Niforth (Abyss)

This page very unceremoniously displays a decent portion of the system-, level- and world-design of a long running hardcore-survival TTRPG project of mine. Since this page purely exists for portfolio purposes, and not for use as an actual reference, there is no real structure to the entries.

The world itself features large sets of areas, rich with mood-imagery, non-stationary characters, local plants and creatures, discoverables, mega-dungeons and a whole bunch of maps to offer orientation to players.

Note that some parts of some images are intentionally blurred to avoid copyright infringement, as this is not originally a public project.

The system currently features expanded survival mechanics, 5 largely modular classes centered around surviving within and exploring the world, an achievement-based skilltree, a weapon and armor system with enhancement mechanics, loads of special and legendary items, custom enemies and raid mechanics.

If you are interested in the details, contact me and I can offer you an in depth tour through the systems and world. This page really only scratches the surface.

Player World Map

The entire relevant game-world focuses on a massive pit. This map shows the top 2 layers, which the players will first descend into. This is the first map they receive.

Personal World Map

Alchemist Class Skilltree

Base features (always active)

Stage 1 features (selectable at level-up, class level 1+)

Stage 2 features (selectable at level-up, class level 3+)

Stage 3 features (selectable at level-up, class level 5+)

Alchemy System


Alchemical Components

The “materials” from which brews can be made are referred to as components. These building blocks are found without exception in every substance (i.e., all matter) that exists in the world—but in highly varying concentrations. If the concentration is, for example, very low, then significantly more raw material is needed in order to extract a usable amount of components through the filtration process.

Filtering (extracting components) requires about 1 hour of preparation, followed by approximately 8 hours of waiting time.

A (filtered) component of normal rarity has an average market price of 20 Tala. Unfortunately, individual components are rarely found on the market, as completed potions are simply more efficient in terms of sales value.


Creating Brews

The term “brews” includes both potions and other substances used for explosive, crafting, or medicinal purposes. Creating a brew depends on the result of a relevant profession check. On average, you can expect the process to take around 4 hours, once all required materials are prepared. In addition to alchemical equipment, crafting a brew requires 6 alchemical components and a number of additive materials, which are detailed below.


Brew Strength Based on Additive Materials

The strength of brews can generally be compared to spell levels. By deliberately using highly reactive additives, rare binders, fuels of varying temperatures, and similar enhancements, more potent brews can be created.

You can only create brews whose spell level is equal to or lower than your own level.

◆ 1st level: 20 Tala
◆ 2nd level: 60 Tala
◆ 3rd level: 140 Tala


List of Alchemical Components

◆ A - Heat, Movement, Force, Energy
◆ B - Cold, Slowing, Calm
◆ C - Transformation, Mutation, Change
◆ D - Expansion, Growth
◆ E - Compression
◆ G - Life, Regeneration, Growth
◆ H - Vitality (Strength, Constitution)
◆ I - Agility, Speed, Restlessness
◆ J - Stability, Protection, Resistance
◆ L - Lifeblood
◆ N - Niforth
◆ T - Enhanced Senses, Perception
◆ U - Diminished Senses, Confusion, Fatigue
◆ V - Decline, Weakness, Decay, Necrosis (Poison)
◆ W - Decomposition, Dissolution, Decay (Acid)
◆ Z - Divinity (Lethempfeni)

Artificer Class Skilltree

Base features (always active)

Stage 1 features (selectable at level-up, class level 1+)

Stage 2 features (selectable at level-up, class level 3+)

Stage 3 features (selectable at level-up, class level 5+)

Spell Level Crafting Time Cost (Tala) 50% Cost (Tala)
Cantrip 1 day 20 10
1st level 2 days 60 30
2nd level 4 days 160 80
3rd level 1 week 400 200
4th level 2 weeks 1,000 500
5th level 1 month 3,000 1,500
6th level 2 months 8,000 4,000
7th level 4 months 20,000 10,000
8th level 8 months 50,000 25,000

Artificer: Single Use Artifacts

You can craft one-time-use Artifacts of a maximum spell level that is lower than your current level. Follow the table above. All listed costs are measured in Tala (equivalent to gold pieces).

While crafting a spell, complications can arise at any point. These may increase both the crafting time and the cost by up to 100%.

When creating an Artifact containing a spell of 4th level or higher, you usually won’t be able to purchase all the required components. In most cases, you’ll have to descend into the Abyss to retrieve them yourself.

Chronicle Class Skilltree

Base features (always active)

Stage 1 features (selectable at level-up, class level 1+)

Stage 2 features (selectable at level-up, class level 3+)

Stage 3 features (selectable at level-up, class level 5+)

Sage Class Skilltree

Base features (always active)

Stage 1 features (selectable at level-up, class level 1+)

Stage 2 features (selectable at level-up, class level 3+)

Stage 3 features (selectable at level-up, class level 5+)

Blacksmith Class Skilltree

Base features (always active)

Stage 1 features (selectable at level-up, class level 1+)

Stage 2 features (selectable at level-up, class level 3+)

Stage 3 features (selectable at level-up, class level 5+)

Legendary Weapons

The following legendary weapons can be obtained as rewards throughout the world. They are quite powerful, compared to most loot, but have most of their features locked when found. A player has to unlock one feature after another, starting with the S1 (stage 1) features. The S2 (stage 2) features are intended for the late game.











Focus Feature

Once per round, you can apply one of the following two effects:

◆ When you make an attack roll, you can choose to gain advantage on that attack roll.
◆ When you force a (singular) creature to make a saving throw, you can choose to increase your Save DC by +2 against that creature.

After using either effect, the following debuffs are applied to you until the end of the next enemy turn:

◆ All checks against you are made with advantage.
◆ You have disadvantage on all saving throws.
◆ All attack rolls against you are made with advantage.

Character stats at level 1

◆ You are a human
◆ You speak Common and Kaudawelsh (English)
◆ Hit Points: 8 + 1d4 + Constitution modifier
◆ General stats: 3d6 or 2d6+4
◆ Hit Dice: 2 (1d4 + Constitution modifier)
◆ Proficiency Bonus: +3
◆ Skill Proficiencies: 2 (according to backstory)
◆ Gaming Set Proficiency: 1
◆ Armor Proficiency: All armor
◆ The Focus Feature
◆ Feature Picks: 4 from the Feature Sandbox

Level Up

When you gain a level up, you receive the following benefits:

◆ Additional Max Hit Points: Roll 1d4 and add your Constitution modifier.
◆ Hit Die: Gain 1 Hit Die (1d4 + Constitution modifier).
◆ Feature Sandbox: Choose one point from the Feature Sandbox.
◆ Profession Skilltree: Gain 1 new Feature from your Profession Skilltree.

Note: You may apply these benefits in any order you choose to maximize your gain.

Level Up - Feature Sandbox


Feature Sandbox: Terminology

◆ limited 1: You can only choose this feature once when picking from the Feature Sandbox at level 1. You also cannot immediately choose it again, if you picked it up last time you leveled up (there must be at least 1 gap-level).
◆ limited 2: You can choose these features up to twice from the Feature Sandbox at level 1. One gap-level is necessary between picks.
◆ TOTAL: The stated limitation (1 or 2) is the maximum number of times you can ever pick this feature.


Feature Sandbox Options

◆ A Feat (some are banned or changed; limited 1)
◆ A Cantrip (utility cantrips allowed)
◆ A Level 1 Spell (can be cast twice per short rest; counts as 2 weapon proficiencies in this instance; limited 1 TOTAL; can only be chosen at first level)
◆ Two Level 1 Spells (each can be cast once per short rest)
◆ A Level 2 Spell (can be cast once per short rest; cannot be chosen at 1st level; limited 1)
◆ Proficiency with 5 weapons (limited 1 TOTAL; unarmed strikes deal only ability modifier as damage and count as 2 weapon proficiencies; can only be chosen at first level)
◆ Proficiency with 1 weapon + a fighting style (including UA; limited 1)
◆ 3 proficiencies in any combination of skills, kits, or tools (limited 2 TOTAL)
◆ Proficiency with one skill/kit/tool + expertise with one skill/kit/tool you are proficient with (limited 2 TOTAL)
◆ While not affected by Exhaustion and/or while having 12+ Sanity: gain +10 ft. movement speed.
    When chosen a second time: under the above conditions, you can use the Disengage or Dash action as a bonus action (limited 2 TOTAL)
◆ Increase one ability score by +2, or two ability scores by +1 (cannot be chosen at 1st level; limited 1)
◆ 1d6 sneak attack (stacks if chosen again at level-up, works with saving-throw related damage; limited 1)
◆ Almost any class feature you want (adapted at DM's discretion)

Achievement-Based Group Skilltree

The entire group of players can collectively unlock achievements during play, which reward them with points for the "Legendpath" skilltree. This skilltree is not class-specific, but applies group-wide benefits to all characters.


Legendpath Node Effects:

REDEMPTION
The group gains 4 Charges of "Courage" to use between long rests (each player manages 1 of them).
Using Courage adds +5 to any 1 roll of any character (after rolling), or increases their AC by +5 for 1 round.

SEEK
Gain 1 (additional) Legendpath Point anytime you reach a major Goal.

VENTURE
Your proficiency-bonus becomes +4.

FEAR
While below 25% HP a Character's Speed is increased by +10.

ADRENALINE
When a Partymember drops to 0 HP all other Partymembers can reduce their exhaustion by 3 levels and have advantage on all checks for 1 minute.

WRATH
Anytime a party-member drops to 0 HP all other party-members (that are conscious) immediately and automatically take the Dodge and Disengage actions (last until end of next turn). The next time they deal damage, that damage is increased by 2d8 for every party-member at 0 HP.

GRIEF
Gain +2 on exhaustion saving throws.

IGNORANCE
When a character fails a Wisdom or Sanity saving-throw they can choose to reroll it. This feature can only be used once per day per character.

ANGER
After taking damage, gain the following buff for up to 1 minute: You can increase the first instance of damage you deal by +6 or the DC of the first saving-throw you force by +2.

EMPTINESS
You no longer suffer 1 level of exhaustion while below 25% HP.

MEMORY
You Gain 1 Lucky-die per day.

ACCEPTANCE
You become proficient in Sanity-Checks and Saving-Throws.

SALVATION
At the end of a short rest, if you can express a clear Goal for this day, you gain temporary Hit-Points equal to your level.

POWER
When using Focus on any action that deals damage, you can increase that damage by your level.

REPRESS
When using Focus to increase a DC of yours, you can increase it by 4 instead of only by 2.

DESTRUCTION
Double your (intentional) environmental damage.

FATALITY
Your critical Hits add a full damage die twice instead of once.

PREY
Gain 1 level of Sneak Attack. All Sneak Attack dice are increased to d8s.

WEALTH
You gain temporary HP at the end of a long rest, based on the profits you made (1-4 times your level).

CAPITALIZE
At the end of a long rest you can increase your Sanity Score, based on the profits you made. (From +0 to +2)

HONOUR
You can increase the fixed healing at the end of a short rest by 1 HP. If you took damage on the day preceding the short rest, you can increase it by another 1 HP.

SUCCESS
Anytime you complete a major quest (that took longer than one session) you can increase your Sanity by 2 (to a maximum of 14).

LEGEND
You make any Charisma Checks related to convincing others of your greatness and finding Sponsors/Investors with advantage.

BOUNDARY
You can use Gustaavs Stat Modification Lab without random negative Penalties.

PEACE
When ending a long Rest to go back to adventuring you gain additional Hit dice equal to half your Level, rounded up.

SPIRIT
Gain 4 additional uses of "Courage" for the Redemption feature.

EYES
You can reduce your Sanity by 1 to gain +5 to all rolls (check/save/damage/etc.) of 1 action against the golden-eyed creatures.

VISIONS
You gain advantage on checks made to reshape dreams and navigation-checks you make in dreams.

JUDGEMENT
You have grown accustomed to the godly presence of angels and grown from your encounters with them. During each encounter with an angel, you can completely ignore the effects of 1 Legendary Action they take, for every angel you have previously defeated/released.

ANGEL
By meditating 1 Hour in the morning you can increase your AC by +2.

KNOWLEDGE
By using 1 additional minute to plan with your allies, you can add the highest available Intelligence-Mod. (min. 2) to a Survival Check you make.

PREPARATION
Creatures have Disadvantage on any Saving-Throws related to traps you set up. If a trap inflicts a debuff on an enemy, the next stronger debuff is applied instead.

SANCTUARY
If at least 1 party member has 17 or more Intelligence, all group members gain Proficiency in Shelter-Checks.

LEGACY
Legendary weapons become +1 weapons.

LEGEND TINKERING
When enhancing legendary weapons and determining the cost to do so, you can reroll a d4 up to a total of three times.

LASTING LEGACY
Legendary weapons become +2 weapons.

TRULY LEGENDARY
The stage 2 features of legendary items can now be unlocked.

Collected Achievements

The following achievements have been collected by the players during their adventures so far, earning them points for the Legendpath skilltree.


FIRST DIVE:

+1. Fear: Come as close to Death as possible.
+1. Fatality: Tear apart a creature's corpse.
+1. Slayer: Defeat the first Miniboss.
+1. Grief: See someone you treasured die in front of you.
+1. With Certainty: Actually defeat the first group of attacking Adventurers.
+1. Act of Humanity: Rescue Liam and/or Maria.
+1. Redemption: Ascend back to ground level.


SECOND DIVE:

+1. Nosedive: Cross an entire layer in less than a minute.
+1. The Donkey: Have a player carry equipment for everyone in the group.
+1. Labyrinth's Heart: Discover the masterpiece that lies at the bottom of the labyrinth.
+1. Honey: Help Gus to bury the two dead cave raiders.
+1. Memories: Come across Lawrence.
+1. God: Come across [REDACTED] in the red forest.
+1. Friendly Fire: Deal enough damage to an ally to knock them unconscious.
+1. Eyes: Challenge and defeat the otherworldly.
+1. Hollow: Survive a fight against [REDACTED] with all party members.
+1. Honour: Tell your tale to someone who doesn't believe you and then prove your worth to them.
+1. SEEK (Brandungsfront)
+1. SEEK (The Expedition)


POST SECOND DIVE:

+1. Two days, two hugs: Make people happy for two consecutive days.
+1. I will return: Defeat Noi for the first time.
+1. Horos Fatalis: Seal your destiny ... ?
+1. Skeletons in my closet: "Store" some people in your backrooms.


THIRD DIVE:

+1. Kill or be killed: Witness Trista Bellvaer trying to destroy the secret bandit town.
+1. Divine Temptation: Pick up the blue stone.
+1. Seek (Major Goal): Defeat the Eidolon.
+1. The first Rite: Complete one of Illya's rites for the first time.
+1. Fuck around and find out: Use the Yearning Void to enter a volatile dream for the first time.
+1. Legacy: Acquire a legendary item for every party member.
+1. Seek (Major Goal): Enter the temple of the red forest.
+1. Crab Rave: Yes. (Use the crab crown to your advantage.)

Battle Map

One of many battle locations, crafted to create interesting fights for the players. In this case, the spaces touched by the light and those in the dark are subjected to very different effects, making navigation and positioning key.

Corruption System

Throughout the world, there are many strange entities and phenomena that corrupt both the environment and the creatures that are close to them. The player's are no exception to this. The only difference is, that they get to choose. Whenever a player is exposed to a strong source of corruption, they can choose to either "embrace" or "reject" the corruption, that tries to take hold of them. If they accept, they become affected, applying both positive and negative effects to them. Corruptions grow more potent, as they embrace them further by performing specific actions, as detailed below.

Corruption: Black Gold

currently affects 1 character

Side Effects
Blackness starts growing within your veins and your mind.
You are haunted by the one with golden eyes.
The Interface extends into your reach.


Level #01
Starting 1 week after ingesting Black Gold:
The character starts to feel the interface being used. They hear the correlating spoken commands (in original voice) and learn the direction, in which the speaker of the command is located.

Negative:
The character makes the Sanity-Check each morning with disadvantage. A long Rest can only increase their Sanity score to a maximum of 12.


Level #02
Starting after reaching Interface level 4 by completing Interface quests:

Choose two of the following mid-level Interface commands, when you gain this feature. You can use an action to call a command. Each command can only be called once per day.

Locate: Designate a target item/creature, you are at least vaguely familiar with. You receive a set of images of the current surroundings of that item/creature and can pinpoint its/their direction relative to you for 1 hour.
Reconstruct: Cast one spell that was cast during the last round within 60 ft. of you and that has a casting time of one action. Suffer one level of Exhaustion for every 2 spell-levels the copied spell is above spell level 1.
Pathway: Opens any door/gate/wall and or creates an easily traversable pathway that is no longer than 30ft. in a target direction. This command can open up and create paths through anything that is not protected by a major ancient seal. It also violently removes any creatures blocking the target path.
Consume: Consume the corpse of a drifter or another creature connected to Niforth and gain access to one upper echelon Interface command related to that drifter/creature (roughly equivalent in power to a 5th level spell, but does not count as a spell). This new command can be used once and replaces the Consume command until then.

Negative:
After using any of the above Interface commands, the character has to make a DC12 Exhaustion saving-throw or suffer 1 level of exhaustion. This exhaustion lasts until you gain sanity and prevents you from regaining Hit Points during this time.

Corruption: Lifeblood

currently affects 1 character

Side Effects
Plants in the immediate surrounding of the character seem to grow faster.
In the same way, the character's nails, hair and everything grows way, way faster. Their skin comes off a lot, only to show new, fresh skin below.


Level #01
Starting 3 days after coming in contact with Lifeblood
Short rest healing value +1
Hit dice healing value +1
Once per day, the character can nurture themself by ingesting 1 drop of Lifeblood, which for them equals the daily nutrition and water required by a regular human.

Negative:
The character requires more nutrition than others. They have to ingest double the amount of food and water a regular human would need.


Level #02
Starting after ingesting a total of 3 drops of lifeblood:
You become able to produce an unstable drop of lifeblood (duration of 1 round) from your hand as an action. Each use of this feature after the first use every day inflicts you with one level of exhaustion. Any number of levels of exhaustion from this feature can be cured as part of a short rest. To do so, you have to ingest food and water equal to the daily needs of a regular person for each exhaustion level you wish to cure.

Negative:
Anytime you take 5 or more damage you have to make a DC12 CON saving-throw. On a failed save, you automatically and immediately use the above feature to create an unstable drop of lifeblood as a free action. The created drop of lifeblood will fall to the ground randomly unless you use your reaction and succeed in a DC16 Sleight of Hand check to control it.

Corruption: Soul

Currently affects 1 character

Side Effects
You begin to faintly sense all beings and emotions around you. Crowded spaces become disorienting and exhausting to you. You struggle to stay calm when other people around you are emotional.


Level #01
Starting 1 week after coming into contact with Soul.
You learn the message cantrip. If you already know it, you instead learn one of the following cantrips: Thaumaturgy, Minor Illusion, Friends, Mage Hand.
Your message cantrip has doubled range, cannot be blocked, can target up to 6 creatures, and does not require any components anymore.
When you target a creature with message, you can instead choose to look through their eyes for the duration.

Negative:
Anytime you fail a mental saving throw, you become frightened of the source of the saving throw for 1 minute. While frightened, you can make a DC12 Wisdom saving throw at the end of each of your turns, ending the condition on a success.


Level #02
Starting after saving two souls from perpetual despair.
Your maximum Sanity is increased from 16 to 20.
Whenever you gain Sanity, gain one additional Sanity.
When resetting your Sanity as part of a long rest, your Sanity becomes your WIS score +4 instead of just your WIS score.

You can use an action and expend up to 6 Sanity to enter the Soul Surge state, which lasts for 1 round plus another round for every 2 Sanity expended.
When entering the state, choose one of the following two modes for it. You can only use each mode of Soul Surge once per day:
◆ Fountain of Apathy: While Soul Surge is active, it is impossible for creatures within 60 ft. of you to perceive you, unless you want them to. Any signs that would hint at your presence are rationalized by affected creatures.
◆ Fountain of Dread: While Soul Surge is active, creatures of your choice that are within 15 ft. of you are frightened of you. You can choose how these creatures perceive you during this time.

Soul Surge can only affect beings with souls that are less powerful or equal in power to yours. Coming across a soul stronger than yours should be exceptionally rare. If this occurs, you are made aware of it before committing to using Soul Surge.

Negative: When your Soul Surge state ends, you can choose to either become stunned for 2 rounds, paralyzed and vulnerable to all damage for 1 round, or suffer 1 level of exhaustion. This exhaustion can be cleared by meditating for 1 hour during a short rest.
While at 16+ Sanity, other powerful souls in your abyss-region will begin to notice your presence.

Corruption: Titan's Rage

Currently affects 1 character

Side Effects
When becoming affected by this corruption, choose a single specific creature, object, organisation, or issue that your character is already angry about and currently cannot change or reach.
Your character becomes obsessed (to a degree of your choice) with violently destroying that creature, item, organisation, or circumstance.
Once it is destroyed, you are freed of this corruption.


Level #01 <> Starting 10 minutes after coming into contact with a Titan.
Increase your carrying capacity by 12 lbs.
You become immune to the frightened condition.
Once per day, when entering hostile territory, you can scream to cast the Aid spell.

Negative:
You have disadvantage on Wisdom saving throws.

Key Item: The Yearning Void

The Yearning Void is a small, ornate dagger and a key item of the gameplay loop, as it enables interacting with remnants of the past through the leftover dreams that still linger in the world. The item holds the following abilities:


Dream Gate: As an action, the dagger can cut open a path into a corpse's abandoned dream, if that corpse was connected to the dream during their lifetime. The dagger-holder and all creatures that are willingly connected to them through holding each other's hands are transported into the abandoned dream:

State of the dream: Dreams can be in 3 different states when entered, which are indicated by the color of Yearning Void's blade:

> No color change (silver): Lingering Dream, no specific effects.
> White: Volatile Dream, danger is imminent, this dream was born from an unfulfilled wish.
> Black: Collapsing Dream, danger is imminent, this dream is already breaking down and will not last for much longer.

Returning from a dream: To exit a dream, the dreamworld-representation of the dreamer (corpse) has to be either stabbed with the Yearning Void (holding hands once again), or dismantled to the point that the dream collapses.
After a dream was exited (through any of the above methods), it will usually corrode and collapse soon thereafter, but this behavior is different for every dream.

Items, Health, Resting: Abandoned dreams are nothing but shattered remains and are inherently corrosive to objects and beings of this world. Things can be brought into the dream, but nothing that is part of the dream can be carried along from there. You can lose items and health in the dream, but cannot regain health or rest there. Knowledge alone can be taken along from within the dream.

Navigation: Navigation in the dream is mostly based on Sanity-Checks, as parts of the dream might be missing and have to be filled in.

Time: Time passes differently in the outside world, while you are within a dream. Most importantly, time runs way slower outside.


Dream's End: Restoring durability to this item costs 50x as much. Anytime you resolve a Volatile Dream, the Yearning Void gains 1 durability. The dagger gains additional effects, as its durability rises:

10+ durability: Creatures who touch the Yearning Void gain advantage on Sanity Checks made to expand and rewrite parts of any abandoned dreams you are in.
Full durability: The Yearning Void can now bridge the gap between this world and the First Dream.

Candy Name & Effect Duration Post-Duration Effect
Focus Pocus: Increase your crit-rate by +2, while you benefit from the Focus feature. 1 turn You cannot use the Focus feature and you cannot land critical hits until you finish a short rest.
Sound Tastes Blue: Increase your Perception by +10. 10 minutes Gain 1 level of exhaustion until you finish a short rest.
Like a Truck: Add +3 to all Strength based checks you make and +2 to all Strength based damage rolls. 5 turns Your Strength Score becomes 5 for the next hour (unless your Strength is less than 5).
Balls of Steel: Add +2 to all Con based checks and saving throws you make. 2 hours Gain 1 level of exhaustion until you finish a short rest.
Geology Rocks: Gain Tremorsense with a range of 15 feet. 1 hour Gain disadvantage on all non-mental rolls for 1 hour.
🎵 Wake me up inside: You cannot sleep, but can still gain the benefits of resting. 14 hours You suffer 1 level of exhaustion, until you slept all the hours of sleep you missed +2.
Gas Gas Gas: Increase your speed by 10 ft. and gain +4 on Acrobatics checks. 2 turns Reduce your speed by 10 ft. for 2 hours.
Smoker's Lung: You can hold your breath for double the usual time. 1 hour You can hold your breath for a quarter of the usual time, until you finish a short rest.
Megamind: You can treat your Intelligence score as being 20 for one Attack Roll, Saving Throw or Save DC. 1 turn You have disadvantage on all Intelligence related rolls for 10 minutes.
Ninja Fruit: Increase your AC by 3. 2 turns Decrease your AC by 6 for 1 Minute.

"Candy" System

Buying Candy

Any one piece of Candy costs 10 Tala. You can technically buy as much of it as you want, although Ronya might shoo you away if she gets the feeling that you are overdoing it.


Candy Effects And Usage

You can consume one piece of candy as your interaction during your turn. Doing so immediately applies its positive effects to you.
After its specified duration ends, a negative effect will be applied to you.
You cannot benefit from multiple instances of the same positive candy-effect at the same time.
WARNING: Consuming the same candy multiple times consecutively might yield unexpected results.

Artifact Shop

Common Artifacts / Equipment

Name Price Description
Open Eye 220 A sphere of glass (1lbs.) mystically connected to a metal frame with a plane of glass (1lbs.) in it. Regardless of Distance, whenever something moves close to the glass-sphere, it visually captures its surroundings and projects what it sees onto the metal frame's glass.
Tracker 160 A small metal leaf (0lbs.) and a ring of gray wood (0lbs.) that are connected through the force-field. The wearer of the ring always knows the direction and distance of the metal leaf.
Hideout Stove 190 A lightweight mechanical stove (20lbs.) that comes with 6 heat pipes. It requires only one third of the fuel a regular campfire would consume in comparison. Evenly warms the surrounding area and can be configured to automatically turn on/off in certain intervals.
Obscuring Presence 240 A small, gray, practically indestructible cube (1lbs.) that (once it is activated) impairs the perception of all creatures in a 30 ft. radius around it, making it harder for them to spot traps, pathways and other creatures.
Path Blocker 100 A metal block with a handle (1lbs.) that can be placed mid air and triggered to expand over 1 minute and then block a 5x5 meter area.
Flare Gun 110 A flare gun (2lbs.) to shoot projectiles to notify allies or call for help.
Flare Gun Projectile 25 A projectile (0lbs.) for a flare gun. Available in the colors white, green, red, blue, yellow and magenta.
Gravityless Chains 550 A floating metal cube (0lbs.) on a chain, that effectively reduces the weight of whatever it is chained to by 10lbs.

Body Enhancement Pins
A metal pin that can be thrust through your skin and will slowly meld into your body. After one week, you will begin to change. WARNING: Using multiple pins of the same type might yield ... unexpected results. In order to activate a body-enhancement-pin you have to select a location on your body, where it will be pierced through your skin.

Enhancement Pin Type Price Description
Speed 600 +5 ft. base movement speed
Physique 700 +1 to either Strength, Dexterity or Constitution
Agility 800 +1 to AC
Endurance 500 +1 Hit Die

Uncommon Artifacts

Name Price Description
Cantrip 1200 Any cantrip.
1st level Artifact 600 Any 1st level spell, usable 1x/day.
2nd level Artifact 1200 Any 2nd level spell, usable 1x/day.

Special Deal Artifacts

Name Price Description
Damn 800 upcoming
You Shall Not Pass 800 upcoming
Reverse Polarity 800 upcoming
Bursting Stars 1200

900
A ring made from black glass with distorted silver star motives engraved to it.
Comes with permanently expendable charges that allow the user to unleash the power of newborn and collapsing stars upon their foes. Comes with 2d4+2 charges.
Fiend's Grip 900 A ring made from purple obsidian, shaped like interlocked fingers.
Single-use-artifact that requires continuous channeling. Paralyzes a foe, drains their life force and corrupts their mind.
Healing Spirit 2100 A large closed red flower bud in a small, intricately designed flower pot.
Single-use-artifact that releases incredible regenerative energies, once it is activated.
Crystal-Pearl Dagger 2600 An Intricate Dagger with two differently designed sides: One of them inlaid with white pearls and the other with clear crystals.
Stores weird-energy-based charges that allow the user to transcend either time or space for a brief moment, and then pass on the dagger to someone else. A creature can only transcend time and space once each during their lifetime. Initially comes with 2 charges.

Weapon Enhancements

The following weapon enhancements can be found on items the player's loot, or are available to players via the smithy.


NEGATIVE

Frail: Durability cannot exceed 2.
Heavy: Weight +4lbs.
Loud: Stealth disadvantage.
Volatile: If the weapon's durability decreases, it cannot be used until you spend 10 minutes repairing it.
Arid Build: Disadvantage on attack rolls while the weapon is wet.

Moderately Demolished: -1 to attack rolls.
Heavily Demolished: -2 to attack rolls.
Slightly Dull: -1 to damage rolls.
Moderately Dull: -2 to damage rolls.
Extremely Dull: -4 to damage rolls.

Slightly Unwieldy: Speed reduced by 5 ft. (Speed reduction is a non-stacking effect.)
Moderately Unwieldy: Speed reduced by 5 ft. (Speed reduction is a non-stacking effect.) Penalty of -2 on movement-related checks.
Extremely Unwieldy: Speed reduced by 10 ft. (Speed reduction is a non-stacking effect.) Penalty of -2 on movement- or dex-related checks and saves.


POSITIVE

Sturdy: Necessary damage to reduce durability is increased by +5.
Corrosion Resistant: Cannot lose durability from corrosive effects.
Primed: +3 to damage rolls while durability is full.
Regenerative: 50% chance to regain 1 durability during short rest.
Slim Design: Advantage on checks to conceal this weapon.
Deep Fuller: +1 to save DC of poisons inflicted by attacks.
Parrying Capabilities: Gain +1 AC.
Movement Enabling: +3 to acrobatics checks.
Balanced Weight: Adds thrown property (20/40).
Brisk: +2 to damage roll if this weapon is used to make the second attack during two weapon fighting.

Continued Onslaught: You can use a bonus action to activate the Onslaught effect for this turn: If you miss or missed an attack with this weapon, you can make another attack with it as a free action. This bonus action can be used as part of other weapon enhancements that also require a bonus action to use.
Momentum: Bonus action to make next attack this turn more impactful: On hit, shove target 5-10ft. (your choice). This effect can be triggered as part of other weapon enhancements that also require a bonus action to use.
Weightened End: Bonus action to make next attack this turn more impactful: On hit, attack target is knocked prone (strength save, DC = 11 + prof. + Mod). This effect can be triggered as part of other weapon enhancements that also require a bonus action to use.

Serrated Edge: Replace 1s on damage rolls with the max die value.
Brutal Design: Once per attack, when a damage die scores its max value, add +3 to the total damage.
Extended Grip: Stronger versatile: Adds 1d4 to damage dice while held with both hands.
Perfected Design: Increase all damage dice by one size.
Fitted Grip: May take -2 to attack roll for +6 to damage roll.

Keen Edge: +1 to crit range.
Extra Keen Edge: requires Keen Edge, +1 to crit range.
Spiked End: Target AC is reduced by 1 on attack roll of 18, 19 or 20 (additionally scales up with triple your bonus crit range).
Hooked Blade: Gain a free grapple attempt / grapple escape attempt with advantage on attack roll of 19 or 20 (additionally scales up with double your bonus crit range).
Sleek Design: On crit, increase your crit range by +2 for your next attack.
Deadly: On crit, add 2d8 to total damage.
Wide Head: On crit, target is stunned (con. save, DC = 11 + prof. + Mod) for 1 round.

Armor Enhancements

The following armor enhancements can be found on items the player's loot, or are available to players via the smithy.


NEGATIVE

Frail: Durability cannot exceed 2.
Faulty: Max Durability -2.
Fragile: Necessary damage to reduce durability is reduced by 2.
Extra Fragile: Necessary damage to reduce durability is reduced by 4.
Heavy: Weight +4 lbs.
Loud/Colorful: Stealth disadvantage.
Arid Build: Disadvantage on movement checks/saves while the armor is wet.
Volatile: If the armor piece's durability decreases, it stops offering you AC until you spend 10 minutes repairing it.
Refractory: Max Dex Mod penalty is set to -2.

Slightly Unwieldy: Speed reduced by 5 ft. (Speed reduction is a non-stacking effect.)
Moderately Unwieldy: Speed reduced by 5 ft. (Speed reduction is a non-stacking effect.) Penalty of -2 on movement-related checks.
Extremely Unwieldy: Speed reduced by 10 ft. (Speed reduction is a non-stacking effect.) Penalty of -2 on movement- or dex-related checks and saves.


POSITIVE

Sturdy: Necessary damage to reduce durability is increased by 2.
Extra Sturdy: Requires "Sturdy" enhancement. Necessary damage to reduce durability is increased by another 2.
Corrosion Resistant: Cannot lose durability from corrosive effects.
Primed: +[0.5 / 0.5 / 1 / 1.5 / 2] to AC, while durability is full.
Regenerative: 33% chance to regain 1 durability during short rest.

Magnetism: -2 on attack rolls with metal melee weapons against you.
Spiked: When a creature in melee range attacks you, you can use your reaction to deal [1/1/2/2/3]d4 piercing damage to it.
Sophisticated: 40% chance to treat a critical hit as a normal hit.

Silent Padding: Removes stealth disadvantage.
Reinforced: Gain +2 on shove checks and +5 ft. to shove distance after running at least 20 feet.
Movement Enabling: +1 to acrobatics checks.
Warm: Gain +2 on any rolls made to resist cold weather conditions.
Extra Silent: +1 on Stealth Rolls.

Temperature Proof: Reduce incoming fire and cold damage by [1/2/4/6].
Shock Proof: Reduce incoming bludgeoning and thunder damage by [1/2/4/6].
Acid Proof: Reduce incoming acid and poison damage by [1/2/4/6].


SHIELD ONLY ENHANCEMENTS

Heavy Shield: After performing an attack action against a creature within melee range, you can use a bonus action to shove your target 5 ft.
Intercepting Shield: Add +2 to Dex saves against harmful effects you can see and (physically) block. Creatures directly behind you also gain this benefit.
Small Shield: AC bonus only applies against melee attacks.

Red Forest Map

Another map of a portion of the map that the players received. Many of the small details inspired players to plan their route in a specific way.

Red Forest Force-Field Map

The players have a access to a special lens that shows distortions in the world's force-field. When using it, the map of the red forest looks like this, showing the flow of energy following the river and connecting to key locations and powerful creatures.

Soundtrack overview

As of today, the Niforth (Abyss) soundtrack consists of 192 tracks. The above image is an older display version, that shows all tracks that made up the soundtrack 1.5 years ago. Each piece serves a special purpose, be it a specific situation, emotion, location or character.

Custom Resting Rules

Short rest = 8 hours. If your Sanity is 10 or more at the end of a short rest (after that mornings sanity-check) you regain 10% of your maximum HP on top of any HP you gain from Hit-Dice.

Long rest = 1 week (the first 3 days without crafting and other exhausting activities).

Custom Hit-Point Rulings

You suffer one level of exhaustion, while you are below 25% of your maximum Hit-Points.

Custom Exhaustion Rules

These cards are handed out to players, whenever they are afflicted with exhaustion. The usual D&D 5e exhaustion rules are modified as follows: Players can choose in which order to receive the first 3 of the above noted levels. Exhaustion level 7 equals death.

Ascender's Burden

Verticality is the key dimension in this setting. Therefore, similar to divers that suffer from decompression sickness, people that ascend too quickly within the world of the great pit will experience the Ascender's Burden of their respective depth layer.

Depth layer 1:
Mild dizziness and nausea.

Depth layer 2:
Severe nausea, headache, and muscle pain.

Depth layer 3:
Extreme pain throughout the body, inability to move.

Depth layer 4:
Sensory disconnection, out-of-body experiences.

Home-Base Upgrades

Players can upgrade their home-base, the Mitgrund Estate, to make their classes' crafting mechanics more potent. The highlighted features are ones that are already unlocked, in other words, they are just getting started.

Sanity System


SANITY STAT
All characters have a sanity stat, in addition to the 6 main stats.

Reset to Base Value:
You can reset your character's sanity to your Wisdom stat at the end or over the course of a long rest.

Affected Checks:
Add your Sanity Modifier to the following rolls:
◆ Exhaustion-related rolls
◆ Wisdom Saving Throws and raw Wisdom Checks
◆ Other rolls at DM's call


SANITY TEST
A sanity test is made when the passing of time or a specific situation might affect a character's mental state (DM's call).

How to:
When a sanity test is called for your character, roll a d20 without any modifiers. If the result is 10 or more, your character's sanity score increases by 1; otherwise, it is lowered by 1.

Keywords:
Sanity tests can be called by the DM with the following attributes:
◆ Advantage/Disadvantage: The sanity test is made with advantage or disadvantage, just like any other d20 roll.
◆ Positive: You cannot lose sanity from this test.
◆ Negative: You cannot gain sanity from this test.


SANITY SAVE
A sanity saving throw occurs when a character's mental state determines their success or failure.

How to:
When a sanity save is called for your character, roll a d20 and add your sanity modifier.

Basic Disease System

If random, roll a d8 on this table to determine which illness affected players contract. Usually this comes with a CON save. On a failure, a target is affected.


◆ 01 - Swamp Plague

Symptoms include fatigue and cramps.

The infected creature suffers one level of exhaustion and regains only half the normal number of hit points from spending Hit Dice and no hit points from finishing short rests.


◆ 02 - Sightclog

The creature’s vision starts to become blurry.

The creature takes a −2 penalty to attack rolls and ability checks that rely on sight. At the end of each short rest after the symptoms appear, the penalty worsens by 2. When it reaches −6, the victim is blinded until their sight is restored. Curing the disease does not restore their sight after this point in time.


◆ 03 - Blue Rot

The creature becomes prone to cramps and their muscles grow weak.

Anytime the creature ends a short rest, or when they fail a physical saving throw, they take 1d4 necrotic damage and reduce their max HP by half that amount (rounded up).

Hard to cure: Curing this disease only restores 5 max HP to an affected creature. Only when a creature restores their original max HP by these means, they are actually cured of the disease.


◆ 04 - Frigid Woe

The creature always feels cold and shivers easily.

The creature has disadvantage on all rolls made to resist effects related to the cold or cold environments. Their movement speed is reduced by 10 ft.


◆ 05 - Throat Leeches

Immediate symptoms include throat inflammation and shortness of breath.

The creature runs out of breath and energy quickly, when doing strenuous tasks (DM's call). While out of energy (1 hour), they have disadvantage on saving throws.


◆ 06 - Mindfire

Alternating between no effects at all, lightheadedness and thundering headache.

The creature has disadvantage on mental checks. As their pain is amplified, taking damage stuns them for 1 round.


◆ 07 - Fungal Growth

Itchiness over the entire body, especially the spots where fungus grows.

The creature has disadvantage on concentration saving throws and tasks that require them to concentrate for 1 minute or longer. They have to make a fungal (CON) saving throw at the end of each of their short rests. On a failure, the growth spreads, adding a cumulative -3 to their next fungal saving throws. If a creature fails 3 of these saves, they become catatonic and die within 8 hours. If a creature succeeds a total of 3 of these saves, they do not have to roll any more fungal saves and fully rid themselves of the growth within 1d4 days.

Hard to cure: Curing this disease is the equivalent of the affected creature having succeeded the above saving throw one additional time.


◆ 08 - Lucky Eight

Goose bumps, shuddering, scared stomach.

The affected creature sneezes once. No effect.