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Clues & Secrets of the Abyss

The clue threshold rises to 4 in the Abyss, and twelve new secrets replace the base game's three.

abysscluesecretcampaign

Clues & Secrets of the Abyss

The Abyss uses the same clue-discovery rules as the base game (search roll of 5–6 on a d6), but the threshold to spend clues rises from 3 to 4. All base-game secrets remain available; the Abyss also adds twelve new secrets exclusive to this tier.

Gaining Clues

  • Successful search roll (5–6 on d6) in an empty room or corridor.
  • Book of Secrets event: a character may gain d6 clues but risks d3 Madness.
  • Repository of Secret Knowledge feature: automatic clue after spending a research turn (roll for wandering monsters first).
  • Sage professional (10 gp): the first clue found in the next adventure counts as two.
  • Detective expert skill (W, R): +1 on search rolls, but success can only yield clues (not treasure or secret doors).

Abyss-Specific Secrets (spend 4 clues)

| Secret | Effect | |---|---| | I belong to a sect of vampire hunters | Fight vampires this adventure ignoring their immunity to non-magical weapons. (Permanent version: take the Vampire Hunter expert skill.) | | These halls belonged to my people | Immediately find a secret door in any visited room. Elf/dwarf only: also gain +1 Defense in one room of your choice. | | You killed my kinsmen, prepare to die | +2 damage per hit vs a specific boss, but −1 Defense and you cannot retreat until one of you is dead. | | I am an elvish prince (elf only) | Heal up to 4 life, OR +2 to a single bow attack, OR bribe a monster for free (after a bribe reaction). At adventure end, spend 100 gp on celebrations or lose 1 level (minimum level 1). One prince per party. | | That is the one with the gold | Double the gp treasure of one boss or weird monster (not dragons); if none, find 50+5d6 gp instead. | | I recognize these footprints | Reroll a wandering monster roll (result is final). Party may rearrange marching order before the encounter. | | We are protected by the gods (requires cleric) | All party members and hirelings gain +1 to save rolls until one save is failed (lasts at least one full turn). | | Hear my story | All characters in play lose 1 Madness point. | | These ancient coins are worth a lot (requires wizard or dwarf) | Increase monetary treasure by 50% (declare before rolling the exact amount). | | Chaos is afoot | Convert one Abyss Minions roll into d6 chaos fanatics (table result 6). All characters defend at +1 against them on the first turn. | | I know where this corridor leads | Reroll one room content roll (result is final). | | I can cook this, and it's yummy (requires halfling) | All party members gain +1 to saves vs Madness, fear, and disease until the end of the dungeon. |