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Halls of Undermountain: A 4th Edition Dungeons & Dragons Supplement Hardcover – April 17, 2012


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Halls of Undermountain: A 4th Edition Dungeons & Dragons Supplement + Menzoberranzan: City of Intrigue (Dungeons & Dragons Supplement) + Into the Unknown: The Dungeon Survival Handbook (Dungeons & Dragons)
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Product Details

  • Series: Dungeons & Dragons
  • Hardcover: 96 pages
  • Publisher: Wizards of the Coast; BRDGM edition (April 17, 2012)
  • Language: English
  • ISBN-10: 0786959940
  • ISBN-13: 978-0786959945
  • Product Dimensions: 8.5 x 0.5 x 11.2 inches
  • Shipping Weight: 1.2 pounds (View shipping rates and policies)
  • Average Customer Review: 3.6 out of 5 stars  See all reviews (8 customer reviews)
  • Amazon Best Sellers Rank: #340,456 in Books (See Top 100 in Books)

WARNING:
CHOKING HAZARD -- Small parts. Not for children under 3 yrs.

Customer Reviews

3.6 out of 5 stars

Most Helpful Customer Reviews

17 of 20 people found the following review helpful By Joshua M. Ricard on April 18, 2012
Format: Hardcover Verified Purchase
Let me start by saying that Expedition to Undermountain was the last adventure I played in 3.5E, so I couldn't wait to get my mitts on this! And it really doesn't disappoint. It isn't the largest supplement, but it does a fantastic job of laying out the 1st level of Undermountain. Many iconic locations are still faithfully represented and the layouts are not presented in a way that are very instruction heavy. It leaves a lot of room for DMs to create on the fly, and to assist with that, it even includes random generation tables for both rooms and encounters! It comes with a fantastic poster map that has the entire floor map of the 1st level on one side and the interior of the Yawning Portal Inn on the other (as well as another poster map with a couple of decent battle map locations on either side). My only complaint is that it only covers the first level of Undermountain. In 3.5 "Expedition to Undermountain" covered the whole dungeon (in decent detail). And while this is a VERY expansive covering of the first level, it would have been really neat to see the second and third levels as well (at least). I would love to have 4th edition Skullport ready to visit, but I may just purchase "Expedition" so my group will be able to eventually continue their adventures once they are done with the first level.

Also, while this supplement is designed for levels 1-5, it can easily be adjusted to fit any level. All it takes is a good DM. A great purchase, I am already working it into my existing homebrew campaign!
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12 of 14 people found the following review helpful By Teos Abadia on May 1, 2012
Format: Hardcover
I greatly enjoyed this book as both an adventure and sourcebook. As an adventure, it provides three good adventures to draw characters into Undermountain. Those three adventures can be run in series or overlapped as desired. A hook is also provided to allow this to allow players of the Elder Elemental Eye season of D&D Encounters (an in-store organized play program) to transition their characters to Undermountain. The book logically links to the upcoming Underdark and Drow content, such as the Dungeoneer's book. Several ways into Undermountaind are described briefly, along with the Yawning Portal and NPCs that can be found scheming at the Yawning Portal. The adventure plots and NPCs are very well done and worth lifting and using in other games even if you don't end up using them in Undermountain. This content is really very good and does a great job of making this more of a story and dynamic adventure and less of a boring dungeon crawl. (I'm not a huge fan of dungeon crawls, so this part really appealed to me, though you can certainly run it as a dungeon crawl).

The book covers only the classic first level of Undermountain, providing content for 79 different rooms. While the book is only 96 pages long, without the monster statistic blocks it is providing more than might at first be expected. The book does provide a few new monsters and reprints monsters not appearing in Monster Vault (all new monsters are at the back of the book). New magic items are provided, as well as some traps. An article in Dungeon provided additional traps that could be used with the book.

Included with the book is a poster map of Undermountain. I don't find this particularly useful.
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1 of 1 people found the following review helpful By MARK S WILLIAMS on August 17, 2013
Format: Hardcover Verified Purchase
primarily I purchased this 4th edition book to gain access to the undermountain poster map for my 3rd edition game. However I found the materials within the book to be quite useful if not somewhat different from my earlier materials on undermountain from 2 edition / 3rd edition. I found it easy to pick and choose what I wanted out of the book and use it in my campaign. Some of my players seemed to think that 4th edition's undermountain is deadlier than earlier versions, but that is totally not the case. 2nd edition undermountain was far worse. I found it easy to "scale" things up or down to be appropriate to the party. A very nice supplement and worth the purchase price.
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4 of 6 people found the following review helpful By James Leivers on January 7, 2013
Format: Hardcover
I got to play in this as a player; most of my other adventure reviews on Amazon are from the DM side of things.

Let me say this: I hate Mega-Dungeons! And I loved this. I had a lot of misconceptions about Undermountain for a long time. It's not a mega-dungeon; it's more of a wilderness adventure. It's almost like a sci-fi story where several competing groups all travel to Mars to colonize it. Only instead of Mars, it's an underground magical dungeon created by an insane person. There have been many past expeditions who have all left their mark by changing the dungeon or are still living there.

Undermountain is not a huge mega-dungeon where you pointlessly go room to room. The adventures written in this book present you with a trail to follow, you can choose to ignore it and go exploring, but it's at your own peril. The entire place is filled with magical wonderment. You can enter a room, see a throne with sculptures on it or a glowing orb, you have no idea whether they could kill you or are hiding powerful magics for the taking. It's a lot of fun to interact with these items and rooms and try out theories. There are no "Gotcha you're dead" traps, but many items or areas provide clues, that a smart player can use to their advantage in dealing with hazards.

It's also not a big empty place with no-one in it. In fact, the place is brimming with NPC's. Some of them have banded together into factions. Not everyone attacks at first sight either. The factions all were written to provide the maximum amount of dramatic conflict. They either contain inner conflict that can be exploited, or they conflict with the other factions so that alliances can be made and/or broken.
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