Destination Skullport [Archive] - Wizards Community

Post/Author/DateTimePost
Marshall Stone

03-09-04, 04:00 AM
Some advice would be most greatly appreciated.

I'm currently running a game with 3 elves, 6 level, a Hexblade, a Figther-Archer Specialized, and a Fighter-Drizzt Clone (two-weapon fighter).

They just finished "the Waterdeep" portion of the campaign and now need to go after the bad guys that have fled to Skullport. In my campaign I had set up an avenue where they could try to hire a ship captain to get them there. But Players being players they decided to try thier luck by going thru Undermountain.

I didn't plan for this exactly, so I first thought to simply say that they made it thru Undermountain just fine, and arrive in Skullport, continueing the campaign.

Then I thought, well that's just missing out on a great opportunity. I mean it's UNDERMOUNTAIN the dungeons of dungeons. So I came up with a pure Hack 'n Slash scenario (which can be fun, especially if you haven't done it in a while) with about 13, 14 encounters that if they survived would get them to 7th level. Of Course they might not survive, which would put a serious crimp in the campaign, but then again that's always a possibility.

But now I'm thinking, is that all I can do with Undermountain? Maybe I can add some sub-plot or something, a side quest, or mystery to solve that alleviates the long suffering spirit of some lost adventurer. But not something that takes too long or would greatly side track the players from the main campaign.

So I ask, Should I just have them arrive in Skullport safe and sound?
Run a straighforward, fight for your life, kill em all and take no names scenario?
Or do something more with...the setting? If so, what?

Thank you.
Kuje31

03-09-04, 04:38 AM
Originally posted by Marshall Stone
Some advice would be most greatly appreciated.

I'm currently running a game with 3 elves, 6 level, a Hexblade, a Figther-Archer Specialized, and a Fighter-Drizzt Clone (two-weapon fighter).

They just finished "the Waterdeep" portion of the campaign and now need to go after the bad guys that have fled to Skullport. In my campaign I had set up an avenue where they could try to hire a ship captain to get them there. But Players being players they decided to try thier luck by going thru Undermountain.

I didn't plan for this exactly, so I first thought to simply say that they made it thru Undermountain just fine, and arrive in Skullport, continueing the campaign.

Then I thought, well that's just missing out on a great opportunity. I mean it's UNDERMOUNTAIN the dungeons of dungeons. So I came up with a pure Hack 'n Slash scenario (which can be fun, especially if you haven't done it in a while) with about 13, 14 encounters that if they survived would get them to 7th level. Of Course they might not survive, which would put a serious crimp in the campaign, but then again that's always a possibility.

But now I'm thinking, is that all I can do with Undermountain? Maybe I can add some sub-plot or something, a side quest, or mystery to solve that alleviates the long suffering spirit of some lost adventurer. But not something that takes too long or would greatly side track the players from the main campaign.

So I ask, Should I just have them arrive in Skullport safe and sound?
Run a straighforward, fight for your life, kill em all and take no names scenario?
Or do something more with...the setting? If so, what?

Thank you.

I'd use Undermoutain, considering Skullport is on the 3rd level of Undermountain. Give them a taste of that dungeon for awhile and then if you really wanted to or if they grew bored with Undermountain, just add a portal/gate some where that would take them to Skullport.....
Tempus665

03-09-04, 06:58 AM
Or have them find Skullport without too much trouble, only to find out the bad guys left Skullport and entered Undermountain themselves (perhaps searching for a portal to wherever you find convenient).