Area 37 – Maps and Revenant: my first suggestion for this room is to eliminate the wall carving side-view of Undermountain, and the reason to get rid of it is because it tells the players that there are 23 levels of the dungeon; I would prefer to keep them guessing, because no matter how bad things are on their current dungeon level, they can always imagine worse things further down, and I don’t want them to stop imagining because they know how far down Undermountain stops. This material is covered by a Creative Commons 4.0 license. Retrouvez Halls of Undermountain: Dungeons & Dragons Roleplaying Game Supplement et des millions de livres en stock sur Amazon.fr. 181 likes. They can also show PC’s who are otherwise unsuspecting into areas where they will get killed and can then be looted. I finally remembered where I had stashed my Undermountain poster maps and the Dungeon map on page 19 is only a fraction of the actual level (maybe a fifth). As a general rule, Undermountain was a structure with high ceilings of at least 16 feet (4,8 meters) and smooth floors made of gray granite. Personally, I went with knowing the direction of the victim and “hot or cold”, but I didn’t provide a clear route through the rooms and passages; the players had to figure out themselves what turns to take to move to the right locations. Settling this conflict by defeating both leaders is one way to proceed to the next level. As the DM, clarifying the good and the bad about being on anyone’s side is going to help you identify and even predict how the PC’s are going to align themselves… because murder-hobos aside, the players are going to have to have friends and foes, and who they choose will matter. That’ll get you down through DL3, where a little courtesy and possibly a modest bribe to Azrok will get you permission and an escort to the stairs leading down to DL4. It’s very inconvenient. Also, if the entire party is killed, then any friends and contacts they made either in the earlier parts of Undermountain or during Dragon Heist (if you started with that) are now strangers. My suggestion is that you stick with a heart, and that it’s an attunable object, but that it grants between 5 and 10 temporary HP to the attuned character at the end of a long rest. As in the previously mentioned drow-controlled areas, all of these forces can respond to an alarm anywhere within seconds. If you use the math described above for higher levels, you’ll find that for a while they all pretty much calculate out to 15 encounters per character level. At lvl 70, you can (and should) start the Undermountain Campaign. your own Pins on Pinterest And yet, the book puts all of the Undertakers in a fairly confined area, and Uktarl and Harria seem to not be that estranged because they’re essentially in adjacent rooms. They might turn out to be treacherous allies, but since the watchpost commanders actually have names and personalities, it’s possible to cut deals and make arrangements with them. There are levels of bad. And let’s face it, players often don’t make smart decisions, and this DL is dangerous. If you have a player who wants to map, definitely go for it. So, instead of tracking XP by points, adding them up and then dividing by the number of characters, I track XP by party encounters. On the back of the same notebook sheet I make a chart about taking sides. Explore William Cook's photos on Photobucket. Of course, we converted that character into an undead warlock of Lolth, but that’s a completely different situation that I’m not going to get into here. The grand totals here are nine giant spiders, one drow elite warrior, three grimlocks, three quaggoths, and twelve other drow. But, if they go left, they’ll be headed right into the heart of drow territory: Area 5 is the guardhouse, Area 6 is where the priestess injects hapless adventurers with spider eggs that explode and kill them, and Area 7 is where the drow are torturing one another for various reasons (and yes, “fun” is among those reasons). One of the PC’s was a drow, and his life was also immediately forfeit. Also, remember that if the party has a falling-out with the Rustbone goblins (or any future tenants of their current holdings), then the only way for them to get between the stairs from DL1 and the rest of DL2 is going to be passing through these rooms, so the importance of successfully dealing with the dangers here is far from negligible. A lot. The shadows of Castle Blackmoor, Castle Greyhawk, and Castle El Raja Key hang long over the origins of the D&D … Not that it’ll be wasted time, because they will be having excitement and adventure along the way… but just going around until they find the one area that allows them to continue down to the next DL and press forward with the campaign might get tedious. After playing through several levels of Undermountain, I’ve developed a few good strategies for keeping things interesting, and even improving on the book a bit. Borktar has a bold and exciting vision of the Dungeon Level controlled by and for the goblins, and out from under the oppression of bugbears and the Xanathar Guild, and he’s delighted to make allies of the party by offering them the location of the stairs if they’ll help him realize his dreams. Area 7 – Trenzia’s Workshop: unlike Kalabash, the other failed apprentice of Halaster’s confined on this level, Trenzia is actively dangerous to those who enter her rooms. I warned you this was one of those levels. Second, be aware of the revenant, and make sure you read into DL2 so you know what complications there are for helping the revenant hunt down his betrayers. The revenant can lead them to his victims, and Yek the Goblin King or Rizzeryl will show them where to find the watch posts. Like DL1, there’s a single set of stairs leading down to DL3, which are going to have to be found before the campaign can continue. More on TPK’s on this DL later, but for now, be aware that the level of existential danger has taken an upward spike. The Promenade Level. This is a remake of the 1996, TSR module 9519, by Steven E. Schend. 182 likes. On the other hand, the Xanathar watchposts on DL2 each have an NPC leader who might be amenable to negotiation. Area “Zero” – Bottom of the Stairs: a really critical choice happens here. Area 10 – Hags Undercover: these river caves belong primarily to a coven of sea hags, but they’re not out for a fight, and most of the denizens of this area are non-violent if left alone. A complex one might be a drow priestess, who wants to capture members of an enemy house and replace them with sleeper agents of her own, because she wants to destabilize and overthrow her rivals. A DM’s Guide to Undermountain, Levels 4 through 6. Look at the dangers they’ll be facing on lower DL’s, and give them some facts that will really help. Dungeon Level One begins at the bottom of the well in the taproom of the Yawning Portal tavern, and ends with stairs descending to DL2. The Ruins of Undermountain (1991) included 4 big poster-sized maps, each 21″x31″, for levels 1, 2, and 3 (north and south) of Halaster’s dungeons below The Yawning Portal. This adventure picks up where Waterdeep: Dragon Heist leaves off, exploring the twenty-three levels of Undermountain … He was a good actor, but he’s gone too “method” and has begun to think that he’s really the master vampire of a coven, and is now “in character” all of the time, right down to sleeping in a sarcophagus and only consuming foods that look like blood. Thank you and keep up the great content I will definitely be reading your posts about later levels when my party decides to stop poking at and playing with dead bodies and gets there haha. And off we go! In this article, I’ll cover the first three levels of the dungeon, and I’ll also toss in some ideas about how to handle character movement in and out of the dungeon. Then the intellect devourer has a chance to consume the victim’s brain and teleport inside, gaining all of the victim’s knowledge and abilities and basically turning the body into a meat puppet. No_Favorite. 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