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UNDERMOUNTAIN OVERVIEW
NOERMOUNTAIN IS THE LARGEST, DEEPEST CHARACTER ADVANCEMENT
dungeon in the Forgotten Realms. This ----
book aims to touch on every major level of The Levels of Undermountain table lists the dungeon's
that vast, dangerous place. levels and the character levels for which they're de-
Waterdeep: Dungeon of the Mad Mage is signed. It's okay for characters to enter a dungeon level
[ that's designed for a higher-level party; the encounters
designed for characters of 5th through 20th
level. You can run it as a stand-alone adven- there will be more dangerous and taxing, but characters
ture or use it in conjunction with its precursor, Water- can retreat if things get too rough. Characters can also
deep: Dragon Heist, which is an adventure that takes leave Undermountain, adventure elsewhere, and return
characters from 1st level to 5th level. to the dungeon once they're higher in level.
LEVELS OF UNDERMOUNTAIN
RUNNING THE ADVENTURE
Level Name Character Level
To run this adventure, you need the D&D fifth edition 5th
core rulebooks: Player's Handbook, Dungeon Master's 1 Dungeon Level
2 Arcane Chambers 6th
Guide, and Monster Manual.
The Monster Manual contains stat blocks for most 3 Sargauth Level 7th
of the creatures found in this adventure. All other nec- Skullport 7th
essary stat blocks are included in appendix A. When 4 Twisted Caverns 8th
a creature's name appears in bold type, that's a visual s Wyllowwood 8th
cue pointing you to its stat block in appendix A or in the 6 Lost Level 9th
Monster Manual. If a stat block appears in appendix A of 7 Maddgoth's Castle 9th
this book, the text tells you so. 8 Slitherswamp 10th
Spells and equipment mentioned in the adventure are 9 Dweomercore 10th
described in the Player's Handbook. Magic items are 10 Muiral's Gauntlet 11th
described in the Dungeon Master's Guide or, in the case Troglodyte Warrens 11th
of new items, the encounters in which they are found. 11
12 Maze Level 12th
AREA DESCRIPTIONS 13 Trobriand's Graveyard 12th
14 Arcturiadoom 13th
Undermountain is a series of interconnected dungeon 15 Obstacle Course 13th
levels, each one deeper than the last. Every dungeon 14th
level has its own encounter locations keyed to a map. 16 Crystal Labyrinth
The adventure text often presents the most important 17 Seadeeps 14th
features of a location in the form of a list with boldface 18 Vanrakdoom 15th
headings for ease of reference. These key features are 19 Caverns of Ooze 15th
arranged in order of prominence or in the order in 20 Runestone Caverns 16th
which characters are likely to notice them. These sum- 21 Terminus Level 16th
maries are designed to help you process the information 22 Shadowdusk Hold 17th
at a glance. If a listed feature requires further explana- 23 Mad Wizard's Lair 17th-20th
tion, you'll find additional information about that feature
after the summary. Each dungeon level contains enough monster XP
to ensure that characters who clear out the level can
ABBREVIATIONS advance to the point where they're ready to take on the
The following abbreviations are used in this product: challenges of the next level down. You can also award
XP for overcoming traps and for exceptional roleplaying
hp = hit points LG - lawful good
with key NPCs. The Bonus XP Awards table provides
AC = Armor Class CG - chaotic good recommended XP awards for such interactions.
DC = Difficulty Class NG - neutral good
XP = experience points LN - lawful neutral BONUS XP A WARDS
pp= platinum piece(s) N =neutral
Character Level XP Award
gp = gold piece(s) CN - chaotic neutral so
1st- 4th
ep = electrum piece(s) LE - lawful evil
5th- 10th 250
sp =silver piece(s) CE = chaotic evil
11th- 16th 1,000
cp =copper piece(s) NE .. neutral evil
17th- 20th 2,500
NPC = nonplayer character DM - Dungeon Master
UND.ERMOUNTAI N OVERVIEW'

