[5e] Ssuth dal Har'oloth (Escape from Underdark) [Chapter 3 Completed!] (Inactive)

Game Master mishima


Madness Rules:

In Out of the Abyss, madness is measured in three levels:

Madness Levels
Level Effect
1 Bout of short-term madness (lasts 1d10 minutes)
2 Bout of long-term madness (lasts 1d10 × 10 hours)
3 Bout of indefinite madness (lasts until cured)

A creature’s madness level starts at 0. When the creature fails a madness saving throw, its madness level increases by 1, and the creature immediately suffers the level’s effect (as determined by rolling on the Short-Term Madness, Long-Term Madness, or Indefinite Madness table in the Dungeon Master’s Guide, as appropriate). When the effect ends, the creature’s madness level doesn’t change. Any time the creature’s madness level increases, it suffers the effect of the new level.

If a creature with level 3 madness fails a madness saving throw, its madness level becomes 1. In this way, characters can potentially accumulate multiple forms of madness.

Undercommon Dictionary

GM notes:

Initiative wrote:


[dice=Froog]1d20+2[/dice]
[dice=Edlethron]1d20+3[/dice]
[dice=Khaz]1d20+2[/dice]
[dice=Vic]1d20+3[/dice]
[dice=Cade]1d20+3[/dice]
[dice=Gael]1d20+2[/dice]
[dice=Kriv]1d20+2[/dice]
[dice=Enemy]1d20+2[/dice]
Insight and Investigation wrote:


Insight

[dice=Froog]1d20+2[/dice]
[dice=Edlethron]1d20+3[/dice]
[dice=Khaz]1d20+2[/dice]
[dice=Vic]1d20+4[/dice]
[dice=Cade]1d20+3[/dice]
[dice=Gael]1d20+0[/dice]
[dice=Kriv]1d20+0[/dice]

Investigation

[dice=Froog]1d20+1[/dice]
[dice=Edlethron]1d20+0[/dice]
[dice=Khaz]1d20-1[/dice]
[dice=Vic]1d20+3[/dice]
[dice=Cade]1d20+0[/dice]
[dice=Gael]1d20+2[/dice]
[dice=Kriv]1d20+0[/dice]

Blingdenstone::::::::::::::::::::::::::

General Features:

Blingdenstone is not a single cavern, but a network of interconnected caves and pockets the svirfneblin have widened and worked for use as homes, workshops, vending stalls, places of worship, storerooms, and the like. Other than the private homes of svirfneblin families, all chambers are tall enough for Medium creatures to walk around without difficulty, and common areas are even larger.

It is rare for cavern walls to be bare in Blingdenstone. The walls of large caverns are studded with stairs and ramps leading to balconies and hollows serving as storage or shops. The largest caverns are crisscrossed by walkways allowing svirfneblin and visitors to reach connecting tunnels high above the floor.

The caverns of Inner Blingdenstone are brightly lit with a mix of bioluminescent fungi, caged giant fire beetles, and magic. The light from these chambers spills into short connecting tunnels lacking their own illumination, creating areas of dim light. Longer tunnels have their own light, usually magically produced.

Svirfneblin and other Small races can walk through tunnels with ease, but Medium or larger creatures must duck and squeeze — a feature intended to control invaders’ movements. Most tunnels have smooth floors, but those around the periphery of the reclaimed areas are strewn with rubble and debris.

Areas of Inner Blingdenstone:

5. Reception Hall
6. Barracks
7. Trader's Grotto (central market)
8. The Ruby in the Rough (temple)
9. Cultivation Cave (fungi farm)
10. Staging Area (exit to unknown sector)
11. Caves of Clatter (armor and weapons)
12. Residential Caves
13. Speaking Stones (mysterious menhirs)
14. Diggermattock Hall (palace of provisional government)
15. Singing Stones (minstrels...)
16. The Foaming Mug (nice, safe, tavern with comfy beds)

Rumors:

*Blingdenstone’s ghost problem is getting worse, and there are even spirits haunting the catacombs.

*There was a crazy svirfneblin back in the first days of reclamation who disappeared. Some of the scouts claim to have seen him, skulking around the unrecovered areas of the settlement.

*The Stoneheart Enclave is closing in on a solution to the threat of Ogrémoch’s Bane. The gnomes call a large unclaimed area in the northeast of the settlement “Rockblight,” as earth elementals go mad whenever they go near it.

*People are divided as to what to do about the wererats living in the southwest caverns. Some want them out, while others propose an alliance of mutual defense.

*A merchant from Gracklstugh says there’s an influx of surface-world coins there, but nobody knows where they come from.

*A svirfneblin caravan returning from Whiteshell Mines encountered a parade of dancing myconids. Through their rapport spores, the myconids told the gnomes about a “wedding celebration,” which is strange considering that myconids don’t celebrate or have weddings.