Reasons to
enter the Dungeon While the motivation for dungeon can be a simple as just wanting
gold, fame and power you might think that your character might want something
better to go there. I just a list a bunch of possible reasons your character
may be wanting to go down to the dungeon. They are just suggestions and if you
think of something for your character even if the idea is a bit vague, I am
happy to work with you to create one. Some of the motivations may need to be
accomplished deep in the dungeon while some are done a lot earlier. Some of
these are also mild spoilers for what you can possibly encounter. THE ACADEMY BECKONS Best for: Bards, sorcerers,
warlocks, wizards Halaster, or the faculty of Dweomercore, has reached out to an
arcane spellcaster, such as a bard or wizard, and invited them to the arcane
academy on Level 9. Alas this “full-ride scholarship” can’t be refused, but
also can’t be earned unless the character braves the first eight floors of
Undermountain. CALASSABRAK'S
COMEUPPANCE Best for: Duergar nobles Prince Valtagar Steelshadow, the disgraced duergar prince, has
brought dishonor to his family. A duergar adventurer may have a bit of
Steelshadow blood in his veins and hopes to elevate him- or herself in the
family by bringing Valtagar’s head back to his older brother, King Horgar
Steelshadow V. DROW WARFARE Best for: Dark elves Drow belonging to House Auvryndar, Freth, or any related vassal
(or eradicated) house may feel compelled to oppose or aid these houses. Members
of BREGAN D 'AERTHE are against are matriarchal drow houses so their goal would
be encouraging both houses to destroy
each other in the goal of taking the surviving members into the organisation. EXILED! Best for: Criminals Since ancient times, Waterdeep has rejected the "barbarism"
of executing criminals in favor of merely banishing them to Undermountain. To
return is to swing at the end of the noose, and to remain is risks being torn
apart by whatever horrors roam the dark. Any character, preferably with the
Criminal background, could have been sentenced here. Perhaps that character
will find the means to another land, emerging outside of Waterdeep. Perhaps
they'll find enough power or gold to flout the law instead. One party member
may have gotten condemned and the rest chose to follow out of loyalty. THE MANY
FACES OF EVIL Best for: Bounty hunters,
scorned adventurers A murderous/thieving/smelly band of adventurers/bards have
rampaged/played across the Sword Coast for almost three years. The player
character is one of the many who have been wronged by this band and now they
seek revenge— and they've since learned that those bastards have delved into
the lawless depths of Undermountain. Talk to me about what kind of enemies you
would like to have in the dungeon. LEGACY OF THE
MELAIRKYN Best for: Dwarves, archaeologists & other scholars Dwarf characters, particularly archaeologists, know that
Undermountain was once the realm of the legendary Melairkyn dwarves. They fell
eons ago to the drow and duergar, but their legacy might remain intact—or,
somewhere in the ashes, there still might lie the secret of their great
success. MOONSTAR
REDEMPTION Best for: Human or
half-elf Waterdhavian noble s If a human or half-elf character belongs to House Moonstar of
Waterdeep, they might feel compelled to restore their family’s honor by
eradicating the Shar cultists of Vanrakdoom on Level 18 of Undermountain. Background: House Moonstar has since prospered with the death of
Vanrak. It is ruled by the senile Lady Wylynd Moonstar. She has designated her
half-drow grandnephew, Helion Moonstar, as the heir to the house. There are
those in House Moonstar that chafe and scoff at such a decision—and many
wonders if another family member could transcend Helion by eradicating the last
of the Shar cultists of Vanrakdoom, thereby purging House Moonstar of Vanrak's
shadow once and for all. An adventurer belonging to House Moonstar may then
view Undermountain as the engine of their ascendance. Alternatively, the
character's friend or spouse may belong to House Moonstar, and the adventurer
may wish to elevate them to the throne. TORM’S SHAME Best for: devotees of Torm, clerics The God of Courage and Self-Sacrifice now cringes with shame, for
one of its divine planetars has fallen from grace and rules from deep in
Undermountain. The planetar can only be shown the error of its way by one of
Torm’s faithful—and thus, the adventurer has received divine guidance from
their lord to redeem the angel. Alternatively, Torm sends his champion to destroy or redeem the
death knights Dezmyr and Zalthar of Shadowdusk Hold, who were once paladins of
Torm. W YLLOW ’ S
C ONSORT
Best for: Druids, rangers, and nature clerics The winds and birds carried a message far and wide: the elven
maiden has chosen this character (a druid, ranger, or nature cleric) to be her
consort, to frolic in the wonders of Wyllowwood far below the Undermountain.
Alas, they must hurry, for other suitors have been approached, and the maiden
grows lonelier by the day. See Level 5 for more information. THE WEAVE Best for: Magic users
It is known that there is a knot in the weave of magic
buried under Waterdeep. Arcane users wish to be able to study the knot as it may
lead to new knowledges of magic. Druidic casters would want to go to find a way
to destroy the knot as they feel it is counter to nature and the natural course
of magic.