By Eric L. Boyd, Ed Greenwood, Christopher Lindsay, Sean K. Reynolds
Faerun's deadliest dungeon beckons!Expedition to Undermountain is a Dugeons & Dragons super-adventure that revisits the best dungeon within the Forgotten geographical regions crusade atmosphere. positioned underneath town of Waterdeep, Undermountain has lured numerous heroes to their doom.Like different adventures within the "Expedition" sequence, this product takes a vintage D&D place, updates it for D&D v.3.5, and contours many new surprises. wealthy with resource fabric for avid gamers and a brand new wrestle come across layout designed to make the Dungeon Master's activity more uncomplicated, in addition to details to aid Dungeon Masters adapt the journey to serve their domestic campaigns.
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Dust falls from above, followed by a hail of stones that bury everything in view. CHAPTER 2 pqqqqqqqqqrs VISIONS OF THE CALL THE ADVENTURE BEGINS The DM needs to decide how to set up the motivation for the adventure. The easiest and best way is to give Halaster’s vision to one or more of the PCs, but other methods (such as those above) can be as effective. Adventurers can serve as agents of a power group. The various power groups of the city keep a close watch on happenings in the depths, regularly inserting agents into newly formed adventuring companies.
The religious community consists of 40 Adepts of the Night (male 1st–6th level clerics of Shar; 40 Acolytes of Darkness (female 1st–6th level clerics of Shar; 20 Watchers (cleric 6/nightcloakFP 1–4); 43 Shadowstalkers (rogues of 1st–6th level); and 10 Hands of Shar (rogue 7/shadowdancer 1), primarily humans and half-orcs. There are also 43 Darkweavers (sorcerer 1–6), primarily humans and half-drow, based in the temple to supplement guard patrols, perform temple duties, and work outside the temple, sometimes for weeks or months at a time.