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Looking for Underdark hex mapping ideas and stuff
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<blockquote data-quote="Razjah" data-source="post: 6117566" data-attributes="member: 98806"><p>Yeah... PCs shop for gear they need. Do you have the Dungeonscape book? I like lots of the stuff from there for dungeon adventures. The Underdark is really just a megadungeon for the most part. The book also has some great ideas about the type of gear to use and bring in a delving adventure. Also, there is no such thing as too much rope.</p><p></p><p>Do you want to mess with magic at all? There could be areas of the Underdark that have various elemental planes influencing them. Elementals may receive a boost in power, and spells and abilities with elemental descriptors could receive a +1 or +2 boost while the opposite element receives a penalty.</p><p></p><p>How about a giant underground lake with some leviathan creature. It is worshiped as a god by local tribes. They use a shamanistic magic that requires finding totems of the leviathan. The PCs could learn to use such power, if they wanted.</p><p></p><p>Albino creatures. In the complete darkness of the depth of the world, having pigments really means little (like the deep water fish and stuff that look really alien). Most creatures see via heat or they use other senses to perceive the world. </p><p></p><p>Cave-in as an encounter. The party needs to stop it (something crazy like how in the League of Extraordinary Gentlemen film they used a rocket to stop the sinking of Venice) or get to safer ground. It could be used against a monster they need to hunt [in order to be granted passage through the Canyon of Wind, the party must slay a big monster-when it gets to ~25% health it starts a cave in to flee].</p><p></p><p>Strange cultures. Things like "Good Morning" mean nothing in the Underdark. Perhaps there are orcs that value stealth rather than brute strength, being the unseen hunter is very important when facing an Umberhulk.</p></blockquote><p></p>
[QUOTE="Razjah, post: 6117566, member: 98806"] Yeah... PCs shop for gear they need. Do you have the Dungeonscape book? I like lots of the stuff from there for dungeon adventures. The Underdark is really just a megadungeon for the most part. The book also has some great ideas about the type of gear to use and bring in a delving adventure. Also, there is no such thing as too much rope. Do you want to mess with magic at all? There could be areas of the Underdark that have various elemental planes influencing them. Elementals may receive a boost in power, and spells and abilities with elemental descriptors could receive a +1 or +2 boost while the opposite element receives a penalty. How about a giant underground lake with some leviathan creature. It is worshiped as a god by local tribes. They use a shamanistic magic that requires finding totems of the leviathan. The PCs could learn to use such power, if they wanted. Albino creatures. In the complete darkness of the depth of the world, having pigments really means little (like the deep water fish and stuff that look really alien). Most creatures see via heat or they use other senses to perceive the world. Cave-in as an encounter. The party needs to stop it (something crazy like how in the League of Extraordinary Gentlemen film they used a rocket to stop the sinking of Venice) or get to safer ground. It could be used against a monster they need to hunt [in order to be granted passage through the Canyon of Wind, the party must slay a big monster-when it gets to ~25% health it starts a cave in to flee]. Strange cultures. Things like "Good Morning" mean nothing in the Underdark. Perhaps there are orcs that value stealth rather than brute strength, being the unseen hunter is very important when facing an Umberhulk. [/QUOTE]
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