
Yes, faithful readers, the entire first level of the keep, in most of its screwed up geometric glory, is present on the first real dungeon level of Undermountain.

The map is very twisty, very turny, and it is, as far as I can tell, totally intact, including the homage to adventure module B1, In Search of the Unknown.
#EXPEDITION TO THE DEMONWEB PITS MAPS FULL#
The first level map was, in the original box set, a full poster, eight times the size of the one we get here, and it shows. If there's one major complaint I have about this book, it's that the maps, being confined to the 8.5x11 splat size, cannot possibly do justice to the size of Undermountain. It almost resembles a map for a Metroid area, though there are fewer vertical areas than there really should be, and no major slopes. The overall map of Undermountain makes it look less impressive than it is. There's nothing really remarkable, here, and for those familiar with Undermountain, it'll all be pretty old news. Undermountain has always been largely random, and while this one's less so than the rest, if you remove the randomness entirely, it's really not Undermountain anymore.Ī couple pages are devoted to factions in Undermountain and Skullport, though there aren't many, and they're mostly in Skullport. Also given page time is random encounters, which Undermountain doesn't exactly use extensively anymore, but ARE present, because it makes sense.
#EXPEDITION TO THE DEMONWEB PITS MAPS HOW TO#
That night, a whole bunch of adventurers, of all levels, are hit with visions summoning them to Undermountain to fix something that's gone very, VERY wrong.Ĭhapter one opens with some important advice and tips for the DM, including a third of a page or so on creating the illusion of more detail than you have, something that more DMs could stand to read, and how to railroad PCs temporarily until you flesh out certain areas, which ideally shouldn't be done at all. One day during midday or so, gigantic screaming Halaster faces appear in the city, screaming in despair, along with visions of ruin and destruction and a distinct feeling that the shit is about to hit the fan. The opening premise of the adventure is pretty simple.

Khelben Arunsun, for example, isn't mentioned at all, though Blackstaff Tower is, as THE place to go for effective, but extremely expensive arcane aid. There's a quick, two page or so rundown of services available in the city, from who, though no major NPC write-ups are given, just names, and sometimes not even full names. It's pretty much now the classic "There's an insane wizard, and he's got a gigantic dungeon under a huge mountain, let's go raid it!" adventure of D&D. Regardless, it's not as though Undermountain is exactly dripping with Forgotten Realms flavor in the first place. Waterdeep is referenced and described somewhat in a 1/3 page sidebar, but they excised pretty much every world-specific thing they can, presumably to get more people to buy it. They haven't actually cut out any of the Forgotten Realms flavor text, except for the name of the city, Waterdeep. They do still manage to put each of them on its own page, though, and none of them starts the first of two pages on an odd page, which is still damn handy. Instead of laying everything out twice, which there apparently wasn't room for, the single-encounter expansions are relegated to being referenced from the appropriate encounter entry. The general format is unchanged, though there's one major difference in the table of contents. Still, the book feels like it's not going to be sliding around on the table when you use it, and that's really the important part. The cover is the same material and finish as Expedition to the Demonweb Pits, but is a good deal more red than the greyish brown of that book. Publisher/Year: Wizards of the Coast 2007
