Random Encounters - Layer 1 in The Abyss | World Anvil
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Random Encounters - Layer 1

The Following encounters can be found in this layer of the Abyss, however are not limited to these, do not be afraid to come up with your own or use an appropriate table from another source (XGTE pg92).
d12 + d8 Encounter
2 Seat of a Waterfall
3 Praying Skeleton
4 Wind riding Windmill
5 Ancient Homes
6 Delvers Camp
7 Burial Tomb
8 Rock Arc
9 Grave marker
10 Delvers
11 Corpse
12 Abandoned equipment
13 1 Swarm of Insects
14 1 Owlbear
15 1d4 Hammerbeaks
16 1 Bulette
17 1d4 + 1 Bandits
18 1 Gagouge
19 1 Giant Sky Jellyfish
20 1 Benikuchinawa
 
2 Seat of a Waterfall The sound of water hits your ears, a large pond fills with water which falls from the rivers of Orth above by waterfalls, the pond leads out further into the Abyss by narrow streams, a few fish can be seen swimming near the surface of the pool. This pond is a source of water which can be clensed and drunk. The Demon Fish (Quipper MM pg335) within the pool are aggressive and will, if a creature tries to gather water from the pool, try to bite them. Demon Fish are edible.
3 Praying Skeleton   Beneath a large boulder, cloth covers what a skeletal leg exrtuding from the boulders underside. It is motionless. The boulder requires a DC 20 Strength check to move aside. Beneath the boulder is a praying skeleton, it lies with its hands clasped tightly together in prayer.     It requires a DC 13 Strength check to unclasp their hands which within hold an onyx gem necklace worth 50gp. If your setting makes use of undead creatures, the skeleton (MM pg#) may then rise and attack the characters after its rest has been disturbed. Else nothing happens.
4 Wind riding Windmill   A structure emerges from the mists ahead, out stretched on protruding pieces of land over the depths are short towers, underneath which large windmill blades covered in moss and fungus point downwards. Upon approaching, any Creature proficient in Survival or with the Delver background (DGA pg#) may make a DC 13 Survival check. Then read the following:   The open archway into the structure is falling apart, it seems safe enough to walk out to, seeing as it has held the weight of the massive turbine below so long, along with its tower above. On a successful check read the following, else skip this:   Carved into one standing stone as you approach, you see cave raider symbols that imply danger ahead. Inside:   Inside is a small room, partially because of collapse from the walls to the north and east of the entrance, however its filled tightly with machinery similar to a windmill used to grind grain, the smell of mold is strong and in the corner of the room a few Praying Skeletons clasp there hands together, one rests its head on an egg shaped stone. These are Ancient Windmills which used the updrafts created by the 2nd Layer to power their machinery. Now moss and fungus covered, the machinery no longer turns, a few praying skeletons can be found inside covered with the same fungus, one skeleton rests its head on an egg shaped Relic (magic item), a Princess Bossom (DGA pg#), if a skeleton or the machinery is interacted with 1d4 Violet Fungus (MM pg138) attacks.
5 Ancient Homes   The surrounding trees start to become Fossilized, then up ahead, a few of these same trees can be seen with windows, open doorways, a few birds fly from one of these windows at the sound of your approach. These homes once belonged to a 2000 year old civilization, now it is home to praying skeletons or possibly wildlife. The characters may take advantage of the structures and rest inside safely, however there is a chance it is already inhabited, roll a d6 to determine the inhabitance: 1: 1d4 Hammerbeaks (DGA pg#) which attack when provoked 2: 1 Ankheg (MM pg21) which attacks on sight 3: 1 Faerie Dragon (MM pg133) which is invisible and plays tricks on the characters, avoiding a fight. 4: 1d4 Minor Creature size: small or very small (DGA pg#) hurries out of the home when the characters enter 5-6: None
6 Delvers Camp   A few tents come into sight, smoke flows from a fire and laughter can be heard. A small camp with several tents where 1d4+1 friendly Blue, Moon or Black Whistle Delvers (DGA pg#) have made their temporary home while they stay in the Abyss. They have a common Relic (magic item) (DGA pg#), food and water which they are willing to trade for other items, they will not trade for coins as they have no use for them and do not want the unnecessary weight.
7 Burial Tomb Ahead a tower comes into view with no windows, made of moss covered stone. Parts of the tower are crumbling in upon itself. Inside:   The inside is dimly lit by a small refracting glass filled hole in the ceiling. The walls are carved into where skeletons lie, each and every skeleton with its hands clasped tightly together in prayer. The tower is filled with praying skeletons dating back 2000 years, buried beneath this tower is a further tomb hidden under the stone tiled floor housing further skeletons of 4000 and 6000 years even below that, if your characters discover this, you may wish to use the Dungeon: Tomb table (DMG pg295) and its following tables to create a short series of rooms they may explore. If your setting makes use of undead creatures, when disturbed, 1d4 skeletons (MM pg#) awake and attack the characters.
8 Rock Arc   The path you take continues towards a large naturally formed rock which arcs over the path. Seemingly random patterns are drawn on the rocks surface.   The large rock was cut into shape more than 2000 years ago by an ancient civilization that made the Abyss their home, there are a number of these rock arcs scattered around the 1st layer, a DC 9 Intelligence (Investigation) check reveals the patterns have words within them written in Nether Glyphs, a character that can read Abyssal learns names written on the rock (example names: Hisudutis, Yigu, Qoex) It is unclear exacly what the rock arcs symbolize, however its believed to be a memorial for the dead.
9 Grave Marker   You notice a stone which stands on its end with a helmet atop it, the earth infront of this marker is broken. The helmet had a name written on the inside but has been scrubbed out and is now unreadable. Beneath the earth lies the corpse of a delver, a DC 15 Intelligence (Medicine) check reveals them to have been dead less than a day, their neck broken, likely from a fall.
10 Delvers You see a group of delvers ahead. Roll a d6 to determine the nature of these delvers: 1-3. 1d4 Blue Whistle delvers (DGA pg#) are searching for treasures, they give a polite wave as one sees the characters. 4. 1 Black Whistle delver (DGA pg#) is passing by with a backpack filled to capacity with relics. If the characters try to steal something, they must make a DC 16 Dexterity (Sleight of Hand) check else the delver notices their attempt, on a success the characters receive a item from Magic Items table A (DGA pg#). 5. 1d4 Blue Whistle delvers (DGA pg#) are searching for their lost companion, if the characters choose to help, roll 1d8 + 12 on the random encounters in the 1st layer table, the delver is alive nearby but in conflict with or being chased by the encounter rolled. 6. 1d4+1 Orphaned Children (Red Whistle delvers DGA pg#) follow their teacher Jiruo (Moon Whistle Delver DGA pg#) who is showing them signs animals leave behind or fauna to avoid.
11 Corpse   You find a Corpse. Roll a d6 to determine the nature of the corpse: 1-2. The corpse belonged to an Ankheg with holes in its body created by pickaxes. 3-5. The corpse belonged to a Delver who has been burnt badly by some form of acid. 6. The corpse is a young child, its torso has been ripped open and insects eat at its still fresh wounds, its hand clings tightly to a drawing of two adults labeled mama and papa.
12 Abandoned equipment   You find some abandoned equipment beneath the foliage. Roll to determine the nature of this equipment: 1-3. A sack containing 30ft of rope, 1 ration and a random small trinket (DMG pg#) 4-5. A climbers kit, some of the components are starting to break, when a character next uses the kit, a rope snaps and they fall. 6. A backpack which starts to move when a character gets close. It contains a friendly Neritantan (DGA pg#) and a lot of crumbs.
13 Swarm of Insects     The sound of buzzing grows until its almost upon you. The Swarm of Insects (MM pg#) have not yet noticed the group, but will should they attack them or continue moving before the insects pass in 1 minute.
14 Owlbear   An owlbear is running towards you chasing after a flying creature. The Owlbears sights change from the bird as it meets your gaze. An owlbear was hoping to have a nice meal of Hammerbeak, but the bird is giving it the 'run' around, unfortunently leading the Owlbear towards the party. Still hungry, the owlbear tries its luck against the party and will run away when it reaches half hitpoints.
15 Hammerbeaks   A nest drops from a tree nearby with several now broken eggs within, soon after a swarm of Hammerbeaks flock onto the party. 1d4 Hammerbeaks (DGA pg#) attack the party, angry that they, and definently they, knocked their nest from the tree.
16 Bandits Have one of the characters make a DC 9 Wisdom (Perception) check, on a success read the following   You notice someone hiding behind the foliage ahead. On a failure or if the characters try to talk to them, read the following   From out of the foliage a number of people burst forth, weapons drawn. 1d4 + 1 Bandits (MM pg#) are in wait to attack the party and take their things.   If the characters sneak past, have them make a stealth check versus the banidts passive perception, sneaking past on a success. The bandits have no loot, they seem to be illegal delvers from The Wharf (DGA pg#) district.
17 Bulette The earth beneath your feet begins to rumble as a creature bursts forth. A Bullette (MM pg#) burrows out from the earth towards the characters, a fight insues.
18 Gagouge   You start noticing your surroundings have subtly changed, strands of web hang from the trees and walls. The characters have entered a Gagouge (DGA pg#) nest, they may choose to go back and find another path to avoid danger, in which case no encounter happens and their travel is reduced by 50. However if they press, they will encounter a Gagouge (DGA pg#) which currently hides in the trees watching them.   You decide to press forward, a few minutes further into travel. (Choose the character at the back of travel) make a DC 14 dexterity saving throw (versus the Gagouges Web Grapple). The Gagouge (DGA pg#) has sensed the characters approach and made the first attack using Web Grapple as described above.
19 Giant Sky Jellyfish   You feel your hair stand on end, the sound of a buzzing hiss becomes evident. A moment later a Giant Sky Jellyfish comes into view from behind the rocks, it is traveling your way! The Giant Sky Jellyfish (DGA pg#) is traveling towards the characters but is not looking to fight them, it is searching for something. The aim here is for the characters to get out of its way so they are not caught in the Jellyfishes Static Aura. If the characters decide to try and attack the jellyfish, read the following.   As you make your strike into the Giant Sky Jellyfish, sparks of lightning curve around its body and its attention turns directly towards you. A fight insues with the Giant Sky jellyfish (DGA pg#).
20 Benikuchinawa   The air rumbles as a roar sounds from behind you. A gargantuan red and purple snake flies through the air towards you. Roll to determine the nature of this encounter: 1-3. The Benikuchinawa (DGA pg#) is hunting a pair of Hammebeaks (DGA pg#) thus will ignore the characters, the characters realise this with a passive perception of 12 and above 4-5. The Benikuchinawa (DGA pg#) is chasing a Red Whistle Delver (DGA pg#) who is screaming for help, nearby are some narrow pathways through a fossilized forest the characters might be able to lose the Benikuchinawa in with a successful DC 12 Wisdom Survival check. If the characters manage to help the Red Whistle Delver escape alive, he will offer them a reward rolled from the 50gp Gemstones table (DMG pg#) 6. The Benikuchinawa (DGA pg#) is hunting the characters, nearby are some narrow pathways through cracked cliff walls which they can lose the Benikuchinawa in, if they use these, have the character leading the escape roll a DC 12 Wisdom Survival check, on a success read the following:   You attempt to break away from the Benikuchinawa through tight corridors of the cliffs walls, the snake is persistant and squeezes through the gaps to keep up, its roars echo through the corridors and sound close behind, you dare not turn to check if it still follows you. Eventually the sound is distant, you exit on the other side of these cliff corridors unscaved having lost the Benikuchinawa on a failure read:   You attempt to break away from the Benikuchinawa through tight corridors of the cliffs walls, the snake is persistant and squeezes through the gaps to keep up, its roars echo through the corridors and sound close behind, you dare not turn to check if it still follows you. A dead end, the sound behind draws closer. The characters have a several options at this point, if they are struggling for ideas, offer the following, they could climb the walls of the corridor to the light above and risk the curse (DC 9 Athletics to succeed followed by a check versus the Cursed of the Abyss), stay quiet and hope the Benikuchinawa doesn't find them (DC 16 Stealth check to succeed). If the Benikuchinawa finds the characters, it will try to Swallow one of them before leaving.

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