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To Sail the Sunless Sea

Submarines.

Can't you just see the Drow as (and I'm coining the old 80's movie stereotypes here) "the Russians", or even "the Germans"? Piracy takes on a whole new level of intense when it happens UNDER water.
 

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This is a great idea!

Pirate galleys powered by slaves attacking drow merchant galleys... also powered by slaves. It also creates a new reason for the drow to gather more slaves and rescuing one from a pirate ship deep underground could make for a really cool adventure.

Instead of a drummer beating time, perhaps a variant cloaker controls the slaves with a unique type of moan.

Instead of galleys why not colossal zombie water spiders that skitter across the surface of the Sunless Sea? Clerics of Lolth in fits of apoplexy at the inherent heresy of using undead spiders as pirate ships!

For submarines, imagine a hollowed-out purple worm. Maybe the stinger is converted for use as a ram?

Hmmm, this could be fun and certainly a change of pace from a normal Underdark game....
 

Zombie Oarsmen -- resources are too limited in the underdark to actually have to feed a bunch of gully dwarves.

I love the idea of "weather" caused by vulcanism.
 

sukael said:
I'd think that most Underdark ships would have spotlights mounted on them to help navigate, since darkvision only reaches 120 ft. for drow.

That lets you have tense 'turn off all the lights and drift past the enemy' moments, too.

This gives the phrase "run silent, run deep" a whole new meaning. Nice. :)
 

A pirate city carved out of a stalagtite hanging down with in a few 100 feet of the surface. Access would only be possible from lowered lines, and magic of course.

Albino versions of kuo-tuo and shauginga that dwell in the mirky depths and prey upon surface ships.

For "piracy" to be a realistic occupation there has to be legitimate shipping. Drow city states and duregar enclaves are the most likely possibility. Both employ 'privateers' to unoffically prey on the other w/o starting an all out war. Deep halflings could have floating carvan communites that trade from one side to the other.

Bolthole: a city of surface dwellers who have taken refuge in the underdark for one reason or another and make a living in piracy, fishing, and mushroom farming. Hated by the rest and constantly on alert, might make a suitable HQ for a "good" aligned party in the Underdark.
 

My idea has always been to take a monster like a behir, kill it, skin it, mount its rib bones on upside down, bolt the bones to the hull of a ship, and then animate it. Use sharkskin to make the claws into flippers, and you have a tirelessly self-propelled boat who can even take a few swipes at underwater attackers. And depending on the STR of the behir (or whatever), it might even be able to crawl over land. An amphibious attack vehicle.

I don't know what sort of sailors grimlocks would make (probably not very good ones), but as shock troops in ship-to-ship combat I think they'd do great. Once you unleash them, start dropping deeper darkness spells to blind the enemy, and let the grimmies do their thing.

Duegar ironclads. I mean, why not?

As for slave labor, I think that if winning a naval combat depends on the speed and manuverability your rowers provide, you'd want them to be as motivated as possible. I think that historically, slave rowers did poorly compared to professional rowers. Mind-controlled rowers might be better, and undead would still have the advantage of being tireless, but beyond that motivated rowers would be the way to go. (If all you can threaten them with is beatings and death, and if the consequences of being overtaken is beatings and death, slaves might not really be putting their backs into it.)
 

Oddly enough, I'm running this very game right now. The PCs just trashed the Fane of Lolth in the Vault of the Drow, stole the ship Lolth Commands, and have been sailing upon the sunless sea.

Crews of half-drow and drow pirates, outcast from Erelhei-Cinlu, and plying their trade upon the underdark sea? Check.

Folassisshuo, the fabled city of the kuo-toan Emperor-Saint? Check.

Ghost ships manned by true ghoul sailors? Check.

Swarms of grell raiders, skimming along the surface of the Sunless Sea? Check.

Barges of derro slavers, in search of more captives? Check.

But most of all, you absolutely, positively have to have one of those floating aboleth cities that can submerge and then come up under the PCs' watercraft.

That's what happened to my PCs, who are currently trapped in the aboleth city of Golthemena. Basically, I'm using the aboleth city from the Savage Tides adventure path and lots of monsters from Lords of Madness.

The PCs' best chance to escape will be to link up with some enslaved svirfneblin, who know where the tower may be found that controls the city's buoyancy mechanism.

If they can escape from Golthemena, of course, they will then find themselves on the borders of the Kingdom of the Ghouls . . .
 

phindar said:
My idea has always been to take a monster like a behir, kill it, skin it, mount its rib bones on upside down, bolt the bones to the hull of a ship, and then animate it. Use sharkskin to make the claws into flippers, and you have a tirelessly self-propelled boat who can even take a few swipes at underwater attackers. And depending on the STR of the behir (or whatever), it might even be able to crawl over land. An amphibious attack vehicle.

In a friend's campaign, they took an umber hulk they had killed, cleaned it out and animated the carapace (it's "skeleton"), turning it into fantasy mecha. The mini he made for it was awesome.
 

My feeling is that if you are going to deliberately choose an alien and bizarre setting, you really can't go over the top with it. This is almost exactly the opposite of my take on normal fantasy settings, where I tend to think that going light on the wierdness and novelty pays big dividends in your ability to tap into real world mythic elements and thereby increase the emotional power of your setting.

But if you are going to make the setting an underground sea, then you should spend alot of world building time creating truly novel things because that's going to be alot of the fun of the campaign. You need to make your own 'myths' and lavishly paint your setting so that it can compete with things like Greek, Hindu, or whatever mythology.

Elements I would use in my underdark campaign -

Feared Aboleth slave/crime lords, ruling over far flung merchant empires.
Cosmopolitan intruige filled Darkcreeper cities where using a light is capital offence.
Goblin trading hubs, where races which hate each other mix, and crime is tolerated but not paying taxes gets you thrown in the arena for sport. Hobgoblin soldiery serve the ruling council of goblin priests, while Bugbear aristocracy and Ogre enforcerers roam the docks.
Free-spirited Drow merchant/pirates travel between ports in beautiful but bizarre ships of fungus and bone powered by spider silk sails. They follow 'the code', and democratically elect thier captains - but recognize that its all more like 'guidelines'.
Mindflayer slave trader/wizards plot to rule the surface, but first they have to gain control of the underdark.
Howling hordes of troglodyte barbarians threaten the fragile civilization.
Wildernesses of great fungal forests along the coasts conceal fearsome monsters of every sort.
Many different large caverns, each containing its own sea and surrounding communities. Each sea should be themed, strongly or subtly, and have its particular dangers. For example, one sea might have active volcanic islands in it, and so glows dimly red. This sea might be subject to clouds of sulferous vapor, and patches of boiling water from undersea eruptions. Another sea might have a ceiling covered with phospherecent fungal colonies and be densely inhabitted along its shores. On another, Duegar fortress ships keep the peace on thier sea with cannon and ram.
Cities ruled by ancient liches, powerful shade warriors, ghosts of a former civilization that don't realize that they are dead, derro alchemist philosophers, slumbering dragons, sentient golems, peaceful myconid librarians who catalog odors, and outcasts who have fled the surface world.

Ships and costumes should be bizzarre and alien. The backs of sea beasts, animated dead hulks, steam paddle ships, undead rowers, anything you can think of. Biological technology would be cool, like lights being specially bread phosporecent animals or funguses, and agriculture being based of harvesting mineral (or magic devouring) devouring algea/worms, and then building up to something that eats that which eats that which is edible. Let wierdness rule.
 

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