[FR] Undermountain modules - any good?

Jürgen Hubert

First Post
My party is currently hanging out in Waterdeep, and they will eventually make their way to Skullport. I'm wondering if it might be fun to let them explore Undermountain as well, and if it might be worth it to purchase the old AD&D Undermountain modules for it. Normally I don't buy adventures, but I figure that the price of $5 each might make it worthwhile.

So, what are your thoughts on these modules?

Oh, and another question:

It has been stated that the authorities in Waterdeep know about the existence of Skullport, but choose to do nothing about it beyond observing it because the situation there is at least a bit contained.

But what do the city authorities do when some breathless adventurers show up on their doorstep and tell them: "There's a big community of SMUGGLERS, SLAVE TRADERS, and INHUMAN MONSTERS under Waterdeep! Quick, you need to do SOMETHING!"

Replying: "Nah, we can't be bothered this week." doesn't sound all that good. And when the adventurers actually show up with proof (such as rescued slaves) and tell everyone else about it if the city authorities seem disinclined, it might lead to unrest among the population...

What are your thoughts on this?
 

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Jürgen Hubert said:
My party is currently hanging out in Waterdeep, and they will eventually make their way to Skullport. I'm wondering if it might be fun to let them explore Undermountain as well, and if it might be worth it to purchase the old AD&D Undermountain modules for it. Normally I don't buy adventures, but I figure that the price of $5 each might make it worthwhile.

Some old modules regarding Undermountain are available for free download here. They might be worth at least taking a look at.
 

IronWolf said:
Some old modules regarding Undermountain are available for free download here. They might be worth at least taking a look at.

Unfortunately, the two I am most interested in - the basic "Ruins of Undermountain" and the one on Skullport - are missing.

Does anyone here have those two and care to comment?
 

The original Ruins of Undermountain boxed set is one of my favorites. I feel that it has a ton of good information and have run my players through sections of the dungeon with good results.

I wasn't so pleased with Ruins of Undermountain II, and the available modules (including the ones on WotC's site) have never excited me as much as the original boxed set.

The current effort to update some of Undermountain by WotC is promising, too.

Ultimately, I'd suggest the first boxed set, and make up whatever else you want about the dungeon.

* * *

Regarding the situation with Skullport, there are several options, including misdirection (the local authorities ask the PCs to track a criminal that they believe is headed to Baldur's Gate) in order to just get them out of their hair; incarceration (interfering with an on-going investigation might really anger city officials); simple truth (authorities come clean with the PCs about their motives, and maybe even ask for some assistance); and even sabotage (turns out that the official they told is actually being paid by certain criminal elements in Skullport to report back on anyone who tries to clue the Waterdhavians in on their existence, resulting in a visit from some "Guidos of the Underdark").

Of course, even the local authorities could be angered enough about the PCs "going public" that they decide to engage in some "ethically challenged" behavior. Imagine if the PCs' faces suddenly appeared on "wanted" posters... Would anyone believe suspected criminals? Would anyone want to help them?

Could have some really fun repercussions!
 

I have Ruins of Undermountain and really like it. You would probably find it useful if you were to send your group in. WotC's recent web articles on the Undermountain (which I am sure you have already seen) might help a little also.
 

IronWolf said:
I have Ruins of Undermountain and really like it. You would probably find it useful if you were to send your group in. WotC's recent web articles on the Undermountain (which I am sure you have already seen) might help a little also.

No, I haven't seen them. Thanks!

Another question:

The new Waterdeep sourcebook has a rough overview of Undermountain per level. Which levels correspond to which modules?
 

Jürgen Hubert said:
The new Waterdeep sourcebook has a rough overview of Undermountain per level. Which levels correspond to which modules?

That I am not sure of. I do not have a copy of Waterdeep yet. Hopefully I will soon....
 

First off, it's not exactly a mystery to the authorities in Waterdeep that the undermountain is there... but they aren't precisely equipped to deal with it.

Jürgen Hubert said:
The new Waterdeep sourcebook has a rough overview of Undermountain per level. Which levels correspond to which modules?

I don't have the book so I don't know what it is calling what.

ROU I contains the top 3 levels.

ROU II contains Wyllowood (which I think is way cool, but some people loathe for some reason), Muriel's Gauntlet, and Trobriand's Graveyard. Its supplemental book contains a Troglodyte Lair, the So-Called Obstacle course (which I found collossally stupid) and the Well of Shadow (a little lair you can drop in anywhere featuring, if memory serves, osquips. It's fun; I've run it before.)

The three minor (freebie) modules are named what they are called. Stardock deals with Halasters little crystal maze, a link to spelljammer, and features a scenario where the authorities DO have to deal with the residents of undermountain, as halaster loses control of his wards that keeps the creatures contained.
 

Ruins of Undermountain kicked ass. Well, let me elaborate - the parts that were detailed kicked ass, but I was less than thrilled about an entire wall map, with one tiny bit detailed and 10,000 empty rooms. The 2nd undermountain set was crap, but some of the stand alone "dungeoncrawl" modules were okay.
 


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