Traveller's Guide to the Underdark

Started by Nihm, February 08, 2010, 11:51:28 PM

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Nihm

TRAVELLING IN THE UNDERDARK
 
I am writing this in preparation for one thing, namely, a trip to the Underdark. Whether or not this trip numbers myself among them is irrelevant. A record must be made regardless so that any future expedition, mine or anothers, may be better informed than this past one was. This guide is a summary of settlements and areas in the region of the Underdark accessible by the Way beneath Ymph. It’s purpose is to warn and prepare those considering travelling in the Underdark. For Sanctuary history or specific information about the Underdark races consult other works.
My purpose, should I undertake a future expedition, and that of many a scholar would likely be to examine the Dunwarren machine, so I’ve suggested what should be brought for that.
 
THE WAY
 
I will not say much about the Way itself because it is a magical road that may bear instances of randomness. In such instances a fixed strategy may do more damage than benefit. What is often true is that the guardians will attack both mind and body, and that some sort of riddle, puzzle, or test must be challenged. Those who have gone previously and expect exactly the same thing may be in more danger from such a test than those new to the Way.
The guardians themselves have been known to command various spells of stunning, fear, dizziness, dispelling, fire, and death. They do not seem cruel or malicious. Rather, they seem businesslike and efficient bearers of a duty. They are especially challenging if they hold ground near an Obelisk. These triangular, rune-covered markers fire bursts of raw magical energy at a fair range and seem unavoidable and indestructible. Running past them in a group to disperse damage seems to be the only solution.
Those with keen eyes may or may not spy shortcuts. A trapper is a good idea in any event, as on our route downward we were stalked by a trap-setting drow. Trap laying guardians may exist, though I have not encountered them myself and could not say for certain.
I cannot say much either about the four doorways that greet the person that emerges onto the bottom floor of the Way. Our leader made a sound choice, but a very sensitive one, one of which writing about may lead to increased danger or destruction to those who may choose it. May Oghma forgive this ommision. Try each door, look around carefully. Be wary of guardians that may return to that floor.
The Underdark area that the Way leads to can be roughly chunked into territories. For lack of a better comparsion I’ll liken it to a large room filled with boxes. I cannot say what may lie beyond the room itself, as this traveller found no further path, but of the boxes I can say a little.
 
DUNWARREN
 
The large box East is Dunwarren, the upper regions of which served to house the escaped slave town, Sanctuary. At the top of the box is a shattered gate from which lurches a road west and a road north. More tunnels open eastward and southward. The southward goes only a short distance before a collapse has sealed it. The eastward tunnels glow red hot and will be beyond the means of most beings to even enter.
Through the gate and down a spiral stair you’ll come to Upper Sanctuary. The shattered remnants of the skeleton of the shadow dragon Etorix, protector of Sanctuary, lie strewn nearby. A bit further is the townhall, which is worthy of note because its doorway dispells invisibility, leaving the traveller suddenly visible to the eyes of the undead gnomes or wererat Chosen that often lurk about. Other buildings or areas in Sanctuary may feature such wards; that I did not encounter them does not mean they don’t exist, so be wary. The spellguard tower overlooks all, locked and apparently still protected by its Defensive Plex orbs. Heading East leads to various locked buildings and a Deep Gnome temple where the following carvings adorn a dusty wall. Gnomes digging a mineshaft, gnomes finding a glowing tablet, gnomes working on a thing of gears and cogs, and humanoid figures of unclear race being crushed by a gigantic construct of stone or metal. Further East and up a steep slope brings one to an opening into the machine proper. Northeast is what appears to be a mineshaft entrance, which will lead to an underwater area flooded by what my translations indicated was melt from an Ice Drill. The Machine and deeper ruins will get a paragraph of their own below.
Passing down another nearby flight of stairs near the Upper Gate stair deposits one in Lower Sanctuary, where the stained walls are carved with the voices of long dead people and long dead causes in the form of graffiti. Old posters by the Chosen proclaim that this is Appetite territory and all will be rent and torn until nothing else is left. The banners of Montezzi, a prince of lower near the end times, still hang in various spots both here and in the Canal area, but I saw no evidence of living members either of this house or anyone else. Running south and southwest is a system of alleyways that seemed relatively clear of Chosen and can provide shortcuts, though beyond them is an area strewn with machinery and patrolled by many chosen and beholders. This extremely dangerous area leads ultimately upward to the ice drill chamber and could be used to get to upper sanctuary if needed. Throughout Lower and the alley areas are grates that can access a system of tunnels that seemed relatively hostile-free when I used them. Anyone who plans to visit Lower should make themselves familiar with them.
Westward of Lower is a region built around the Sanctuary end of a canal that leads to Dark Lake, far to the north - northwest. Below its waters are grates leading to the sewer system, one of which is broken. Those without good lungs had best beware as the underwater tunnel to the sewers is a long one. A great cube of ooze is the lovely sight greeting one who emerges into this area, as well as various ooze cult paraphernalia. Ultimately the sewer tunnels here will lead to a mushroom chamber, an arena encircled by Deep Gnome statues, and deeper into the Dunwarren depths.
 
THE MACHINE AND DEEPER DUNWARREN
 
As I tried and failed to explore these areas, I can only list a few observations. Most importantly this section is a list of requirements for those scholars who might make such a voyage in search of the lost knowledge the Machine is certain to hold - including the question of its purpose which I have never seen a proven answer to. To such scholarly adventurers the Machine will likely remain an irresistible spectre until someone finally solves its mysteries.
For the Machine you will need a machinist. There are too many confusing panels, switches, energy doors (most of which reacted with sparky hostility to this travellers attempts to manipulate them) steam vents, and the like to do without a Machinist.
For both the Machine and the Deeper ruins you will need a good mapper who can keep track of the many twisting and branching corridors.
You will need someone who can spot hidden doors and pick locks.
You will need a special sort of warrior, the more the better (more on this later, see Fighting).
You will need copious amounts of choking powder (Again, see the fighting section for more).
You will need a translator to interpret runes.
You will need enormous amounts of invisibility, as certain wards that destroy this spell are plentiful.
As you seek Knowledge here, you definately should be praying to the lord of Knowledge, Oghma. The more the better.
 
THE DROW CITY, TREANSYR
 
To the far West from Sanctuary. As Old Port has active trading relations with this city, information on it can probably be gleaned from sources closer to home. Drow patrols range throughout the entire area, unto the shattered gates of Sanctuary itself.
 
UNDEAD INN
 
An inn run by a necromancer and populated by various types of undead and stitched creations. The innkeeper is willing to accomodate the living as well. This is a short distance west of the Canal Ward, past a giant lizard boneyard.
 
DARK LAKE
 
North up the Canal from Sanctuary is a sea of unknown dimensions. It has tides, starfish and shellfish. Its depths contain various mysteries, including an inn run by an exiled Illithid. I was told that a special key made of flesh can open a portal that grants access to this inn. I have not personally visited it or otherwise verified this. While sailing I’ve had glimpses of what seemed a kraken, and a fleeting one of a ghost ship. The Dark Sea can also be reached by taking the mine tunnels north of the Upper Sanctuary Gate and bearing westward.
 
PORT CLAW
 
On the East shore of the Dark Lake, northwest of sanctuary, is a small and fading kobold settlement where still stand statues of the Shadow Dragon. Some offer boating service to Slal’teesh and Mur.
 
SLAL’TEESH
 
Located on the North shore of Dark Lake, it was previously inhabited by Rot-worshipping lizardfolk and now by Kobolds who worship a Phoenix. It is a hot area adjacent to a magma lake, but not unbearable. The kobolds are much more numerous than at Port Claw and willing to trade with, and sometimes hire as mercenaries, travellers.
 
MUR
 
Located on the South shore of Dark Lake, Mur is a Duergar stronghold. Our experience of the Duergar here was a nervous one, as some of our group claimed the Duergar were intending to sell us as slaves. The truth of this matter is not known to me. To get here from Sanctuary, take the westward road until you see signs that this is, or was, troll territory, then bear north to a great hill. From there turn westward again. Mur offers an inn, a wide array of merchants, occasional tasks for mercenaries, and shipping to Slal’teesh and a Kuo-toa trading village.
 
DESERT CAVERNS
 
I refer to them as such because they are so arid and sandy. They are southwest from Sanctuary and are habitations for beholder, illithid, and monstrous thralls such as umberhulks, ogres and minotaur. To get there, take the west road from the Upper Sanctuary gate until you start ascending steeply. Then bear south until you see a great bridge across which a strange wind often blows. Turning left just before the bridge, or crossing it, will both lead one to routes that descend steeply into these desert caverns and the deadly challenges they present.
 
ENEMIES AND HOW TO FIGHT THEM
 
Various creatures such as spiders, cats, and hounds are alike enough in combat behavior to their surface counterparts that I won’t waste time on them. When I mention where the enemy is likely to be found, don’t assume that’s only where it can be, either. Exiles, adventurers, errand - bearers, patrols of any race are possible, except perhaps the Chosen, who have never been seen outside of Dunwarren that I’m aware of.
 
Beholders - floating creatures that are seemingly all mouth and eyes. It is thought that the greater the size, the more powerful and intelligent the Beholder. Do not assume that all beholders can be fooled by such methods as invisibility - I’ve been unpleasantly surprised on that, though it has served me a fair few times against them. The beholders we faced did not cast spells as the smarter ones are rumored to do, but they launched eye beams of various sorts. I witnessed one type of these rays instantly strike dead a companion. Another type obliterates magic enchantments present on a person. Another just simply gouges flesh and breaks bone like a spear thrust by a collosus. I can testify that this type of ray can mangle a person with astonishing speed, as I nearly fell to a single beholder using this type. Other types of rays are said to petrify, but I cannot claim firsthand knowledge of those.
A special type of warrior is required to face beholders, a warrior of exceptional bodily hardiness, whose heart will not burst under the onslaught of the withering death-ray. These rays will come hard and fast and the warrior must be able to shrug them off constantly. The warrior must also function well without magic, for the beholder will assuredly strip his enchantments as one of its first actions. He must keep a light pack, not relying on magical strength enhancement, or he will find himself suddenly weighted down and unable to close the distance.
Closing the distance quickly is vital, and tricks such as invisibility or magical darkness may not always work, but are worth trying. Choking powder is often effective, and I recommend huge quantities of it for those who intend to go into Dunwarren or the Desert area.
Beholders are found accompanying Chosen throughout Dunwarren and Sanctuary. Any exploration of the machine and deeper Dunwarren areas must take into account the presence of huge numbers of beholders, whose presence there is no doubt connected to the immense beholder-lich Appetite. Expect them in the Desert caverns, but be prepared for them anywhere in the underdark.
 
Mind Flayers - Tall and humanoid in appearance, grey-skinned and sporting a dangerous nest of tentacles on their lower faces, Mind Flayers have a combat ability which allows them to knock down and throw about enemies with bone-crushing blasts of power. This is a mental ability and a strong, focused mind can mitigate the impact. Stoneskin and blurring also help somewhat. Mind Flayers often travel with dominated ogres or other powerful creatures which compensate for the lack of physical combat skills that most - but by no means all - mindflayers are burdened with.
Warriors that would face mindflayers should have a mind that is trained to focus against eldritch forces, otherwise they can be thrown about at will or even added to the illithid’s menagerie of thralls.
I have encountered spellslinging illithids and can testify that some make extremely potent and painful wizards.
Expect mind flayers in the desert caverns, but be prepared for them anywhere.
Chosen - originally thought to be a faction of Dunwarren deep gnomes, these lycanthropes teem in ratlike form throughout Sanctuary and as far into Dunwarren as I’ve seen. Chosen vary greatly in strength and thickness of hide. Some fight with claw and fang, some with choking powder, laughing gas, caltrops, alchemists fire and other contraptions, and some are spellcasters. As with all lycanthropes, silver or magical weapons are nessecary.
This guide is dedicated to James Tempest, Niko, and Nimawyn, claimed by the Way, and to Joseph Bishop and Huey Ginxbury, who were last seen headed to Dunwarren to search for a relic and never returned. If but one thing in it is used by but one group to aid their success in anyway, it will have served its purpose. May the Lord of Knowledge see fit to guide and bless those who seek in the depths, and may lost secrets from those lands arise to for us to benefit by, be amazed by, and freely share with others.
 
-Sky