Here are some other possibilities for Halaster's influence that might make adventures in Undermountain unique.
Spells that alter the dungeon, such as passwall or stoneshape, fail or go wild.
Divination magic of various types, such as scrying and magic that locates objects or creatures, fails or goes wild.
The whole dungeon might radiate powerful obscuring magic, making detect magic useless as a means of discovering magic traps.
Traps reset after a designated a period of time.
Portals open at random, sometimes depositing monsters in rooms thought to be empty.
Dungeon Master's Guide II: Chapters in this book include advice about running a game and designing adventures. Ready-made game elements include instant traps, pregenerated locations, and treasures.
Arcane Runes Press said:I really do understand why it would be tempting to counter teleportation, and I do understand that's a feature of Undermountain that goes back a long time, but it's still smacks of the easy way out.
Particularly when you start considering some of the other suggestions in that article: divination spells might not work, passwall and stoneshape (and other, similar spells) might not work, detect magic might not work for finding traps ....
Ron said:A book with advice about running a game and designing adventures! I wonder if they are finally admiting that the current DMG is rather weak about helping the DM to do his job.
Mercule said:Personally, I'm in the camp of the module writers being hacks for blanket dis-allowing the spells. Those modules shouldn't make it through WotC quality control.
DaveMage said:Well, they've done 1 room.
At this rate, the dungeon should be finished by the year 5005.![]()
Mercule said:Those were all bad ideas in previous editions, too. It's the reason I'll never do Dragon Mountain again. The dungeon is interesting, and I can even accept the plane-shifting bit. Dungeons that globally block teleport, passwall, stone shape, etc. are just poorly developed. Either that, or they speak to the game itself being poorly developed. If those spells aren't unbalanced, then they aren't and a module design should be able to work around them. If the only way to build a decent large dungeon is to negate those spells, then they need to be removed from the game.
Personally, I'm in the camp of the module writers being hacks for blanket dis-allowing the spells. Those modules shouldn't make it through WotC quality control.