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"God and other artists are always a little obscure." Oscar Wilde

Thursday, January 31, 2013

Populating Undermountain with Old Modules

I assume you, like everybody else, have already picked this up.
I've been thinking about my new group's adventures in Waterdeep, and one thing I need to have ready is the possibility of their heading into Undermountain.  Almost all my resources are for Waterdeep itself, and I own nothing of Undermountain.  But then, its long and varied history in setting feel like permission to me to make it my own, putting almost any and everything in this sprawling megadungeon.  I'll start with In Search of the Unknown.  I really like module B1, and can easily imagine Zelligar and Roghann as heroic adventuring partners of Waterdeep who disappeared years ago, leaving behind their lost stronghold Quasqueton in Undermountain.

So, what would you adapt from old modules to put in Undermountain?  I'd love to hear.

5 comments:

  1. geomorphs and monster and treasure tables are my idea of retro. B1 rooms could be put anywhere in any random dungeon. Its the book of generic dungeon rooms. Stereotypical dungeon want that common in old modules - The Lost Caverns of Tsojcanth is my favorite.

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  2. The Mud Sorcerer's Tomb.
    Hands down the best adventure ever put into Dungeon Magazine. So good they had to do it twice. :)

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  3. I really need to get hold of copies of that. Also, it's been redone for D&DNext. (Jeez, they really need a new name for that, though I understand why they're wanting to avoid a number name.)

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  4. Parts of the I series of modules might work for you. If you move it into a large cavern, I1 Dwellers of the Forbidden City could be fun. I2 The Tomb of the Lizard King is also an option. The Desert of Desolation series (I3-5) would be a harder fit, but you might be able to steal the dungeons for your purposes.

    N1 Against the Cult of the Reptile God is also another good site based adventure.

    If you don't mind character death, there is the Tomb of Horrors. It is a classic for a reason, but it caters to specific tastes.

    There is also the S4 Lost Caverns of Tsojcanth and WG4 Hidden Shrine of Tharizdun. While Tharizdun would work just fine for Forgotten Realms, you could also replace him with one of the Elder Elemental Gods. I don't subscribe to the idea that Tharizdun is one of the Elder Elemental Gods, but if you want to know more about where you can find info, just let me know.

    WG5 Mordenkainen's Fantastic Adventure is a good dungeon crawl and a real classic. More dungeon levels were released for 3.5 during the Paizo run of Dungeon, so if you don't mind doing some conversion, there is a ton of material to be had. You would not need to worry about WG5 of course, as it was first released for AD&D.

    While not Gary's Castle Greyhawk, WGR1 Greyhawk Ruins has a ton of dungeon material. Stay away from WG7 Castle Greyhawk, as that is the infamous "joke module" and is not very good. There is almost nothing salvageable from that train wreck.

    Those are the ones that seem like they would best suit your goals. There are quite a few that you could just steal the map and encounters from, but that is a long list. I have some favorites, like X2 Castle Amber, and there is plenty of material to be had.

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  5. I've got Dwellers and Lost Caverns. A lot of my old module library I am still having to rebuild. Maybe the population of the area pre-Waterdeep in a warmer past moved Undermountain as the world cooled or the continent shifted northward.

    I remember when the one member of my original, teenage gaming group who was one of our regular DMs showed me WG7 after it had come out. I threatened him with bodily harm if he ever sprang something like that on me.

    Then there's the D series...

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