Expanding the Underdark and/or High-level Dungeons

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Athon
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Expanding the Underdark and/or High-level Dungeons

Post by Athon » Tue Jul 27, 2010 8:31 pm

I would like to see an enhancement made to adventuring in FK. Yes, the game is RP-oriented, but we have this beautiful code of 3.5ed rules in place, why not take advantage of them? There are two things I would like to see:

An expanded Underdark: it doesn't need to be Undermountain difficulty. But building an underdark infastructure can add a whole new dimension to FK. This would allow easier and alternate routes to Skullport, which would be a nice addition to the game. Furthermore, it can be used to connect different cities (Like Mithril Halls, for example) and allow for more underground places to be built.

More high-level dungeons: Let's encourage more group RP! I'm sure many long-term players have been through most of the fun dungeons; let's get some fresh material!


I am looking to build Citadel Adbar and maybe Citadel Felbarr. Both would be high-level quest areas and potentially trade hubs with our expanding trade development. Furthermore, I would be looking to connect these two Citadels via the Underdark, as much of the traveling and danger comes from there. I could see this also being connected to Mithril Halls, as this is the case in lore. Obviously, this can be expanded almost infinitely and could sprawl across the entire lands.

I am wondering, then, are there any builders that would be willing to work with me on this? I am a hard-coder.
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Re: Expanding the Underdark and/or High-level Dungeons

Post by Brar » Tue Jul 27, 2010 9:40 pm

Athon wrote: I am looking to build Citadel Adbar and maybe Citadel Felbarr. Both would be high-level quest areas and potentially trade hubs with our expanding trade development.
Being a very dwarven friend, I would really like to see the citadels added and Mirabar... but for me "Both would be high-level quest areas" is a big no. They should be complete areas, not high level one, MH is supposed to be the smallest of the remaining Delzoun citadels after all.

I mean, they are cities under the ground, if you take into account the different levels, I think Adbar is at least twice bigger than Waterdeep and I'm not speaking about tunnels here, only the city in itself. ( Well, 2nd ed city but well).

One other thing to not forget, those citadel are as racist as all dwarves enclave, save Mirabar which is half human/half dwarven, strangers are stricly forbidden inside the complex, not even imagine in the mines, even less in the forges :P
I would really be heartless to see a elf in those tunnels...

Mask sends a call for help for all those unfinished areas lying on the test port, perhaps it would be best to first try to help there before undertaking such big project and mobilize several builders for quite some time.
Seeing how many people are already on a "in-building" area right now compare to our builder base, I fear that we do not have the available human ressource for such project right now, as much as I would love to see it in game.

It is very hard to say that, because I'm probably the most eager to see those areas coming and more dwarven stuff (I started mapping Adbar before we even began to build MH...) but sadly I remember the hype when we built Mithral Hall and the lacking of dwarves today, and trying to be thinking instead of feeling, my head says we need more "open to all" area than "races restricted" ones. And I can't imagine the 2 cities you mention open to all without a big loss in FR lore (and when I say big it is very very very big).

Well, I don't know if I am clear but I try to be coherent and not working on emotions for the global pictures.


Brar who is really sad to say such thing concerning is favored FR places
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Re: Expanding the Underdark and/or High-level Dungeons

Post by Athon » Tue Jul 27, 2010 9:51 pm

Well, Adbar does not welcome visitors, but they do allow traders - at least to the above-ground Citadel. My intent with the area was to allow all typical races (no orcs or Drow, for example) to go to the above-ground Citadel. There, they would have access to trading and higher-level quests. I'll design it so that it's not 100% safe to access the Citadel itself, but not too treacherous for non-50s. The quests, however, would be designed for higher levels.

Also, wouldn't expanding the Underdark help open the game to all? I know if you're banned from WD, it's pretty hard to get to Skullport. Opening up the Underdark would alleviate that as well as allow the surface races to interact more with drow.
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Re: Expanding the Underdark and/or High-level Dungeons

Post by Brar » Tue Jul 27, 2010 10:44 pm

Well, perhap adding the others existing accesibility to Skullport like the Castle Corkscrew (very well known passage from Castle WD cellar to Skullport) or a port where you can take a ship to it would help, and honestly, you're speaking about adding a easier way to go to Skullport by adding underdark which is not very different than undermountain in term of difficulties (may be even worse in fact for surfacers).
If the plan is to add an overall map of underdark that you fly throught to go to one place to another then no, it should be far more dangerous to go from A to B underdark than on surface...
Actually, the easy acess to Skullport is by ship if you are allowed, the shortcuts like Castle Corkscrew, then by the Undermountain, that is supposed to be the easiest ways for surfacer.

About interaction with drow, well my position hadn't change since before, it is a false excuse, you can meet drow quite easily you need nothing more than a 3 people party and a few UM quests to have access to a place where you can meet drow (assuming nothing changed in the UM since I last chat about it with his creator).
Now, for goodies I see no gain in RP or gameplay to have more interaction with drows except loot underdark items they should not have on the corpse.
For evil I can see a limited interest due to the lack of a real drow player base, yet would it not be better to create an outpost under Cormanthor that drow can have access too? It is quite closer to the main evil area than Skullport.

The underdark is a big as the surface, added that it is a labyrinth, so it should take more distance to go from WD to MH in underdark than by surface for example.

The idea is nice and I love it, but I fail to see any real gain to jump into such enormous project right now.

But again, it is only my personnal opinion :)
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Re: Expanding the Underdark and/or High-level Dungeons

Post by Duranamir » Wed Jul 28, 2010 8:42 pm

I am all for expanding the underdark, however being a habitual denizen of it i think we could actually make far better use of what is there already. I am not advocating a free for all as i do think certain ares should remain Drow only but there are tons of generic underdark bits that could be quite usefully connected up and used by a broader player base.

Mask has given me access to some of these areas and my intention is to sort out some of the bigger anomalies and in the meantime have a discussion about what we want the underdark to be, and who we want to have access to which bits.

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Re: Expanding the Underdark and/or High-level Dungeons

Post by Harroghty » Tue Oct 19, 2010 3:04 pm

Athon: I think a dwarven outpost (in whatever aspect it eventually takes on) is a cool idea for the Underdark because you would be allowing for more Underdark role-play by bringing more PCs down and you would be (as you advertised) offering some high-level quests. High-level quests and training areas are in demand right now, so that would be filling a genuine need.
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Re: Expanding the Underdark and/or High-level Dungeons

Post by Athon » Tue Oct 19, 2010 4:18 pm

Harroghty wrote:Athon: I think a dwarven outpost (in whatever aspect it eventually takes on) is a cool idea for the Underdark because you would be allowing for more Underdark role-play by bringing more PCs down and you would be (as you advertised) offering some high-level quests. High-level quests and training areas are in demand right now, so that would be filling a genuine need.
Once I get a break in my schedule, I was hoping to get the Temple of Moradin pushed out the door and into the game. After that, I was thinking of possibly making Citadel Adbar or Citadel Felbarr, complete with Underdark tunnels. Maybe I could start out with some Underdark areas beneath MH with questing outlets for both surface good and Underdark PCs and build off that?

Too bad we don't have duergars. That would be fun RP.
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Re: Expanding the Underdark and/or High-level Dungeons

Post by Harroghty » Tue Oct 19, 2010 4:29 pm

You will need to draft your concept and submit it via Applications for approval, but I believe that you have a sound idea. Training areas and quest areas for higher levels are few and far between, so whatever you can do to add more choices for people is a good idea, I think.
"A man may die yet still endure if his work enters the greater work, for time is carried upon a current of forgotten deeds, and events of great moment are but the culmination of a single carefully placed thought." - Chime of Eons
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Re: Expanding the Underdark and/or High-level Dungeons

Post by Athon » Tue Oct 19, 2010 8:48 pm

Harroghty: Do we still have the online building tool? OLC I think it is?


All others: Is there anyone that iwould be willing to assist me on this project if I undergo it? I am primarily looking for someone to write descriptions for rooms, mobs, and items, as well as overall conceptual help.
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Re: Expanding the Underdark and/or High-level Dungeons

Post by Harroghty » Tue Oct 19, 2010 9:59 pm

Yep. OLC is still there.
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