The Forest in The Abyss | World Anvil
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The Forest

Depth: 1350~2600 meters. Strains of Ascent: Heavy nausea, headache and numbness of limbs. The first truely dangerous section of the Abyss. The fauna and environment suddenly change, turning into a tropical rainforest with huge vegetation.   Things to keep in mind Predators are not uncommon, more tame creatures living further from the center of the Abyss Heavens Waterfall is where the mists of the 3rd layer fall upwards like a reverse waterfall into the 2nd layer The Inverted Forest: At 2000 meters, the ground twists under and trees hang from a long deep overhang, travel is done here with bridges hanging from the ceiling, nicknamed hells crossing by Delvers. Strong winds blow all throughout the Inverted Forest making flight impossible for all but those who can see the forcefield. If a creature attempts to fly or float, use the rules for Strong wind (DMG pg110) The Seeker Camp is a building of respite for delvers deep within the Inverted Forest at 2540 meters deep (DGA pg#)   Recommended Treasure Magic items table F (DGA pg#) 50gp Gemstones tables (DMG pg134) 25gp Art object table (DMG pg134)
Travel When characters are traveling through the 2nd layer, you may wish to use the following to determine how far characters travel per hour. Every hour of travel roll a Random Encounter on the Random Encounters in the 2nd Layer table.   Descending Travel time without modifiers: 1 hour = 600 meters Minimum travel after modifiers 1 hour = 150 meters     At the start of travel, a leading character must make a DC 11 Wisdom (Survival) check;   on a success, there are no ascents during travel on a failure, there is 1 ascents (-100 meters per ascend) characters may repeat this Wisdom (Survival) check once to avoid the ascent, but do so at disadvantage (additional -50 meters on a repeat failure). If the characters ascend, they must roll versus the 2nd layers curse (DGA pg#)   Is a character slowed by an effect that reduces their speed? (-50 meters per party member up to -200)     If characters are within the Inverted Forest, they must make a DC 11 Dexterity (Acrobatics) check, using the average of their rolls as the result;   on a success, the characters are not slowed by the strong winds on a failure, the characters are slowed by the strong buffeting winds, occasionally knocking the weaker of the rolls prone or almost over dangerous edges (-100 meters)   Do all characters have a climbers kit? (+200 meters, if atleast half characters then +100 meters)     Are all characters also proficient with a climbers kit? (+100 meters, if atleast half characters then +50 meters)     Do characters have a bonus which would help them traverse? (+50 per party member up to +200)   Ascending Travel time without modifiers: 1 hour = 400 meters Minimum travel after modifiers 1 hour = 100 meters     At the start of travel, a leading character must make a DC 11 Wisdom (Survival) check;   on a success, no additional changes. on a failure, the characters take a longer route (-100 meters)   Is a character slowed by an effect that reduces their speed? (-50 meters per party member up to -200)     If characters are within the Inverted Forest, they must make a DC 11 Dexterity (Acrobatics) check, using the average of their rolls as the result;   on a success, the characters are not slowed by the strong winds on a failure, the characters are slowed by the strong buffeting winds, occasionally knocking the weaker of the rolls prone or almost over dangerous edges (-100 meters)   Do all characters have a climbers kit? (+100 meters, if atleast half characters then +50 meters)     Are all characters also proficient with a climbers kit? (+60 meters, if atleast half characters then +30 meters)     Do characters have a bonus which would help them travel? (+50 per party member up to +200)

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