Made in Abyss D&D Proyecto de Traducción
Made in Abyss D&D Proyecto de Traducción
Made in Abyss D&D Proyecto de Traducción
FOREWORD:
Bienvenido a la guía de D&D inspirada en Made in Abyss. Esto debería contener toda la
información que necesitas para jugar una detallada campaña de D&D con temática de Made in
Abyss, completa con lugares, criaturas y construcción del mundo. La mayor parte del juego
seguirá siendo similar a la quinta edición, pero algunas cosas han sido cambiadas y
reelaboradas, añadidas o eliminadas, para que sea más propicio para el tema. Mi objetivo al
crear esto fue equilibrar la diversión del juego con precisión e inmersión, así que no esperes
que todo sea 100% preciso, de lo contrario no sería muy divertido, pero hice lo mejor posible
para mantener las cosas auténticas. Tampoco puedo garantizar que todo esté 100%
equilibrado, especialmente con las criaturas y artefactos, ya que fueron creados completamente
desde cero. Jugaré y ajustaré las cosas para pulirlas lo mejor posible, pero es posible que
necesites equilibrar las cosas a medida que avanzas, especialmente con las White Whistles,
que están equilibradas para ser de nivel 7, pero dependiendo de dónde y cuándo las uses,
podrían necesitar un aumento o disminución de salud, de lo contrario, serán demasiado
poderosas en cualquier lugar antes del séptimo estrato. Subir de nivel se basará en los
estratos. Por ejemplo, subes de nivel al llegar al segundo estrato. Esto ayuda a equilibrar las
cosas con cada estrato, aligera un poco la carga del DM y crea una sensación de logro cada
vez que el equipo alcanza esos hitos. Todo esto culmina en un total de 7 estratos/niveles.
El séptimo estrato y el final de la historia van a depender completamente de ti. Es una
tarea difícil crear un final satisfactorio para algo de esta magnitud, así que vale la pena
dedicarle tiempo. Y al igual que en el D&D regular, depende de ti cómo se desarrolla todo.
¿Esto ocurre antes, después o durante los eventos de la historia principal? ¿Un nuevo
momento requiere nuevos personajes, verdad? He agregado varios personajes de Silbatos
Blancos, pero depende de ti quiénes son y cuál es su historia, o quizás prefieres crear nuevos
desde cero. Te recomendaría aumentar el énfasis en la cantidad de personas e interacciones
que ocurren en el abismo para que sea más divertido para los jugadores, en lugar de centrarse
principalmente en combates. Exploradores, bandidos, soldados, todo tipo de personas podrían
estar en el abismo, así que tienes muchas oportunidades. Todo lo demás que necesitas saber
debería estar en esta guía o en la guía de la quinta edición. ¡Diviértete!
Tabla de Contenidos:
Hojas de personaje especiales.:
Razas:
Aubade-
Narehate -
Humanos -
Clases:
Armaduras:
Criaturas:
1ra Capa:
2da Capa:
3ra Capa:
4ta Capa:
5ta Capa:
6ta Capa:
Tabla de Venenos:
NPCs Humanos:
Silbatos blancos:
Bondrewd Señor del alba
Ozen la immovable
Lyza la aniquiladora
Strajo el señor del misterio
Wakuna el señor de la guia
Padre Julius, el Señor de los Huecos
Sisord, el Señor de la Locura
Erumina la radiante
Khudivir el señor de las bestias
Ecosistema:
Las maldiciones:
Armas:
Reliquias:
Musica:
Recursos Variados
Descripción:
Una entidad misteriosa desde el fondo del abismo. Aquellos que llegan a la cima ven
desaparecer sus recuerdos.
Modificadores de Estadísticas:
FUE: +2 DES: +1 CON: +0 INT: -0 SAB: -1 CAR: -1
Habilidades (elige 1): acrobacias, atletismo
Desventaja en tiradas de historia (esto puede modificarse a discreción del director de juego a
medida que aprenden más sobre su pasado).
Habilidades Innatas:
Efecto de Sonido
Incinerador: Una vez por descanso largo, puedes utilizar una potente explosión que inflige
2D10 de daño de fuego a expensas de tu próximo turno. El enemigo tiene la oportunidad de
hacer una tirada de salvación de destreza, y si tiene éxito, solo recibe la mitad del daño. Cada
vez que subes de nivel, añade 1D10 adicional al daño. CD = 8 + bono de competencia +
modificador de fuerza. Rango: cono de 30 pies.
Brazo Extensible::
Efecto de Sonido
Puedes agarrarte hacia objetos y criaturas seguras con una fuerza mayor que la tuya, o
atrapar criaturas con una fuerza menor que la tuya, o atraer objetos ligeros hacia ti. Permite
realizar comprobaciones de agarre en criaturas dentro del rango. Para objetivos no vivos, es
una tirada de manos rápidas con una CD dependiente de la discreción del DM.
Ambos brazos pueden usarse simultáneamente (duplicando su rango máximo) para
convertirse en una cuerda floja por la que los compañeros de equipo pueden trepar o subir.
También se puede utilizar como perímetro sensorial al envolver los brazos alrededor de
objetos cercanos y tejer un perímetro tipo red con los brazos que, al ser tocado, alertará
inmediatamente al jugador incluso cuando esté dormido. El perímetro tiene un radio de 10 pies
o 20 pies en solo una dirección. Si la criatura que intenta pasar el perímetro es inteligente,
puede hacer una acrobacia para pasar sigilosamente entre los brazos con una CD igual a 8 +
modificador de destreza + bono de competencia.
Si el jugador está adecuadamente apoyado en una superficie resistente, puede usar
ambos brazos para inmovilizar a un objetivo hasta dos categorías de tamaño más grandes. La
criatura debe hacer una tirada de salvación de destreza con una CD de 8 + modificador de
fuerza + bono de competencia o quedar inmovilizada. La criatura puede hacer una tirada de
fuerza o destreza contra la tirada de fuerza del jugador para liberarse. El jugador no puede
hacer nada más hasta que la habilidad se deshaga.
Rango para uso lineal: rango de 1 brazo: 50 pies, rango de 2 brazos: 100 pies. En
combate, el agarre de un enemigo tiene un rango de 10 pies y desventaja más allá de los 50
pies. El jugador puede cambiar su objetivo en pleno vuelo en 45 grados o 90 grados con
desventaja. La CD se determina por la dificultad de la tarea según lo determine el DM.
Resistencia al fuego y al frío: recibe la mitad del daño de los ataques de fuego y frío.
Narehate -
Description:
Bendecidos por el abismo, los Narehate llevan vidas trágicas, siendo temidos por los humanos
y teniendo una conexión con los movimientos del abismo..
Stat Modifiers:
FUE: +0 DES: +0 CON: +0 INT: +1 SAB: +2 CAR: -1
Habilidades (elige 1): Trato con animales, medicina, naturaleza, abisal(Arcano)
Habilidades Innatas:
Controlando el Flujo:
Tiempo: Acción
Rango: 20 pies
Duración: 1 ronda
Como acción, puedes manipular el flujo de una criatura y confundirla. La criatura debe hacer
una tirada de salvación de carisma contra tu CD de salvación de sabiduría. En una tirada
fallida, la criatura queda aturdida hasta el final de tu próximo turno. No puedes usar esto de
nuevo hasta que termines un descanso.
Sentidos Abisales: Tienes ventaja en las tiradas de percepción para criaturas u objetos
abismales dentro de un radio de 20 pies, y en cualquier tirada que dependa del oído o del
olfato.
Garras de Bestia: Tienes la capacidad de infligir 1D6 de daño cortante con tus puños (puede
cambiarse a otros tipos de daño como una mordida perforadora o un latigazo contundente de
cola si el hueco no tiene garras). A partir del nivel 5, tienes la opción de, en lugar de usar un
ataque desarmado de 1D6, tratar tu ataque cuerpo a cuerpo como un arma de dos manos y
causar 2D6. El hueco tiene competencia con estos ataques desarmados.
Visión en la oscuridad: Puedes ver en condiciones de poca luz y oscuridad total hasta un
cierto alcance, generalmente 60 pies.
Humanos -
Descripción:
Aventureros que se sumergen en el misterioso abismo en busca de conocimiento y riqueza.
Modificadores de Estadísticas:
FUE: +1 DES: +1 CON: +0 INT: +1 SAB: +0 CAR: +2
Habilidades (elige 1): persuasión, investigación
Habilidades Innatas:
Silbato: Puede alertar a compañeros de equipo o PNJs cercanos. Si alguien está a más de
1,000 pies de distancia, deberá sacar una tirada de percepción de 10 o más para escucharlo.
Soplar el silbato puede proporcionar ventajas en las tiradas de intimidación contra no
humanoides (solo se puede hacer fuera del combate).
Kit de Primeros Auxilios: Como acción adicional, dos veces por descanso largo, repones
1D10 más tu modificador de sabiduría, ya sea para ti o para un compañero de equipo dentro de
5 pies. No cura venenos, pero puede curar sus efectos.
Clases:
todas las clases se basarán en D&D convencional, pero estarán limitadas a las clases
específicas que se detallan a continuación (evitando cualquier subclase basada en magia, ya
que la magia será complementada por artefactos y reliquias de gemas, elegir subclases
basadas en magia podría desequilibrar el juego):
Cazador (Bárbaro)
Delver (Guerrero)
Explorador (Picaro)
Armaduras:
Armor Class
Armaduras Peso (AC) Fuerza Sigilo Tipo
11 + Modificador Armadura
Ropa básica (acolchada) 8 Ib. Des ligera
Ropa ligera de cuero 11 + Modificador Armadura
(cuero) 10 Ib. Des ligera
Ropa pesada de cuero 12 + Modificador Armadura
(cuero con tachuelas) 13 Ib. Des ligera
12 + Modificador Armadura
Ropa de Delver (piel) 12 Ib. Des (max 2) Media
Ropa militar ligera (camisa 13 + Modificador Armadura
de malla) 20 Ib. Des (max 2) Media
Ropa militar pesada (cota 14 + Modificador desventaj Armadura
de escamas) 45 Ib. Des (max 2) a. Media
14 + Modificador Armadura
Peto balístico (coraza) 20 Ib. Des (max 2) Media
Placas balísticas para
torso y brazos (media 15 + Modificador desventaj Armadura
armadura) 40 Ib. Des (max 2) a. Media
Abrigo ligero sobre
armadura balística (cota de desventaj Armadura
malla) 40 Ib. 14 a. pesada
Abrigo largo sobre
armadura balística (cota de desventaj Armadura
malla) 55 Ib. 16 13 a. pesada
Ropa de explorador desventaj Armadura
acorazada (espinilleras) 60 Ib. 17 15 a. pesada
Armadura completa de desventaj Armadura
acero (placas) 65 Ib. 18 15 a. pesada
Guantelete disruptor
(escudo) 6 Ib. +2 Escudo
Criaturas:
1ra Capa:
Silkfang -
AC - 10
PV - 30
Movimiento - 30
Sentidos - visión en la oscuridad
Percepción Pasiva - 10
Tamaño - Medio
Nivel de Desafío - 1
Estadísticas - FUE: 12 (+1) DES: 8 (-2) CON: 10 (+0) INT: 2 (-4) SAB: 10 (+0) CAR: 6
(-2)
*Es territorialmente agresivo, tiene un radio de territorio de 100 pies*
Acciones y habilidades -
Tejido - Incapacita a un jugador hasta que se retire. Requiere una tirada de salvación de CC 12
para esquivar o liberarse.
Mordedura venenosa - 1D4+1 perforante + 1D4 de veneno. Alcance: 5 pies, +3 para impactar.
Garra - Ataque con arma cuerpo a cuerpo: 1D4+1 de daño cortante, +3 para impactar.
Agarre con telaraña - El Silkfang dispara su telaraña hacia una superficie a 30 pies y la usa
para jalar rápidamente en esa dirección o acercar a un objetivo hacia sí mismo. El objetivo
puede hacer una salvación de Destreza de CC 12 para evitar la telaraña; en caso de fallo, es
atraído al espacio más cercano junto al Silkfang.
Multiataque - El Silkfang realiza dos ataques: uno con Mordida y otro con Garra.
Sentido de telarañas - Mientras esté en contacto con una telaraña, el Silkfang conoce la
ubicación exacta de cualquier otra criatura en contacto con la misma telaraña.
Hammerbeak -
AC - 12
PV - 10
Movimiento - 60 vuelo, 20 caminar
Sentidos - Sentidos básicos
Percepción Pasiva - 10
Tamaño - Pequeño
Nivel de Desafío - 1/4
Stats - FUE: 10 (+0) DES: 12 (+1) CON: 10 (+0) INT: 2 (-4) SAB: 10 (+0) CAR: 10 (+0)
Acciones y habilidades -
Cabezazo - 1D6 de contundente, +2 para impactar.
Multiataque - El Pico Martillo realiza dos ataques: uno con cabezazo y otro con zarpas.
Vista aguda - El Pico Martillo tiene ventaja en las tiradas de percepción que dependan de la
vista..
Tácticas de bandada - El Pico Martillo tiene ventaja en tiradas de ataque contra una criatura si
otro Pico Martillo ha atacado al objetivo el turno anterior.
Vuelo rápido - El Pico Martillo no provoca un ataque de oportunidad cuando se aleja del
alcance de un enemigo.
2da Capa:
Corpse Weeper -
AC - 12
PV - 30
Movimiento - Vuelo 60 Caminar 20
Sentidos - Visión de 360 grados
Percepción Pasiva - 11
Tamaño- Grande
Nivel de Desafío - 1
Stats - FUE: 12 (+1) DES: 12 (+1) CON: 8 (-1) INT: 6 (-2) SAB: 12 (+1) CAR: 12 (+1)
Acciones y habilidades -
Mordida - 1D6+1 perforante, +3 para atacar.
Rasguño de garra - 1D6+1 cortante, +3 para atacar. Una vez por descanso largo, puede sujetar
a un jugador y lo inmovilizará. El jugador debe superar una tirada de destreza con CC 12 para
evitarlo. El Corpse Weeper no puede usar rasguño de garra hasta que haya soltado al jugador.
Si el jugador es soltado, tira un D4 para ver la distancia de la caída. Por cada número en el D4,
hay un D4 base de daño, con un máximo de 4D4.
Multiataque - El Corpse Weeper realiza dos ataques: uno con Garra y otro con Mordida.
Llanto falso - El Corpse Weeper es capaz de imitar el sonido de criaturas que ha escuchado.
Oído y vista agudos - El Corpse Weeper tiene ventaja en las tiradas de Sabiduría (Percepción)
que dependan del oído o la vista.
Tácticas de bandada - El Corpse Weeper tiene ventaja en las tiradas de ataque contra una
criatura si al menos uno de los aliados del Corpse Weeper está a 5 pies de la criatura y el
aliado no está incapacitado.
Inbyou -
AC - 13
PV - 20
Movimiento - 30, Escalar - 30
Sentidos - visión en la oscuridad
Percepción Pasiva - 9
Tamaño- Grande
Nivel de Desafío - 1/2
Stats - FUE: 12 (+1) DES: 18 (+4) CON: 10 (+0) INT: 10 (+0) SAB: 8 (-1) CAR: 12 (+1)
Acciones y habilidades -
Lanzar roca - 1D8+1 contundente, alcance: 40/60, +6 para impactar.
Ottobasu -
AC - 17
PV - 35
Movimiento - 30
Sentidos - visión en la oscuridad
Percepción pasiva - 11
Tamaño - grande
Nivel de desafío - 1
Stats - FUE: 16 (+3) DES: 10 (+0) CON: 14 (+2) INT: 8 (-1) SAB: 12 (+1) CAR: 8 (-1)
Acciones y habilidades -
Mordisco - 1D8+3 perforante, +5 para impactar.
Carga: Si el Ottobasu se mueve al menos 10 pies en línea recta hacia un objetivo, el objetivo
debe hacer una salvación de destreza de CC 15 o sufrir 2D6+3 de daño contundente y ser
empujado hasta 10 pies de distancia y derribado.
Habitante del agua: Ventaja en las tiradas de sigilo cuando está sumergido en agua.
3er Nivel:
Madokajack-
AC - 8
PV - 60
Movement - vuelo 60, caminar 20
Sentidos - visión en la oscuridad
Percepción pasiva - 9
Tamaño - enorme
Nivel de desafío - 2
Stats - FUE: 16 (+3) DES: 12 (+1) CON: 12 (+1) INT: 6 (-2) SAB: 8 (-1) CAR: 8 (-1)
Acciones y habilidades -
Mordida - 1D10+3 perforante, +5 para impactar.
Crimson Splitjaw -
AC - 8
PV - 250
Movimiento - Vuelo 60, Caminar 20
Sentidos - Visión ciega
Percepción pasiva - 11
Tamaño - colosal
Nivel de desafío - 8 (no necesariamente destinado a ser derrotado)
Stats - FUE: 18 (+4) DES: 10 (+0) CON: 14 (+2) INT: 10 (+0) SAB: 12 (+1) CAR: 12 (+1)
Acciones y habilidades -
Bite - 1D12+4 piercing, +6 to hit, If the Splitjaw is above 50 health, and it’s attack deals 10 or
more damage, it can swallow a player, if they fail a DC 12 dex save. The player must make
constitution saving throws every turn to continue to stay conscious. Every turn inside, the player
will take 1D6+4 acid damage. The player can attack from inside for double damage, but only so
long as they’re conscious. Once the splitjaw is beneath 50 health it will spit out the player, and
they will remain in the same state they were prior to being spit out, either conscious or
unconscious, and if unconscious will have to continue making constitution saving throws until a
success. The DC for consciousness is 11.
Tail Whip - 2D6+4, Bludgeoning, 12DC dex save, Range 30ft. Multitarget, Cone effect
Legendary Resistance (3/Day) - If the Crimson Splitjaw fails a saving throw, it can choose to
succeed instead.
Frightful Presence - Each creature within 40 feet of the Crimson Splitjaw and aware of it must
succeed on a DC 16 Wisdom saving throw or become Frightened for 1 minute. A creature can
repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If
a creature's saving throw is successful or the effect ends for it, the creature is immune to the
Crimson Splitjaw’s Frightful Presence for the next 24 hours.
4th Layer:
Orbed Piercer -
AC - 16
HP - 80
Movement - 30ft
Senses - Highly sensitive blindsight, 90ft radius, advantages on perception, but takes double
damage if Sensory organ is hit (requires 20+ strength roll)
Passive Perception - 13
Size - large
Challenge Rating - 4
Stats - STR: 16 (+3) DEX: 14 (+2) CON: 14 (+2) INT: 10 (+0) WIS: 16 (+3) CHA: 12 (+1)
*is territorially aggressive, has a territory radius of 500 feet
Actions and Abilities -
Poison Spine - On the first turn it does 1D6+3 piercing, +5 to hit Every subsequent turn it does
1D6+3 poison until cured. Entering within a 10ft radius of the orbed piercer gives it an attack of
opportunity because it’s covered in spines, and can sense players in all directions. Being hit
more than once by this attack in the same fight will only do 1D4+3 piercing and no stacked
poison damage
Future sense - 3 reactions per turn. Creature can move 10 feet per movement, and can do one
of the following: enter stealth, choose to succeed on a saving throw, take the dodge action, any
other misc. non attack actions the DM allows
This creature is immune to attacks of opportunity and immune to attacks with advantage when
behind
AC - 15
HP - 30
Movement - 30
Senses - dark vision
Passive Perception - 8
Size - small
Challenge Rating - 2
Stats - STR: 12 (+1) DEX: 16 (+3) CON: 12 (+1) INT: 2 (-4) WIS: 6 (-2) CHA: 6 (-2)
*vulnerable to fire*
Actions and Abilities -
Blood sucker - 1D4+1 piercing + 1d8 necrotic, +3 to hit Upon the third time of being hit by this
attack, the player will have to start making constitution saving throws to stay conscious. When
they fail, they have to wait till they roll a success again in order to regain consciousness. All
necrotic damage taken by the players temporarily reduces their maximum health until the next
long rest
5th Layer:
Desert Hydra -
AC - 14
HP - 50
Movement - 30
Senses - dark vision
Passive Perception - 12
Size - large
Challenge Rating - 3
Stats - STR: 16 (+3) DEX: 10 (+0) CON: 14 (+2) INT: 10 (+0) WIS: 14 (+2) CHA: 14 (+2)
*immune to poison damage*
Actions and Abilities -
Poison Tail - due to its multiple tails, it can strike up to 4 enemies within a 10ft radius, or 1 or 2
enemies with advantage for 1D6+3 piercing, +6 to hit, and starting next turn, 3D10+3 acid every
turn until cured. Per turn acid damage does not stack, so subsequent attacks will only do the
piercing damage, but other effects detailed below will occur. Every successful strike
permanently reduces the target’s AC by 1
If the player rolls 15 or 16 on an attack, they will hit a tail, and the creature will take half damage
Legendary Resistance (3/Day) - If the desert hydra fails a saving throw, it can choose to
succeed instead
Freezing Breath - does 2D6 cold damage to anyone in it’s 45 degree cone of attack. Player
must make a constitution saving throw and beat 12 or it will also freeze anyone hit by the attack
for a turn
Ambusher: While the Frost Worm is underground, it has advantage on attacks against any
target that doesn't have Tremorsense.
Burrowing: The Frost Worm can burrow into the ground, away from harm. This movement does
not provoke opportunity attacks.
6th Layer:
Armorshell -
AC - 18
HP - 200
Movement - 20
Senses - darkvision
Passive Perception - 13
Size - gargantuan
Challenge Rating - 8
Stats - STR: 18 (+4) DEX: 6 (-2) CON: 16 (+3) INT: 10 (+0) WIS: 16 (+3) CHA: 16 (+3)
*resistance to slashing damage*
Actions and Abilities -
Charge/Trample - Allows double movement distance, and does 3D6+4 bludgeoning, +7 to hit,
and knocks over anyone it hits for a turn. If it misses, it is knocked over for a turn
Kuongatari (swarm)-
AC - 14
HP - 60
Movement - 40
Senses - basic senses
Passive Perception - 9
Size - fine
Challenge Rating - 3
Stats - STR: 10 (+0) DEX: 18 (+4) CON: 8 (-1) INT: 2 (-4) WIS: 8 (-1) CHA: 6 (-2)
*vulnerable to fire*
Actions and Abilities -
Attack Bonus - +3
Parasitic Eggs - Anyone who gets hit by this attack will have eggs laid inside of them. They do
no damage during the fight, but may become dangerous later on once they start to grow and
hatch… Once they do start to hatch, the player infected must make constitution saving throws at
the discretion of the DM, until they are cured. If the throw is failed, the player will take 2D10
poison damage. This continues until the eggs are removed. +3 to hit
False Appearance. While the insect remains motionless on a flower of resilience, it is near
indistinguishable from the flower.
Ryuusazai -
AC - 16
HP - 400
Movement - 60
Senses - dark vision
Passive Perception - 14
Size - colossal
Challenge Rating - 15 (not necessarily meant to be killed)
Stats - STR: 20 (+5) DEX: 18 (+4) CON: 14 (+2) INT: 18 (+4) WIS: 18 (+4) CHA: 16 (+3)
*resistant to psychic damage*
*is territorially aggressive, has a territory radius of 2,000 feet*
Actions and Abilities -
Stomp - It stabs with the bottom of its feet, which are hard like steel. It gets 2 attacks with this
ability per action, but only 1 per player, so if there is only 1 target in range, it can only use the 1
attack, both doing 6D6+5 bludgeoning each, +8 to hit
Paralyzing Majesty - Based on it’s wisdom, as a bonus action, it can cause a player to lose a
turn due to being frozen in fear. Players must make a wisdom saving throw DC 14
Poison scales - whenever it is attacked by melee, the attacker must make a Con Save or
become poisoned, taking the 2d6+5 damage at the beginning of that player's turn
Future sense - 3 reactions per turn. Creature can move 10 feet per movement, and can do one
of the following: enter stealth, choose to succeed on a saving throw, take the dodge action, any
other misc. non attack actions the DM allows
Trample - It is able to throw its weight against a player to knock them down as in runs over
them. It will do 2D8+5 bludgeoning, +8 to hit, and will require an action for the player to get up
Rock Spit - The Ryuusazai spits out a projectile rock that does 5D6+5 bludgeoning.
Range: 200/600, +7 to hit
Mizoujack -
AC - 15
HP - 80
Movement - 30, climb speed - 20
Senses - dark vision
Passive Perception - 12
Size - large
Challenge Rating - 15 (not necessarily meant to be killed)
Stats - STR: 16 (+3) DEX: 10 (+0) CON: 20 (+5) INT: 10 (+0) WIS: 14 (+2) CHA: 14 (+2)
Actions and Abilities -
Phosphorus breath - a combustible compound is breathed out in an ignited state doing 3D8+3
fire each turn for 2 turns. Dexterity saving throw DC: 13 The fire spread is a cone with a range of
30 feet. Damage does stack if you are hit by this attack again on the next turn. The fire remains
on the ground for 2 turns, and entering it or starting your turn inside of its area of effect will do
3D8+3 fire damage.
AC - 12
HP - 350
Movement - 30, flying speed - 60
Senses - dark vision
Passive Perception - 13
Size - colossal
Challenge Rating - 5
Stats - STR: 20 (+5) DEX: 14 (+2) CON: 20 (+5) INT: 14 (+2) WIS: 16 (+3) CHA: 16 (+3)
Actions and Abilities -
Bite - 5D10 piercing, +8 to hit
Tail whip - 5D8 bludgeoning, +8 to hit. Players must make a dexterity saving throw, DC 15, or
be enveloped by the creature’s cytoplasmic exterior
Hive Mind - The Fuzosheppu is actually a conglomeration of multiple males, and a single queen.
If the Fuzosheppu is defeated, the queen is killed, and the males will attempt to flee to their hive
and try to find a new queen.
Poison Chart:
Poison effects last until the poison is cured or after the next long rest is completed
When a target is poisoned, roll 1d6 to determine the affected body part:
1 2 3 4 5 6
Left arm Right arm Left leg Right leg Torso Head
If the target is poisoned again by the creature, go to the next stage of poison effect. At the start
of a targets turn follow this table.
•1 DC 10 Constitution saving throw, on a fail the affected body part begins to shake
uncontrollably, on a success repeat this roll at the start of the targets next turn
Body part Effect
•2 DC 11 Constitution saving throw, on a fail the affected body part becomes numb and
unusable, on a success repeat this roll at the start of the targets next turn
Head Blinded
•3 DC 12 Constitution saving throw, on a fail the affected body part grows twice its natural size
and the target begins vomiting (can no longer take bonus actions) on a success repeat this roll
at the start of the targets next turn
•4 DC 14 Constitution saving throw, on a fail the target is unable to stand, their movement
becomes 0 and they fall prone (If the subject is not cured upon failing this save, body part tied
off or the body part removed, the poison has spread across their body, removal of limb will no
longer stop the poison) on a success repeat this roll at the start of the targets next turn
•5 DC 16 Constitution saving throw, on a fail target is blinded and unable to speak, other body
parts begin to grow twice its size, on a success repeat this roll at the start of the targets next
turn
•6 DC 18 Constitution saving throw, on a fail fall unconscious, on a success repeat this roll at
the start of the targets next turn
•7 DC 20 Constitution saving throw, on a fail, Death, on a success, repeat this saving throw
again next round
Human NPCs:
●
*have a proficiency of +2 on their weapons*
The spell use quantities of each individual NPC type will be specified by the layer they are in,
and can be determined by consulting the chart in the gemstone artifacts section
Parry: The delver adds 2 to its AC against one melee attack that would hit it. To do so, the
captain must see the attacker and be wielding a melee weapon.
Survival Knife: or Ranged Weapon Attack: 1d4 + 4 piercing, 20/60 ft., +5 to hit
Advanced Parry: The bandit adds 2 to its AC against one melee attack that would hit it
First Aid Kit - Has 2 healing kits that do 2D10+2 healing, is used as a bonus action
Precision aiming - If an 18 or higher is rolled for strength when using a sniper rifle, the black
whistle can take a second attack
Foreign Bandits:
Moon Whistle Delver/Bandit:
AC - 15
HP - 40
Movement - 40
Senses - basic senses
Passive Perception - 11
Challenge Rating - 2
Stats - STR: 14 (+2) DEX: 14 (+2) CON: 14 (+2) INT: 12 (+1) WIS: 12 (+1) CHA: 12 (+1)
Actions and Abilities -
Multiattack: The bandit makes three melee attacks: two with its machete and one with its knife.
Or the bandit makes two ranged attacks with its knives.
Parry: The captain adds 2 to its AC against one melee attack that would hit it. To do so, the
captain must see the attacker and be wielding a melee weapon.
Foreign Soldiers:
AC - 15
HP - 40
Movement - 30
Senses - basic senses
Passive Perception - 10
Challenge Rating - 2
Stats - STR: 16 (+3) DEX: 10 (+0) CON: 12 (+1) INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0)
Actions and Abilities -
Combat Ready - Advantage on initiative
Medic - As an action the captain can heal himself and 2 others for 2D6 each (can be used twice)
Military Prowess - Both Nat. 19 and 20s count as critical successes when trying to hit a target
Blessed Hollow/Narehate:
AC -15
HP - 50
Movement - 30
Senses - can see the flow of the abyss
Passive Perception - 13
Challenge Rating - 2
Stats - STR: 16 (+3) DEX: 12 (+1) CON: 14 (+2) INT: 14 (+2) WIS: 16 (+3) CHA: 8 (-1)
Actions and Abilities -
Controlling the Flow - As a bonus action, roll against a creature for animal handling to use your
knowledge of the abyss to manipulate it’s flow and confuse a creature, causing it to lose a turn.
This can be used twice (doesn’t work against players though)
Abyssal Senses - Have advantage on perceptions checks for things within a 30ft radius
Aubade:
AC -18
HP - 200
Movement - 40
Senses - dark vision
Passive Perception - 10
Challenge Rating - 8
Stats - STR: 20 (+5) DEX: 18 (+4) CON: 20 (+5) INT: 14 (+2) WIS: 10 (+0) CHA: 10 (+0)
Actions and Abilities -
Incinerator: Does 4D10+5 fire damage and rolls with advantage, but becomes incapacitated the
following turn, and opponents have the advantage on attack against them, +6 to hit
Extendable Arm: Can grapple towards secure objects and creatures with higher strength than
you, or grapple creatures with lower strength than you, or light objects towards you. Both arms
can be used simultaneously (doubling its maximum Range) to become like a tight rope which
others can climb across or up. 1 arm range: 100ft, 2 arm range: 200ft. In combat grappling an
enemy has advantage within 10ft, and disadvantage past 50ft.
Flamethrower - Does 2D6+3 fire damage in a 45 degree cone and 50 foot range. The fire will
remain for 3 turns, and anyone that enters it will incur the 2D6+3 damage per 30 feet or less.
Saving throw DC: 13
Shared consciousness - Praying hands are immune to attacks of opportunity, and have
advantages on dexterity saving throws
Rampart unto the void - As a bonus action they can manipulate the layers of the curse of the
abyss to divert attacks away from them. It raises their AC to 20 for a turn. Has a 2 turn cooldown
Beastial agility - except in the case of a nat 1, the hollow always succeeds in athletics and agility
checks
Tackle - The hallow can jump and knock a player to the ground, doing 1D6+4 bludgeoning. The
player will have to use an action to get up afterwards, Saving throw DC: 15
0 Light
Call of the Sage - Can summon aide from lesser hollows from the village if he is within 1,000
feet of the village.
Regeneration - The sage regains 10 Hit Points at the start of its turn if it has at least 1 hit point.
Artifact Resistance: The sage has advantage on Saving Throws against Spells and other
Artifact effects.
2 Disorienter (enthrall)
4 Hallucinatory Terrain
WHITE WHISTLES:
*have a proficiency of +3 for their weapons
All white whistles have the spell quantities of the 7th layer (based on the chart in the gemstone
artifact section)
- True Neutral
A researcher fascinated by the Abyss, he has often resorted to illegal and morally questionable
means in order to get funds for and conduct his research, including selling artifacts illegally,
developing dangerous drugs and even experimenting on living humans
AC - 18
HP - 150
Movement - 40
Senses - can see through the eyes of others who contain a fragment of his soul, and those he
has experimented upon
Stats - STR: 16 (+3) DEX: 18 (+4) CON: 16 (+3) INT: 22 (+6) WIS: 18 (+4) CHA: 18 (+4)
+4 deception
Spell Terminology - IAB: +9 WAB: +7 CAB: +7 ISDC: 17 WSDC: 15 CSDC: 15
Actions and Abilities -
Origin-guiding Light, Auction Name: Sparagmos - A processed artifact of unknown grade. An
artifact that generates a mysterious blade of light that does 5D6+3 fire, + 7 to hit, but can only
be used 2 turns in a row before needing to cool for a round. The second turn using sparagmos
also does 2D6+3 fire damage to its user. If attacked by an aubade incinerator, user has the
opportunity to neutralize it as a reaction.
Ascending to the Morning Star - A beam of light shoots out from Bondrewd’s mask. Unlike
conventional weapons, this one will always hit the single target Bondrewd focuses on. However
due to the fact that the rays of light reflect, there is the chance for them to hit the person
Bondrewd is focusing on, or anyone else within 30 feet in addition, more than once, but no
modifiers are added to the attack roll, only the damage, so the attack roll is determined by the
base roll number:
1-5 will count as only a single hit and do 1D12+6 radiant damage.
6-10 hits twice doing 2D12+6 radiant damage.
11-15 hits 3 times doing 3D12+6 radiant damage.
16-19 hits 4 times and does 4D12+6 radiant damage.
A critical hits 5 times doing 5D12+6 radiant damage
Curse Needle, Auction Name: Shaker - An unknown grade artifact that shoots darts cut from
another artifact, the Curse Steel. The Curse Steel is an artifact capable of inducing the burden
in those who touch it. The curse will be that of the 5th layer (2D12 poison), +7 to hit. Victims will
have to roll a constitution saving throw. If they succeed, damage is halved. If they fail, they take
full damage, and succumb to the hallucinations of the 5th layer curse, will roll with disadvantage
of any actions on the next 2 turns, and have speed reduced to 10. Range is 80/320
Cartridges - using a questionable method of fuel, Bondrewd is able to bypass the curse and
move upwards without detriment. Upon transformation, Bondrewd’s strength and con will
increase to 20
Touching the Moon, Auction Name: Far Caress - A black ooze like creature that can extend in
very tough and elastic tendrils. It can be used to climb vertical surfaces or to trap opponents. It
does not negate the curse, but with his cartridges Bondrewd is able to ascend using far caress
without negative effect. Players must make a DC 18 dex saving throw to avoid being trapped by
far caress. If hit the player must make a strength check of 16+ to get out. Far caress has a 30
foot range so as long as it is deployed, the user cannot leave past 30 feet of its furthest extent
without retracting far caress.
Tail block - a passive ability where when attacked and the enemy gets an 18 or 19 on an attack
roll, Bondrewd is able to soften the blow of the attack with his tail, and reduce the damage by
half
Zoaholic - Bondrewd is able to transfer his consciousness to any of his followers, the praying
hands, allowing him to be immortal so long as the zoaholic artifact is intact.
Legendary Resistance (3/Day) - If the white whistle fails a saving throw, it can choose to
succeed instead
Legendary Actions:
praying hand attack - A single praying hand in vicinity can make a movement and attack action
praying hand help action - A single praying hand can make a movement and aid Bondrewd by
using the help action
Touching the Moon, Auction Name: Far Caress - Bondrewd uses this attack
-chaotic good
Having harnessed many “thousand man pins”, Ozen is the physically strongest white whistle.
She is cold, blunt, and often even cruel, but usually for some greater good
AC - 20
HP - 160
Movement - 30
Senses - basic senses
Stats - STR: 24 (+7) DEX: 12 (+1) CON: 18 (+4) INT: 14 (+2) WIS: 12 (+1) CHA: 10 (+0)
+6 intimidation
Spell Terminology - IAB: +5 WAB: +4 CAB: +3 ISDC: 13 WSDC: 12 CSDC: 11
Actions and Abilities -
punch/kick - does 5D6+7 bludgeoning, +10 to hit. Rolling a nat 18+ does double damage
Legendary Resistance (3/Day) - If the white whistle fails a saving throw, it can choose to
succeed instead
Legendary Actions:
ground pound - Ozen uses her immense strength to stomp on the ground and cause anyone
who within 30 feet who fails a DC 15 constitution save, to be knocked prone
Push - Ozen can push someone within 5 feet of her, back 40 feet, or if the victim beats a DC 15
dex save, only 20 feet.
-neutral good
Energetic and ambitious, Lyza studied under Ozen to become a white whistle. She has no
qualms with killing her foes, and has earned her title
*I was kinda lazy in making the Lyza abilities since I’m not using her for my campaign since I
don’t want to speculate on the whereabouts of major plotpoint characters in my campaign, but
feel free to add more depth if you wish to use her*
AC - 17
HP - 150
Movement - 30
Senses - basic senses
Stats - STR: 14 (+2) DEX: 14 (+2) CON: 16 (+3) INT: 14 (+2) WIS: 14 (+2) CHA: 16 (+3)
+2 persuasion
Spell Terminology - IAB: +5 WAB: +5 CAB: +6 ISDC: 13 WSDC: 13 CSDC: 14
Actions and Abilities -
Blaze Reap - A pickaxe that has an infinite explosive capability that activates when the user hits
a surface hard enough. If the user rolls less than 17, but still hits the target, the explosive
capability does not activate and only does 1D10+2 piercing damage, +5 to hit. If the explosive
capability is activated by a 17 or higher roll, blaze reap does 1D10 piercing plus 3D6+2 fire.
Any rolls below 3 is rerolled until it is higher than 3
Legendary Resistance (3/Day) - If the white whistle fails a saving throw, it can choose to
succeed instead
Legendary Actions:
Fissure - Lyza can cause an explosive fissure in the ground to erupt. The fissure is 10 feet wide,
and 30 feet long. The blasts prevent anyone from passing through it for the remainder of the
round.
Boost - Lyza uses Blaze Reap to boost herself 60 feet in any direction
Horseman of Pestilence - Strajo’s mask can turn his breath into a disease that will become
potent after 4 turns. On the 5th turn, the players will have to roll constitution saving throws every
turn, and successful rolls will result in half damage. Strajo’s disease will do 2D6+6 every turn
until cured (can be cured by anti-poison). The disease remains present until Strajo disables it, or
is defeated
Horseman of Death - The coffin on Strajo’s back is an artifact that contains a creature similar to
Bondrewd’s “far caress” whos tendrils can grab anyone in a 30 foot radius, pull them into the
coffin and sap their vitality, and gives it to Strajo to replenish his health for the amount of
damage done. It does 2D8+6 necrotic damage, can only be used for 1 turn, and then spits them
out. It has a 2 turn cooldown.
Horseman of Famine - Strajo’s gloves have the power to crush the innards of a single target at
the clench of his hand. It does 2D10+1 bludgeoning, +4 to hit, and damage rolls of 1 and 2 are
rolled until a roll of 3+ is achieved
Legendary Resistance (3/Day) - If the white whistle fails a saving throw, it can choose to
succeed instead
Legendary Actions:
Terror - Strajo attempts to scare a target. If the target fails a DC 15 wisdom save, they become
frightened
Escape - Can use both disengage and dash
2 Disorientor (enthrall)
AC - 17
HP - 160
Movement - 30
Senses - basic senses
Stats - STR: 18 (+4) DEX: 14 (+2) CON: 18 (+4) INT: 18 (+4) WIS: 16 (+3) CHA: 22 (+6)
Spell Terminology - IAB: +7 WAB: +6 CAB: +9 ISDC: 15 WSDC: 14 CSDC: 17
Actions and Abilities -
The Cleansing Mind: Neurasagius - A helmet that allows Wakuna to read the thoughts of a
single person at a time. It allows him to make a dexterity saving throw to completely dodge a
person's attack, if he is reading their minds prior to the attack
Rhapsodical Adjuration: Senyita - Harnesses the hallucinogenic effects of the 5th layer’s curse
to manipulate a person’s perception and cause them to see allies as threats. They must make a
wisdom saving throw to break free
Frame of the Amorphous: Allagi - Having ingested a strange drink he found in a jar deep within
the abyss, Wakuna is now able to change his appearance at will. He can only change his shape
into things that are relatively the same size though, so is usually only able to mimic other
humanoids, and their clothing. In combat, he is able to change form as a bonus action, but it
only takes a perception of higher than 10 to discern if it is Wakuna or not if he is imitating
another party member, so it is a skill better used outside combat
Searing blade of the cursed: Brizola - a large sword with intricate abyssal designs and gears
and gadgets upon it. The sword glows a hot orange when active, and does 2D6+4 slashing +
2D6 fire, +7 to hit
Blood of the Hollow - Having received some blood from an immortal hollow (like Mitty) he is
completely immune to poison damage, and heals 1D12+3 every turn
Legendary Resistance (3/Day) - If the white whistle fails a saving throw, it can choose to
succeed instead
Legendary Actions:
Fog Form - Wakuna can take the hide action as well as the dash action. He must make a stealth
check against the enemy’s perception check.
Frame of the Amorphous: Allagi - Wakuna uses his Frame of the Amorphous: Allagi ability
Searing blade of the cursed: Brizola - Wakuna uses his Searing blade of the cursed: Brizola
ability
4 Hallucinatory Terrain -
Hallowed shards: Zatsobi - chunks of strange metal fashioned into jagged blades. He is able to
make two seperate attack rolls, one for each set of 3 knives he holds in both his hands. If he
rolls above 16 on the second attack, and more than one target is in his view, he is able to hit
more than one target for 2D10+2 cold damage each, +5 to hit
Veil of the Nebulous: Hesitina - When the veil is applied, it distorts the perception of those who
look upon it. Their attacks will be taken with disadvantage as the world around them moves and
shrouds Julius in a disorienting darkness. It can stay active for 2 turns. Can be used twice
Gloves of cruel judgement: Wersich - When touched by these, the skin begins to erupt in white
fire. Every turn the white fire spreads increasing the damage by a D6 of radiant damage plus
wisdom modifier. First is a D6+5, +5 to hit, then 2D6+5 and so on, maxing out a 6D6+5. This
can be undone by disarming the user, killing the user, or smothering affected areas in water
Legendary Resistance (3/Day) - If the white whistle fails a saving throw, it can choose to
succeed instead
Legendary Actions:
Self Heal - Father Julius heals himself for 4D8+5
Staff of the Zealous: Oburan - Father Julius uses his Staff of the Zealous: Oburan ability
Hallowed shards: Zatsobi - Father Julius uses his Hallowed shards: Zatsobi ability
0 Light
0 Weld (mending)
1 Amplifier (thaumaturgy)
3 remove curse
The Spectre’s guiding hand: Golgul - Because of a device on his wrist, at the swipe of his hand,
Sisord can send an invisible force with a range of 10ft. It can send any one in a cone of effect
backwards by 40ft and do damage of 2D12+4. If players beat a dex save DC:15, they will take
half damage and not be pushed back
Eyes of the uncanny: Nulfax - A powder that can be applied to the eyes. He is then able to
teleport as a bonus action to anywhere his eyes make contact to. If he manages to make eye
contact with a player, they will take 2D8+4 psychic damage, +8 to hit, as he is able to transfer
his mental pain to the player. This also allows for him to take a second attack, but only after
teleporting. In other words, he can move attack, teleport, and then attack again. It stays active
for 2 turns
Combustion boots: Lulasha - Boots that use a strange technology to turn the surrounding air
into a combustible substance that allows the user to move mar quicker and farther. A kick
powered by these would deal 2D12+4 bludgeoning, +7 to hit
Legendary Resistance (3/Day) - If the white whistle fails a saving throw, it can choose to
succeed instead
Legendary Actions:
Acrobatic Movement - Sisord can use dash as well as an acrobatics check
Dodge - Sisord can take the dodge action against the next person who attacks him
Eyes of the uncanny: Nulfax - Sisord uses his Eyes of the uncanny: Nulfax ability
Cape of the unsung heavens: Lediram - allows its user to go invisible for a turn, giving it
advantage on still enemies, or enemies exposing their backs. Requires a DC 20 perception
check to detect
Cuirass of the ancients: Damicus - when facing her opponent, her AC increases by 3
Soul sucker bullets: Vabula - A large single chamber pistol Erumina has, she loads with bullets
made from the bones of a beast from the 6th layer, that was sent up by a white whistle from the
past. The essence of the bones eats away at the soul of the person it hits for 3D8+2 necrotic
damage, +5 to hit
Legendary Resistance (3/Day) - If the white whistle fails a saving throw, it can choose to
succeed instead
Legendary Actions:
Leap - Erumina can use dash, and use all of that movement to jump up to 30 feet in the air
Soul sucker bullets: Vabula - Erumina uses her Soul sucker bullets: Vabula ability
Cape of the unsung heavens: Lediram - Erumina uses her Cape of the unsung heavens:
Lediram ability
0 Light
Markings of the Eldritch wanderer: Posamilus - When activated the tattoos on Khudivir, which
are actually a colony of microscopic abyssal organisms, begin to spread and cover his whole
body, and his fingers turn into sharp blades that do 3D6+5 slashing, +8 to hit. He is then able to
seep into the ground as a bonus action and move wherever he wants and reemerge to get
advantage on his opponents. It lasts for 2 turns
Husk of the abominable: Jelsuk - Out of his mouth and eyes will pour flesh eating insects with a
speed of 30, AC of 10, and a swarm health of 30. They can envelope a target and immobilize
while inflicting a damage of 2D6+5 per turn until killed, their attack only uses an unmodified roll
to hit
Thorny bow: Amadis - A bow made from leech vines from the second layer. The thorns of the
vines stick into the user’s skin and steal some of their vitality in exchange for heavy damage.
The base bow damage is 3D8 piercing, +8 to hit. The arrows themselves are soaked in desert
hydra poison for an additional 1D12+5 damage starting on the next turn and is inflicted every
subsequent turn until cured, and the additional power gained from the user allows the bow to
shoot with immense speed which gives an additional 1D10 thunder damage. The bow does
1D8+5 necrotic to the user
Legendary Resistance (3/Day) - If the white whistle fails a saving throw, it can choose to
succeed instead
Legendary Actions:
Song of the Abyss: Sojestica - Khudivir uses his Song of the Abyss: Sojestica ability
Survivalist - Khudivir uses the dash action, and can cross or climb rough terrain without penalty
Thorny bow: Amadis - Khudivir uses his Thorny bow: Amadis ability
7 Repellent/Bait (antipathy/sympathy)
Ecosistema:
Orth:
Reference Pictures:
Orth Pictures
Orth Slums Pictures
The town that surrounds the Abyss
Reference Pictures:
1st Layer Pictures
● Depth: 0~1350 meters.
● Strains of Ascent: Light Dizziness and Nausea
● Description:
The first layer is the most shallow section of the abyss, right below the Town of Orth. A gondola
was built between 50 and 580 meters to hasten the descent. The environment doesn't really
change and wildlife consists of mostly harmless animals, though occasionally predators from the
2nd Layer might ascend in search of food. There aren't many treasures or relics either, but there
is a considerable number of Praying Skeletons.
*ranged attacks are rolled with disadvantage in the inverted forest due to the high winds*
3rd Layer: Great Fault:
Reference Pictures:
3rd Layer Pictures
● Depth: 2600~7000 meters.
● Strains of Ascent: Vertigo combined with visual and auditory hallucinations.
● Description:
The third layer consists only of a 4000 meters vertical cliff, making it a highly challenging area to
cross. Countless methods have been attempted to cross it through the use of artifacts or
differently crafted devices. Aerial predators are common, including Crimson Splitjaws.
*perception checks are rolled with disadvantage near the goblets due to steam*
The 5th layer is the world that only white whistles delve into, and you can count the number of
people who successfully returned alive from here with the fingers of your hands. It is the
thinnest layer of the Abyss vertically, being only 1000 meters deep, but it is also the widest one
horizontally, probably around 10 times wider than the town of Orth. It consists mostly of a large
sea with some crystallized sections, and the water is being held up by a large layer of thick
muddy water. The water is filled with monsters of the sea, and diving deep into the water is
synonymous with suicide, since swimming backup would make someone be hit by the curse of
the abyss. Because it is the last section of the abyss where it is physically possible to survive a
return trip, it is quite common for white whistles to set down here for some time.
At the deepest point, a fort was established by the white whistle Bondrewd, named Idofront.
Because it is just above the 6th layer, a device akin to an elevator exists right on its center.
Normally, descending from the 5th layer would require to dive into water and swim, but this
nearly impossible to achieve, so the device is required to descend. However, it can only be
activated by a white whistle, or more specifically, by a Life Reverberating Stone, the material
white whistles are made of. However, since their whistles are especially designed so that they
can only be used by their original owners, the altar is only available to them.
*being in the water will cause players to take 3D6 cold damage for every minute inside*
6th Layer: The Capital of the Unreturned:
The Curse:
Roll a Curse/Depth (constitution) saving throw every 30ft or more of ascent. Success will result
in damage (poison) being halved. Damage must be rolled for every 30ft or more. Effects last for
20 minutes
1st Layer:
DC: 12, Light dizziness and Nausea
• Disadvantage on perception rolls
• Take (1D4) damage
2nd Layer:
DC: 13 Heavy nausea, headache and numbness of limbs
• Disadvantage on rolls that rely on sight
• Take (2D6) damage
3rd Layer:
DC: 14 Vertigo combined with visual and auditory hallucinations
• Disadvantage on attack rolls
• Disadvantage on ability checks
• Experiences something intense from their past or possible future
• Player should act under the effect of hallucinogens
• Take (2D8) damage
4th Layer:
DC: 16 Intense Full-body pain and hemorrhage from every single orifice of the body
• Disadvantage on attack rolls
• Disadvantage on ability checks
• Movement reduced by 15ft.
• Take (3D8) damage
5th Layer:
DC: 17 Complete sensory deprivation, confusion and self-harming behavior
• Disadvantage on all rolls
• Loss of all senses, player should act under the effect of hallucinogens
• Movement reduced to 10ft.
• Take (4D10) damage
6th Layer:
DC: 18 Devastating body alterations that result in the loss of humanity and sometimes death
• Disadvantage on all rolls
• Stat permanently reduced by 1 (Roll to determine)
• The target permanently mutates into a hollow. If you use bondrewd’s cartridges, you become
the hollow race (only for humans)
• Movement reduced to 5ft.
• Take (6D12) damage
7th Layer:
DC: 20 Certain death
• Disadvantage on all rolls
• Stat permanently reduced by 2 (Roll to determine)
• The target permanently mutates
• Movement reduced to 0ft.
• Take (10D12) damage
Weapons:
Survival Knife (dagger) -
1D4 piercing, Finesse
Tomahawk (Handaxe) -
1D6 Slashing, Range: 20/60
Hatchet (Battleaxe) -
1D8 Slashing, or 1D10 two handed
Quarterstaff -
1D6 Bludgeoning, or 1D8 two handed
Machete (Scimitar) -
1D6 Slashing, Finesse
Katana (Greatsword) -
2D6 Slashing, two handed
Nightstick (mace) -
1D6 Bludgeoning
Artifacts:
Artifacts are special tools and weapons of a long gone civilization, whose strange technologies
seem to border between the scientific and supernatural. They can be found in the nooks and
crannies of the abyss, and in the areas too dangerous for most delvers to risk exploring. As
artifacts are found, the players must decide who gets what, as each one is entirely unique. It is
up to the DM to disperse the artifacts amongst the layers based of their potency, and also to
come up with the trials the players must go through to earn each one.
*Artifacts will use different types of attack rolls (ex. Strength, intelligence, etc.) that will be
specified for each individual artifact if relevant. When the creature has to make a save, it will be
rolled against your Spell save DC, which is calculated as 8 + your proficiency bonus + your
Intelligence/wisdom/charisma etc. (depending on the specific) gemstone, modifier*
*Completing a single battle with an artifact weapon will give the user proficiency*
Unheard Bell - Can be used to stop time for the user once per long rest. It doubles the amount
of actions, movement, and bonus actions you can take for one turn (does not stack with action
surge). Can also be used outside of combat for a 10 second duration. *can only be transported
by someone either wielding thousand man pins, or third works*
Eon Depths - An elixir that increases vitality. Increases all who drink it’s HP by 5+ constitution
modifier. Only has enough for 3 people though, and can only be used once, but the effect is
permanent.
Star Thread - an unbreakable thread. Could be used to tie something up, or combined with
something else to make a tool, trap, or weapon
Curse Warding Box - Can bring something dead back to life. Can only be used once per player
*can only be transported by someone either wielding thousand man pins, or third works*
Thousand Man Pins - (strength) Adds +1 to strength and gives the ability to do a 1D8 of
bludgeoning damage . For Hollows this increases their beast claw ability to provide 1D10
damage instead of 1D6. It also allows you to carry large artifacts like the unheard bell, or the
curse warding box.
Third Works - A psychokinetic Skeletal arm that can push or pull objects. Can be used to carry
heavy objects like the curse warding box. Can also be used to pull an opponent towards you if
they fail a strength check with a DC of 15. It can also be used to control a physical weapon you
own so it can be used at range. Range: 30ft
Ghost Sight - goggles that allow the user to see the flow of the abyss for 2 turns in combat.
This gives them a temporary access to the hollow’s “controlling the flow” ability. When worn by a
hollow, it gives them advantage on their animal handing roll when using controlling the flow
Nilfont - Provides an infinite drinking source of water. It can be used twice per long rest to
regain 1D4 plus wisdom modifier of health as a bonus action
Grim Reaper - (strength) A large pair of scissors so sharp they can cut through thick steel.
Rolling a nat 17, 18, 19 or 20 allows you to destroy the weapon (non-artifact) your opponent is
using. It does 1D10+dex modifier slashing
Light Stone - (strength) An explosive orb that can act like a grenade that does 1D4 fire + 1D6+
strength modifier piercing. The explosion radius is 20 feet, and anyone inside will have to make
a dexterity saving throw. Succeeding the throw means the player takes half damage. The throw
range is 40 feet
Celestial Prison #08 - (strength) A large black scythe that can trap a single being within it at a
time. You must roll a nat 17+ to successfully trap a being inside. If you successfully trap another
being inside, the previous one will be released. You can also manually release the prisoner as
well. The DM can periodically roll for intelligence to see if the being inside is able to escape the
labyrinth within. White whistles have advantage on these rolls. The scythe also does 2D6
slashing damage + strength modifier
River Styx - An orb of swirling mechanisms housed within the skull of a corpse weeper. Upon
its activation, the user is able to make those within a 30 foot radius enter a state of zero gravity.
The user then has advantage on attack, everyone suspended has disadvantage on attack. It
lasts for only 1 turn, and upon its release, those affected will fall to the ground and take
1D6+strength modifier bludgeoning damage. Can be used once per long rest. *this artifact does
not work against flying creatures*
Telefiber - (dexterity) A golden ribbon with eyes all along it that can be used like a whip to send
out invisible cutting waves that do 2D8 + your dex modifier slashing damage. Has a range of 10
feet
Mind Piercer - (wisdom) A mask that when applied as a bonus action, when the target fails a
charisma saving throw against the user’s DC (Charisma modifier + proficiency +8), they will be
compelled to look at you and see you as an inconceivable abomination, and take 3D8 + your
wisdom modifier psychic damage. If the mask is kept on for more than 1 turn, the user will take
the same amount of damage that it deals to whoever it’s looking at for that turn.
Olympus - Identical in appearance to River Styx, but different in effect. When activated, the
user enters a controlled state of zero gravity. Movement increases to 60, and the user can move
upwards as well, but will suffer the effects of the curse regardless. When in the air, the user is
immune to close range attacks (10 feet or less), and AC increases by 2 for the duration. Lasts 2
turns, and can only be used once per long rest. Failure to return back to the ground, or close
above it, before time runs out will result in a 1D6 of bludgeoning damage per 30ft or less.
Emerald Embers - A green fire that mysteriously leaves its surroundings unharmed. A single
physical weapon can harness its power and add and additional 1D6 fire damage to it. (can work
with arrows and bullets as well)
Symphonic Claws - (dexterity) Black gauntlets with steel clawed fingers. At the swipe of the
user’s hand, the cuts will instantaneously materialize upon the target if they hit. Using these
claws automatically adds +2 to hit, but only while using the gauntlets specifically. They do 2D6
+dex modifier slashing damage.
Crystalline Lotus - A small ornate glass flower whose petals slowly spin and generate vitality
for those within its range. Deployed as a bonus action, it has a 20 foot radius, and passively
gives 1D6+user’s wisdom modifier healing per turn for 3 turns for any allies inside. Can per
used once per long rest.
Infinite Providence - An egg shaped jar that contains a continuously replenishing supply of a
nutrient rich honey like substance. It counts as an infinite supply of food to compliment nilfont’s
infinite water supply.
Dancing amongst the stars: Dream Leaper - Once per long rest, using a ring artifact, the user
can enter the thoughts, dreams, and mind of a single person for 10 minutes.
Slave’s Irreversible Fate: Flesh Render - A glaive with two modes. The first mode has a range
of 10 feet, and gets an attack of opportunity when anyone enters it’s range. The second mode,
the handle of the glaive segments into multiple parts with a chain that binds each section, and
has a range of 20. Anyone inside a 20 foot radius must make a dexterity saving throw with a DC
of 15 + user’s strength modifier, or be hit. The second mode (chain) can only be used every
short or long rest. When hit by the glaive, the victim will take 3D8+strength modifier slashing
damage + 2D6 necrotic damage.
Falling through the world: Hindsight’s Mirror - As a reaction to an attack against you, you
can use Hindsight’s mirror to reverse the flow of time before you were hit, and the opponent
must roll their attack again with disadvantage. Can be used once per long rest
Lustrous Layers Above: Veil of Dusk - A 1 foot square blanket that can be thrown open up
into a 50 square foot blanket or smaller
Endless Canvas: Philosopher’s Quill - A pen with infinite ink, that can write upon the air. The
writing will eventually dissipate over the course of about a day, but will remain levitating in the
space it was written, unless physically destroyed
Siren’s Soothing Song: Bitter Lamentation - A sharp pin that can be used to draw someone's
blood and upon the user tasting the blood of another person, can imitate their voice at will for 10
minutes, and requires concentration.
Mindless Gluttony: Boundless Threshold - A flat framed membrane like substance that when
an object 1 foot wide (the diameter of the membrane) is put into it, it disappears and does not
come out the other side, but the player can will the object to reemerge when they wish. It can be
used as an infinite storage device, and can hold infinite material so long as it can fit.
Mirable Crustulum Viscosi: Unbreakable Bond - A glue that when dry, is tougher than steel.
Takes an hour to dry, and the jar contains enough for 5 big uses or 10 small uses (up to the
DM’s discretion what counts as small or large)
Revelation Before your Eyes: Window to the Soul - A pair of glass panes that act as a link to
be able to see through one out the other. The player cannot interact with, or hear anything on
the other side, but only see. There is no maximum range on how far apart the 2 panes can be.
Honey of the Heavens: Light Eater - A mirror that reflects an inverted color scheme of the
world. When it is aimed at a light source, it can swallow it up, taking about 10 minutes, and the
mirror will appear to reflect the world normally once it has devoured enough light. The light can
then be emitted at once at the will of the user in a powerful and bright beam. It makes a high
pitch beam sound, and can be seen from thousands of feet away. When used in combat, the
light beam is 20 feet in diameter with a distance of 2,000 feet. Anyone in its path must make a
dexterity saving throw or be blinded for the next 2 turns, and must roll everything with
disadvantage, and is unable to use gemstones. The DC for the dexterity saving throw is 15.
After used, the mirror must cool until after the next long rest, when it will return to it’s empty
state and must be filled with light again to use.
Harmony of the Soul and Mind: Pure Stride - Boots covered with a strange blue plant that
moves about the boots, but never leaves. The properties of the mysterious plants allow the user
to walk upon water whenever equipped.
Terminology:
IAB: Intelligence Attack Bonus
WAB: Wisdom Attack Bonus
CAB: Charisma Attack Bonus
ISDC: Intelligence Save DC
WSDC: Wisdom Save DC
CSDC: Charisma Save DC
A subclass of artifacts that take the place of spells from vanilla D&D. Found growing in the
sections between layers in the abyss are gemstones that have a variety of strange properties
when activated. These gemstones are put into a wrist device dubbed the Lapis Imperium, that is
a once common abyss artifact found on skeletons in the first layer. The gemstones power
incomprehensible reactions within the lapis Imperium, allowing it to emit various effects. The
glove is powered by the curse itself, and has a limited number of uses per long rest that depend
on the layer the gems are obtained. There are 8 tiers of gemstones, and containers on the Lapis
Imperium to harness the power of each tier’s gemstones. Overusing any of the specific tier’s
containers will cause the user to incur the curse of the layer they are on while using it. You can
however use spells beyond the limits set by the chart below if you are willing to risk the curse.
As you progress by layer, the curse becomes denser, allowing the device to use the gems
more. Level 6 and 7 spells were condensed into tier 6 gems, and level 8 and 9 spells are
condensed into tier 7 gems The usages by layer are as follows:
Gemstone uses per level spell per layer
Spell Slot Level
1 2 3 4 5 6/7 8/9
1 2 - - - - - -
L 2 3 1 - - - - -
A 3 4 2 1 - - - -
Y 4 4 3 2 1 - - -
E 5 4 3 2 1 1 - -
R 6 4 3 3 2 1 1 -
7 4 3 3 2 2 1 1
Tier 0 gems:
(cantrips) can be used infinitely at any layer since they are too weak to overload the Lapis
Imperium
0 Acid -
Intelligence
Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous
You fire a spray of acid. Choose one creature within range, or choose two creatures within
range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or
take 1d6 acid damage. This spell's damage increases by 2d6 when you reach 5th level (3d6),
7th level (5d6)
0 Light -
Casting Time: 1 action
Duration: 1 hour
The gemstone illuminates a 20 foot radius area around you
0 Weld (mending) -
Casting Time: 1 minute
Range: Touch
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two
halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no
larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can also physically repair a physical artifact
0 Amplifier (thaumaturgy) -
Casting Time: 1 action
Range: 30 feet
Duration: Up to 1 minute
You manifest a sound or rumble, a sign of aweing power, within range. You create one of the
following effects within range:
● Your voice booms up to three times as loud as normal for 1 minute.
● You cause harmless tremors in the ground for 1 minute.
● You create an instantaneous sound that originates from a point of your choice within
range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
If you cast this gemstone multiple times, you can have up to three of its 1-minute effects active
at a time, and you can dismiss such an effect as an action.
1st Layer:
1 Rampart unto the void (shield of faith) -
Casting Time: 1 bonus action
Range: 60 feet
Duration: Concentration, up to 10 minutes
A folded field of abyssal layers manifests and surrounds a creature of your choice within range,
granting it a +2 bonus to AC for the duration
2nd Layer:
2 Ground swallow (misty step) -
Casting Time: 1 Bonus action
Range: a location you can see within 30 feet
Duration: Instantaneous
The ground of the abyss swallows you and you are able to move within it and emerge where
you want to within 30 feet to a location you were able to see.
2 Disorienter (enthrall) -
Charisma
Casting Time: 1 action
Range: 60 feet
Duration: 1 minute
You emit a spray out of your lapis imperium that reduces the affected target’s ability to focus
and perceive its surroundings fully, causing creatures of your choice that you can see within
range and that can hear you to make a Wisdom saving throw. Any creature that can't be
charmed succeeds on this saving throw automatically, and if you or your companions are
fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage
on Wisdom (Perception) checks made to perceive any creature other than you until the spell
ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no
longer speak.
3 remove curse -
Casting Time: 1 action
Duration: Instantaneous
Range: Touch
Can be used to regain 1D8+wisdom modifier of the health lost when braving the curse of the the
abyss. Can only be used to heal damage incurred from the curse.
4th Layer:
4 Metal skin (Stoneskin) -
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
This gemstone coats the user's skin in a liquid metal that hardens when it receives impact.
Until the effect ends, the target has resistance to bludgeoning, piercing, and slashing damage.
4 Hallucinatory Terrain -
Intelligence
Casting Time: 10 minutes
Range: 300 feet
Duration: 24 hours
With the use of a psychedelic effect produced by the gemstone you make natural terrain in a
150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open
fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or
impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a
gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures,
equipment, and creatures within the area aren't changed in appearance. The tactile
characteristics of the terrain are unchanged, so creatures entering the area are likely to see
through the illusion. If the difference isn't obvious by touch, a creature carefully examining the
illusion can attempt an Intelligence (Investigation) check against your spell save DC to
disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image
superimposed on the terrain.
5th Layer:
5 Voice thief (contact other plane) -
Casting Time: 1 action
Duration: 1 minute
Speak into the Lapis Imperium and your voice will travel to the Lapis Imperium of a person you
have met, and allow you to converse with them for a minute. If that person is on another layer of
the abyss, you will have to make an intelligence saving throw of 15+ to avoid having the curse
damage your mind. A failure will result in 6D6 psychic damage, and will cause you to be insane
until your next long rest
6th Layer:
6 Voltage splinter (chain lightning) -
Intelligence
Casting Time: 1 action
Range: 150 feet
Duration: Instantaneous
You emit a bolt of lightning out of your lapis imperium that arcs toward a target of your choice
that you can see within range. Three bolts then leap from that target to as many as three other
targets, each of which must be within 30 feet of the first target. A target can be a creature or an
object and can be targeted by only one of the bolts. A target must make a Dexterity saving
throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a
successful one.
At higher levels. When you cast this spell using a spell slot of 7th level or higher, one
additional bolt leaps from the first target to another target for each slot level above 6th.
7th Layer:
7 Paralysis (power word stun) -
Intelligence
Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous
A spray is emitted that causes a creatures muscles to freeze, leaving it paralyzed. If the target
has 150 hit points or fewer, it is stunned. Otherwise, the gemstone has no effect. The stunned
target must make a Constitution saving throw at the end of each of its turns. On a successful
save, this stunning effect ends.
7 Repellent/Bait (antipathy/sympathy) -
Intelligence
Casting Time: 1 hour
Range: 60 feet
Duration: 10 days
This gemstone attracts or repels creatures of your choice. You target something within range,
either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube.
Then specify a kind of creature. You invest the target with a scent that either attracts or repels
the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.
Antipathy. The effect causes creatures of the kind you designated to feel an intense urge to
leave the area and avoid the target. When such a creature can see the target or comes within
60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The
creature remains frightened while it can see the target or is within 60 feet of it. While repelled by
the target, the creature must use its movement to move to the nearest safe spot from which it
can't see the target. If the creature moves more than 60 feet from the target and can't see it, the
creature is no longer frightened, but the creature becomes frightened again if it regains sight of
the target or moves within 60 feet of it.
Sympathy. The effect causes the specified creatures to feel an intense urge to approach the
target while within 60 feet of it or able to see it. When such a creature can see the target or
comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its
movement on each of its turns to enter the area or move within reach of the target. When the
creature has done so, it can't willingly move away from the target. If the target damages or
otherwise harms an affected creature, the affected creature can make a Wisdom saving throw
to end the effect, as described below. Ending the Effect. If an affected creature ends its turn
while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving
throw. On a successful save, the creature is no longer affected by the target and recognizes the
feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is
allowed another Wisdom saving throw every 24 hours while the spell persists. A creature that
successfully saves against this effect is immune to it for 1 minute, after which time it can be
affected again.
7 Mindbreak (feeblemind) -
Intelligence
Casting Time: 1 action
Range: 150 feet
Duration: Instantaneous
You blast the mind of a creature that you can see within range, attempting to shatter its intellect
and personality. The target takes 4d6 psychic damage and must make an Intelligence saving
throw. On a failed save, the creature's Intelligence and Charisma scores become 1. The
creature can't use artifacts, activate gemstones, understand language, or communicate in any
intelligible way. The creature can, however, identify its friends, follow them, and even protect
them. At the end of every 30 days, the creature can repeat its saving throw against this spell. If
it succeeds on its saving throw, the spell ends. The spell can also be ended by greater
restoration, heal, or wish.
*For white whistles, they must be below 50 health for this ability to have an effect*
Precipitation
Stage Condition
1 Clear
2 Light clouds
Temperature
Stage Condition
1 Unbearable
heat
2 Hot
3 Warm
4 Cool
5 Cold
6 Arctic cold
Wind
Stage Condition
1 Calm
2 Moderate wind
3 Strong wind
4 Gale
5 Storm
Diseases + Parasites:
Diseases are most likely obtained in places with dense flora and fauna, meaning they will be
most commonly obtained in the 2nd, 4th, and 6th layer, though they can still be gotten in all
layers.
Telleman’s disease - Waterborne illness that results in severe stomach sickness. For each day
that the victim has the illness, they will add a level of exhaustion. The DM can roll a D6 to see
how long the disease will last. This disease has the capacity to be deadly, so a rolled 6 can
result in death. Once the disease has reached its peak, the levels of exhaustion will decrease by
one stage every following long rest.
Goblet Mist Fever - Airborne illness in the 4th layer. Thrives in hot steamy water vapor. On the
first day of the effects, the victim will simply feel a bit more hot and light headed. After the next
long rest is when the symptoms become serious. Headaches, high body temperature, sweating,
fatigue. For each day that the disease is active, the victim will take 4D6 damage at the start of
every long rest, and have their movement reduced by 10, and have disadvantage any strength
and dex based checks. on The disease must simply run its course to be cured. The DM may roll
a D6 to determine how many days the disease will last.
Bone Worms - From poorly cooked meat, these worms will burrow from the digestive system,
and use their durable and sharp teeth to enter your bones and feed off of the blood in the
marrow. The victim will incur the same symptoms on the Poison Chart depending on which part
of the body the worms take refuge. Each long rest, the worms will enter the next phase on the
poison chart (never reaching death however). The only way to defeat the worms is to cut off
their food supply with a tourniquet. The worms have an HP of 25, and the body part affected will
also have a health of 30. Starting at when the tourniquet is applied, each long rest, 2D6 poison
is taken by both entities. If the worms die first, the part of the body afflicted will go down in
poison chart stage each long rest until fully normalized. If however, the worms manage to
outlast that body part, the victim will still go down in poison chart every long rest, however will
the afflicted body part will permanently have the effects of stage 1.
Galgen Worms - From Open wounds, these worms will smell blood, and lay their eggs in the
wounds. These eggs will rest in the Brain, and begin to catch and devour it. Once active these
worms will cause 1D12 psychic damage per day. Everytime the victim incurs 15 psychic
damage (does not recover over rests) from the worms, their intelligence will permanently
decrease by one point. The cure is a poison, from the Dajidaji flower that is harmless to humans
that can be injected into the blood, and will kill the worms and any eggs.
Delver’s Plague - Boils break out across the victim’s skin, and severe fits of coughing ensue.
It’s effects are linked to the depth a delver is at. At the 1st layer it does 1D8 poison per day, and
increases by a D8 for every layer down. The most frightening thing about the disease is it’s
contagiousness. Everyone in close contact with the initial victim must make a constitution saving
throw DC12, or contract the illness as well. DM can roll a D4 for each victim to determine how
long their symptoms last.
Vampire Mold - A stealthy and potentially deadly fungus that grows on open wounds and feeds
on the blood, preventing them from healing over. It can be identified at early stages by a dark
color over the wound. At later stages the wound will clearly become covered in the black fungus.
Each day the fungus is active, the user will take an additional D6 of necrotic damage, starting at
2D6 necrotic. The Fungus can be removed a number of ways with a wide scope of
effectiveness. One method is cutting it off which will only temporarily delay its effects as it will
return after a day, and occupy an even larger wound, where it will immediately return to doing
the last level of damage it was doing previously. The most effective method is fire that both kills
the mold and cauterizes the wound to prevent its return. The victim must incur 2D6 fire damage
to remove the mold. The DM has discretion as to the effectiveness of other methods the players
come up with to cure it.
Sand Skin Disease - A water borne illness that causes the victims skin to severely dry out and
peel off. Advanced cases can result in skin falling off down to the muscle. Every day the disease
goes uncured, max HP is temporarily decreased by 1 quarter of it’s regular maximum. Meaning
that day one of it’s affects, the victim will have ¾ health, day two ½, and the effects cap out at
day 3 with ¼ health. The effects remain at ¼ health until cured. The cure is Carambella tree sap
which when applied rejuvenates the victims skin, and the effects of the disease will revert day
by day until the victim is back at normal health.
Kuangatari Eggs - detailed under the monster “Kuangatari” under the 4th layer in the Monsters
section.
Birthday Death Disease - Children who leave near the abyss dying on their birthdays. This is
more of a plot based disease, so I don’t really have any stats for this, but it could make for an
interesting plot thread to expand on.
The idea behind this is to give a sense of survival and immersion without it being an overbearing
and tedious chore. Most of this should be passive, but having the players find at least 1 source
of food, water, and shelter per layer would go a long way in adding that immersive survival
element. The types of materials + craftable items are as follows:
Large Health Pack - 1 splitjaw tooth + 1 Baracocha fruit = 4 packs of 3D6+4+wisdom modifier
Cure Poison - 2 flowers of Resilience + 1 Orbed Piercer sensory organ = 4 cure poison. Cures
existing poison, but doesn’t prevent poisoning in future turns
Advanced Cure Poison - 2 flowers of resilience + 1 Desert Hydra leg = 4 Advanced cure
poison. These protect against poison for 2 turns in addition to curing existing poison
Water Breathing - 3 Mosquito wings + 3 Frost worm teeth = 4 Water Breathing Packs
Draught of Fortitude - 1 Haeme Apples + 1 Yellow Shining Grass = 4 bottles. Your max HP
increases by level plus con mod. Lasts until next long rest
Spectral Void Serum - 1 Terxza Mushrooms + 1 Seffrem Leaves = 4 bottles. Enter a prolonged
state of deep connection with the abyss. You can see the abyss as the creatures within it do,
and time bends in abstract ways for the user. The user will also have the chance to interact with
people who have died within the abyss, and communicate on a basic level with animals. The
serum may also give more coherent information about important things within the abyss, and
lead the user into vision quests and other supernatural experiences. Lasts 3 hours
Ascended Mind Serum - 1 Logul berries + 1 Wex Reeds = 4 bottles. Advantage on saving
throws for 10 minutes
Hawkeye Draught - 1 Leaves of the Deptorious bush + Kazura Squid Ink Sac = 4 bottles. +5 to
hit with ranged weapons, eliminates disadvantage at furthest ranges. Lasts 10 minutes
1st Layer:
Webbing - can be combined with 2 sticks to make a net that can be used to procure food at any
water source.
Haeme Apples - purple and white fruits. Bitter and Sour. Can be used as an ingredient in the
Draught of Fortitude.
Yamen Berries - fluffy white and red berries. Almost overpoweringly sweet with the consistency
of honey in the soft exterior of the fruit. Can be used as an ingredient in the Tracker’s Draught.
Periocha Nuts - grow High on Periocha trees. The nuts taste normal enough, but have potent
hallucinogenic effects. Most notable effects are confusing people for others, whether dead or
alive. And not having proper assessment of danger. Effects last 30 minutes. Can be used as 1
food or 1 bait.
Ganivick Squash - A bulbous orange, beige spotted gourd. Extremely tough, and almost
intolerably bitter, this squash makes it’s consumer work for it’s positive effects. Can be used as
an ingredient in the Attentiveness Serum.
Demon-fish - can be used as bait for carnivorous creatures, or as a food source. 1 meat can be
used as 1 bait, or 1 food.
Meinastorim - Small fluffy winged creatures. Can be used as bait for carnivorous creatures, or
as a food source. 1 meat can be used as 1 bait, or 1 food. (or a pet if you’re not a heartless
monster).
Hammerbeak eggs - Eggs of the Hammerbeak. Can be found high up on cliff sides and trees in
their nest. Can be used as an ingredient for the attentiveness serum.
Yima Mushrooms - Surprisingly tasty and harmless yellow and red spotted mushrooms. Can
be used as 1 food or 1 bait.
Dajidaji flower - Flower that produces a minor poison cure for Galgen worms.
2nd Layer:
Baracocha Fruit - Sweet succulent orange fruit whose fragrant smell can be enjoyed as both
food or bait for the numerous creatures who desire it. Can be used as bait for herbivorous
creatures, or as a food source. 1 fruit can be used a 2 bait, or 1 food
Ottobasu meat - can be used as bait for carnivorous creatures, or as a food source. 1 meat can
be used as 2 bait, or 1 food
Inbyo claws - Can be combined with Madokajack eyes to make a medium health pack
Inbyo Meat - can be used as bait for carnivorous creatures, or as a food source. 1 meat can be
used as 2 bait, or 1 food.
Logul Berries - small spiky berries. Hard to eat, but very sweet and flavorful. Can be used as
an ingredient in the Ascended Mind Serum.
Haeme Apples - purple and white fruits. Bitter and Sour. Can be used as an ingredient in the
Draught of Fortitude.
Yamen Berries - fluffy white and red berries. Almost overpoweringly sweet with the consistency
of honey in the soft exterior of the fruit. Can be used as an ingredient in the Tracker’s Draught.
Periocha Nuts - grow High on Periocha trees. The nuts taste normal enough, but have potent
hallucinogenic effects. Most notable effects are confusing people for others, whether dead or
alive. And not having proper assessment of danger. Effects last 30 minutes. Can be used as 1
food or 1 bait.
Leaves of the Deptorius Bush - Taste mildly bitter but mostly bland. Have the effect of a high
dose of caffeine. Can be used as an ingredient in the Hawkeye Draught.
Terxza Mushrooms - unassuming in appearance, mildly sweet and earthy mushrooms that
induce severe hallucinogenic effects that for the user transports their consciousness to another
plane of existence. There is even the chance for the user in areas of high levels of abyssal
energy, to see visions of past or even future events. Effects last for 2 hours. Can be used as an
ingredient in the Spectral Void Serum.
Ganivick Squash - A bulbous orange, beige spotted gourd. Extremely tough, and almost
intolerably bitter, this squash makes it’s consumer work for it’s positive effects. Can be used as
an ingredient in the Attentiveness Serum.
Wex Reeds - Found growing in pools of water, these have a soft core that tastes salty and
sweet. Can be used as an ingredient in the Ascended Mind Serum.
Demon-fish - can be used as bait for carnivorous creatures, or as a food source. 1 meat can be
used as 1 bait, or 1 food.
Meinastorim - Small fluffy winged creatures. Can be used as bait for carnivorous creatures, or
as a food source. 1 meat can be used as 1 bait, or 1 food. (or a pet if you’re not a heartless
monster).
Rohana - Purple glowing insects that have mild toxins that kill bacteria, and they float around
atop the water on their legs. Can be used to purify water.
Hammerbeak eggs - Eggs of the Hammerbeak. Can be found high up on cliff sides and trees in
their nest. Can be used as an ingredient for the attentiveness serum.
Corpse Weeper Eggs - Eggs of the Corpse Weeper. They like to keep their eggs high up on
rock spires. Can be used as an ingredient in the Tracker’s Draught.
Dajidaji flower - Flower that produces a minor poison cure for Galgen worms.
3rd Layer:
Baracocha Fruit - Sweet succulent orange fruit whose fragrant smell can be enjoyed as both
food or bait for the numerous creatures who desire it. Can be used as bait for herbivorous
creatures, or as a food source, or as a large health pack ingredient
Neritantan - small fluffy white animals that are common in the third layer of the abyss. Can be
used as bait for carnivorous creatures, or as a food source. 1 meat can be used as 2 bait, or 1
food
Crimson Splitjaw meat - can be used as bait for carnivorous creatures, or as a food source. 1
meat can be used as 2 bait, or 1 food
Madokajack Eye - can be combined with Inbyo clawsd to make a medium health pack
Madokajack Meat - can be used as bait for carnivorous creatures, or as a food source. 1 meat
can be used as 2 bait, or 1 food
Terxza Mushrooms - unassuming in appearance, mildly sweet and earthy mushrooms that
induce severe hallucinogenic effects that for the user transports their consciousness to another
plane of existence. There is even the chance for the user in areas of high levels of abyssal
energy, to see visions of past or even future events. Effects last for 2 hours. Can be used as an
ingredient in the Spectral Void Serum.
Meinastorim - Small fluffy winged creatures. Can be used as bait for carnivorous creatures, or
as a food source. 1 meat can be used as 1 bait, or 1 food. (or a pet if you’re not a heartless
monster).
Hammerbeak eggs - Eggs of the Hammerbeak. Can be found high up on cliff sides and trees in
their nest. Can be used as an ingredient for the attentiveness serum.
4th Layer:
Leech Vines - wrap these around the handle of a weapon to increase its power at the cost of
some HP. Do an additional 1D6 damage in exchange for 1D4 health
Shroom Bear - collecting the mushrooms from this can regenerate 2D6 HP, as well as cure
poison
Orbed Piercer poison - Can be applied to a weapon to do an additional 1D8 poison damage
Mosquito Wing - can be combined with frost worm teeth to make water breathing packs
Logul Berries - small spiky berries. Hard to eat, but very sweet and flavorful. Can be used as
an ingredient in the Ascended Mind Serum.
Haeme Apples - purple and white fruits. Bitter and Sour. Can be used as an ingredient in the
Draught of Fortitude.
Yamen Berries - fluffy white and red berries. Almost overpoweringly sweet with the consistency
of honey in the soft exterior of the fruit. Can be used as an ingredient in the Tracker’s Draught.
Terxza Mushrooms - unassuming in appearance, mildly sweet and earthy mushrooms that
induce severe hallucinogenic effects that for the user transports their consciousness to another
plane of existence. There is even the chance for the user in areas of high levels of abyssal
energy, to see visions of past or even future events. Effects last for 2 hours. Can be used as an
ingredient in the Spectral Void Serum.
Seffrem Leaves - The potent element of these is actually not in the leaves, but in the tiny
beetles that live upon them, though collecting just the beetles is near impossible given their size,
consuming the leaves with the beetles on them will garner undiluted effects. Potentially positive
side effects include being able to see abyssal waves for humans and aubades, and being able
to see them even more potently for hollows. Downsides may include diminished senses
unrelated to sensing the abyss and it’s creatures. For example, the voices of comrades will
become muffled and indiscernible, and the user themselves may feel a lack of balance. Can be
used as an ingredient in the Spectral Void Serum.
Wex Reeds - Found growing in pools of water, these have a soft core that tastes salty and
sweet. Can be used as an ingredient in the Ascended Mind Serum.
Demon-fish - can be used as bait for carnivorous creatures, or as a food source. 1 meat can be
used as 1 bait, or 1 food.
Goblet-fish - a flat fish that lives in bigger goblets in the 4th layer. Can be used as an ingredient
in the Stamina Serum.
Kazura Squid meat - Can be used as bait for carnivorous creatures, or as a food source. 1
meat can be used as 2 bait, or 1 food.
Kazura Squid Ink Sac - Can be used as an ingredient in the Hawkeye Draught.
Meinastorim - Small fluffy winged creatures. Can be used as bait for carnivorous creatures, or
as a food source. 1 meat can be used as 1 bait, or 1 food. (or a pet if you’re not a heartless
monster).
Yellow Shining Grass - glowing yellow grass that grows on the undersides of the 4th layer’s
goblets. Can be used as an ingredient to make Draught of Fortitude.
Hammerbeak eggs - Eggs of the Hammerbeak. Can be found high up on cliff sides and trees in
their nest. Can be used as an ingredient for the attentiveness serum.
Goblet moss - blue moss that hangs on the side of the 4th layer’s goblets. Can be used as an
ingredient in the Stamina Serum.
Dajidaji flower - Flower that produces a minor poison cure for Galgen worms.
5th Layer:
Violet Chasm Roots - Can be applied to a weapon to do an additional 1D8 psychic damage for
1 turn
Frost Worm teeth - can be combined with mosquito wings to make water breathing packs
Frost Worm meat - can be used as bait for carnivorous creatures, or as a food source. 1 meat
can be used as 2 bait, or 1 food
Seffrem Leaves - The potent element of these is actually not in the leaves, but in the tiny
beetles that live upon them, though collecting just the beetles is near impossible given their size,
consuming the leaves with the beetles on them will garner undiluted effects. Potentially positive
side effects include being able to see abyssal waves for humans and aubades, and being able
to see them even more potently for hollows. Downsides may include diminished senses
unrelated to sensing the abyss and it’s creatures. For example, the voices of comrades will
become muffled and indiscernible, and the user themselves may feel a lack of balance. Can be
used as an ingredient in the Spectral Void Serum.
Demon-fish - can be used as bait for carnivorous creatures, or as a food source. 1 meat can be
used as 1 bait, or 1 food.
Meinastorim - Small fluffy winged creatures. Can be used as bait for carnivorous creatures, or
as a food source. 1 meat can be used as 1 bait, or 1 food. (or a pet if you’re not a heartless
monster).
Hamashirama - can be used as bait for carnivorous creatures, or as a food source. 1 meat can
be used as 1 bait, or 1 food.
6th Layer:
Violet Chasm Roots - Spicy ginger like roots with highly addictive chemicals. Users will find
themselves paranoid of those around them, and will demonstrate severe antisocial behavior.
Continuous consumption will slowly eat away at your ability to interact with others permanently.
Can be applied to a weapon to do an additional 1D8 psychic damage.
Armor Shell meat - can be used as bait for carnivorous creatures, or as a food source. 1 meat
can be used as 2 bait, or 1 food
Ryuusazai meat - can be used as bait for carnivorous creatures, or as a food source. 1 meat
can be used as 2 bait, or 1 food
Seffrem Leaves - The potent element of these is actually not in the leaves, but in the tiny
beetles that live upon them, though collecting just the beetles is near impossible given their size,
consuming the leaves with the beetles on them will garner undiluted effects. Potentially positive
side effects include being able to see abyssal waves for humans and aubades, and being able
to see them even more potently for hollows. Downsides may include diminished senses
unrelated to sensing the abyss and it’s creatures. For example, the voices of comrades will
become muffled and indiscernible, and the user themselves may feel a lack of balance. Can be
used as an ingredient in the Spectral Void Serum.
Wex Reeds - Found growing in pools of water, these have a soft core that tastes salty and
sweet. Can be used as an ingredient in the Ascended Mind Serum.
Demon-fish - can be used as bait for carnivorous creatures, or as a food source. 1 meat can be
used as 1 bait, or 1 food.
Meinastorim - Small fluffy winged creatures. Can be used as bait for carnivorous creatures, or
as a food source. 1 meat can be used as 1 bait, or 1 food. (or a pet if you’re not a heartless
monster).
Hamashirama - can be used as bait for carnivorous creatures, or as a food source. 1 meat can
be used as 1 bait, or 1 food.
Dajidaji flower - Flower that produces a minor poison cure for Galgen worms.
Fuzosheppu cytoplasm - A surprisingly nutritious liquid that tastes bland and slimy. Can be
used as 1 food or 1 bait.
7th Layer:
Violet Chasm Roots - Spicy ginger like roots with highly addictive chemicals. Users will find
themselves paranoid of those around them, and will demonstrate severe antisocial behavior.
Continuous consumption will slowly eat away at your ability to interact with others permanently.
Can be applied to a weapon to do an additional 1D8 psychic damage.
Music:
Based on the 2 soundtracks to Made in Abyss, I have organized each song into 3 categories,
adventure, combat, and calm. Adventure being good background music for calmer situations,
combat being for when you are in a tense situation or a fight, and calm for indoor and town
activities.
Adventure:
Made in Abyss
Rafters
New World
To the Abyss
Underground River
Remembering Home
Those Everyday Feels
2 Months
Reg Wakes
Theme of Reg
Swings and Roundabouts
Welcome to my World
Hanezeve Caradhima
Depths of the Abyss
Forest of the Abyss
Butterfly Atmospheres
The First Layer
Jungle Run
Outside
Walking the Tightrope
Tour the Abyss
Adventure through the Light
In the Blind
The Pit
Vista
Pathway
Tomorrow
Combat:
Roar of the Abyss
Beni-Kuchi-Nawa
Maul
Gallantry and Recapitulation
Tasukete
Air
Crucifixion
Serphent Call
Forces Beyond Control
Nanachi in the Dark
Relinquish
Reg’s Power
Discover the Abyss
Saber-tooth
Mirage
Calm:
Classroom
Indoor Voices
Orth Waltz
Riko’s Theme
Walking the Streets
Nanachi in the Light
Days in the Sun
Aubade Arm Extension and Retraction - The sound of Reg’s arm firing and retracting from
the anime
Wind - great for the third layer. Open a second link of this with a 10 seconds delay so it can play
over the silence before the sound loops over again. Combine with the rainforest effect for the
inverted forest in the second layer
Cave
Forest Night
Campfire
Underwater
Explosion
Misc. Resources:
Chase Rules - There will no doubt be plenty of overpowered bloodthirsty monsters chasing
down your party, if they are more interested in running away, here's a much better way of
handling it than just movement speed: https://olddungeonmaster.com/2015/01/17/dd-5e-quick-
reference-chase-rules/
Skill Challenges - Used for complex series of non-combat events, like escaping a collapsing
building. They will be comprised of the party having to make a multitude of different checks to
deal with specific circumstances, like a stone falling from the wall of the collapsing building for
example. The players could respond in a multitude of ways, but so long as it makes logical
sense, and they beat the DC you set with their ability check, they succeed. Here are the steps to
coming up with a skill challenge.
- have an idea of how many check the players will have to go through before succeeding the
entire encounter
-3 total failures is a failure for the challenge as a whole, so difficulty is generally determined by
number of checks total.
-players may only use abilities they are proficient in. They may not use the same ability more
than once in the challenge, unless it is solely necessary for the specific check.
-determine consequences for failure prior to the challenge. Maybe they will have to engage in
combat, or maybe it’s death.
-let the players know they are in a skill challenge, this will reduce player frustration, and get
them in the right frame of mind.
-depending on the challenge, you may want to use a timer to simulate time pressured situations,
so players don’t have too long to formulate plans.
If I did a horrible job of explaining this and you don’t understand, check out this video:
https://www.youtube.com/watch?v=GvOeqDpkBm8&feature=youtu.be
Hollow/Narehate D20 determiner: If any of the humans in your party are unfortunate enough
to get the ol’ elevator ride treatment, you can determine their animalistic nature by rolling a D20,
if you want to leave it up to chance that is. Feel free to swap out some of the animals for your
own if you so desire.
1 Rabbit
2 Squirrel
3 Wolf
4 Bear
5 Monkey
6 Lizard
7 Frog
8 Shark
9 Mouse/Rat
10 Lion
11 parrot
12 eagle
13 bull
14 Rhino
15 insect
16 spider
17 crustacean
18 Deer
19 Boar
20 Tiger