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what should i bring to underdark?


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At least one character should choose a race that has darkvision. Players who rely entirely on magic items to see in the dark will eventually find themselves without their equipment.

Everyone should have an item with continual flame on it, preferably something like a ring or something so that you don't actually have to hold and can be covered easily if you need to hide in a hurry. Darkvision is nice, but really sucks when you come across a puzzle that is color coded.
 

Timmundo said:
As much food and rope as they can carry. Lots of water too.
You're going to need to learn what's safe to eat and drink in the Underdark -- or bring magical sources of food and water -- because realistically you can only carry about eight days' food and one day's water -- and not much else. I can't imagine also bringing mundane fire sources, etc.
 

mmadsen said:
You're going to need to learn what's safe to eat and drink in the Underdark -- or bring magical sources of food and water
(... like a Cleric.)

They really do solve everything.

Cheers, -- N
 


Mage with Dark Vision, Rope Trick, and Invisibility

Everyone should have Move Silent and Hide of at least 5 for a skill and some good perception skills.

Wands-
- Dark Vision
- Rope Trick
- Invisibility
- CSW

Portable Hole
Food
Sunrods
Continual Light
Water
Rope

We used shape stone to camouflage drop supplies under a paper thin sheen of stone- in the packs should be food and water, couple of SunRods, Rope, and some other gear.
 

Lord Tirian said:
They lack the rope trick or magnificent mansion to hide in.
Magic Domain adds all Sorc/Wiz wands to your repertoire, so rope trick is in. For the mansion, substitute word of recall or plane shift or at higher levels gate.

However, I did also recommend a Wizard, if you care to look up-thread.

-- N
 

Nifft said:
For the mansion, substitute word of recall or plane shift or at higher levels gate.
As I recall, the original Descent Into the Depths of the Earth module declared that teleportation magic would not work in the caverns of the Drow, because of handwavium radiation.
 

mmadsen said:
As I recall, the original Descent Into the Depths of the Earth module declared that teleportation magic would not work in the caverns of the Drow, because of handwavium radiation.
... but the radiation does not block portals to demi-planes, pocket dimensions or extra-dimensional space spells? (I haven't played that module in some time.)

Cheers, -- N
 

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