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what should i bring to underdark?

Nifft said:
... but the radiation does not block portals to demi-planes, pocket dimensions or extra-dimensional space spells? (I haven't played that module in some time.)
Here's the text from the adventure module:
As with any Dungeon Mastering, you must always be fair and as
unbiased as possible. Do not penalize the party if they take
sensible steps to insure a successful adventure, such as deciding
to take a number of pack mules to carry supplies and equipmenteven
an extra spell book. Neither help by suggestion or inference
nor hinder in any manner not called for. Managing a party with
mules can be trying for a referee, but it is probable that these
beasts will be slain at the first encounter area anyway. As there is
no practical way of establishing any sort of route camp to safely
store goods of any sort, the players will be presented with a great
problem in any event, for BEYOND THE FIRST ENCOUNTER
AREA TELEPORTATION OVER ANY DISTANCE GREATER
THAN ONE-HALF MILE WILL BE IMPOSSIBLE! INFORM ANY
CHARACTERS WITH THIS ABILITY THAT THEY CAN “FEEL
MAGNETIC FORCES” WHICH THEY KNOW WILL CERTAINLY
PREVENT NORMAL TELEPORTATION. Thus, short of theuseof
a wish, the party is committed to go and return afoot. They may
have to return to the surface after concluding this module, or they
may be able to press on, for the treasures along the way are aimed
at supplying them with the force necessary to continue, and
certain creatures have been placed in order that they may offer
assistance or succor.​
 

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