5E Enhancing "Waterdeep: Dungeon of the Mad Mage"

LordEntrails

Adventurer
Rather than a single item, or an item that can only be used by one play, what about a scroll or item that gives everyone a buff? Maybe resistance against dragon breath or temp hit points, or...
 
Rather than a single item, or an item that can only be used by one play, what about a scroll or item that gives everyone a buff? Maybe resistance against dragon breath or temp hit points, or...
Sounds good, I will see how powerful they are by the time they get to that point. They are currently searching for king hekaton to garner Allance, with giants against tiamat.
 
I was looking for a vertical diagram of the levels to show how and by what method you can get from level to level. I found one but it refers to a shaft that connects most of the deeper levels. Would this be from a prior version of undermountain
 

LordEntrails

Adventurer
I was looking for a vertical diagram of the levels to show how and by what method you can get from level to level. I found one but it refers to a shaft that connects most of the deeper levels. Would this be from a prior version of undermountain
Yes, according to prior versions their are 2 vertical shafts that enable access to multiple levels; the Shaft and the Pit of Ghanadaur.

One of the earlier modules/supplements is about a delve down one of them and details it, but not the levels themselves.
 

Moracai

Explorer
I have two PCs that are members of the Emerald Enclave. Do you guys have any suggestions what interests EE might have regarding the Undermountain?

It's quite obvious that the whole thing is an affront to natural order, but I'd like specifics and possibly which NPCs might act as allies and/or taskmasters for EE.
 

jasper

Rotten DM
Here is a list of the arch gateways.
MAD MAGE ARCHWAYS
1. Room 26D Gate to level 10.
2. Room 5 gate to level 4. Room 20C gate to Level 6.
3. Room 21P gate to level 6.
4. Room 10 gate to level 6.
5. Room 9 gate to level 6.
6. Room 16 gate to level 10. Room 24 gate to level 2. Room to 27 gate to level 4. Room 34B gate to level 8. Room 36C gate to level 3. Room 40 gate to level 11. Room 47A North Gate to level 13. Room 47 South Gate to level 18.
7. Room 41 gate to level 10.
8. Room 3 gate to level 6.
9. Room 13B gate to level 6. Room 41 drop to level 10. Room 42 Gate to level 7. Room 49 gate to level 14.
10. Room 8 gate to level 1. Room 14D gate to level 7.
11. Room 2B gate to level 6.
12. Room 6B gate to level 10. Room 8B gate to level 19.
13. Room 7B gate to level 6.
14. Room 39B gate to level 17.
15. Room 24C gate to level 17. Room 30A gate to level 18.
16. No gates
17. Room 7A gate 15. Room 8B gate to level 19. Room 11 gate to level 14.
18. Room 6 gate to level 6. Room 16 gate to level 15.
19. Room 7 gate to level 21. Room 15 gate to level 17.
20. Room 9B gate to level 15.
21. Room 19A to level 22. Room 23B gate to level 19.
22. Room 35 gate to level 23.
23. Room 1 gate to level 22.
 

jasper

Rotten DM
If the monsters can move and travel, I have them network with other levels. Example is the drow due to the murderhoboing of the group get advantage on the pcs. Yes they fear the drow downtown drow killers. Also Halastar is watching them sometimes. He occasionally phones them.
 
I have two PCs that are members of the Emerald Enclave. Do you guys have any suggestions what interests EE might have regarding the Undermountain?

It's quite obvious that the whole thing is an affront to natural order, but I'd like specifics and possibly which NPCs might act as allies and/or taskmasters for EE.
Well, level 5 has a somewhat crazy archdruid (Wyllow) and her ally, a good-aligned green dragon merged with an intelligent magical sword.
 

Moracai

Explorer
Well, level 5 has a somewhat crazy archdruid (Wyllow) and her ally, a good-aligned green dragon merged with an intelligent magical sword.
Thanks. I caught that one too after I posted that. In fact at this point the PCs have briefly visited Wyllowwood, but left back the way they came after talking to some boars and deciding that they were in over their heads and couldn't tackle a horde of werebats without enough magical/silvered weapons.

Do you have any ideas what Wyllow and/or the dragon could want, aside from what the book suggests, and how they could reward the PCs?
 
Thanks. I caught that one too after I posted that. In fact at this point the PCs have briefly visited Wyllowwood, but left back the way they came after talking to some boars and deciding that they were in over their heads and couldn't tackle a horde of werebats without enough magical/silvered weapons.

Do you have any ideas what Wyllow and/or the dragon could want, aside from what the book suggests, and how they could reward the PCs?
Well, level 4 (Twisted Caverns) has this thing where an aboleth is killing off the fish in the river, and the "Aftermath" section says that if the PCs don't get rid of the aboleth, the fungus forests will die off too, "destroying the delicate ecosystem".

Maybe they want PCs to kill the aboleth, either kill, chase off, or make a deal with the drow, and start expanding Wyllowwood's forests into level 4? They could mix the real plants from Wyllowwood into the fungus forests... (Maybe some continual flame spells for light? It's already moist enough...)
 

Moracai

Explorer
Well, level 4 (Twisted Caverns) has this thing where an aboleth is killing off the fish in the river, and the "Aftermath" section says that if the PCs don't get rid of the aboleth, the fungus forests will die off too, "destroying the delicate ecosystem".

Maybe they want PCs to kill the aboleth, either kill, chase off, or make a deal with the drow, and start expanding Wyllowwood's forests into level 4? They could mix the real plants from Wyllowwood into the fungus forests... (Maybe some continual flame spells for light? It's already moist enough...)
That's a good idea. I'll use that, thanks!
 

Moracai

Explorer
Here's one tweak of my own.

For background info I first must tell what I've done before. I've made it so that the gates have no level requirements. I thought that it would just be confusing to the players to have them, and it creates more of a computer game experience where you must X tall to enter a ride. Secondly I have converted many of the passages leading to expanded dungeon portions into passageways leading to other levels, but more about those in another post perhaps.

The PCs made a deal with Rizzelyr the Drow, found in the Arcane Chambers in location 14a. The text says that he is associated with the drow house Auvryndar but will not reveal that information. He's found on level 3, and if the PCs complete his mission, he could give them directions to Skullport, along with his stone key. Well, the regular entrance to level 3 takes the PCs right through the drow town area, so it could be seen that it would be against his interests to send the PCs that way. Along with my previous idea to switch around the entrances and exits to levels, I made it so that he'll give the PCs the directions to go into the hobgoblin town instead.
 
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pogre

Adventurer
I do not know if this counts as an enhancement for most of you, but I put together a miniature to represent the Big Bad on Level 10. The miniature has the body of a Reaper Bones Giant Scorpion and the torso of a Games Workshop Chaos Reaver. I pinned the pieces together and used green stuff to fill in the gaps and make the big sword. I painted it to a table top standard. Sadly, my PCs killed him in about 4 rounds! ;)

mini_26_murial_01.jpeg
 

gyor

Legend
You can use the Tales of the Yawning Portal as an enhancement. Undermountain has various connections to the adventures in TotYP on various levels.
 

pogre

Adventurer
Why didn't Arcturia cast Sequester on her phylactery? Why does the Raksasha know its location?

Not terrible important questions - realism or verisimilitude or even logic is way overrated in a mega dungeon. However, I would like some sort of explanation. Suggestions?
 

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