Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Undermountain as a Skill Challenge
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Charles Rampant" data-source="post: 7206834" data-attributes="member: 32659"><p>Thanks for the list! I've heavily plundered all of the Waterdeep stuff - I basically copy/pasted them into my own wiki and then hyperlinked it all - but Undermountain I've not gone into very deeply, so your list is helpful, even if I abort this method.</p><p></p><p>As far as combat encounters, I am indeed avoiding them. I'd prefer to have conditions applied that give issues in the actual dungeon they're wanting to explore, rather than just random combats in random hallways. I mean, they have some value - you can toss a really tough fight down, and use stuff that's really leftfield without impacting the flavour of the 'dungeon of the week' (Drow in the random encounter, Undead in the dungeon) - but too often I find myself just wanting to skip them so that we can get on with the actual story.</p><p></p><p></p><p></p><p>That's an interesting option, especially since it can help to break down the transit methods between the areas. You can have stuff like... "To unlock access to the Dungeon level, the party must enter this mini-dungeon and defeat it's defenders". It sounds like you'd not have big tables <strong>or</strong> dungeon level maps, but instead would have really abstract level maps (four big circles on square, essentially) with skill checks to pass between them?</p><p></p><p></p><p></p><p>Yes, this is my big concern. Just one d100 table is going to be hours of work, even if I extensively cannibalise random encounter tables from other sources; doing it for 16 levels and transit routes is a tough gig. As you say, it'd really suit the tone of the place, and it would be easy to have really interesting choices come through as a result of different areas having different effects, shortcuts through dangerous areas, even the question of which starting point to use gets texture. But it's a lot of work, which has to be viewed in the context of the other option, which is sucking it up and and just using the extraordinarily huge maps which I can find everywhere. They're so big that I'll never run out of rooms and corridors to use, especially since the nature of the place means that I can add a two-way portal to any random wall and have that be the entrance to my 'dungeon of the week'.</p></blockquote><p></p>
[QUOTE="Charles Rampant, post: 7206834, member: 32659"] Thanks for the list! I've heavily plundered all of the Waterdeep stuff - I basically copy/pasted them into my own wiki and then hyperlinked it all - but Undermountain I've not gone into very deeply, so your list is helpful, even if I abort this method. As far as combat encounters, I am indeed avoiding them. I'd prefer to have conditions applied that give issues in the actual dungeon they're wanting to explore, rather than just random combats in random hallways. I mean, they have some value - you can toss a really tough fight down, and use stuff that's really leftfield without impacting the flavour of the 'dungeon of the week' (Drow in the random encounter, Undead in the dungeon) - but too often I find myself just wanting to skip them so that we can get on with the actual story. That's an interesting option, especially since it can help to break down the transit methods between the areas. You can have stuff like... "To unlock access to the Dungeon level, the party must enter this mini-dungeon and defeat it's defenders". It sounds like you'd not have big tables [B]or[/B] dungeon level maps, but instead would have really abstract level maps (four big circles on square, essentially) with skill checks to pass between them? Yes, this is my big concern. Just one d100 table is going to be hours of work, even if I extensively cannibalise random encounter tables from other sources; doing it for 16 levels and transit routes is a tough gig. As you say, it'd really suit the tone of the place, and it would be easy to have really interesting choices come through as a result of different areas having different effects, shortcuts through dangerous areas, even the question of which starting point to use gets texture. But it's a lot of work, which has to be viewed in the context of the other option, which is sucking it up and and just using the extraordinarily huge maps which I can find everywhere. They're so big that I'll never run out of rooms and corridors to use, especially since the nature of the place means that I can add a two-way portal to any random wall and have that be the entrance to my 'dungeon of the week'. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Undermountain as a Skill Challenge
Top