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The Ruins of Undermountain
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U NDER M OUNTAIN
Campaign Guide
to Undermountain
Dedication
This ones for Chris Anthony and Leo Sandberg, in friendship and thanks, and to
Mikael, the titan of Titan, too!
Thanks
Thanks to Andrew Dewar, Rob Findlayson, David Mattinson, David Mocek, Tim
Turner, Ken Woods, and especially Victor Selbyfor exploring Undermountain and in
spurring the imagination of its creator in the early days.
THE RUINS OF
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U NDER M OUNTAIN
THE RUINS OF
Campaign Guide
to Undermmountain
by Ed Greenwood
Table of Contents
Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
The Known History of Undermountain . . . . . . . . . . .
The City Above . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
The Yawning Portal. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Ways In and Out . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Gates of Undermountain . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Rumors of Undermountain. . . . . . . . . . . . . . . . . . . . . . . .
General Notes On Undermountain . . . . . . . . . . . . . . .
Depths of Undermountain. . . . . . . . . . . . . . . . . . . . . . .
Undermountain: Level One
Core Rooms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Areas of Interest. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Undermountain: Level Two
3
4
7
8
9
13
15
16
18
18
51
Core Rooms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Areas of Interest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
Undermountain: Level Three
Core Rooms ............................................................. 89
NPCs of Undermountain ................................................ 105
Relevant NPCs of Waterdeep. ............................................. 109
Magic Items of Undermountain. .......................................... 112
Spells In Undermountain. ................................................. 121
How to Expand Undermountain .......................................... 126
Credits
Design: Ed Greenwood
Editing: Steven E. Schend
Box and Book Cover Art: Brom
Interior Art: Karl Waller
Graphic Design: Dee Barnett
Cartography: Diesel, Steve Beck, and
David Sutherland
Production: Sarah Feggestad
Typography: Gaye OKeefe
TSR, Inc.
TSR Ltd.
POB 756
120 Church End, Cherry Hinton
Lake Geneva
Cambridge CBl 3LB
WI 53147 USA
United Kingdom
ADVANCED DUNGEONS & DRAGONS, AD&D, CATACOMBS, DRAGON, DUNGEONS & DRAGONS, and FORGOTTEN REALMS are registered trademarks owned by TSR, Inc.
RAVENLOFT, SPELLJAMMER, PRODUCTS OF YOUR IMAGINATION, and the TSR logo are trademarks owned by TSR Inc.
Distributed to the book trade in the United States by Random House Inc., and in Canada by Random House of Canada, Ltd. Distributed in the toy and hobby trade by regional distribu-
tors Distributed in the United Kingdom by TSR UK Ltd.
This material is protected under the copyright laws of the United States of America Any reproduction or unauthorized use of the material or artwork presented herein is prohibited
without the express written permission of TSR Inc.
©1991 TSR Inc. All Rights Reserved. Printed in the U.S.A.
ISBN 1-56076-061-3
1060
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Undermountain? Ah, yes. A great place to
have fun, the most famous battlefield in
which to earn a reputation as a veteran
adventurerand the largest known mass
grave in Faerun today.
Elminster of Shadowdale
three levels of Undermountain. There are
also eight Monstrous Compendium sheets
highlighting new monsters in Under-
mountain and eight heavy-stock cards, a
DMs hand of tricks. Of course, there are
also Undermountains two books, filled
with mystery, adventure, and enough
excitement to keep your paladins busy for
ages.
Youre reading the big all the stuff you
need to know book now: The Campaign
Guide to Undermountain. It contains the
detailed information on Undermountains
maps, the keys to the dungeon. The
Campaign Guide presents what youll find
in Undermountain, who youll meet
within the dungeons or in the city above,
as well as relevant spells and magical
items to be found. The book finally con-
tains expansion guidelines for creating fu-
ture adventures and deeper parts of
Undermountain, so your adventures
dont stop until you do.
The smaller book features Under-
mountain Adventures. The adventures
are designed to be used in The Deepest
Dungeon Of Them All, but they can be
dropped into any campaigns.
There are sheets of New Monsters-but
you know what to do with those. If the
text mentions a Monstrous Compendium
beast that you dont have, consult the
Monster Guide in Undermountain Ad-
ventures for a handy summary. If its not
there, you can always substitute another
beast.
Oh yes, the cards. Theyre a DMs handy
adventure aids, detailing traps, encoun-
ters, and other sundries that can be
dropped into the midst of any adventures
to make things more vivid and exciting.
Separated from the books for easy access,
they can be placed at ones elbow, or
leaned up beside the usual charts and ta-
bles, so they can be seen (and used!) at all
times.
overwhelmed by all they see in the box
and this section is really for them. Dont
faint dead away at the sight of all this
stuffyou wont need it all at once. Just
look at everything, decide which parts of
the dungeon you want to use at first, and
forget about all the rest for now. The
chapter on Rumors in this book is ideal
for getting PCs interested in Under-
mountain. The Starters adventures are
ideal for getting PCs who are already in
Waterdeep into the dungeon. Even
though the dungeon was built within the
Realms and is tied directly with Water-
deep, ambitious DMs can tie this dungeon
into their own campaign settings and spe-
cific campaign cities.
Got an area or adventure chosen? Good:
read it by yourself thoroughly, long be-
fore playing time. Keep the Monstrous
Compendium pages you need at hand
this saves reference time and also en-
suress all your information is accessible.
Check things you arent sure about
against the rules, and note things that are
tricky or that you have trouble
rememberinglike: Throwing torches,
see page 63, DMG: theyre the 2nd suc-
cessful attack roll needed for flaming oil
ignited oil does 2d6 damage first round,
then ld6, then out. Plenty of chances to
wing it will pop up, so dont invite a lot
of extra guesswork by plunging into
Undermountain without becoming famil-
iar with it first.
Scan the Known History section, and
the level youll be playing in. If you see
empty rooms, dont worry. Read the Ex-
panding Undermountain chapter
and jot down ideas for changing things.
The Ruins of Undermountain boxed set is
designed to be dangerous, but its also de-
signed for DMs to make the place their
own and to set up later adventures.
If being a DM is still new to you, you
might find the AD&D 2nd Edition Rules
Supplement DMGR 1: Campaign
Sourcebook/Catacomb Guide very useful.
Try its suggestions for making adventures
interestinglike using funny voices for
NPCs, and pacing your speech for more
excitement.
Reread the adventure and area youve
chosen over again, just before play be-
gins. Make sure you have all the maps,
books, dice, blank paper, and pencils
youll need. If youre nervous, a glass of
water helps to keep your throat clear (put
where you wont spill it all over the
notes!). Ready? Have fun!
And with those cheery words of the Old
Mage, well met. Welcome to one of the
oldest dungeons of them allthe vast,
dark, waiting halls of Undermountain. It
is a dungeon complex of nine known
levels and over fourteen sub-levels of
dungeons, an entire realm beneath
Waterdeep, the greatest city of the
Realms. Since its beginnings in 1975,
Undermountain has challenged, enter-
tained and, at times horrified players of
the DUNGEONS & DRAGONS® and
ADVANCED DUNGEONS & DRAGONS®
games. It was the first dungeon of the
fledgling FORGOTTEN REALMS® cam-
paign, and remains an active and danger-
ous place today.
Nine levels? Fourteen sub-levels? How
does one squeeze that into one box? We
asked Elminster for a little dimensional
help, and he merely said, Well (ahem),
one doesnt. So The Ruins of Undermoun-
tain boxed set provides an introduction to
Undermountains best-known, upper-
most levels, keeping largely to areas ex-
plored thus far. Even so, what fit into this
set is enough of Undermountain to keep
avid dungeon explorers busy for years!
Weve left room for each DM to make
Undermountain his or her own unique
setting, many areas left uncharted by us
but made hazardous by DMs creating
new horrors and dangers. Puzzles must
certainly match the flavor, secrets, and
character of each individual campaign.
Weve also left out some secrets at Elmin-
sters command. He told us sternly that
far too many adventurers were learning
to read these days. It would do little for
the memory of certain friends, fallen in
Undermountain long ago, if every wet-
eared warrior just waltzed down into the
depths and came back up staggering un-
der the weight of captured gold, simply
because they could read all about it here.
It is highly advisable to follow the stern
commands of archmages, so leave some
shadows undisturbed. Trust us.
How To Use
Undermountain
Experienced DMs will pull all of the box
contents out, read them, and merrily
change this or that to fit their campaigns
and run PCs right into their favorite cor-
ners of the dungeon without delay. Thats
what a dungeon of this size is for-your
own private playground for ongoing,
thrilling dungeon-crawl AD&D® game
adventures.
Less experienced DMs may be a little
3
Where Everything Is
So whats here, and where? In the box
are some striking poster maps of the first
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