My group are about to start traversing the underdark (FWIW, they’re in the outskirts of Old Sharn, Eberron) lead by a friendly Myconid NPC. I’m particularly keen for this to be a very difficult environment - near enough no tunnels tall enough to walk through, many environments that are suitable for Myconids but absolutely awful for anyone fleshy, and similar non-combat fun. I’ve got Out Of The Abyss and have been repurposing bits and pieces to suit, but I’d like to check in whether anyone has suggestions for terrain/travel encounters they’ve found fun, or advice on how to make sure the journey is interesting
I've adopted these Overland Journey rules by u/Littlerob and incorporated the random encounters table from XGtE to help solve the exploration pillar. As for specific terrain, or environmental complications, you might consider using Lair Actions and Regional Effects from a dragon to emulate, or draw inspiration from. Lastly, the often forgotten Dungeon Hazards from the DMG can add some complexity to the environment that the party might have to travel through. Adding creatures to these elements can further enhance the party's exploration into an uninviting environment. Everything becomes a "Dungeon" when viewed from the proper scale and perspective.
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“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
I'm a big fan of the skill challenge for travel. It lets the whole group engage and provides RP moments, while giving the group interesting and different experiences for failures and success. Mat Covel gives a detailed explanation here:
(The link should skip past the setup, but the first 10 min are a great explanation of why its ok to just say "you get there" you don't have to play out every moment/travel instance.)
Edit: it is a lot like the rules by u/Littlerob that Kaavel posted, but instead of defined roles you let the players pick their roles and use the skills they want/have.
A maze-like section of tunnels they have to traverse in magical darkness. Even one casting of a higher-level light spell doesn't have long enough duration to traverse the whole thing. But maybe there are some glowing magic mushrooms that can give you magical sight through the darkness ... if you eat one.
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Hi all,
My group are about to start traversing the underdark (FWIW, they’re in the outskirts of Old Sharn, Eberron) lead by a friendly Myconid NPC. I’m particularly keen for this to be a very difficult environment - near enough no tunnels tall enough to walk through, many environments that are suitable for Myconids but absolutely awful for anyone fleshy, and similar non-combat fun.
I’ve got Out Of The Abyss and have been repurposing bits and pieces to suit, but I’d like to check in whether anyone has suggestions for terrain/travel encounters they’ve found fun, or advice on how to make sure the journey is interesting
I've adopted these Overland Journey rules by u/Littlerob and incorporated the random encounters table from XGtE to help solve the exploration pillar. As for specific terrain, or environmental complications, you might consider using Lair Actions and Regional Effects from a dragon to emulate, or draw inspiration from. Lastly, the often forgotten Dungeon Hazards from the DMG can add some complexity to the environment that the party might have to travel through. Adding creatures to these elements can further enhance the party's exploration into an uninviting environment. Everything becomes a "Dungeon" when viewed from the proper scale and perspective.
“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
I'm a big fan of the skill challenge for travel. It lets the whole group engage and provides RP moments, while giving the group interesting and different experiences for failures and success. Mat Covel gives a detailed explanation here:
https://youtu.be/UvQ2JgZIjVI?t=590
(The link should skip past the setup, but the first 10 min are a great explanation of why its ok to just say "you get there" you don't have to play out every moment/travel instance.)
Edit: it is a lot like the rules by u/Littlerob that Kaavel posted, but instead of defined roles you let the players pick their roles and use the skills they want/have.
A maze-like section of tunnels they have to traverse in magical darkness. Even one casting of a higher-level light spell doesn't have long enough duration to traverse the whole thing. But maybe there are some glowing magic mushrooms that can give you magical sight through the darkness ... if you eat one.