Out of The Abyss Sample Travel Days
Out of The Abyss Sample Travel Days
Out of The Abyss Sample Travel Days
Day 2: No Encounter
Day 3: No Encounter
Shelter
The party stumbles upon a cave that is sheltered and easily defended. If the characters camp here, they
can finish a long rest without any chance of an encounter while they are resting.
3 Drow Traders
3 Giant Lizards
Day 5: No encounter
Day 6: No encounter
Day 7: No encounter
Slime or mold
The adventurers come upon a cavern with a dangerous natural gas leak. Any member of the party with a
passive Wisdom (Perception) score of 14 or higher detects signs of the gas. The characters’ travel pace
for the day is slowed by half as they circumvent the area, but there are no ill effects. If the gas goes
undetected, each character in the area must make a DC 12 Constitution saving throw, taking 5 (1d10)
poison damage on a failed save, or half as much damage on a successful one. Any open flames brought
into the area cause the gas to explode. Each creature in the explosion must make a DC 15 Dexterity
saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.
For hours, the party’s travel is plagued by terrible shrieks, moans, and incoherent gibbering echoing
through nearby passages, without any apparent origin. Each character must make a successful DC 11
Wisdom saving throw. On a failed save, the character’s madness level increases by 1.
The adventurers come across a small ruin hidden in the Underdark. This might be the creation of a
subterranean race or a surface ruin that collapsed and sank long ago. If the characters search the ruins,
there is a 50 percent chance of them finding 1d4 trinkets
A cliff 45 feet high blocks the party’s passage, but a rolled-up rope ladder is visible at the top. If
someone can climb the cliff—requiring a successful DC 15 Strength (Athletics) check—and toss down the
ladder, the characters can proceed. Otherwise, they lose a day’s travel finding another route. If the
characters remove the ladder once they are at the top, they decrease the drow pursuit level by 1.
The characters must walk along an 18-inch-wide ledge that skirts a ravine 2d6 × 10 feet deep. The
party’s travel pace for the day is slowed by half, and each character must succeed on a DC 10 Dexterity
saving throw to avoid a fall. Precautions such as roping everyone together let each character make the
save with advantage. Increase the pursuit level of the drow by 1.
As the party traverses a long and winding corridor, a tremor opens up a lava-filled fissure behind them.
Each character must make a DC 10 Dexterity saving throw to avoid the lava swell, taking 21 (6d6) fire
damage on a failed save. Decrease the drow pursuit level by 1.
A ravine 62 feet wide and 54 feet deep cuts across the party’s path, spanned by an old rope bridge. If
the characters cut the bridge after they pass, the drow pursuit level decreases by 1.
This creature is a giant octopus that has evolved to live and thrive on land. It can alter its coloration to
appear as a rock formation, and it tends to lurk in crevices and fissures, attacking smaller creatures that
wander near. It has a walking speed of 20 feet and a climbing speed of 10 feet, loses its Hold Breath
feature, and replaces its Underwater Camouflage feature with the following feature: Camouflage. The
octopus has advantage on Dexterity (Stealth) checks.
The sigil is a drow warning sign that means “Demons ahead!” Any non-drow creature that touches the
symbol must make a DC 10 Wisdom saving throw. On a failed save, the creature’s madness level
increases by 1. If the characters take a long rest within one mile of the warning sign, roll a d20 and
consult the table to determine what, if anything, they encounter at the end of their rest.
1 invisible barlgura
A waterway 24 feet wide cuts across the party’s path. The stream is shallow and easily crossed, and the
characters can drink and refresh their water supplies. Edible fish inhabit the stream, so that the DC of
any foraging attempts for food in this area is reduced to 10. Crossing the stream reduces the drow
pursuit level by 1.
The characters must make a difficult climb down a gorge 405 feet deep and up the other side, or find a
way around it. Their travel pace for the day is slowed by half unless they come up with a plan to cross
the gorge quickly