D&D 5E How to make an awesome Underdark encounter table in 5e?

Looks like a good start. I notice you've got Raggomuffyns on the list. Is there a 5e conversion I'm unaware of? They were always kind of neat monsters.
 

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Looks like a good start. I notice you've got Raggomuffyns on the list. Is there a 5e conversion I'm unaware of? They were always kind of neat monsters.
No official conversions, nope. A lot of the monsters are from 2e, some from 3e I think, and few from Lovecraft or other literary sources. Mostly D&D. We'll be converting stuff on the fly as needed. I can eyeball AD&D to 5e pretty well now, and my friend is helping with converting monsters too.

Lots more work done, lots more to do.

The Master Encounter Table is going to determine various results of both Encounters (animals, monsters, NPCs) & Environment (plants, hazards, wondrous terrain). So one roll with two switches. Encounters can be don't roll / roll once / roll twice. Environment can be roll once / roll once with +X (more dangerous) / roll twice. Every terrain type has an Encounter table and an Environment table.

The Uppderdark terrain types are:
  • Abandoned Mines/Settlements
  • Aquatic
  • Chasms/Canyons/Cliffs
  • Dead Caves
  • Fungal Forest: Fey
  • Fungal Forest: Myconid
  • Fungal Forest: Zuggtmoy
  • Wet Caves

And then there are special sub-tables for Recurring Merchants and Weird Stuff.
 

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I would second (or third or whatever at this point) "Environmental Encounters."

The Underdark, insofar as I've ever envisioned it, is supposed to be a HARD place. Difficult to get around. Difficult to navigate. Difficult and arduous to just move through. Deadly because of its violent/evil/otherworldly denizens, sure. But instead of somewhere SO populated with life, entire races with cities and trade routes, not to mention its own animals and plants/fungi ecology, it should be a virtual desolate wasteland of a place.

Encounters with creatures, yes, are more interesting/entertaining for most players...but not really creating a mood or sense of this place you're actually in. And no one really wants a skill/ability check-a-thon...but THAT'S the sense [I believe] your players should get!

"This sucks!" Ought to be the prevailing attitude and sentiment of a party of PCs moving through the Underdark.

Combat/living encounters should be few and far between...so rare, in fact, that the player's are getting surprised half the time when they happen. And treasure to be found/collected/won should be next to non-existent...unless one happens to be in one of these (exceedingly rare!) cities/trade centers...comes across a caravan with some booty to claim.

I'm talking about tables that cover stuff like:
1. Dead end. You must spend the next 3-18 (3d6) hours finding a different/another passage that leads in the direction you wish to go.
1a: Dead End with Fissure. Creatures of larger than Small can not fit through. 50% of these fissures will shrink after 20-50 (d4+1) feet to a size only Tiny creatures can fit through. And 50% of fissures of any size do not lead through to anywhere.

2. Flooded/Ground Water corridor/chamber. The passage or chamber you are in slopes slightly downward to come to a water's edge. There is no way to determine from this "bank" the distance this water extends. Do NOT roll for aquatic creatures. 50% of these areas do not offer enough head space for air breathing creatures to pass through and/or swimming underwater will expire before finding an area/pocket with air to breath. Figure out a way across the water (if possible) or spend 5-20 (5d4) hours looking for a way around the flooded area in the direction you wish to travel.

3. Cave In. Simply put, rocks fall. Everyone might die. Devise appropriate AoE and DC for save rolls to avoid damage for those at the area's edges and halve damage for those within the AoE. Figure out a way through, spend 3-12 hours removing the debris or 3-18 hours to find another passage/way around in the direction you want to go.

4. Minor Tremor. Roll d20 to beat DC10. Failure indicates #3, above, occurs.

5. "Impenetrable" Darkness. There are no glowing crystals or luminous lichens here. The magic of the world pervades the lightlessness this area has been in for millennia. Darkvision (mundane or spell or magic item) will not function here. You will require a light source, if you do not have one in effect already. [It is the UnderDARK, after all ;) ]. Creatures with "Superior Darkvision" (as all Underdark natives will/should possess) see at half their normal range. This area of effect can be any distance the DM designates. Cunning or intelligent Underdark creatures may use these "darkness" areas as a barrier for territories or disorienting trap/prey along the edges. The area with a light source is still considered lightly obscured area.

6. "Solid" Darkness. There are no glowing crystals or luminous lichens here. The magic of the world pervades the lightlessness this area has been in for millennia. Neither Darkvision nor Superior Darkvision will function here. Your movement within this "solid" heavy fog-like darkness is halved. Light sources of any kind other than the Daylight spell, only illuminate half their usual area. Underdark denizens that rely on sight as a primary sense avoid these areas whenever possible. Underdark natives (and experienced PCs after some time/comparisons) can tell (based on the distance light goes) before entering an area of darkness is "solid" or "impenetrable."

7. Crevace. There is a break in the ground, d8 X 10 feet across, with no discernible bottom. It crosses the entire length of the passage or cavern you happen to be traveling in. Device a way across or spend 3-18 (3d6) hours trying to find a different passage/way around this passage.

8. Major Tremor. Roll Dex. save to beat DC 10 of be shaken from your feet. You begin your next turn prone unless assisted to your feet. There is a 50% chance a Cave In (#3) and a 25% chance of #9 occurs on the following turn.

9. Lava breaks through the passage/cavern wall and begins to fill/spread through the available area at a movement rate of 30'. This corridor/cavern is impassable after the lava cools and solidifies.

10. It's ALIIIIVE! Roll on the available Wandering Monster tables for creatures appropriate to the terrain the party is in.
 
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Locations or weird stuff...Crystal Caves, Guano Caves (nasty quick sand)
We were reserving Crystal Caves for the Middledark/deeper levels, but the Guano Caves is an intriguing idea!

steeldragons said:
I would second (or third or whatever at this point) "Environmental Encounters."
I'll definitely use some of your examples, thanks! The different kinds of darkness I found particularly cool!

Some of what you describe fits the Environmental sub-tables (hazards and obstacles), while other elements that are more geography based we are addressing thru the use of geomorphs. I've been putting together a library of geomorphs which I plan to randomize.

I think when you say "virtual desolate wasteland" that's a bit extreme, but the whole "random encounter on a 17+" reinforces that there are vast stretches of tunnels and caverns without notable features.

"This sucks" may be the overall impression that PCs take away from the Underdark, but it shouldn't reflect players' attitudes if you take my meaning. In other words, it should be moslty be a snippet of description quickly glossed in order set the stage for something interesting.
 

My only retort to that is the more time spent making the players go through the monotonous things will make the encounters more enjoyable.

I do get your meaning that you don't want the players feeling "this sucks"...but just glossing over the extent of the difficulty and how often "nothing happens" is not going to get your players to think in their character's view/immersion, "this sucks."

You shouldn't have to remind the players of the passage of time...that often. (Obviously, you won't be taking this much real/game time.) They should feel bored...they should feel the monotony...they should feel the "Are we there yet?!" and be angered when their progress is impeded by things like impassable passages and dead ends. The "Crap. Another dex./str./con check? I HATE the Underdark!" when there's a cave in or a huge cliff to climb up or repel down.

"It's been 6 days [or weeks!]...as best you can tell...since you've seen another living thing."

"It's been two months since you left that svirfneblin enclave. Six weeks since you came across that flooded chamber. Your rations and fresh water are all but gone..." [a.k..a.you're going to start taking exhaustion levels for each day without food, and another level of exhaustion for each day without drink. So 2 exhaustion levels per day without food and drink.

OH! And if it hasn't been covered already (I'd be surprised if it hasn't)...EVERYWHERE, except the rare well-traveled routes or populated areas, is difficult terrain. You're moving, at best (without magic or guided assistance), 1/2 movement per day. Climbing up and down and over and around, uneven floors and sharp jags of stone. The whole experience should be a pain and a half and when [IF] they get out of the Underdark alive, both players and characters should think, "We never want to have to go there again!"

]:)
 

oh, use images to enhance the trip, these will not really be random encounters but locations during the trip. See Wieliczka Salt Mine for some cool images, such as...
 

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Very close to finished with the Underdark Encounter table.

Here's the latest version as a pdf. Would love feedback!

In particular, what sorts of Fungal Forest: Fey environmental features could I add?

Keep in mind: This is meant for a game based mostly in the Underdark, so it's detailed. To use it: A d100 on the master table determines both the Encounter and Environment results according to the current Underdark terrain type the party is exploring. Also bolded monsters are from older editions that we'll be converting on an as needed basis.
 

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