Random Encounters in The Abyss | World Anvil
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Random Encounters

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).   Random Encounters in the 2nd layer Add 6 to the result if the characters are in the Inverted Forest (below 2000 meters).
d6 + d6 Encounter
2 Forest of Lillys
3 Trinket
4 Dense Forest
5 Migration
6 Delvers
7 1 Carrion Crawler and 1d4 Swarm of Insects
8 1 or 2 Nakikabane
9 1d6 Cockatrice
10 2 Kuongatari swarm
11 1d4 + 3 Hammerbeak
12 1 Giant Sky Jellyfish
13 Hell's crossing
14 Inverted depths
15 Ozen
16 Inverted Tree House
17 1d6 + 1 Inybo
18 1 Wyvern
 
Forest of Lillys     The foliage once dominated by thick trees is replaced gradually by larger and larger lilly pads, at their largest, each around 15 feet tall. The sky now hidden by these giant lillys and the vast area beneath them left completely visible to you for a great distance.     The giant lilly pad field provides cover from flying predators and rain, it is a good place to camp and grants +50 to the characters travel.  
Relic Searching   You find something on the ground   A random character finds an old relic. Roll on the Relic table in the Relics (Common to Rare relic).
Dense Forest   The foliage gradually grows thicker, making travel harder, intimidating trees loom over you in this dimmly lit part of the Abyss, strange noises from unseen creatures echo throughout.   The characters travel is reduced by -50, this area is dimmly lit and counts as difficult terrain, it is a dangerous place to camp. If the characters camp, roll 1d4 + 6 on the random encounters in the 2nd layer table, the result interrupts rest.
Migration   A group of creatures, difficult to tell from this distance but seemingly many in count, move grouped together, they appear to be migrating from below, their movement is quite beautiful and hypnotic to watch.   If the characters choose to stay in the area, read the following   The migrating creatures eventually split, groups head in all different directions, one towards you.   The characters have a few moments to react, but a pack of Minor Creatures move towards the characters, if they do not react they must make a DC 11 Dexterity saving throw or suffer 6d6 bludgeoning damage or half as much on a successful save.
Delvers   You see a group of delvers ahead.   Roll a d6 to determine the nature of these delvers:   1-3. 1d4 Moon Whistles Delvers (DGA pg#) are searching for treasure, they give a polite wave as they pass.   4. 1d4 Illegal Delvers (Bandits) are traveling through the layer, they wear fake Moon Whistles and try to avoid talking with the characters.   5. 1d4 Blue Whistles Delvers (DGA pg#) are tending to a companion Blue Whistle who appears to be afflicted by the 2nd layers curse.   6. 1d4 + 1 Moon or Blue Whistle Delvers (DGA pg#) are in conflict with a creature, roll 1d6 + 5 on the random encounters in the 2nd layer table to determine what they are fighting.
Carrion Crawler   The scent of death hits your nose as suddenly giant insects bursts through loose earth nearby.   1 Carrion Crawlers (MM pg#) and 1d4 Swarm of Insects (MM pg#) attack the characters.
Nakikabane   "Heeeelppp... Heeeeeeeelllpp." a voice calls out nearby. If the characters chase after the voice, read:   Emerging from the bushes nearing a cliff side, you come upon a large bird hunched over a body, the calls for help come from this scene.   The Bird is a Nakikabane (or Corpse Weeper) which mimics the noise of its victims to attract more victims. If the characters don't act immediately, read:   Taking some time to act, the calls for help continue, and you can see tall stone pillars carved by wind, atop each are nests, some with more of these large birds   If the characters don't act even after that, read:   A bird atop the stone pillars swoop towards you, seeming to have noticed you Combat begins with 2 Nakikabane, one from the pillars and the other from the corpse
Cockatrice   A sqwaucking sound chases towards you, a group of Cockatrice chase you.   1d6 Cockatrice attack the characters.
Kuongatari Swarm While you walk through the bushes filled with flowers of Eternal Fortune, buzzing hits your ears.   2 Kuongatari Swarm (DGA pg#) attacks the characters.  
Hammerbeak   A flock of Hammerbeaks emerge from the trees and attack.   1d4 + 3 Hammerbeaks (DGA pg#) attack the characters.  
Giant Sky Jellyfish   You feel your hair stand on end and the sound of a hissing buzz becomes evident. A moment later a Giant Sky Jellyfish comes into view over the rocks in front of you, it is traveling your way!   Unlike the encounter in the 1st layer, this Giant Sky Jellyfish (DGA pg#) is looking for a fight as it was recently angered by another creature attacking it, evidence of this is visible on the creature's body.
Hells Crossing     During your travel, you make use of wood pathways created by delvers nicknamed Hells Crossing. The use of these pathways help speed up your travel. Through the Inverted Forest is a wooden path created by delvers as a walkway to the Seeker Camp, if the characters come across this encounter, they gain an additional +100 to their travel so long as they travel at least 400 meters horizontally.
Inverted Depths   The Inverted trees become thicker as you eventually find yourself in an Inverted Depths, the sounds of strange nocturnal creatures can be heard in this dimmly lit area, while eerier it is peaceful compared to the noise of the winds you arrived on.   Inverted Depths become more common the further from the center of the abyss one travels into the Inverted Forest. Being impossible to miss if the characters are searching for one beyond the Seeker Camp. The inverted depths is quiet and creatures tend to keep to themselves, the characters find no trouble unless they seek it   If the characters seek food they find 1d4 Minor Creatures size: large or smaller (DGA pg#) on a successful DC 11 Wisdom (survival) check.   If the characters seek water:   You find a source of water lit by pink fluorescent pond skaters, the water seems fresh and you fill some flasks, then you notice, the pond skaters have moved away from you. Make a Dexterity saving throw as a hippo type creature emerges from the waters attempting to swallow you. The Creature is an Ottobasu (DGA pg#), roll initiative after the Ottobasu makes its attempt to Bite the character.
Ozen Roll to determine the nature of this encounter:   1-3.Ozen and her subterranean bandits, Zapo, Simred and Yelme (DGA pg#) are working on repairing a broken bridge:   Up ahead the path is broken and a few figures can be seen working on the bridge. After some time a creature attacks, roll 1d6+16 on the Random Encounters in the 2nd layer table to determine which creature is involved in the encounter, read the following:   Suddenly the group are attacked! 4-5. If Ozen has already met the characters, treat this result no encounter. Ozen and her subterranean bandits, Zapo, Simred and Yelme are out to check the status of the bridges as they routinely do, they catch the characters on a bridge that is on the verge of falling apart, read the following:   (Talking directly to the character at the back of the marching order) your foot breaks through the rotted wood of the bridge, you are losing your balance when a cold hand from behind steadies you, turning, you see a group of four individuals. 6. If Ozen has already met the characters, treat this result no encounter. Ozen (DGA pg#), flanked by Zapo, Simred and Yelme (DGA pg#) believes the characters to be bandits who broke into the Seeker Camp and stole a number of items recently, If the characters show interest in helping find the bandits and returning the items, Ozen can offer them a safe place to rest, free meals and baths as well as 1d4 50gp Gemstones (DMG pg134), consider replacing an encounter during an ascent with these bandits later, read the following:   A crossbow bolt narrowly misses your leg, a female voice from behind dully says "Did you really think you would get away?" you turn to see a group of four individuals. This encounter will either continue as a fight or become a conversation should the players be able to Persuade (DC 10) Ozen they are not the Bandits she is searching for, read after determining the nature of this encounter and the characters being close enough to identify those involved:   One elderly with a beard, goggles over their eyes and a moon whistle around their neck, another short with green hair, a muffler covering half their face also with a moon whistle, one who holds tight a crossbow, dark bags under their eyes and a black whistle hanging at their neck, and finally the tallest of them, a white whistle at their neck, slim, a strange hairstyle in black and white which peaks under their wide brim hat, their clothing is a variation of the cave raiders gear but darker.  
Inverted Tree House     Attached to the base roots of an inverted tree, you notice a small structure. The structure is a home once used by ancient delvers, it was the equivelent to the Seeker Camp in its day 2000 years ago. If the characters climb up, DC 13 Strength (Athletics) check to do so successfully, roll on the curse table then read the following:   As you approach the entrance to this small structure, you can see inside through the gaps of its entwined wooden walls a bulge under a cloth. Inside is basic furniture made from roots, like a bed, seats, tables etc., there is a piece of fabric in the centre of the room, made from thin strips of bark woven together, it covers something, roll a d6 to determine the nature of the bulge beneath this cloth: 1-2. A skeleton kneels beneath the cloth with hands clasped together in prayer, it holds a piece of bark with nether glyphs carved into it, a creature who can read Abyssal understands this writing to read 'I have fallen to illness, the depths call my name.' 3-4. A Druid (MM pg346) is asleep under the cloth, woken by the characters when the cloth is removed. This druid has lived here a number of years, making it their home due to the fascination they have with this unique forest. If the characters are nice to the Druid, they will offer to guide them up to 1 hour from their home within the Inverted Forest, any combat rolled on the Random Encounters in the 2nd Layer table becomes no encounter while they do so. 5. A Giant Constrictor Snake (MM pg#) was asleep under the cloth, and attacks the characters when the cloth is removed. 6. Nothing appears to be under the cloth, though there was definently a shape before. If your setting makes use of undead creatures, a Ghost (MM pg147) was under the cloth, and follows the characters for the next hour of travel after they leave, they feel like they are being followed, see eyes between the trees. The Ghost attacks the characters if they damage or leave a mess in the Inverted Tree House.
Inbyo   Howling screaches fill the air, long armed primate esc creatures are swinging through the trees towards you.   A group of 1d6 + 1 Inbyo (DGA pg#) angered that the characters are in the Inbyos territory.
Wyvern   A beast with two scaley legs, leathery wings, and a sinewy tail topped with a stinger flies between the trees. Roll a d6 to determine the nature of this Wyvern: 1-3. A Wyvern carries an Inbyo back to its nest, the characters can make a DC 15 Wisdom (Perception) check to try to identify what it is holding, seeing it to be a struggling Inbyo on success, on a failure or not making a check describe the body as a struggling humanoid. 4-6. A Wyvern flies towards the characters looking for a meal, it will try to kill the character it perceives to be weakest, then carry their body back to its nest.

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