• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

D&D 5E My Party Wrecks the Underdark

Committed Hero

Adventurer
A group of 4-5 8th level adventurers have just descended into the depths of the earth for some underground West-Marches style fun. Because of the constraints of this type of game there is no direct threat to their surface world - so what sort of other things than oppose a big bad would you want to do in such a setting?
 

log in or register to remove this ad




NotAYakk

Legend
Lava-punk civilization. Think steampunk, but lava instead of steam.

A city built on the sleeping tarrasque. Sunk into the earth, eternally regenerating, waiting for the end of the world to emerge, its flesh and bone is the basis of a civilization.

Touch on the magical physics that permits the underdark to exist. One idea is that gravity doesn't pull you down, it pulls you towards the element of Earth. This means that sufficiently underground, the outside of every cavern can be walked upon. Alternatively, there is a special down direction, and being above elemental Earth pulls non-elemental Earth towards it; deep underground, rocks float or are pulled towards the edge of caverns, but people don't (as they aren't pure elemental Earth).

Also, the bottom of the world -- go down deep enough, you reach the bottom of the world. If there is a real down, then you risk falling off into the air down there. But with no Earth under you, you don't keep falling, but risk floating off. A civilization could exist hanging off the bottom of the world, mining upwards.

The chained god whose moans make Earthquakes.

A dead god who committed suicide in its grief of killing its mate, on involuntary life support, its heart being pumped by slaves, its blood shining in the darkness. The cult that manages it attempting to bring their ancient god back from the dead.

Parasitic fungi that infect intelligent beings. They don't make them brainless, they just influence their decision making to (a) not disinfecting the fungi, and (b) engage in the occasional irrational behavior to aid the lifecycle of the fungi. This fungi is damaged by exposure to light. Infection might be near universal in the underdark.

An underground "sun" in a large chamber, full of a warped version of a surface fairy-tale forest. It pushes everything away from it, resulting in the entire edge of the chamber being walked upon. The light is actually a psychic hallucination, as is everything you see in it, hiding something else.

The shadowdeep, a portal to the shadowfel mirror of the underdark, or the feydeeps.

The underground library, which gathers all knowledge foul or pristine. Its defences are impressive. Library cards are free for everyone, but most books are restricted, and late fees are extremely steep.

An undersea, an ocean-sized body of water, with fishing communities on its edge. They fish up horrors from the deep and grill them to perfection. About 50% of fishing vessels don't come back. In order to keep population up, everyone going fishing is first mitosis-duplicated using aberrant biotech, and same with the fishing vessels (which are alive). The clones are not perfect. The process is done in the person's sleep the night before hand. A random one is sent out, and if it comes back it is the one that comes back turn. They invite the PCs to go fishing.
 

jgsugden

Legend
Settlements (Drow, Duergar, Svirfneblin, Mountain Dwarf, Derro, Goblin)

Portals (Elemental, Hell, Abyss, Shadowfell, Feywild, etc...)

Sunken Civilization (A whole continent sank under the seas and then was covered by dirt) Undead, forgotten magics, etc...

Lairs - Isolated monster lairs. 3D dungeons for dragons can be a lot of fun.
 




-A city that long ago collapsed and sank under the earth from some great calamity. What caused it to sink underground? What riches are there for the taking? What now calls the city home?

-The Dwarven Artifact Reclamation Program has a lead on the lost tomb of a forgotten sage. A team was dispatched but has not been heard from since. The PCs are tasked with finding these lost explorers.

-A new mine shaft was opened only to find the remains of a previous mine. The ore is high quality and plentiful. Why was the mine abandoned? (The answer is a balrog, of course.)

-An earthquake has opened a fissure outside of the city, strange animals (dinosaurs?) are emerging from it. The city leadership wants the fissure sealed. The local sages want live specimens to study. A strange cabal of druids defend the area from all intrusion. Inside the fissure is a gigantic cavern with its own jungle ecosystem, a la the savage land.

-The PCs start underground! The surface world is completely inhospitable after a magical war. The human kingdom has been taken as refugees by the dwarves. The players are the first generation of humans, and similar lived races, that have grown up underground. The surface is a thing of stories. Life underground is threatened by strange creatures from the surface.

-Two teams of explorers race to claim the vault of a great mage. Rumors abound of what magical items could be inside. Great weapons, spell books, constructs that would work the farmlands, tomes of lore! As the PCs claim the tower they discover that in fact the tower is empty. However, a map leaves some promising clues to another location....

-The PCs explore a cave that opened to the surface after a recent landslide. As the PCs descend into the mist filled darkness, SURPRISE!, you're in Ravenloft now.

Edit: Forgot a word.
 

Remove ads

Top