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Expedition to Undermountain Opinions?
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<blockquote data-quote="Obergnom" data-source="post: 3598691" data-attributes="member: 7145"><p>There are 4 adventures in this book. The first one is actually not unlike your typical dungeon adventure. As it is on the entry level, PC movement is predictable.</p><p></p><p>The typical adventure is build like this: a describtion of the part of undermountain it is set in (in addition to the general describtion of all levels in the beginning in th book) a double page of random encounters (Describtion + statt block), a detailed map of the actuall adventure area and the encounters set in it. Adventure 1 has no empty room in it, Adventure 2-3 have one the first part of adventure 4 is a natural cave system with some empty caves and the last part of it consists of just 5 encounters set on a map that provides like 25 rooms. (It has its own random encounters, though)</p><p></p><p>The "problem" is, that you have to make traveling through the dungeon between those adventures, sometimes between parts of those adventures, like you would do overland travel. But the book says so right in the beginning. Adventuring in UM should be mission based, and thats what the book provides. This is why you do not have to prepare more than for an usual adventure, too. If your players would completly loose track and ignore the mission, they would suddenly be in an empty part of UM where you have nothing prepared for... not unlike what happens when they suddenly decide to change direction in a wilderness adventure. And everything one can use to prevent that or compensate for the (setting up encounters that make them flee where you want them, simply change the location of your adventure) can be done in UM as well.</p><p></p><p>Summary: The missions are complete, the dungeon is not. The adventure seems very playable to me.</p></blockquote><p></p>
[QUOTE="Obergnom, post: 3598691, member: 7145"] There are 4 adventures in this book. The first one is actually not unlike your typical dungeon adventure. As it is on the entry level, PC movement is predictable. The typical adventure is build like this: a describtion of the part of undermountain it is set in (in addition to the general describtion of all levels in the beginning in th book) a double page of random encounters (Describtion + statt block), a detailed map of the actuall adventure area and the encounters set in it. Adventure 1 has no empty room in it, Adventure 2-3 have one the first part of adventure 4 is a natural cave system with some empty caves and the last part of it consists of just 5 encounters set on a map that provides like 25 rooms. (It has its own random encounters, though) The "problem" is, that you have to make traveling through the dungeon between those adventures, sometimes between parts of those adventures, like you would do overland travel. But the book says so right in the beginning. Adventuring in UM should be mission based, and thats what the book provides. This is why you do not have to prepare more than for an usual adventure, too. If your players would completly loose track and ignore the mission, they would suddenly be in an empty part of UM where you have nothing prepared for... not unlike what happens when they suddenly decide to change direction in a wilderness adventure. And everything one can use to prevent that or compensate for the (setting up encounters that make them flee where you want them, simply change the location of your adventure) can be done in UM as well. Summary: The missions are complete, the dungeon is not. The adventure seems very playable to me. [/QUOTE]
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