• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

To Sail the Sunless Sea

mxyzplk said:
But to a previous comment - NO SPOTLIGHTS!!! A bright light source can be seen for miles in a Sunless Sea type environment and you're likely to just get swallowed by some unspeakably huge underwater monstrosity. Even surface craft would need to navigate in some submarine-like manner.

Instead, you'd have magical darklights. These would work light spotlights or bullseye lanthorns, only instead of being visible to the naked eye, they'd extent the range of creatures with darkvision. But they wouldn't be detectable at beyond their maximum range. So a 240' darklight would extend darkvision to 240', but someone 250' away wouldn't see the darklight holder.

Great underground coastal cities surrounded by darkwater reefs would have gigantic darklights rotating from the tip of a stalactite or stalagmite, helping to ward friendly merchantmen off of the reefs.

Many submersible vehicles and creatures would have some version of tremorsense that worked in water (ie, sonar).

Edit: Another idea: weather. Perhaps there are storms that generate enormous waterspouts (or even permanently standing waterspouts). Thous waterspouts can be used like ramps or elevators to travel to higher or lower "levels" of the Sunless Sea ... a set of great caverns below the great caverns, where a second even stranger seascape awaits. Perhaps ships from the surface realm are sucked into whirlpools and ejected into the Sunless Sea, and spend their days seeking the right weather conditions when one of those great whirlpool waterspouts will reverse and take them back up to the surface world.
 
Last edited:

log in or register to remove this ad

atomn

Explorer
DarkKestral said:
By the way, most creatures will be blind and albino in areas without light, and may only have vestigial eyes that don't exactly function except as a general light-level sensor, and there may be several types of sentient beings off the same basic type, if enough generations have passed since they last saw light. This makes having normally functioning eyes a dual-edged sword, especially as most enemies will have tremorsense or something mechanically similar. Tremorsense or something approximating echolocation is probably the best way to go about it, as that's the way most real cave-dwelling organisms 'see'.

Yeah, I think it would be cool to have pale white or translucent kua-toas that are reminiscent of a blind cave fish. http://www.calacademy.org/science_now/images/blindcavefish2.jpg
 


Aesmael

Explorer
This thread is wonderful and completely yoinked. Everything I might have contributed is already mentioned except... Light might be useful as a weapon against sensitive enemies as well as making you a target. If you run dark and trade routes follow currents it can be very difficult to spot nets up ahead. Or webs. I imagine a monstrous spider could do very well for itself that way.
 

phindar

First Post
I haven't been able to get this idea out of my head. I floated the idea past a couple of players, and it's an idea that grabs people. I've been scratching out some notes here and there, looking through some old books... the usual.

The Black Sun Trading Company. This is an idea I have, where a consortium of Lawful underdark races form something like the Dutch East India Company. There are a fair number of really nasty lawful evil types down there, most of whom are pretty xenophobic, and in an environment like the Sunless Sea where they have to associate their lawful nature relies on a rigid set of codes governing how trade will take place and how tariffs will be paid. This naturally gives rise to the smuggling and piracy operations of the less lawfully inclined. A short list of the Lawfuls includes Aboleths, Beholders, Duegar, Illithid, Hobgoblins, Rakshasas, Fire Giants, Medusa, Dark Nagas, Xill, Neogi, Sahaguin and maybe Wights. For Chaotics, you have Derro, Yuan-ti, Orcs, and Ghouls. Neutrals include Drow, Goblins, Kuo-toa, Lizardmen and Stone Giants. (Grimlocks, Quaggoths, trolls and the like I plan to use in the role of savages, whereas most of the humanoids listed above will be labor for the brainier races.) Also, if anybody has a suggestion for a better name than Black Sun, I'll take it.

The Seven Seas. I don't have seven, but the idea is for multiple complexes. The Sunless Sea is most likely the largest. The Darksea (Dungeoneer's Survival Guide) is another one. Most of these will be other areas that will be discovered in play, so I haven't really be worrying about the names just yet.

The Underdeep. These are caverns where the Sunless Sea is bottomless. Still black water of seemingly infinte depth. Who knows what horrors lie in dreamless sleep in the endless murk. (I have to work in some HPL here. I just do.)

Portals. There are caverns down there where the bonds between this world and the next are strong. Careless wanderers could end up in the Lower Planes, drifting on the River Styx or perhaps into Abysm or Porphatys (sp?). I'm not sure how closely I'll stick to D&D cosmology, but I like the idea of sailing into the Underworld. I also like the idea of basing different areas of the Sunless Sea on different cultures' underworlds (like the Aztec's Mictlan.)

Hellspike Prison. I have no idea what this is, but I liked the name so I nicked it. I'm planning on using it as the prison from the opening of Dead Man's Chest, except it's a contract prison staffed by Beholders, and a wholly owned subsidiary of the Black Sun Trading Company.

Skartaris and Pellucidar. Hollow World enthusiasts will recognize these. Probably pretty distant from the Sunless Sea, this would be the repository for underground pulp material. Unyielding sun orbs, jungle, dinosaurs, tribes of savage women, superintelligent apes, the usual stuff.

Muspelheim. The City of Fire Giants. These guys have pioneered blackpowder cannon technology. I know I like fire giants, and I know I want cannons, but that's all I have planned here so far.

Skullport. I'll be nicking this pretty much wholesale. And, since a lot of the underdark ships will be retrofitted surface craft, Skullport makes a good import point between the underdark and the surface oceans. (At least, I remember them connecting, though its been years since I've read FR. Suffice to say if Skullport didn't link the surface sea to the underdark, it does now.) This is in addition to locally constructed watercraft like Duegar ironclads and Illithid Nautiloids. (I've been looking through a lot of old Spelljammer stuff for alien ship designs. The mind flayer stuff is pretty dead on what I'm looking for, the other races are hit and miss.)

Kidnapping. In addition to surface craft, surface sailors are going to be in a valuable resource. Sailing in the underdark is a relatively new idea and its in a boom, so specialists are in high demand. Spellcasters dealing with Wind in particular; they're useful to a surface craft-- on the Sunless Sea, they're rock stars. (Perhaps enslaved rock stars, but rock stars nonetheless.)

That's what I have so far in the broad strokes. I'll probably be working in a lot of AE stuff as I go along as well. (Chorrim, Slassan, Harrids, Inchon, Shadow and Blade Trolls, and so on.) Further updates as events warrant.
 

I'm thinking a great entry to this sort of campaign is inspired by a scene from PotC3: the PCs, a renegade bunch of pirates, are pursued by the forces of Law, and end up in a ship to ship fight around the gaping map of an ocean maelstrom. The PC's ship and its pursuer are sucked down. And then:

The last sounds you hear are the creaking, groaning, shrieking of the ship's timbers, then the world-splitting CRACK as the ship's spine shatters and the dark waters of the sea comes pouring in. All goes black ....

You wake, sand beneath your cheek, waves gently lapping at your feet. You can hear the soft lapping of water against rock in the distance. You realize you have survived the wreck, intact if slightly waterlogged. You gradually open your eyes to look around ... and realize that though your eyes are open you perceive nothing but blackness. For a moment you believe you are blind ... and then something darker than black on black moves at the edge of your vision ...
 



Aeolius

Adventurer
A cavernous sea would not be complete without the proper reflection of the stalactites hanging far above. If you've ever been to Luray Caverns in Virginia and gazed upon Dream Lake, you know the image I am thinking of:
101-01-007.jpg
 

Aeolius

Adventurer
The journey through the mirrored sea would be all the more eerie, when illuminated from above by the indigenous light sources:
RB_08-04-05_19-big.jpg
 

Remove ads

Top