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.