t be tracked by smelling or tasting your blood.
51 Riddle-Obsession. You must compulsively answer any riddle posed and concede to doing as asked if someone answers a riddle you pose.
52 Hoarder of Secrets. You compulsively hoard secrets and must succeed on a saving throw to share one.
53 Friendly Ropes. You believe that ropes are sentient. You must name every single one you encounter; if you do this
and the rope is within 30 feet, you can command it to knot, unknot, or help you. They might betray you.
54 Eternal Hunger. You are perpetually hungry, but nothing even remotely satiates you.
55 Shifted Spectrum. Your vision spectrum drops to a shade of red. You gain Infravision, but lose the ability to
discern blue or components of colors containing blue. Purple, for example, looks red to you.
56 Lost Species. You no longer are capable of behaving as your race. You lose one of the abilities your species usually has.
57 Waste No Allies. You are compelled to eat the fallen of your party.
58 Olfactory Identity. Visual identity ceases to have meaning for you—only the smell of
other creatures allows you to identify them as specific individuals.
59 Tactile Identity. Visual identity ceases to have meaning for you—only touching them all
over allows you to identify other creatures as specific individuals.
60 Traitorous Paper. You distrust paper and anything on, in or made of paper. Maps and map-makers are especially untrustworthy.
61 Bone Ridges. You develop ridges of bone on some part of your part of your body. If you roll this a
second time, they become pronounced enough on your head or shoulders to act as a weapon for ram
attacks, dealing 1d6 bludgeoning damage. You are proficient with your bone ridges.
62 Loss of the Sun. You lose any memory of the sun.
63 Pigmentation Shift. Your skin pigmentation grows lighter—if your skin is already white, you first become albino white, then translucent.
64 Unearthly Colors. You start seeing the colors dolm and jale.
65 Weight Obsession. You must constantly find ways to lighten your load, potentially throwing items away.
66 Paranoia. You become convinced that somebody is hiding something from you. Unless you get a
fellow party member or ally to admit to a secret, you cannot advance a level.
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67 Shapeless World. You can't recall the name of anything you look at unless you make a miniature version of it out of mud or clay.
68 Body Magnetism. You can feel magnetic fields. Metal is evil.
69 Love the Flame. You become enamored with one type of thing that burns such as torches , camp fires, or candles. When your
beloved item is extinguished, it's as if they've been murdered; when it burns away completely, you feel abandoned.
70 Fused Legs. Your legs fuse together into a slug-like lump of flesh. You can only move by wriggling.
71 Hollow Needle Tongue. Your tongue elongates to a length of 5 feet, lolling from your mouth. It ends in a sharpened bone-
ridge that has a compartment that can be filled with liquids, such as poisons without the risk of poisoning yourself.
72 Evil Mirrors. Reflections are potentially hardlight phantom spies, sent by the Colloid. Never discuss important matters in their presence.
73 True Narcissism. You believe that your reflection is a distinct entity and treat it as such.
74 Abnormal Body Temperature. Your body temperature cools to that of your surroundings when you
are not exerting yourself. You may never warm others and feel cold to the touch.
75 Acidic Sweat. Your sweat becomes mildly acidic and irritating. Roll this again, and it deals 2 (1d4) acid damage per full round of contact.
76 Vector. You have become the vector for a strange virus or fungus. It wants you to help it spread.
77 Twilight’s Foe. Twilight is pure evil. You cannot sleep in dim light; either bright light or total darkness is needed.
78 Conserve the Self. You become obsessed about retaining the integrity of one of your body parts, such as your face,
an arm, your torso, etc. You attempt to create an item that looks like it and wear it at every opportunity.
79 Consume Sounds. You can draw sustenance from sounds. Those that utter them forget
the words that you eat. A dozen words are a unit of stock for you.
80 Fungal Symbiosis. A strange fungus rots your nose from within, but also protects you against a
variety of inhaled toxins. Eventually a large gnarled toadstool replaces you nose.
81 Horrible Twitch. You may enter a state wherein you twitch unnaturally like a grotesque otherworldly beast. While moving, it makes it
almost impossible to target you with ranged attacks. But you forget one important memory every time you use this power. Afterward, you
know you have forgotten something vital, but may never thereafter retain that information no matter how many times you are retold it.
82 The Enemy’s Name. You lose any identification with your own name. You instead believe your name to be that of a horrible monster/villain.
83 Stained. You are perpetually stained, and the stains never come off. If rolled again, the stains are your blood. If
again, the blood is from those you have killed. A fourth time and it is the blood of an innocent victim.
84 Second Pupils. You gain unearthly, second pupils in your eyes. What they see is up to the GM.
85 Visions of Eternity. Your pupils are shaped like hourglasses. You see everything age and decay when looking at them. Blinking resets the vision.
86 Hostile Color. Choose a color not usually found in the dark, such as blue or yellow. This color is the
enemy and identifies their agents—you should do something about them...
87 Silent Breath. Your breathing no longer makes any sound whatsoever.
88 Be Still my Beating Heart. You no longer have a heartbeat. Strangely, this does not seem to impede you in any way.
89 Quills. You grow strange, porcupine-like quills from one part of your body. If you roll this a second time, they become long enough
to act as a source of Barbed Hide (as barbed devil) attacks, dealing 1d6 piercing damage to any creature that grapples you.
90 Slug-Slime. Your sweat becomes sticky, disgusting mucus. Enemies with a Keen Sense of Smell have advantage
on tracking you by smell, and you cannot conceal your smell. Unless you have washed in the last 2 hours,
you are automatically noticed by creatures with a Keen Sense of Smell within 60 ft. of you.
91 Geometric Obsession. Choose a geometric shape not usually encountered in the Lightless Abyss, such as a perfect
square or a spiral. You see the shape everywhere, becoming convinced that it holds a cosmic secret.
92 Hello Darkness, My Old Friend. You give names to different levels of Darkness and talk to them.
93 Translucent Lids. Your eyelids become translucent. You can’t sleep in bright light.
94 Ascension. You believe you need to become an angel to escape the dark that stained you. You attempt
to assemble an angel from the body parts of your fallen foes and whatever you can scavenge. If you ever
finish the angel-body, you might consider killing yourself to inhabit the “superior” body.
95 Pseudo-Phylactery. You believe that your soul is housed in one of your items, and that your body will regrow if you are
slain, provided your “phylactery” is nearby. The trouble is, you dont know which of your items holds your soul.
96 Stake ‘Em. You need to stake any unconscious creature you encounter. They are vampires. Other party members
are exempt, so long as they can convince you every now and then that they are not vampires.
97 Summon Corruption. Creatures you summon, or those that are summoned, within 200 feet of you are replaced
with THINGS. These may or may not be under the control of their respective summoner.
98 Forever Thirsty. Your thirst can never be slaked. Your voice turns to a dry rasping. If you roll this a second time, you stop sweating.
99 Perfect Digestion. You digest everything. You no longer produce feces.
00 Sedate Me. You develop an addiction to one substance. You need that substance to function.
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