In an upcoming part of my campaign, the characters are going to be heading into the Underdark to look for a powerful artifact. The problem is that I'm not quite sure how to run traveling through the Underdark. Currently, I'm thinking I'll divide the map into "sectors," and the characters will decide which one to go to. Each sector will have a brief description and probably something interesting in it, like Gas Spores or a Grick colony. Is there any better way to do it? Also, is it logical to assume that the characters would stick to the cave walls so they don't get lost? I imagine there isn't much you can use to orient yourself in a massive cave.
If you want it to be easier on you, just think of it like above ground. The dwarves are duergar, the elves are drow, the gnomes are deep gnomes, etc. they have towns and cities with their own internal politics, and conflicts and alliances with other towns and cities. There’s passages that act as trade routes, areas that are unsettled, wandering monsters (you can filter by the underdark tag on here), strange hermits, etc. There’s just a roof, and the plants are more mushrooms and less pine trees. It can risk not feeling exotic, but that’s all solved by the way you describe the scene.
As far as not getting lost, that’s the character’s problem. Let them solve it. Maybe they just make survival checks, maybe they write on the floor in chalk, who knows. Ask them to tell you how they solve it.
I ran a campaign entirely in the Underdark, and had two journeys that I didn't handwave with a montage.
I used the first journey (at level 4, right at the start of the campaign) as pretty much an introduction to the setting, and let them experience a variety of weird or curious environmental encounters: darkmantle attack, drow ruins, psychic flower patches, bioluminescent rivers with spell effects from alchemical toxic waste...etc. Some of the stuff was just RP fodder that let them acclimate to my Underdark being eerie and beautiful. Some were NPC encounters or combat opportunities.
The second journey took place at level 7, and they hired a guide to take them through a haunted wasteland. I gave them agency to select which routes they wanted to take, and telegraphed some dangers the NPC would know about. The rest of the time, it was planned encounters or skill challenges. I made it a bit of a montage, but based on their selections, I'd present them with a scenario and ask them how they addressed it. Lake of acid ahead, how do you cross and what do you do with your cart? Magical obelisk that charms you into worshipping it - how do you save your friends who violently protest being torn away from it? Stuff like that. Combat or skill challenge failures would lead to more in-depth encounters or consequences.
Personally, I've always viewed the environment as a kind of NPC whose encounters further the storytelling, lore, or immersion experience for my players. Random encounter tables might work for some DMs, but I tend to prefer being a bit more intentional with the potential obstacles I throw at my players.
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In an upcoming part of my campaign, the characters are going to be heading into the Underdark to look for a powerful artifact. The problem is that I'm not quite sure how to run traveling through the Underdark. Currently, I'm thinking I'll divide the map into "sectors," and the characters will decide which one to go to. Each sector will have a brief description and probably something interesting in it, like Gas Spores or a Grick colony. Is there any better way to do it? Also, is it logical to assume that the characters would stick to the cave walls so they don't get lost? I imagine there isn't much you can use to orient yourself in a massive cave.
If you want it to be easier on you, just think of it like above ground. The dwarves are duergar, the elves are drow, the gnomes are deep gnomes, etc. they have towns and cities with their own internal politics, and conflicts and alliances with other towns and cities. There’s passages that act as trade routes, areas that are unsettled, wandering monsters (you can filter by the underdark tag on here), strange hermits, etc. There’s just a roof, and the plants are more mushrooms and less pine trees. It can risk not feeling exotic, but that’s all solved by the way you describe the scene.
As far as not getting lost, that’s the character’s problem. Let them solve it. Maybe they just make survival checks, maybe they write on the floor in chalk, who knows. Ask them to tell you how they solve it.
I ran a campaign entirely in the Underdark, and had two journeys that I didn't handwave with a montage.
I used the first journey (at level 4, right at the start of the campaign) as pretty much an introduction to the setting, and let them experience a variety of weird or curious environmental encounters: darkmantle attack, drow ruins, psychic flower patches, bioluminescent rivers with spell effects from alchemical toxic waste...etc. Some of the stuff was just RP fodder that let them acclimate to my Underdark being eerie and beautiful. Some were NPC encounters or combat opportunities.
The second journey took place at level 7, and they hired a guide to take them through a haunted wasteland. I gave them agency to select which routes they wanted to take, and telegraphed some dangers the NPC would know about. The rest of the time, it was planned encounters or skill challenges. I made it a bit of a montage, but based on their selections, I'd present them with a scenario and ask them how they addressed it. Lake of acid ahead, how do you cross and what do you do with your cart? Magical obelisk that charms you into worshipping it - how do you save your friends who violently protest being torn away from it? Stuff like that. Combat or skill challenge failures would lead to more in-depth encounters or consequences.
Personally, I've always viewed the environment as a kind of NPC whose encounters further the storytelling, lore, or immersion experience for my players. Random encounter tables might work for some DMs, but I tend to prefer being a bit more intentional with the potential obstacles I throw at my players.