UniversalMonster
Explorer
I'm still setting up the Drow campaign (which takes place for the most part, in the Underdark) and the first adventure is an exodus from T'lindhet to some new caves to the south.
The 4E Forgotten Realms Campaign Guide (which is awesome by the way, best version of FR ever) shows the underdark region of Great Bhaerynden as having a pair of bodies of water- the Darkgulf and the Undersea. It also shows several of the other cities in the area (Fluvenistra, Earth's End) and you can kinda see how they match up to the geography in the world above.
I had this idea from playing Ticket-to-Ride:
I figured out that I could lay out the region map of Bhaerynden and create "routes" between various points of interest just like on Ticket to Ride, and have each route given details and difficulty levels as a skill challenge. After all, you can't exactly just travel overland when you are in the Underdark-- you have to have a start point and a destination and sort of find your way through the caves. Due to the age and traffic of the region, several routes have been long established, and they differ in both difficulty, speed, and the sort of skills you might need to traverse them. (A route that makes it's way through the collapsed ruin of Telantiwar might require athletics and history, while a route that takes you close to a mining post might require diplomacy. A traversing through the Myconid Caves is going to involve more nature checks..)
This all works out so that characters can 1) choose their own routes based on their own abilities, needs, and interests and 2) establish some sandbox-like continuity from adventure to adventure. I was even planning on having a story award that gives characters that master a given route to be able to gain a +1 on skill checks when traversing that same route in the future ("oh the myconid caves? I know that way.. follow me..")
So here is the setup so far: The eventual goal is to travel from T'lindhet to Alura R'Teyn. Since this is a persistent campaign, I am going to keep the "routes" as standardized skill challenges whenever players start to explore that side of the map.
Currently there are 4 (known) Underdark routes out of T'lindhet:
1. Dhaerys' Teardrop (DC 11-14) which leads to Lluirwon, a realm held by deep gnomes. (it eventually leads to Alura R'teyn along the Savage Path- a minor trogoldyte hunting ground). There is a patch of disorienting Faezress along this path and the barrier between the Underdark and the Feydark can grow thin at times. There's a spectacular cavern gorge here that must be rappelled. Main skills: endurance, nature, athletics.
2. The Shadoryn Crossing (DC 15-17) a challenging route that leads across the Deepgulf (a journey across the water). Leads directly to Alura R'teyn, but the Deepgulf is haunted by moaning spirits and possibly an aboleth in the area. Main skills: endurance, religion, insight, perception.
3. The Lonely Path (DC 15) leads to a mixed mining camp/trading post known as 'The Last Ditch'. The motley crew of dwarves, genasi, and humans is guarded by some traps and dwarven patrols.. and is hostile to drow. Main skills: perception, stealth, thievery
4. Myconid Caves (DC 13-15) the Myconid Caves lead through a fungi-filled series of caverns that connect to a myconid colony.. and eventually to a genasi village on the shores of Undersea known as Darkwater. Watch out for hallucinogenic sporeclouds! Main skills: nature, diplomacy, endurance, arcane.
The 4E Forgotten Realms Campaign Guide (which is awesome by the way, best version of FR ever) shows the underdark region of Great Bhaerynden as having a pair of bodies of water- the Darkgulf and the Undersea. It also shows several of the other cities in the area (Fluvenistra, Earth's End) and you can kinda see how they match up to the geography in the world above.
I had this idea from playing Ticket-to-Ride:
I figured out that I could lay out the region map of Bhaerynden and create "routes" between various points of interest just like on Ticket to Ride, and have each route given details and difficulty levels as a skill challenge. After all, you can't exactly just travel overland when you are in the Underdark-- you have to have a start point and a destination and sort of find your way through the caves. Due to the age and traffic of the region, several routes have been long established, and they differ in both difficulty, speed, and the sort of skills you might need to traverse them. (A route that makes it's way through the collapsed ruin of Telantiwar might require athletics and history, while a route that takes you close to a mining post might require diplomacy. A traversing through the Myconid Caves is going to involve more nature checks..)
This all works out so that characters can 1) choose their own routes based on their own abilities, needs, and interests and 2) establish some sandbox-like continuity from adventure to adventure. I was even planning on having a story award that gives characters that master a given route to be able to gain a +1 on skill checks when traversing that same route in the future ("oh the myconid caves? I know that way.. follow me..")
So here is the setup so far: The eventual goal is to travel from T'lindhet to Alura R'Teyn. Since this is a persistent campaign, I am going to keep the "routes" as standardized skill challenges whenever players start to explore that side of the map.
Currently there are 4 (known) Underdark routes out of T'lindhet:
1. Dhaerys' Teardrop (DC 11-14) which leads to Lluirwon, a realm held by deep gnomes. (it eventually leads to Alura R'teyn along the Savage Path- a minor trogoldyte hunting ground). There is a patch of disorienting Faezress along this path and the barrier between the Underdark and the Feydark can grow thin at times. There's a spectacular cavern gorge here that must be rappelled. Main skills: endurance, nature, athletics.
2. The Shadoryn Crossing (DC 15-17) a challenging route that leads across the Deepgulf (a journey across the water). Leads directly to Alura R'teyn, but the Deepgulf is haunted by moaning spirits and possibly an aboleth in the area. Main skills: endurance, religion, insight, perception.
3. The Lonely Path (DC 15) leads to a mixed mining camp/trading post known as 'The Last Ditch'. The motley crew of dwarves, genasi, and humans is guarded by some traps and dwarven patrols.. and is hostile to drow. Main skills: perception, stealth, thievery
4. Myconid Caves (DC 13-15) the Myconid Caves lead through a fungi-filled series of caverns that connect to a myconid colony.. and eventually to a genasi village on the shores of Undersea known as Darkwater. Watch out for hallucinogenic sporeclouds! Main skills: nature, diplomacy, endurance, arcane.