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*Dungeons & Dragons
Undermountain as a Skill Challenge
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<blockquote data-quote="Schmoe" data-source="post: 7205498" data-attributes="member: 913"><p>It's an interesting idea, but I feel like it reduces the vastness and mystery of Undermountain to a few generic dice rolls. There's no difference between trying to get to White Plume dungeon through Undermountain or through generic journey X. I think you could definitely do something like this, but you would want to maintain more of the sense of travel, include decisions and interesting locations along the way, make decisions affect later results, and overall just make it more engaging.</p><p></p><p>As an example of what I'm thinking, you could have a system something like the following:</p><p></p><p>Journey Table (roll d20 at the start of the journey)</p><p>Natural 1. Disaster! All rolls on the Events table suffer a -1 penalty. Roll again on the Journey table.</p><p>2-9 Lost. The guide was incompetent, the directions were wrong, or you just took the wrong turn. Roll 3 times on the Events table to get back to a familiar spot, then roll again on the Journey table.</p><p>10-14 Difficult journey. Undermountain has conspired against you. Roll 5 times on the Events table.</p><p>13-19 Normal journey. About what you expected. You encounter normal challenges in reaching your destination. Roll 3 times on the Events table.</p><p>20+ Excellent journey. The guide does a masterful job of getting you to your location. Roll 1 time on the Events table</p><p>6-10 Normal journey. About what you expected. You encounter normal challenges in reaching your destination. Roll 3 times on the Events table.</p><p></p><p>Events Table (d20)</p><p>1 Ambush! The party encounters a wandering encounter. Roll on the wandering monster table. The party suffers disadvantage on Perception rolls to avoid surprise.</p><p>2 Enemies. The party encounters a wander encounter. Roll on the wandering monster table.</p><p>3 Trap! The party stumbles into a trap. Roll on the trap table.</p><p>4 Chasm. The party's path is obstructed by a vast chasm. The party needs to either cross the chasm (skill checks, Fly, etc) or backtrack and return to the Journey table.</p><p>5 Sanctuary. The party comes across a safe place to rest. The party can take a long rest without risking any wandering encounters.</p><p>6 Shifting halls. Halaster's dungeon has shifted, throwing off directions to the destination. If the guide can make a skill check, the party is able to successfully navigate past the shifting halls. Otherwise add 2 more rolls on the Events table.</p><p></p><p>etc.</p><p></p><p>The above is just a rough idea, but it maintains the feeling of a journey, it gives you places where choices can affect the journey, it maintains the feeling of Undermountain, and it doesn't trivialize a trip through one of the most infamous and iconic dungeons in the history of the game. And of course it does it without relying on mapping, which is what you want.</p></blockquote><p></p>
[QUOTE="Schmoe, post: 7205498, member: 913"] It's an interesting idea, but I feel like it reduces the vastness and mystery of Undermountain to a few generic dice rolls. There's no difference between trying to get to White Plume dungeon through Undermountain or through generic journey X. I think you could definitely do something like this, but you would want to maintain more of the sense of travel, include decisions and interesting locations along the way, make decisions affect later results, and overall just make it more engaging. As an example of what I'm thinking, you could have a system something like the following: Journey Table (roll d20 at the start of the journey) Natural 1. Disaster! All rolls on the Events table suffer a -1 penalty. Roll again on the Journey table. 2-9 Lost. The guide was incompetent, the directions were wrong, or you just took the wrong turn. Roll 3 times on the Events table to get back to a familiar spot, then roll again on the Journey table. 10-14 Difficult journey. Undermountain has conspired against you. Roll 5 times on the Events table. 13-19 Normal journey. About what you expected. You encounter normal challenges in reaching your destination. Roll 3 times on the Events table. 20+ Excellent journey. The guide does a masterful job of getting you to your location. Roll 1 time on the Events table 6-10 Normal journey. About what you expected. You encounter normal challenges in reaching your destination. Roll 3 times on the Events table. Events Table (d20) 1 Ambush! The party encounters a wandering encounter. Roll on the wandering monster table. The party suffers disadvantage on Perception rolls to avoid surprise. 2 Enemies. The party encounters a wander encounter. Roll on the wandering monster table. 3 Trap! The party stumbles into a trap. Roll on the trap table. 4 Chasm. The party's path is obstructed by a vast chasm. The party needs to either cross the chasm (skill checks, Fly, etc) or backtrack and return to the Journey table. 5 Sanctuary. The party comes across a safe place to rest. The party can take a long rest without risking any wandering encounters. 6 Shifting halls. Halaster's dungeon has shifted, throwing off directions to the destination. If the guide can make a skill check, the party is able to successfully navigate past the shifting halls. Otherwise add 2 more rolls on the Events table. etc. The above is just a rough idea, but it maintains the feeling of a journey, it gives you places where choices can affect the journey, it maintains the feeling of Undermountain, and it doesn't trivialize a trip through one of the most infamous and iconic dungeons in the history of the game. And of course it does it without relying on mapping, which is what you want. [/QUOTE]
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