*Yes, with Darklake we're still in part 1 of the campaign book, although Darklake can be visited in part 2 of the campaign.
What is Darklake?
- The name Darklake is a misnomer. It's not a lake, it's a network of waterways and canals that spans 100 miles. Some of them are connected by falls and locks. The locks were built by duergar engineers.
- Darklake is dark. The only light is what the PCs bring.
- The water of Darklake is unsafe to drink. It is not recommended to swim in Darklake.
- Darklake is impossible to navigate unless you've spent years learning to navigate it. The Kuo-toa (fish-folk) offer ferrying services, but they only speak Undercommon.
- One the west shore is Gracklstugh. On the east shore is Sloobludop (sloo-blu-dop). On the north shore is Mantol Derith; however, Mantol Derith's precise location a secret and so we'll avoid mentioning this settlement at all until part 2.
Traversing Darklake
Anyone traversing Darklake by keelboat or raft can do so at a rate of 1 mile per hour or 8 miles per day. This requires rowing. Any more than 8 hours of rowing a day for an adventuring party is considered a forced march. This means that a navigator who is knowledgeable of Darklake can traverse Darklake in about 2 weeks which is faster than walking around it.
Player Characters should be advised not to cross Darklake on their own. If players dare to travel Darklake, they should stick to the shoreline. Should they leave the shoreline, navigation checks should only be allowed with a map.
Note the Drow will not pursue PCs on Darklake. Reduce the pursuit level by 1 for every day that the players travel across Darklake.
Encounters
If on a watercraft, the book recommends rolling for encounters every 4 hours on Darklake (2x per day) where a 1 to 13 on a d20 (65%) means no encounter. If swimming, roll for an encounter once per hour. Consult the book for the table of encounters. For the interest of expediency of play, I would suggest one or two encounters per week of travel.
Terrain
The encounter table asks the GM to roll on the terrain table to randomly generate the terrain (like finding rapids or an island). Details for some terrain results call for situations requiring ability or skill checks to safely avoid some harm. Assume that a navigator who is knowledgeable about Darklake will not put the party into one of these dangerous scenarios and overrule these results. Consult the book for the table.
Crafting a Raft
Characters who want to create a raft must spend the crafting time or downtime. Materials must be at hand, or else they must be foraged, like Zurkhwood fungus for its wood stocks and Trillimac for its leather caps that can be made into strips to lash wood together. The raft has half the HP (or durability) of a Keelboat.
No comments:
Post a Comment