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Getting Undermountain on track
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<blockquote data-quote="Lelldorianx" data-source="post: 5040841" data-attributes="member: 80319"><p>In effort to avoid putting any effort into my short intro, I'll be lame and say "I'm a long, long, long time reader, and just now posting." This post is going to be obnoxiously long, but might as well describe it all now rather than over the next 3 pages as questions come in. Sorry!</p><p></p><p>Regardless, I need some help with Expedition to Undermountain (3.5E). My players are loving the game so far. They just hit 5th level and are venturing down to the 3rd level of Undermountain (where I understand Skullport, Spiderhaven, and Belkram's Fall to be). </p><p></p><p>For those who know the book, it's got tons and tons of places to drop in neat adventures and NPCs. I've created a few races and towns within Undermountain, which keeps things fresh and gives the players a place to roleplay before delving back into the dungeon. Every session they say that it was a lot of fun, great session, good job - whatever. The thing that concerns me though, and I can see it coming knowing my group of players for 4 years, is that the game seems to have lost its direction. When that happens, we normally drop the campaign and move to a new one. Since everyone likes it so much, and I like the concept of Undermountain, I need some help giving them a "main quest" or focus. Something likely related to Halaster. One player wants to find the source of the earthquake... easy enough. Another is on a quest to reclaim his status as a noble, the third and fourth have no clue what they want to do, they are just kind of "there." The fifth and final player is infrequent due to college, and can't remember why he went to Undermountain in the first place.</p><p></p><p>What are some things you guys have done with Undermountain to compel the players to dive all the way down to the bottom? What kind of motivation can I give them? If you haven't noticed (and most of you have, as I've seen in a few topics), Undermountain is extremely bare-bones and if run straight from the book, can be quite dull. Encounter, city, encounter, encounter...some sort of quest the DM plants, etc. In my setting Khelben Blackstaff is still alive, and they are going to try and talk to him next about some artifacts they found (the ring on the 1st level of the dungeon).</p><p></p><p>Any help to determine a direction is appreciated! There is so much going on in this campaign that I've lost focus of the initial goal (stupid big book <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /> )</p><p></p><p>-Lell</p></blockquote><p></p>
[QUOTE="Lelldorianx, post: 5040841, member: 80319"] In effort to avoid putting any effort into my short intro, I'll be lame and say "I'm a long, long, long time reader, and just now posting." This post is going to be obnoxiously long, but might as well describe it all now rather than over the next 3 pages as questions come in. Sorry! Regardless, I need some help with Expedition to Undermountain (3.5E). My players are loving the game so far. They just hit 5th level and are venturing down to the 3rd level of Undermountain (where I understand Skullport, Spiderhaven, and Belkram's Fall to be). For those who know the book, it's got tons and tons of places to drop in neat adventures and NPCs. I've created a few races and towns within Undermountain, which keeps things fresh and gives the players a place to roleplay before delving back into the dungeon. Every session they say that it was a lot of fun, great session, good job - whatever. The thing that concerns me though, and I can see it coming knowing my group of players for 4 years, is that the game seems to have lost its direction. When that happens, we normally drop the campaign and move to a new one. Since everyone likes it so much, and I like the concept of Undermountain, I need some help giving them a "main quest" or focus. Something likely related to Halaster. One player wants to find the source of the earthquake... easy enough. Another is on a quest to reclaim his status as a noble, the third and fourth have no clue what they want to do, they are just kind of "there." The fifth and final player is infrequent due to college, and can't remember why he went to Undermountain in the first place. What are some things you guys have done with Undermountain to compel the players to dive all the way down to the bottom? What kind of motivation can I give them? If you haven't noticed (and most of you have, as I've seen in a few topics), Undermountain is extremely bare-bones and if run straight from the book, can be quite dull. Encounter, city, encounter, encounter...some sort of quest the DM plants, etc. In my setting Khelben Blackstaff is still alive, and they are going to try and talk to him next about some artifacts they found (the ring on the 1st level of the dungeon). Any help to determine a direction is appreciated! There is so much going on in this campaign that I've lost focus of the initial goal (stupid big book :P ) -Lell [/QUOTE]
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