DUNGEONS & DRAGONS, D&D, Wizards of the Coast, FoRGOTTEN REALMS, Halls of Undermountain, Playe r's Handbook, Du ngeon M aster's Guide, Monster Man ual, all other. 74 MONSTERS OF UNDERMOUNTAIN 4 ADVENTURES IN UNDERMOUNTAIN. 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. Halls of Undermountain (4e) - Beneath the streets of Waterdeep, a sinister dungeon awaits adventurers brave enough to Watermarked PDF.
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In the FORGOTTEN REALMS campaign, Undermountain stretches throughout the Halaster's Halls to let them continue pursuing their interests. The two. Download [D&D ] Halls of bestthing.info Recommended. The Halls of Intercollegiate Halls of Residence Regulations · Sports History and. Halls of Undermountain is a page hardcover book that presents a ready-to use dungeon detailing over eighty Electronic (PDF, DOC, eBook, HTML, etc.).
This may have been because 4e was in its waning days, with the death of the line announced three months previous. It includes suggestions on how to get "Elemental" players started, as well as a few modifications that can tie the Halls adventures into the "Elemental" plot. Adventuring Tropes. Halls of Undermountain broke the mold for 4e adventure. Previously,they'd all been focused on two-page encounter spreads that presented combat encounters in high fidelity.
In order to detail a decent amount of Undermountain and to allow for the exploration that's at the heart of a true delve , the designers of Hall decided to break out of this format — and got the OK to do so. However, they weren't quite the first adventure to make this break. A few Dungeon adventures rode on their coattails, but got out the door first. The formatting of Halls of Undermountain is very old school, detailing rooms one-by-one, even including read-aloud text for the players.
However the standard room descriptions also include sections about "Roleplay" and "Plot". These sections combine the three dungeon delves into the story of an adventuring company gone missing. Expanding the Realms. The biggest expansion that occurs in Halls of Undermountain is its explanation of how the Spellplague affected the dungeon.
Download [D&D 4.0] Halls of Undermountain.pdf
Beyond tha,t it provides extensive detail on the Yawning Portal one of the most famous entries to the dungeon as well as level 1 of the dungeon. In all, about 80 areas in the dungeon are detailed, including the rooms used for the three adventures and some of the more "infamous areas".
There's still lots of blank space on the huge level 1 map. Owners of the old Ruins of Undermountain could use that 2e supplement to fill in many of these gaps, as the level 1 areas detailed in the 2e box and the 4e adventure don't have a lot of overlap. Zarr turned his blade on a companion. The self-described military genius trains his new troops in the arts of warfare. Zarr was stricken with a form of megalomania. Zarr has taken an aggressive.
Zarr went in search of an army. The mercenary's first related action was to bribe Sanfin Lotte page 12 to send warning whenever dungeon delvers are being lowered into the well. Even though the characters might try to fight their way through the half-elf's turf. Obsessed from a young age with military leaders and battles. Zarr has acquired a fighting force and secured a small section ofUndermountain as his military compound.
After encountering a magic symbol in the dungeons. From the well's entrance. Continue the adventure in Area 1 on page I'll waive your fees for this trip. Do you seek entrance into Undermountain?
Duman fears this turn of events could make him a pauper. Give the heroes time to take in a bit of the atmosphere as another party of thrill-seekers and sellswords is lowered slowly down the entry well.
If a character can reach the well's bottom in one round. Even though Zarr has swiftly and capably gained control ofhis new fighting force and secured a base for it. Safely lowering creatures feet to the Entry W ell room's floor takes 10 rounds.
The room below is wider than the well. Some h ave been killed even before they've released the rope. After a few heartbeats. The action begins with the characters in the Yawning Portal's taproom see the enclosed poster map. The only scenario that terrifies him more is having a large and organized monster squad climb out of the well to threaten both the Yawning Portal and Waterdeep. He briefly remains conscious. To speed up their descent.
But ifyou can tell me what's happened down there. The other party is being attacked! Read the following text: You stand in the Yawnina Portal. A barely audible voice echoes up. Zarr sends a strong ambush force to rout the adventurers before they can establish a foothold in the dungeon.
Next to it. It's unlikely they can help the party below. But a dozen or so have treason on their minds. At least a dozen people peer into a massive well-like structure in the center of the taproom's floor. So far.. The human begins to frantically wind the winch. Not only have the attacks b een immediate and terribly ferocious. This h a rd-hearted position is a hazard ofhis businessesp ecially oflate.
Most ofZarr's troops are loyal to him. The heroes might be more concerned with helping those now embroiled in a battle. A moment later. With his family's fortunes tied to the large hole that runs from his tavern's common room directly into Undermountain. It is not uncommon for a group of adventurers to be attacked the moment its members jump from the rope. Duman is offering the heroes free passage into and out ofUndermountain saving each of them 20 gp if they promise to return with news of what attacked the adventurers he just lowered into the dungeon.
As the adventurers familiarize themselves with the Yawning Portal and its patrons. A bald. The read-aloud text assumes the characters respond immediately to Durnan's call for assistance. While Duman quickly brings the rope back up for the characters to use.
The characters have a couple moments to put down bets if they wish. Brother Sepulcher page Each grid square on the map represents 10 feet. Care to lay down some coin?
Entry Well Exploration Encounter Adjust the description below based on how quickly the characters get down the well. Then the rope is ready. More coins chan9e hands. Not a aood time! What are your names? I must know your names. As the characters move about the dungeon. Entry Well "I am puttin9 5-to-1 odds on at least one ofyou not returnin9. He can tell the heroes that kobolds and goblins streamed through the secret door moments after the party arrived in Undermountain.
Disabled crossbows can be removed from the statues but lose their magical power. No sounds can be heard coming from anywhere else. J If the adventurers follow the blood trails through sev. The door to Area 3 is not locked. Morphey and his companions were completely overwhelmed. Gravely wounded. Morphey is unconscious. If the characters try to communicate with the surviving adventurer during their descent.
The statues' nameplates have Vl been severely chipped or defaced. When one or more creatures enter the hall.
With a D C 14 Thievery check. Of the six adventurers who preceded you into the well. A human. Dented and rusty shields decorate the larae room's walls.. With a DC 10 Heal check. Because he blocked the secret door from closing. The traps continue to fire until they are all disabled or all creatures have left the hall.
Brother Sepulcher is compulsive about recording the names of those who descend into Undermountain and is put out if the adventurers ignore him.. Two trails of blood lead up to the secret door and continue through the hallway behind it. Morphey was left for dead. Zarr's lieutenant.
The briahtness from the tavern above is just a distant alow when your feet reach a sandy floor. When the characters are ready. Two ofhis adventuring party were killed immediately. When a creature enters a square adjacent to a crossbowtrapped statue.
For example. J co eral corridors. Trapped Statues Five of the statues grasp magic-enhanced crossbows. But he managed to wedge his sword between the secret door and its jamb before it closed. The five crossbows fire energy bolts at creatures in the hall. Prayers for mercy.
Each bolt targets an individual creature. Hall of Heroes. The pedestals of the five crossbow-trapped statues are each five-foot square and also trapped. Their numbers stretch the lenath of this long hall. With a successful DC 13 Perception check. If the door were closed.. Durnan returns to the winch and begins to lower them.. Two appear to be dead. Reflex Hit: If the characters search the throne thoroughly.
The character must be adJacent to the statue. The half-ore will die in 4 rounds unless the characters can stop the poison with a DC 15 Heal check a standard action.
Half damage. The arms of the throne have already attacked Yoradar. The snakes then curl around the throne's arms and turn to marble. Reflex 5. A female half-ore sits in the throne. If the heroes search the goblin hex hurler.
This large chamber's walls and floors are lined with gold- colored tiles. The alowina globe is also a treasure.
IRWkt A! A character holding the rod can make an Arcana check as a standard action against another creature's Will. The venomous creatures suddenly sink alisteninafanas into her. AC Hit: Three aoblins and a kobold stand in rapt attention in front of their victim. The statue's blade trap is disabled and ceases to function. Glowing Globes: These spheres are 6 inches and 12 inches in diameter.
The character must be adjacent to the statue. The snakes must remain connected to the throne and therefore cannot move away from it or be moved in anyway.
With a DC 21 Perception check. Bone Throne Creatures: Two goblin cutthroats Monster Vault. Also called drift lights. The half-ore's facial expression screams aaony as her body stiffens and becomes motionless.
When the adventurers enter the area. The character must be within 2 squares of the statue. Thievery DC 13 standard action. If the rod is destroyed defenses 5. The snake arms. Thievery DC 21 standard action. The character sees that statue's crossbow trap. Attack Immediate Reaction: Close burst 1 creatures in the burst.
The statue's crossbow is disabled and ceases to function. Perception DC 21 free action. Glowing Globe These seemingly whimsical magical creations light many chambers and halls throughout Undermountain's levels. Perception DC 13 free action. The character must be within 20 squares of the statue. A handful ofZarr's creatures are using a recently captured adventurer. I Triaaer: A creature enters a square adjacent to the statue. They are the room's only liaht source.
The larger globe is an immobile and indestructible magical prison containing a young green dragon Monster Vault. The character sees that statue's blade trap but is not aware of its trigger. Ranged 30 one creature. Only one creature can be trapped in the globe at a time. Each crossbow has AC A creature can make a DC 21 Arcana to discern its powers see below. In the chamber's southern end. The rod's magic functions only in this chamber.
The smaller one is a alowinB alobe see below and can be seized. Two glowing globes. If the arms are "killed. The curtains block line of sight. This encounter provides the best opportunity to relay. Some names are crossed out presumed dead or circled currently on patrol. As long as the characters did not smash in the door. Zarr's forces took their prisoners to Area 6 and Area The globe sheds dim light in a 2-square radius.
Now your turn. The southeastern section of the room is shrouded from your view. Behind the curtains to the northeast. In response.
Two hobgoblin battle guards Monster Vault. I remember. When the heroes enter. Creatures can move between curtain panels as part of a move action. BivinB that creature access to its powers. Close burst 3 enemies in the burst. Ba1ook and me auarded that passage last time.
Now they all have plenty of food and respect. Well-used and broken weapons.
If the heroes decide to eavesdrop. A voice squeaks. The blood trails end in this area. Neither pair wants that duty. The middle section is open to you. Each panel is 20 feet wide and can be pulled down as a minor action.
The lock can be picked with a DC 14 Thievery check. Me and Niim auard that passaae last time. The target is blinded until the start of its next turn. If the adventurers enter the area without alarming its occupants.
Groups of names are written on the walls in chalk. Roleplay The creatures' bickering and the room's features should alert the characters that the ambushing creatures are part of a large organized force. Like a bia. Such an exchange would provide solid background information and leave the characters understanding that while diplomacy did not work in this case.
Remember tha. We watched the last patrol go there. He was taken during the ambush the characters heard from the Yawning Portal and is eager to head back to the surface.
This inclusion of Gond among the dead gods might seem to be an omen. Six enormous sculptures. Any adventurer who eats some of these fish during an extended rest in this room regains an additional 5 hit points the first time he or she uses a healing surge after that rest and can make a saving throw against a condition a save can end.
As long as the target is cursed. Anyone trying to open the chest or pick the lock while the trap is armed is cursed. The other statues in the room are made ofless valuable stone. Beyond the doors is a foot-wide unlit corridor that leads to a room. Most of the lesser stone fisures depict kobo Ids or soblinoids. The plain square room is filled with crudely crafted tables and chairs. Monster Vault. Earthenware plates. A locked and trapped chest is inside the small room. The curse can be removed only with an appropriate ritual such as Remove Affliction.
The basilisk doesn't pursue characters beyond the confines ofits lair. With a DC 15 Nature check. Countless statues in unusual posesfill the chamber.
Manic Stream Creatures: Two hobgoblin spear soldiers Monster Vault. Inside the chest is a glowing globe page Off Limits! Area 6A: This room contains food-preparation tools. This oddity can be used to plant a seed for another adventure or campaign plot. The lizard is a basilisk Monster Vault. At the back of the chamber.
With a DC 15 Religion check.
It takes a DC 21 Perception check to notice the trap. You hear sounds of movement coming f rom the passaseway connected to the room's western wall.
When they realize the characters are in the area. Plot The characters should find it odd that almost all the deities represented here are dead. Area 6B: This area contaions a foot-deep portion of a slow-moving stream that Halaster permanently linked to this chamber using teleportation magic.
On the doors. Many are sportin9 snaw marks.
[D&D 4.0] Halls of Undermountain.pdf
A character gains this effect only if he or she eats and rests here. The corridor skirts around both sides of a featureless wall that blocks easy view into the chamber. The six larger statues represent the deities Bhaal.
Secret Room: When the characters reach this room. An unconscious male elf named Aovyneth use the statistics for the elf scout. Zarr's army draws fresh water from the stream. Assuming the characters enter this area before a general alarm has been sounded. It is very powerful in comparison to the characters it's a level 12 monster. The room's circumference is lined with targets and training dummies for melee and ranged practice.
Characters who speak Goblin or Draconic can decipher the shouting. Wily and spry. Then a voice. If forced into combat. Between equally colorful curses. A hobgoblin commander Monster Vault.
A chorus of words erupts from a nearby chamber.
He can confirm. The rest of his party was killed. Because of the losses the army has recently sustained and the large number of exploratory patrols Zarr has ordered.
Since Gharnell could speak both Goblin and Draconic. J Plot. Gharnell's pupils include one goblin cutthroat Monster Vault. A half-elfbard named Gharnell was captured while entering Undermountain a couple weeks ago.
If he cannot find a way to escape. Language Lessons checks would be useful in tweaking either group to take action against the other. Roleplay Yiggug understands he cannot beat the adventurers by himself. Zookah and Meeni each have 1 hit point.
He is mostly deaf. Zarr spared his life and put the half-elf to work teaching the army's dimmer and more hostile soldiers how to communicate with each other in Common. Gharnell is ill and z emaciated.
They are still highly alert from making their rounds. Zookah resents having an assistant. If successful. Assuming the heroes do not slaughter them despite their noncombatant natures.
He acts like a doddering fool. Zookah and Meeni spin outlandish tales in an effort to convince the characters to kill the other one. In rouah Common. Roleplay The groups ofkobolds and goblinoids despise each other and see little point in learning Common.
Gharnell himselfis not a threat. Barracks Combat Encounter Level 2 XP The rooms that comprise this area contain little more than sleeping mats and a few makeshift tables and chairs.
The adventurers might be able to use that hatred to foment a fight. Roleplay The goblin cook is a curmudgeon named Zookah who is too old to fight. Zarr ordered a young female kobold named Meeni to be Zookah's assistant. After the kobolds complained bitterly that goblins didn't know how to cook for kobold palates. Between curses. Just how much assistance the adventurers can get a:: With a DC 15 Thievery check. The stirges are hungry and will chase prey beyond the confines of the room unless the doors are closed.
Plot One or more of the caged creatures could take a liking to the adventurers. Three bulky chests sit near its center.
If the battle starts to go badly for the goblinoids. The three chests contain treasure. It is level with the stone path. A lOjoot-wide stone path cuts throush the room.
That owner might be willing to pay a reward for the pet's return. The number of stirges here is nearly endless-a fact that becomes painfully obvious to any intelligent creature that lingers here for too long.
Farther away. When the goblinoids spot the characters. You should be careful not to release too many creatures at once. The chamber's walls are riddled with countless holes. Deeper in the room. One round later. The trainers and a few drakes are in Area lOA. When the characters open a door into this room. A creature attempting to fly above the ledge is pulled down to the floor.
Possibilities include various drakes. This room smells worse than the others in the complex. It is too murky to know its depth. When a chest is opened. Halaster's deadly sense of humor was fully engaged when he designed this room. The chests are not locked.
[D&D 4.0] Halls of Undermountain.pdf
This room is a breeding and nesting area for a colony of stirges Monster Vault. If the commotion is not obviously a battle. Other beasts Zarr hopes to use to swell his army's ranks are caged in Area Dark water can be slimpsed 50 feet below the open areas. A larse. Creatures including the stirges cannot fly above or run on the northern ledge.
Empty air surrounds the stone path. Lyins in front of the middle chest is what appears to be a dried husk of a kobold. One round after that. A goblin cutthroat Monster Vault. Stirse Nestins Area. Each round thereafter. Zarr has enlisted some animal trainers to work with creatures that can be used in his army. Or a creature could be wearing a collar with a name tag. Two small drakes hiss and circle the hobsoblin. So the release of these creatures into Zarr's complex might be a perfect distraction for the characters to use.
This expansive chamber echoes with sound as the door scrapes open. You can determine the exact number and types of beasts here. If one or more creatures loiter in the room for more than 3 rounds. When the characters look into Area lOA. The holes in the walls are tunnel openings in which the stirges nest and through which the creatures can move to other Undermountain locations. In its western end. In one. When one or more characters move adjacent to the mist.
In another. Another shows drow. The answer to the riddle is as follows: See Treasure. The three chosen characters and the three spirits must end up together in the chamber west of the misty veil. The spirit continues.. Painted on each lOfoot-square wall panel is a mme depictina members of a specific race perforrnina rituals. Vision Chamber Exploration Encounter When the characters enter the room. Abmtt 60 feet northwest of the room's entrance. The academy is being attacked by Agents of the Eye, exploring adventurers, and everyone else who wants it gone from Is this wounded explorer truly what she seems to be?
The Heirs are striking back, and planning much greater destruction. The Skulls possess a strange, alien intellect and are known to speak in cryptic phrases and ancient to ngues long since vanished from the land. The Skulls often make bizarre demands of those who cross their paths or otherwise attract their attention, and their reaction to events is unpredictable. As long as it survives unscathed, none of the Skulls can be truly destroyed.
The Skulls are trapped in Skullport, and are seething. They visit their rage on anyone in Skullport who annoys them for any reason, and muster Skullport, by brute threat, to resist any armed attack. Frustrating Agents of the Eye and Illus. Belledin Cox 82 his chapter des. Trott riginally bu. Cox his chapter b.
No one knows what lurks in the dept. Short-link Link Embed. Share from cover. Share from page: Belledin 13 Page 1: Belledi Page 8 and 9: Spencer he best place Page 42 and We essentially digitally re-master the book. Durnan returns to the winch and begins to lower them..
Any who dare touch it are swiftly shrunken and thrust inside the small structure to face whatever horrors linger from the wizard Maddgoth's rule of the place. With a DC 15 Thievery check. If your players are up to the challenge of playing 1st-level heroes in Undermountain. Because he blocked the secret door from closing. We mark clearly which print titles come from scanned image books so that you can make an informed download decision about the quality of what you will receive.
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