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 Campaign idea: The Undermountain Challenge
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Dargoth
Great Reader

Australia
4607 Posts

Posted - 12 Apr 2007 :  08:18:32  Show Profile  Visit Dargoth's Homepage Send Dargoth a Private Message  Reply with Quote  Delete Topic
My players keep out

I was trying to come up with a couple of ideas for my players to get involve with over the next few levels and came up with the following
and was wondering what you guys thought of it

My campaigns set during the Year of Rogue dragons so people arent real keen to leave Waterdeep (Which due to its wards are protected from Dragons)so quite a large number of adventurers have ended up in Waterdeep with not alot to do

The Undermountain Challenge

News starts to spread around Waterdeep that the Deep Delvers (An adventuring party made up of Waterdeeps nobles) have issued a challenge to all the adventurers in Waterdeep and that those wanting to learn more should visit the Yawning Portal inn

The challenge is as follows

All interested adventuring partys accepting the delvers challenge will enter Undermountain and try and gather as much treasure as they can in a 24 hour period at the end of the 24 hour period all the partys will return to the Yawning Portal any party that hasnt reached the Yawning portal when the times up is disqualified

Who ever gathers the most treasure (measured in GP value)wins the award varies depending on who wins

If the Deep Delvers win all the other adventuring parties have to give them all the treasure theyve pulled from Undermountain in the 24 hour period

If one of the other parties wins then the Deep Delvers will give the winners Azuredge (As detailed in my weapons of legacy write up)which they recently recovered from inside Undermountain

Each Adventuring party is given a special bag of holding which sends all treasure placed in it to a vault in Mirts mansion (So Encumberance isnt a issue)

Adventurers may take one suit armour 1 Melee and one missle weapon into Undermountain, they may not take any coin or additional treasure into Undermountain other than a single gold coin to pay Durann to pull them out.

Each adventurer is issued with 6 cure light wounds potions

Azuredge has been independently identified as being the real deal

Coments?
Suggestions?
Anyone ever run a similar idea? How did it go?

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Emperor Sigismund

"Its good to be the King!"

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Dhomal
Senior Scribe

USA
565 Posts

Posted - 12 Apr 2007 :  15:14:16  Show Profile Send Dhomal a Private Message  Reply with Quote
quote:
Originally posted by Dargoth

The Undermountain Challenge

Adventurers may take one suit armour 1 Melee and one missle weapon into Undermountain, they may not take any coin or additional treasure into Undermountain other than a single gold coin to pay Durann to pull them out.




Hello-

I would assume that this passage is per adventurer also?

I think it is an interesting idea. I can see the advantage of going down sooner rather than later - so that the 'nerer' treasure is still availabel - and further bands will have to travel further to get theirs.

I was not sure - was it intended that all of the groups go at the same time - or at different times?

If at the same time - there would need to be multiple special bags of holding (Bags of teleportation?) in use - all leading to at least slightly different locations. If the same bag is to be used - it could delay a second, third, etc group from going down if the previous group is late in getting back - or does Not come back.

Dhomal

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WalkerNinja
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USA
577 Posts

Posted - 12 Apr 2007 :  15:55:10  Show Profile Send WalkerNinja a Private Message  Reply with Quote
It sounds like a good and worthy idea. It has some problems though...

1)I assume more parties than just the one that you're running will accept the challenge. How will you determine their progress? Which rooms will they have been in? What treasure will they have taken? What monsters will they have killed?

2)Same assumption as above: What if adventuring parties start killing each other to win? Actually, this is kind of a benefit to this concept. We all know that adventurers are the hardest monsters to fight. However, this is a big problem if they are all starting on the same day, at the same time, in the same room.

*** A Forgotten Realms Addict since 1990 ***
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Wenin
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585 Posts

Posted - 12 Apr 2007 :  15:56:01  Show Profile Send Wenin a Private Message  Reply with Quote
quote:

Each Adventuring party is given a special bag of holding which sends all treasure placed in it to a vault in Mirts mansion (So Encumberance isnt a issue)


I thought you couldn't teleport in or out of Undermountain.

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Dargoth
Great Reader

Australia
4607 Posts

Posted - 13 Apr 2007 :  00:53:29  Show Profile  Visit Dargoth's Homepage Send Dargoth a Private Message  Reply with Quote
All the partys go down together

The equipment restriction is poer adventurer its there to prevent a party that has been more sucessful in the past having an easier time then less fortunately partys. Its also there to prevent cheating so an unscrupulous character cant go to Thay mart before they go into Undermountain and then come out claiming all the items they bought as loot

My actual players will play through Undermountain as per normal the other NPC partys Ill dice for

First up Ill roll up how many treasure encounters each party finds in a 24 hour period

Say Roll 1d12

Lets say I get 5 I then move to table 3-2 in the DMG

I roll percentiles to determine how difficult that encounter is (If I roll 95 or Higher its a TPK for that NPC party and there removed from play)

If I roll 80-94 Its a very Difficult encounter I then roll 1d4 to determin how difficult if I get 4 then the party succeeds but one of the NPCs dies effectively lowering the partys EL for future rolls

So assuming NPC partys level is 6 and I rolled a 4 and the Very Diffcult encounter (A CR 10 encounter)

I then go to Table 3-5 to the 10th level row and roll up treasure as normal

The NPCs encounters will all occur off stage the players may run into one of the partys and the NPCs may try and mug them for their loot

Ive based "Mirts Bags of Holding" on the Bag Browyn uses in Elaine Cuninghams novel Thornhold. The bags serve 2 purposes

1) It allows the partys to gather as much treasure as they can with out having to worry about encumberance

2) It discourages muggings of other adventuring partys by other memmbers of the challenge. Anything placed in the bag can not be pulled out again (Mirt will bring all the treasure to Yawning portal when the challenge is over) so characters better be sure that there not going to need the item at some point during the challenge

If the party ask what the NPCs ran into I can always roll up the actual monster using the Dungeon encounter tables on page 79 of the DMG

“I am the King of Rome, and above grammar”

Emperor Sigismund

"Its good to be the King!"

Mel Brooks
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