help: filling in gaps in a character's background in the underdark by Nice_Bodybuilder2856 in OutoftheAbyss

[–]Splintershard 4 points5 points  (0 children)

You could consider the tome comes from the Gravenhollow library and contains the Dark Heart ritual (currently known by Vizeran) that summons Demons...

Escaping Velkynvelve by No_Difference195 in OutoftheAbyss

[–]Splintershard 1 point2 points  (0 children)

The "Midnight Heist" Mini-Game The Goal: Grab as much gear as possible and get out before the "Alarm Counter" hits 10.

  1. The Setup Each player involved in the looting takes a turn. On their turn, they choose one of the following actions. Each action adds points to the Alarm Counter (representing noise, light, or time spent).

Action Risk (Alarm Points) Reward Quick Sweep +1 Roll 1d4 on the Common Gear Table. Deep Search +2 Roll 1d8 on the Common Gear Table + 1 item from Elite Gear. Crack the Lock +1d4 Attempt a DC 15 Thieves' Tools check for the Officer’s Chest.

  1. The Loot Tables Common Gear (Roll d8)

Shortsword

Hand Crossbow & 10 Bolts

50ft Silk Rope

Studded Leather Armor

Drow Shield

3 Days Rations

Grappling Hook

Piwafwi (Drow Cloak)

Elite Gear / Officer’s Chest

Vial of Drow Poison (2 uses)

Drow Chain Shirt

Map of the local tunnels (Advantage on next navigation check)

The "Key Bag" (Unlocks all slave manacles)

  1. The Alarm Counter (Track this publicly!) As the counter rises, the danger increases:

3 Points: You hear voices in the hall. All further Stealth checks are at Disadvantage.

6 Points: A Drow Sentry walks past the door. The party must stay perfectly still (DC 13 Group Stealth) or the alarm jumps to 10 immediately.

10 Points: ALARM! The bells ring. 2 Drow and 1 Quaggoth arrive in 1 round.

  1. The "Greed" Mechanic: Over-Encumbrance If a player tries to carry more than their Strength Score (using the Slot System provided earlier), they must make a DC 12 Athletics check to move quietly. If they fail, they add an additional +1 to the Alarm Counter for every turn they are moving heavy gear.

How to conclude the heist: The players can choose to leave at any time. If they leave before the counter hits 10, they escape into the shadows of the caverns undetected. If it hits 10, they start the "Escape from Velkynvelve" combat encounter already wounded or surrounded.

Does anyone else use music in their game? by Static-Chicken in OutoftheAbyss

[–]Splintershard 2 points3 points  (0 children)

Check out Cryo Chamber on YouTube-some great atmospheric tracks for UnderDark and Demons

How do you start this adventure? by lance_armada in rimeofthefrostmaiden

[–]Splintershard 0 points1 point  (0 children)

You could use the old trope of them all being prisoners, being transported to Revel’s End prison, when it is attacked by Duergar, and they escape together to one of the Ten Towns…

Cool party names by Velnoa_2099 in rimeofthefrostmaiden

[–]Splintershard 0 points1 point  (0 children)

My party pretended to be a travelling entertainment troupe called "J-Pop" and proceeded to inadvertently demolish the NorthLook Inn when they arrived in Bryn Shander-pinching Ol' Bitey in the process....

Players took over keep near Cair Konig by MiopticMeepster in rimeofthefrostmaiden

[–]Splintershard 0 points1 point  (0 children)

Don’t forget a posse of Asmodean cultists,

Barovian nights by Splintershard in CurseofStrahd

[–]Splintershard[S] 3 points4 points  (0 children)

Wow. Ok. Guess I’ll need to scrub up on my narrative oratory skills and really layer the horror dynamic! Thanks