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ADVENTURE 017.5  \n[www.DnDAdventureClub.com](www.DnDAdventureClub.com)  \nDND TIPS & TRICKS  \nNAVIGATING UNDERGROUND  \nGetting from place to place in the Murk is much harder than it is in the surface world. With no sun, moon, or stars to guide, there’s just endless darkness and !elds of rubble. Even darkvision, with a range of 60 feet, helps only a bit.  \nEach square represents one hour of travel. For every square traveled, have a player roll a WISDOM (Survival) check by rolling a d20 and adding either their WISDOM or Survival bonus (whichever is higher) and consult the table. Give the player Advantage if they have a guide, if they are following a river or cobblestone path, or if multiple characters are helping.  \n5 or lower \"ey exit the square heading in the wrong direction.  \n6-10 \"ey stay stuck in the same square (moving in circles) .  \n11-16 \"ey exit the square as normal.  \n17 or higher \"ey move two squares in their desired direction.  \nMORE MURK  \n\"e following is a collection of encounters and strange locations for players adventuring in the Murk. \"e Murk is a series of underground caverns, tunnels, and old mines that stretches underneath the length of the Northern Reaches. More Murk is a bonus adventure for DnD Adventure Club, a monthly subscription of DnD Adventures built for kids and beginning Game Masters.  \nSUBSCRIBE TODAY  \n[www.DnDAdventureClub.com](www.DnDAdventureClub.com)  \nDnD Adventure Club is built for 2-3 players of 2nd or 3rd level, this collection of encounters and adventure hooks works for 2nd and 3rd level characters, but was built as a tool for Game Masters whose characters have leveled up. If the encounter is past 2nd level, we have tried to include a character level estimation.  \n\"ese encounters can be easily added to your Adventure Club campaign or woven into your existing campaign. DnD Adventure Club encounters are 100% 5E compatible and ready-made for the world’s greatest role-playing game.\"e language is just streamlined and simpli!ed for easy Game Mastering.  \nTHE MURK  \nUPPER MURK  \nRANDOM ENCOUNTERS  \nRead the following aloud to your players:  \n!e massive cavern stretches beyond your sight in every direction. !e darkness hangs thick like funeral drapes. !e air feels damp and clings to your skin with a cold chill. Rubble of broken, sharp stones and a stone forest of curved, tree-like stalagmites\"ll the path forward. Constant dripping is the only sound that breaks the numbing silence. But it’s a feeling in the air that gets you. Something in the slight breeze from below urges you forward. A strange yearning in your heart. What’s that feeling? !at’s ADVENTURE!  \n\"e Murk is as dangerous as it is mysterious. Hidden troves of unmatched fortune and treasure lie around every corner. But deadly monsters, greedy bandits, and traps hide behind every  \nrock. An adventuring party willing to brave the Murk  \nneeds to be careful, cautious, and recklessly brave from minute to minute.  \n\"e Murk is 95% pitch black. Darkvision helps  \nbut only provides a shadowy black-andwhite view of the world below. Every few miles or so underground there is a patch  \nof glowing yellow moss that gives o\\# enough light to see a short distance.  \nAs players travel through the Murk, they will likely encounter a wide range of fellow explorers, monsters, and traps. Roll on this table for random encountersin the Murk. For every square the players travel, roll one 6-sided dice. If you roll a 1, the players have a random encounter.  \nRoll a d20 and consult the list of 20 random encounters below:  \n01 GOO  \nCracks in the rock bubble a glowing green goo. \"e foul stench of rot and mildew !lls the air. Your eyes burn and !ll with tears. \"e goo is mostly harmless.  \n02 BLUE FOG  \nA mysterious blue fog !lls this section of the Murk. Wriggling shapes move through the shadows.  \n03 SINK HOLE  \nSuddenly the ground begins to rumble. An earthquake opens up a sinkhole in front of the players. All Adventurers nearby need ","cbCaiin4N9RMIzJg","https://ap.wps.com/l/cbCaiin4N9RMIzJg","pdf",1708751,"English","# Navigating Underground\n## Travel rules for the Murk\n## Random encounters in the Murk\n# The Murk\n## Upper Murk\n# Random encounters table","[{\"question\":\"How do players determine movement through the Murk during travel?\",\"answer\":\"Each square represents one hour. For every square, roll a WISDOM (Survival) check using a d20 and add the higher of WISDOM or Survival bonus, then consult the movement table.\"},{\"question\":\"When do players get advantage on their Murk travel checks?\",\"answer\":\"Give Advantage if they have a guide, if they follow a river or cobblestone path, or if multiple characters are helping.\"},{\"question\":\"What triggers random encounters while traveling underground?\",\"answer\":\"For each square traveled, roll one 6-sided die; on a roll of 1, the players have a random encounter and then roll a d20 to determine which encounter occurs.\"}]","MORE MURK - ADVENTURE 17.5 - DND TIPS & TRICKS | PDF",1791237557,29]