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Tell me about Undermountain

Mark Hope

Adventurer
I used Undermountain a lot in my 2e homebrew and hugely enjoyed it, particularly the first boxed set Ruins of Undermountain. It details the three upper levels of the dungeon, although "details" is perhaps too kind. The core rooms (several dozen on each level) are fully detailed with the kind of richness you'd excpect from a great FR product - lots of cool magical effects and lore and general awesome. The vast majority of the rooms on the maps (three or four huge poster maps) are not detailed, however, and are left blank for the DM to fill in. I had a blast with this. Some folks hated it, though, seeing a bait-and-switch in the concept of "the Realms' largest dungeon" that you ended up having to do yourself anyway. Bear that in mind.

Oh, and if you can get a copy of the Dragon magazine that details the city of Skullport (down on level three), get it. It's very cool.

Overall, I'd recommend the first boxed set without hesitation. If you are a creative and energetic DM, you'll get years of play out of that box alone. Years.

The second box and three subsequent adventures are done in a different style. They are a set of self-contained sub-levels (three in the 2nd box, iirc). They are interesting in and of themselves, but suffered because they are individually smaller in scope than the sprawling majesty of the first box. That said, they do contain good quality dungeoneering material and are worth your time if you like inventive, magical dungeons with odd bits of wilderness areas thrown in and kooky creatures and NPCs to throw at your players. Good, friendly, freewheeling fun.

Overall, the sets could have been better. After seeing Rappan Athuk, for example, Undermountain's flaws are more readily apparent. But for what they are, the Undermountain supplements are nevertheless worth a look. Get the first box if you can find it for cheap. There is plenty there to mine no matter what else you do with it.
 

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Kerrick

First Post
Undermountain (the whole thing, not just the areas covered) consists of 9 main levels and something like 14 sublevels. Only 6 main levels and 3 sublevels were detailed, though Wizards did run a series of articles detailing single rooms. Several Dragon Magazines also had updates in the form of news and rumors that changed who was where and what was going on (for instance, a Temple to Loviatar took over several rooms on the first level. The best part about Undermountain is that it's dynamic - things are always changing there, and the PCs can never expect them to be the same between trips.

UMT II covered some of Halaster's apprentices and their lairs: Muiral, Trobriand, and the woman whose name I can't recall, though she didn't have a lair. The levels were 5 (the Willowwood), 6 (Muiral's Gauntlet), and 7 (Trobrian's Graveyard). I agree with previous opinions - it wasn't nearly as good as UMT I, simply because these were pretty much self-contained levels; they fit into the UMT "lore" (as in, snippets in the first box set said they actually existed), but they weren't designed the same way as the previous ones. I would've preferred to see them as smaller parts of larger levels, but whatever.

I only got copies of the 3 solitary adventure levels relatively recently, and haven't read them yet, so I'd be happy to hear folks' impressions of those, too.
Keep in mind that I've only ever read these - I never played them.

The Lost Level is, perhaps, the best of the three; it details a self-contained level (accessed only via teleportation, IIRC) that contains a dwarven tomb, complete with restless spirits.

Maddgoth's Castle wasn't bad; the PCs get shrunk to a few inches tall, so normal bats and such are suddenly serious threats.

Stardock is the "Halaster is gone! We must rescue him!" adventure. It's kind of interesting, and has a really cool dungeon at the end you can rip out if you don't care for the rest of it.

Oh, and if you can get a copy of the Dragon magazine that details the city of Skullport (down on level three), get it. It's very cool.
That was either #193 or #197; I've got it, but I can't be bothered to look. It's the one that deals with dungeon adventures in general, has a blue cover and a scene with some folks looting a dead dragon's hoard.

Overall, I'd recommend the first boxed set without hesitation. If you are a creative and energetic DM, you'll get years of play out of that box alone. Years.
Definintely. Undermountain is great for one-off adventures, since there are so many portals leading to and from there - you can drop the PCs through a portal, have them run around down there for awhile, then whisk them away somewhere else entirely.
 


Thanael

Explorer
That was either #193 or #197; I've got it, but I can't be bothered to look. It's the one that deals with dungeon adventures in general, has a blue cover and a scene with some folks looting a dead dragon's hoard.

Actually there are several Dragon issues with Undermountain content:

Issue Page Title and Description
172 10 Seeing the Sights in Skullport- expanding the Undermountain city
176 16 If You Need Help- Ask the Drow- temple of Eilistraee in Undermountain
227 14 The Reports from Undermountain- FR NPCs and adventure hooks
from this Dragon Magazine Index
 
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Mark

CreativeMountainGames.com
I had been recently looking over RoU (I) as a possible addition to what I am currently running. I took the four levels of Dwarven ruins from GR's Dungeons of Doom and thought I might like to make it even more expansive. Since I had RoU on the shelf anyway, I snagged the traps cards and have integrated them into the current game. But adding essentially 32 times the space would likely stretch the game far beyond the springtime, when I think we'd like to switch gears. I think the Skach is going to take our group through some early (O)D&D goodness around then. So, my advice is not to delve into RoU unless you are sure you want a couple of years worth of dungeoneering (though certainly it can be something that always stands at the ready as a go-to place for various quests).
 

Treebore

First Post
Undermountain is something you NEVER complete, ever. Halaster assures that never happens. Undermountain will never be cleared completely, let alone for good. Unless Halaster retires/changes his mind. Even then he would still have to shut down all his gates and other summoning locations.
 

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