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Halls of Undermountain
Halls of Undermountain
HALLS OF UNDERMOUNTAINTM
CREDITS
Design
Interior Illustrations
Matt Sernett (lead), Shawn Merwin
Alexey Aparin, Christopher B
Cartographers
Development
jason A. Engle, Mike Schley
Christopher Perkins, Chris Sims
Managing Editing
Publishing Production Manager
Christopher Perkins
Angelika Lokotz
D&D Producer
Production Manager
Greg Bilsland
Cynda Callaway
David Martin,
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, FoRGOTTEN REALMS , Halls of
Underm ountain, Playe r's Handb ook , Du ngeon M as ter's Gu ide, Monster Man
ual, all other
Wizards of the Coast product names, and their respective logos are trademarks of
Wizards of the Coast in the USA and other countries. All characters and the
distinctive likeness es
thereof are property of Wizards of the Coast LLC. This material is protected under
the copyright laws of the United States of America. Any reproduction or unauthor
ized use of
the material or artwork contained herein is prohibited without the express written
permission of Wizard s of the Coast. Printed in the USA. This product is a work of
fiction. Any
similarity to actual people, organizations, places, or events included herein is
purely coincidental. Printed in the USA . 2012 Wizards of the Coast LLC .
CONTENTS
UNDERMOUNTAIN .......... 89
WAYS IN AND OUT ........... 8
COMBINING THE ADVENTURES .. 18
Random Encounters ............... 89
Falling Stair ........................ 8
Grim Passage ... ... ............. . .. 8 Price of
Nobility ................... 18 Darktentacles ..................... 90
Future Dealings with Lady
Lestra . ... 19 Helmed Horror Guard ...... ..... .. 91
Knight 'n' Shadow ..... . . . .... . . ... . 8
Long Dark Stair ... . ...... .. .. .. .. .. 8 Weaving the Plot . ..... ....
. ....... 19 Scaladar ..... . ............. .. .. . .. 92
Introduction + Descriptions
of the most infamous areas in Under
mountain's
first level
Undermountain? Ah, yes. It's a areat place to have fun, and + Rules for
Undermountain's iconic traps and magic
it's the most famous battlefield upon which a items
wet-eared wanderer can earn a reputation as a veteran + Descriptions
of classic Undermountain monsters,
adventurer. Of course, Undermountain is also the lar9est with game
statistics
known mass arave in Faerun today.
- Elminster of Shadowdale To orient
yourself as you run adventures in Under-
mountain, you
can consult the maps that appear in
Undermountain , that seemingly endless dungeon this book or
look at the poster map of the dungeon's
explored in countless FoRGOTTEN REALMS products first level.
Statistics for unique monsters and NPCs
including two boxed sets and several adventures, are included in
the adventure, but you will need to
Monster
Vault" for other monst ers' statistics.
a labyrinth so vast that such efforts have barely consult
scratched the surface of its many miles of corridors
and acres of rooms, remains one of the most recog-
nizable locations in Faen1n. Often called the "deepest
dungeon of them all," Undermountain has tempted
countless adventurers to delve into its depths. Some
return with tales of its horrors. Most are never
seen again. A lucky few resurface toting astonish-
ing finds that bring them astounding wealth. And
their oft-repeated stories entice others to also brave
the mysteries, misfits, and monsters that meander
beneath the great city ofWaterdeep.
This book details some of the rooms and halls of
Undermountain. As with the many Undermountain
products of the past, Halls of Undermountain"' cannot
hope to detail every room and corridor of the vast
labyrinth beneath Waterdeep. Instead, it provides you
with a wealth of material to get you started in your
own explorations, including three full adventures set
within the first level of the deadly dungeon.
The Ruins of Undermountain, the original boxed set
that gave an overview ofUndermountain's topmost
three levels , provided the first details of this famous
locale in 1991. A few things have changed since then.
Fans of the old dungeon description will find many
new elements, recognize some old favorites, and
encounter twists on some classics. Meanwhile, this
book also acts as a primer for Dungeon Masters who
are new to Undermountain, explaining everything
they need to know to imperil characters' lives in the
Realms ' most infamous locale.
How to Use This Book
INTRODUCTION
apprentice is
known to have fled, never to return. The u..
More than a thousand years ago, the wizard Halaster
others
remained in Undermountain, some carving 0
Blackcloak whirled from a distant land to the base
out whole
levels of the labyrinth for themselves and >-
of Mount Waterdeep, perhaps acceding to chance
their
servants. 0::
or providence's whispered summons. Some say he
Halaster
continued to live beneath the mountain. ~
hailed from the Cradlelands, a nearly forgotten
Using his
underground complex as a base, he traveled Vl
empire. Ages ago, the Cradlelands spread humanity
to other
planes and distant lands, collecting strange :C
across Faerun from what is now the Plains of Purple
creatures to
bring into Undermountain to live as
Dust, a wasteland birthed out of a conflict with the
prisoners or
guardians in his home. In time, Halaster
gods. Others give Halaster less ancient origins, plac-
sought out
magic to extend his life, and some say
ing him among the early wizards ofNetheril or from
these spells
and items are what pushed the wizard
an exotic southern nation long since buried by sand
beyond the
realm of reason. Even though Halaster
and time. Whatever his origins, scholars recorded
had always
appeared obsessed and somewhat
that Halaster brought with him seven apprentices.
deranged,
the mage's quest for immortality electrified
With the Seven guarding his back, Halaster tapped
his
eccentricities and infused him with a pulsating
into his power to summon beings from other planes
air of
madness.
to help him build a wizard's tower. Halaster ringed
Undermountain.
beneath the earth. Individually, they plumbed the
HISTORY
O F UNDERMOUNTAIN
Halaster has not been sighted in more than a cen- Wyllowwood: This
level ofUndermountain
tury. Most believe a cataclysm killed him before the holds dark caverns,
deadly dungeon rooms, and
Spellplague rocked the world . Even so, rumors that two vast forests.
Looking just like the wo odlands on
the Mad Mage or his ghost has returned persist, car- the sunny surface,
Halaster and an apprentice use d
ried on the tongues of the many adventurers who magic to create
these forests. The sight of sun and
now delve into Undermountain and the desperate sky high above the
woods have convinced plenty of
wretches who live in an underground community adventurers they
have escaped Undermountain. Wyl-
called Downshadow. The most recent reports tell of lowwood's vast one-
way portal allows in air and light
a dark chuckle in the ear just before disaster strikes, (and wandering
flying creatures), but it gives only the
and those who sleep beneath the streets ofWaterdeep illusion of escape.
have become more than a little uneasy. Undermoun- Lost Level: The
Melairkyn clan created this level
tain seems to be awakening, but no one knows who and consecrated it
as a temple. In later years, Halaster
has roused it. used it to toy with
overbold adventurers. Now that
magic portals with
peculiar locks and a whirlpool in
DEEPEST DUNGEON the River Sargauth
on level three connect the Lost
Level to other parts
ofUndermountain, the layer is
OF ALL far less elusive
than it used to be.
Maddgoth's
Castle: Connected to the surface
It would be impossible to provide more than just the through miles
ofUnderdark tunnels and to the rest
briefest overview of all of this mighty dungeon in one ofUndermountain by a
magic gate in the Lost Level,
product, so Halls of Undermountain focuses on provid- these caverns are
named for the miniature fortress
ing adventures and tools for its first level. Of course, that can be found
within them as it floats in midair
Undermountain offers much, much more to explore. over a mithral
spindle. Any who dare touch it are
So here is a glimpse into what lies beyond its top swiftly shrunken and
thrust inside the small struc-
layer. ture to face
whatever horrors linger from the wizard
Citadel of the Bloody Hand: While perhaps not Maddgoth's rule of
the place.
technically a level ofUndermountain, this dungeon Slitherswamp: A
magic gate links this watery
within Mount Waterdeep has a longtime link with level
ofUndermountain to the Twisted Caverns.
Undermountain's topmost layer, the Dungeon Level. Yuan-ti and their
naga allies dominate the Slither-
Dungeon Level: The first level ofUndermoun- swamp community, and
civil wars and cannibalism
tain, detailed within this product, has the distinction continually cull the
population.
ofbeing known as the Dungeon Level due to the Hidden Chambers:
This small dungeon has
longtime practice of city authorities sentencing levels of its own.
The layer was once the abode of one
Waterdhavian criminals to fend for themselves in the ofHalaster's
apprentices, who used magic to sepa-
dungeons. For most adventurers, it is the first and last rate and hide it
from the rest of the dungeons . The
level ofUndermountain they see. Hidden Chambers'
magic has since faltered, and now
Arcane Chambers: Referred to as the storeroom it unpredictably
reconnects with random areas of
level by the Melairkyn dwarves, the second level of Undermountain.
Undermountain consists of many vast chambers in Muiral's
Gauntlet: The first ofHalaster's appren-
which Halaster and his apprentices conducted their tices discovered
this draw-constructed dungeon and
arcane experiments. used it as his
private hunting grounds , stocking it
Sargauth Level: The third level ofUndermoun- with creatures whose
company he enjoyed and those
tain takes its name from the River Sargauth, an he relished
battling. Virtually any mirror in Under-
Underdark river that flows through the vast dungeon mountain might draw
a person into Muiral's Gauntlet
to the shores of the underground city of Skullport to learn what has
become of his pets.
and beyond. Easily the size oflevels one and two com- Troglodyte
Warrens: This labyrinth of natural
bined, this layer is divided into two massive halves. caverns has been the
abode of several troglodyte
Two caverns and the River Sargauth are the only fea- clans for more than
a century. A roving magic gate
tures connecting the halves. connects it to other
locations in Undermountain for
Twisted Caverns: The Underdark intrudes in just one hour every
eight days.
Undermountain at the fourth level. Fed by its own Maze Level: Named
for a particularly deadly
waterway, known as the River of the Depths, the portion of the level
known as Halaster's Maze of Mad-
layer's caverns were once used as farms , leading ness, this layer
ofUndermountain also hosts a series
some sources to call this the Farms Level. Kuo-toa , of caverns minotaurs
have long inhabited and a large
aboleths, drow, and other Underdark denizens often draw-controlled
dungeon compound.
battle for control of these caverns. Trobriand's
Graveyard: Given its name, many
adventurers expect
hordes of undead to occupy this
FALLING STAIR
The Citadel of the Bloody Hand squats in the bowels LONG DARK STAIR
c:r:::
pressuring him to retire for years now. But Corpo- happened
, mutely pointing to her order. Rather than f-
ral Knag has an enduring passion that keeps him risk
another scene, Durnan decided to make sure ~
committed to his work: he hates mysteries. Indeed, the
White Lady remained unmolested while at his
Corporal Knag's zeal for uncovering the truth when
establishment. ~
presented with crimes or puzzles has earned him Thus
far, no one has followed the White Lady to ~
both promotions and demotions throughout his long learn
more about her. Waterdhavians give her a wide 0
career. berth,
many worrying her madness might be conta- 0..
As usual, Corporal Knag has been using his time gious.
They're right to worry. lJ
off to ponder various unresolved cases as he quietly The
White Lady mutely tends to disease-afflicted Z
sips ale in the Yawning Portal's taproom . Two myster -
individuals in a small hostel a few streets away Z
ies currently preoccupy him . from the
Yawning Portal. Not long ago, adventurers S
Recently, an entire team of the Cellarers & Plumb- emerged
from Undermountain, one babbling madly ~
ers' Guild went missing while working in the sewers
following an encounter in the dungeon. The White
(see Area 13, page 30). Aside from the signs of a Lady
took him in, and whatever malady the patient
scuffle, no trace of the guild's members has been suffers
from has begun to affect her.
found. Corporal Knag's superiors believe some sewer
Portions of the White Lady's skin, hidden beneath
beast devoured them, but Knag doesn't see it that her
voluminous robes, have become translucent and
way. According to the old patroller, who can be heard hard.
However, the White Lady's daily mantra-
grumbling as he ruminates, "not enough blood" was words
revealed to her in a dream- have halted the
spilled at the scene. growth
of these crystal-like spots. It has also fogged
The other mystery filling Knag's thoughts is the her
thoughts. At first, the elderly elf felt inexplicably
disappearance ofJosephus Blaze, a known murderer drawn to
the Yawning Portal. But now she doesn't
(see Area 47, page 64). Wanted for the gruesome consider
her actions, performing her daily routines as
slayings of a merchant and his family, the killer ifin a
trance.
- has evaded capture. On the whole, Waterdhavians
assume Blaze fled the city, but Knag thinks he has BROTHER
SEPULCHER
too many ties to Waterdeep to take flight so easily.
A grim
and morose man, Brother Sepulcher (the only
THE WHITE LADY name by
which he is known) has remained at the
Yawning
Portal for the past ten days , paying Duman
Several months ago, an elderly elf wearing plain for a
room and spending most of his waking hours in
white robes came into the Yawning Portal. She the
tavern. He drinks little alcohol and eats sparingly.
placed a few silver coins on the bar, ordered a mead
While in the taproom, the bald , gaunt priest of
and plate of food by pointing at what she wanted, and Jergal ,
the exarch of proper burial and final rest-
then took a seat at a table. After eating, she began ing
places, devotes himself to recording the names
whispering. People approached her to make sure she and
descriptions of each person who enters Under-
was not in distress, and they realized she was repeat-
mountain. He often questions anyone preparing to
ing the same statements in an endless loop: "The eye enter
the dungeon about their relatives, spiritual
is open. It casts its glance far . Some follow the eye's
inclinations, and intended Undermountain des-
tinations .
glance, coming here. Some fall in and spiral down
While he does this, Brother Sepulcher
like a whirlpool. Nothing lies at the bottom . Even the
sometimes removes a measuring tape from his robes
darkness is empty. The eye cannot see. The eye is and
stretches it in front of an individual. When the
open." priest
deems someone too tall , he calmly informs the
After sitting at the table for a couple hours, she left. dungeon
delver's companions that to lay the person's
The next afternoon, she repeated the process. And body to
rest in Undermountain , should he or she die,
every day since, the elf, whom patrons have dubbed they'll
need to break its legs. Once they fold the legs
the White Lady, has done the same thing. She some- over,
Brother Sepulcher continues , the body should
times whispers the words in a different language, but
fit, albeit snugly, in any burial niche or sarcophagus what Angus said
and have some clue about his broth-
they encounter. er's
disappearance. (Umpold refuses to believe Angus
Perpetually dressed in gray robes and long white is dead despite
the City Watch 's declaration.)
gloves, Brother Sepulcher gives many tavern regu -
lars the creeps. The priest's habit of removing a skull SANFIN LOTTE
from his robes and staring at it unblinkingly for long
moments has a fair amount to do with their reaction .
Sanfin Lotte is
an attractive human male rarely seen
Brother Sepulcher's order wants to inspect certain
outside the
Yawning Portal. Although the young man
tombs in Undermountain and catalog the corpses claims supplying
stories to the city's various broad -
interred within them. Brother Sepulcher arrived sheets is how he
makes his money, he also earns a
here with Sister Palonya, who entered the dungeon great deal of
coin selling secrets to the highest bid-
to relieve the priest already cataloging the tombs (see
ders. Sanfin
engages in a bit ofblackmail, too, when
Areas 31 and 32, pages 47-49). Brother Sepulcher
the opportunity
arises.
has neither seen nor heard from Palonya since her The broadsheet
stories he sells are infamous for
descent. Given Undermountain's vastness, Brother
exposing scandal
and spreading rumor . If asked
Sepulcher is not terribly concerned. To pass the time, about his
sources, the writer says the Yawning Portal
he studies those courting death in Toril 's belly. Still, is a great place
to keep an eye on all parts ofWater-
as the days wear on, the priest has begun to consider deep. Very few
Waterdhavians know Sanfin does
seeking some magical means of communicating with much more with
the information he gathers than
Sister Palonya and check on her progress. write gossipy
stories. Of course, the master manipu-
z
has grown
suspicious of Chloe, speculating that some <C
magic
might be enabling Sanfin to use the bird for Vl
MAKLIN MUCKLAR nefarious
purposes. Agada intends to covertly nab the Z
An enterprising gnome named Maklin has sole per- bird as
soon as some large distraction draws every- 0
1:1!
one's
attention. f-
mission from Duman to sell alchemical products and
<C
potions within the establishment, a profit-sharing
Cl..
deal that also gives Maklin some insurance against RUUDI
STONEKIN ...1
the damage to the furniture his mixtures sometimes
~
cause. Ruudi is a
recent addition to the Yawning Portal 1:1!
Maklin is a distant and aloof gnome ofindetermi- tableau.
She can usually be found at a corner table 0
Cl..
nate age. Even those of generous nature say the little pawing
through the countless sheafs of parchment
v
fellow is quite odd. Duman believes the gnome is and scroll
tubes laid out before her. She claims to z
eccentric but honest. Plus, the innkeeper really enjoys be distant
kin to the Melairkyn dwarves , the clan
z
the large kickback Maklin gives him. that
originally carved out significant portions of $
No one has ever complained about Maklin's goods
Undermountain.
or his slightly high prices until recently. Days ago, When
she is not poring over tomes and scrolls, ~
a male human stormed into the Yawning Portal the young
dwarf converses with people who claim
claiming he bought a healing potion from Maklin in to have
knowledge ofUndermountain. Ruudi offers
Baldur's Gate several years ago, and the potion was a
friendly, enthusiastic, and generous face to anyone
poisoned. He was escorted out of the tavern, all the who
approaches her with questions or information
while screaming about how the potion had killed his about the
dungeon's history, architecture, or layout.
companion and that Maklin would pay. The shouter, However,
she presents a long-suffering and gruff
however, hasn't been heard from since. Some assume mask to
anyone wasting her time with other topics.
the incident was a misunderstanding, but the Yawn-
Ruudi's map mania isn't limited to Undermoun-
ing Portal's regulars are keeping a wary eye on the tain's
bowels. She also has maps of the Yawning
gnome now. Portal,
Waterdeep's streets, and all the public foun-
tains in
each of the city's wards. Tavern regulars even
joke that
Ruudi consults a map before heading to
AGADA VANE the
privies.
Ruudi
sells her maps ofUndermountain for steep
A human shopkeeper of middle age and stern coun-
tenance, Agada Vane frequents the Yawning Portal's prices,
even though most are only unconnected por-
tions of
the dungeon or long strings of hallways with
taproom on a regular basis. Agada runs a success-
ful trade in metalwork for the home and dry goods . few rooms
attached to them . The dwarf also pur -
Known as a fierce competitor and fair employer, she chases for
generous amounts maps delvers create,
has earned the respect ofWaterdeep's merchant provided
they represent parts of the dungeon she has
lords and guilds. She has a softer side, too, which her not yet
mapped. When anyone is drawn up from the
tea-party attendees have come to know. Held weekly well's
bottom, Ruudi jumps atop a chair or table and
cranes her
neck to see over the usual crowd of con-
in the back of her shop, Agada's gatherings attract
dozens who settle in to trade homemade treats, gentle
gratulators, hoping to catch the delver's eye.
to take breaks.
Monster Statistics
RESTING IN Monsters'
statistics do not , for the most part, accom-
pany the creatures'
mentions in the text. Instead,
UNDERMOUNTAIN the statistics
blocks for monsters can be found in the
Monster Appendix,
which starts on page 93, or the
Adventurers are apt to attract monsters with the noise Monster VaulC'
accessory. You can also use the online
they make and encounter new threats around each D&D Compendium to
reference monster statistics.
corner. So at some point, they'll need to rest and recu-
perate. They can do this in any number of ways. They Room Details
might bar the doors to a room they've already cleared
Unless otherwise
stated, all areas in Undermountain
or rest in a hidden chamber behind a secret door.
have the following
features in common:
They might even flee back to the Yawning Portal to
recuperate in the comfort ofDurnan's hospitality. + Chambers are
presumed to be unlit.
If characters are allowed to safely rest at will + Doors are made of
stone (DC 16 Strength check to
in Undermountain, the dungeon is likely to seem force open;
AC/Reflex 4, Fortitude 12; 80 hp).
easy and less fun. However, if wandering monsters + Hallway ceilings
are 10 feet high.
endlessly harass adventurers, their time in Under-
+ Room ceilings are
15 feet high.
mountain is apt to feel like a chore. The DM needs to
strike the right balance. + Walls are rough
surfaces (DC 20 Athletics check
To vary players' experiences, have some rests be to climb).
LJ.J
those foes are defeated, however, all the thrills, trea- The heroes
might hear about a magic item in Under 0::
:J
sures, and dangers ofUndermountain await them. mountain
that is the only sure way to lift a curse one 1-
It might seem the characters' struggles against of them is
under. A scrap of parchment the adventur- z
LJ.J
the Abyssal plague and Elder Elemental Eye are over ers find
could bear a map leading to fabulous wealth >
once they've vanquished the cultists, but other Halls some
criminal the heroes captured hid in Under- Cl
ofUndermountain elements hint at related dangers. If mountain.
The possibilities are endless. <(
ROOM PURPOSE
ROOM PURPOSE
d1 00 In this room ...
d1 00 In this room ...
J:l~~~~{;RYtiL~!Q!"~U;~ffl.,flU.,q!J~tL!"J!JIJlEh, c~m~c~""-~" ~"~
ABANDONED ROOM: Foul-smelling liquid leaches~
:f:4 FIRE SHRINE: Red stone carvings honor fire and
~DLI,U~gb.,s:.r.AckdgJ.Il~i . g. .J
c.,.,., fiery elemental beings.
Game Room: Tables with dice, cards, and other
:'6-"~0JSP[AVJ-IAIL!' DusiY relfcsof cotiquesCmofder~
games await new players.
[S't:58~"8urial~firepara'tiol1l~"'"o_o_m_:_,A,...Ia-rg-e-st_o_n_e--sc;-la""b~t~' "
'''"'
7 7
empty.
63-64 LIBRARY: Wooden bookshelves line the walls.
~-~--~t~!!!!'!,~tilc.S:~fl~tilt~~Q~fl~~!ll.lJ,e.~----
15-16 TORTURE CHAMBER: Torture and incarceration
67-68 CELLAR: Stocked wooden wine racks and stacked
devices are caked in old blood and bits of flesh.
racks of wooden barrels look aged .
!lru"'''~'"-"''l.l~~fl!:i!l!llt!<l ,~"i!ll.Proj~<;tile~~,="~--~,-~,-.
;:is=:iir'-slfTIN(I'RooM:'carefuity~crat'ted-couthes c1rKI --l
75-76 MAZE: Thin walls open into a maze of narrow
i__'"!~_ble~, , b,<:~~~J?~~n , 2X~!,t!lJ!'!~!IJ2Pf2~!!1.~f!;!Y~
. "" passages.
: Jt~:i8 KITCHEN: Foodstuffs, a fireplace and cook pot, a
'77?78 - POO[:Awitfe""and(leep pool~ist'illed wit~at IC
preparation area, and dishes and utensils clutter
!i9V!tl:
the area.
79-80 STUDY: Comfortable wooden furniture houses an
129:3o~REFUSEROOMTGar6age or otherr,"' febriS'i~~pfi;(l -,
assortment of books, papers, and writing utensils.
L,-~..a.!Jc.PJ!Il~1fli!"g h~;glt~ .m
- :r- MEETING.ROOM: Matching chair$' su~rrou!UI a
Jf.<J1 BUTCHERY: Hunks of meat hang from hooks.
_.Jm2!'h!l~22.!l~!:t!<:!~l!!~. ,~,.-~~~~"-~
tRAfNING, ROOM!.PrafficeCJummieTimd trainlngl
83-.84 MAP CHAMBER: An mosaic of tiny tiles decorates
AR~Nxrwl)c)(lenl:l~ncfles'surround 'a"'rope(l:on,~"'~
t
L-~~~.:l,l!1bl,eJn!shed aqt!p,rfectlu;t~lh-""""~"'-" ""~-,.J
'47-48 . BARRACKS, FORGOTTEN: Cots, footlockers, and
95-96 MUSEUM: Pottery and relics sport descriptive
equipment are broken and aged.
plaques written in Common.
BATRsr large p9olsbrim'wiiJi warm, s<ented"'
[jr: 9s- - c EilL. TFourseb offron shatk'les- arerattaclledt
water. Fluffy towels and jars of colored liquid sit
d1 00 Feature d1 00
Feature
~
1-2 _Small piles of humanoid bones 1-2
Room has an antigravity or reversegravit effect z
3-4 Underground stream crossing room 3-4
Nymph statue screams if touched :J
0
5-6 Marble-sized rubble covering floor 5~6
Full, hot, nourishing meal is SP-read out on table
:'E
7-8 Discarded traveling pack 7-8
Flickering, multicolored ball lights room 0:::
9-10 ~JYt~Lwith dem()njc m otif
u.J
~-10
~<i!l!~!=~ntinua!lyJ>I.e~~
0
11-12 Fountain with centaur sculpture 11-12
z
13-14 Phosphorescent fungus on walls
:J
15-16 Single mirror affixed to each wall 15-16
Warm, pungent mist ding to creatures z
17-18 _ ~f surfaces polished smooth 17-18
S!!!faces are covered in ice
Vl
19-20 Black stone obelisk set in floor 19-20
Illusory golden fish swim in rippling pool u.J
21-22 Dam-p wa_lls _~n4 ~9-oJing mo isture [21-22
_,_ Talking portraitshang"on the walli 0:::
:J
23-24 Partially submerged in water 23-24
Whispering voices offer insults 1-
25-26 Open 30-foot-deep pit with garbage
~pE!edy magic balrbounces around._ ____ ~ z
u.J
27-28 Lectern with an old book resting on it 27-28
Blue smoke fills area >
29-30 Tinyfllrniture filling_;1~.ea 29-30
TliJf~j~g goblin skll!f~P_E!aks only . li.E!~ 0
31-32 Bloodstains covering walls 31-32
Wall spout pours endless stream of sour beer .:r:
33-34 --Targe skull nailed to eic: it door 33-34
ln~ible, thin membrane covers~dlrorways
35-36 Pillars carved as haunting spirits 35-36
Area is unnaturally cold
37-38 _Two sitting skeiE!t()ns holding ha.mh 37-38
~llrfaces are al!_s!t!=~)' (tacky)
39-40 Old, rusty picks and shovels 39-40
Voices converse in ancient language
41-42 . :thick yellow mold coating arecl" .:1-
1-42 _C~~~~ures ente!:frig!'lr~a appear fo_sJ1ri_nk
43-44 Stacks of books with doodles inside 43-44
Pile of bones scuttles around room
45-46 30-foot-deep well in floor
Area is unnaturally""'h""o-=-t __
47-48 20-foot-deep, 10-foot-wide chasm 47-48
Smell of lemons fills area
49-50 J~~!en stone blo!=.li(f_rom c~iling) __ 49-50
~~iidowy figure !>J!J:~~ns one he~()-=-~--=~----~
51-52 Small stone marbles covering floor 51-52
Spirit follows creatures while in room
53-54 Statue of rearingdragon ----~-.......,. 53-
5"4 Random tappin_g comes from _fl"'o-=o~r~-~-~
55-56 Stick figure drawings on walls
All voices inside room echo
57-58 ~ad rantings \ll{ ritten on ceiling
GloJ:> es of water float around room
59-60 Entire room painted purple
61-62 W:!lbbl)' floor, as iff!.ala_nced on ~.n:axis
63-64 Rusty chains hanging from ceiling
65-66 Three neatly folded sets of old clothes
67-68 Burning incense bowls
69-70 .~lue~and covering l!Q.or
71-72 Large gong
73-74 ~roken brooms cQvering floor
75-76 Stuffed dummies used for target practice
77-78 Human skeleton partially set in floor
79-80 Old worktable covered with glass containers
81-8i---~m~lly, empty Ele~ kegs cut in HiJL
83-84 Broken glass sphere on pedestal
85-86 Pool of green liquid (algae water>-----~-
87-88 Skeletal arm attached to rusty axe
89-~0 Pil.es of unmortared stacked bricks
91-92 Set of ten large iron keys on ring
93-94 Vafof'solidified animal fat
95-96 200 feet of rope strung about room
97-98 Furniture glued to ceiling
99-100 Mural of Halaster Blackcloak 99-
100 Floating knives somersault around room
I.I.J
happened to both Quarren and Rutherford , Lady
ford 's five companions: Zarr, a half-elf mercenary, 0:
:J
Lestra orders a beloved servant to sniff out some trust- has
tattoos showing various military insignia. r-
worthy adventurers who plan to enter the dungeon.
Aizel, a female elf with a raspy voice, is a wizard . z
I.I.J
has
a heavily scarred face and nasty temperament . I.I.J
A servant of House Urmbrusk finds a private moment
z
cloak and unmarked plainclothes , a half-elf named
If the
characters learn any information about her z
Llarwell tells the characters his employer, a wealthy
BACKGROUND
....I
Even though Zarr has swiftly and capably gained
Next to it, a powerfully built human works a winch o::l
control ofhis new fighting force and secured a base
attached to a thick rope that p lunaes into the well from a u
for it, his megalomania has led him to miss one small pulley
above it. A moment later, his massive arms relax. z
truth: not all the kobolds and goblins are happy A
barely audible voice echoes up, "AU clear down here!" >
under a bossy half-elf's rule. Mo st ofZarr's troop s A few
tavern bystanders siah with relief as others jovially z
are loyal to him , some fanatically. But a dozen or so shout,
slosh their ales, and exchanae a couple coins. After a Vl
have treason on their minds, and others could b e con- few
heartbeats, sc reams and the clank in& of metal echo hol- o::
vinced to rebel if offered the right incentives . lowly
up fro m the well, and patrons rush to its edae. 0::
<
Meanwhile , Duman, proprietor of the Yawn-
The human begins to frantically wind the winch, and he N
ing Portal, is losing sleep over th e r ecent attacks on shouts
at you: "Are you adventurers? Do you seek entrance
adventurers he has lowered into Undermountain . into
Undermountain?
It is not uncommon for a group of adventurers to "I
don't think I can winch the rope fast enough to get you
be attacked the moment its members jump from there
in time to aid the others. But if you can tell me what's
the rope. However, for the past ten days or so, the
happened down there, I'll waive your fees for this trip."
danger has been different. Not only have the attacks
b een immediate and terribly ferocious, but not one
Consider asking the players to roll initiative. It's
adventurer has r eturned. Some h ave been killed even
unlikely they can h elp the party below, but rolling
before they've released the rope. can
give the players a sense of urgency.
With his family's fortunes tied to the large hole
Duman is offer ing the heroes free passage into
that runs from his tavern's common room directly and
out ofUnder mountain (saving each of them
into Undermountain , Duman fears this turn of 20 gp)
if they promise to return with news of what
events could make h im a pauper. The only scenario
attacked the adventurers he just lowered into the
that terrifies him more is having a large and orga-
dungeon. The h ero es might be more concerned
n ized monster squad climb out of the well to threaten with
helping tho se now embroiled in a battle , but
both the Yawning Portal and Waterdeep. Duman
has already written them off as dead. This
h ard-
hearted po sition is a hazard ofhis business-
esp
ecially oflate .
STARTING THE
Safely lowering creatures 140 feet to the Entry
ADVENTURE W ell
room's floor takes 10 rounds. To speed up their
de
scent, heroes might attempt to climb down the
Th e most exciting way to start the adventure is w ith rope
(DC 10 Athletics check), climb down the well 's
a b ang! The action b egins with the characters in the wall
(DC 15 Athletics check), or use feather fa ll.
Yawning Portal 's taproom (see the enclosed poster
From the well's entrance, the adventurers can
map) , launching point for countless great adventures see
nothing but a hint of dim light below. (The room
and gruesome deaths. Give the heroes time to t ake in b elow
is wider than the well, and the combatants
a bit of the atmosphere as another party of thrill -seek- are
out of sight .) If a character can reach the well's
er s and sellswords is lowered slowly down the entry bottom
in one round , he or she spots a wounded
well . As the adventurers familiarize themselve s with
adventurer shoving his blade into the gap betwe en
the Yawning Portal and its patron s, screams issue a
closing door and the wall . H e briefly remains
from the well. The other party is b eing attacked!
conscious.
1. Entry Well
The
characters have a couple moments to put down
Exploration Encounter
bets if they
wish, but Old Stannoc (page 12) limits
each wager
to 10 gp. Then the rope is ready, and
Adjust the description below based on how quickly
Durnan and a
young lass of seventeen years (Dur-
the characters get down the well. The read-aloud text
nan's eldest
daughter) help the characters latch onto
assumes the characters respond immediately to Dur-
the rope.
nan's call for assistance.
Brother
Sepulcher (page 11), coming back from
While Duman quickly brings the rope back up
the privies,
raises his voice as he walks as quickly
for the characters to use, a flurry of activity swirls as he can
while retaining the appearance of aloof
around the tavern.
detachment.
Read :
Read:
Duman winds the winch with all his mi&ht, and pe ople A bald,
9aunt man dressed like a priest weaves between
at the well's ed9e shout encouragement to the adventurers tables,
heading toward you with some urgency. "Wait,
below. More coins chan9e hands, and an elderly halfling please!
What are your names? I must know your names."
sidles up to you. He pulls out
a quill and ink pot while openin9 a tome.
u
Read:
z
When the
adventurers enter the area, read:
The briahtness from the tavern above is just a distant a low
>
when your feet reach a sandy floor. Dented and rusty Many aray
aranite statues ofhuman warriors stand atop z
pedestals
in two rows,facing inward. Their numbers stretch
shields decorate the larae room's walls. Prayers for mercy,
the lenath
of this long hall. The statues ' nameplates have Vl
curses aaainst monsters, and other messaaes-written in
been
severely chipped or defaced, as have many of the stat- c:t:
various languages in chalk, dirt, blood, and perhaps more
"
ues'features. <C
exotic substances-litter the wall spaces between the shields.
One
blood trail leads to doors on the eastern wall; the N
Of the six adventurers who preceded you into the well,
other
heads west, ending at a doorway set into the southern
three are in the room. Two appear to be dead, and the
wall.
eyelids of the third flutter weakly. A human, he sprawls
aaainst the northern wall, his finaers loosely holdina the
Although
no creatures are in this area, the room is
pommel of a sword that is jammed into what appears to be
trapped
(see below). Zarr's lieutenant, a goblin hex
the openina of a secret door.
hurler,
was able to divine the password that deacti-
vates
Halaster's traps in this hall , so now all members
If the characters try to communicate with the surviv-
ofZarr's
army know how to bypass the dangers. How-
ing adventurer during their descent, they might learn
ever,
unless the characters get that information from
the attacking creatures are kobolds and goblins.
a member
ofZarr's army, th ey must deal with the
Gravely wounded, Morphey was left for dead.
trap
directly.
But he managed to wedge his sword between the
With a
successful DC 13 Perception check, a char-
secret door and its jamb before it closed. Because
acter
hears cries of pain coming from Area 3, where
he blocked the secret door from closing, it can be
members
ofZarr's army are using the female half-ore
opened from the Entry Well room without any trou-
they
just
captured to test a trap . No sounds can b e
ble. Normally, the door opens only when a hidden
heard
coming from anywhere else.
button on its north side is pressed. If the door were
The
door to Area 3 is not locked , but the doors to
closed, the heroes would have to chip away at the
Area 4
are. With a D C 14 Thievery check, a character
stone and lever it open to gain entrance, a noisy and
can unlock
those doors.
time-consuming process.
Morphey is unconscious. With a DC 10 Heal
check, a character can awaken Morphey briefly. He Trapped
Statues
can tell the heroes that kobolds and goblins streamed Five of
the statues grasp magic-enhanced cross-
through the secret door moments after the party bows. When
one or more creatures enter the hall,
arrived in Undermountain. Morphey and his com- roll
initiative.
ENCOUNTER
AREAS I 2. Hall of Heroes
thousands ofbones.
A female half-ore sits in the throne, two snakes entwininB
Glowing Globe
her. The venomous creatures suddenly sink alisteninafanas
These seemingly whimsical magical creations light
into her. The half-ore's facial expression screams aaony as many
chambers and halls throughout Undermoun-
her body stiffens and becomes motionless. The snakes then
tain's levels. Also called drift lights, these globes glow
curl around the throne s ' arms and turn to marble. in
colors reflective of their owners' moods.
Three aoblins and a kobold stand in rapt attention in
front of their victim.
If the
adventurers enter the area without alarm- >-
~
ing its
occupants, read: et:
Behind
the curtains to the northeast, harsh aruntina voices <(
araue
with high-pitched voices in broken Common about ~
auard
duties and patrol rosters. co
A
voice squeaks, "You stupid. Like a bia, stupid, hairy, u
stupid
hobaoblin. Stupid! Me and Niim auard that passaae Z
last
time. Scare everythin& away. Now your turn. " >
A
deep voice bellows with barely controlled fu ry, "You Z
the
group's members are happy with their circum-
The doors between this room and Area 2 are locked. stances
. This encounter provides the best opportunity
The lock can be picked with a DC 14 Thievery
to
relay, through roleplaying , the adventure's perti-
check, or the doors can be smashed in with a DC 21 nent
information.
Strength check. If
the heroes decide to eavesdrop, they could hear
about a
brewing rebellion, Zarr, his whereabouts,
When the heroes enter, read: where
prisoners are kept , or anything else you'd like
Thi? huae chamber's vaulted ceilin& is 40 feet high. Leather, them to
know. Or, if the character s approach the gob -
cloth, and animal-pelt curtain panels hang in a V shape, lins
and kobolds , they might try to convince Zarr's
dividin& the room into three sections. The middle section
they
all have plenty of food and respect, and soon the
As long as the characters did not smash in the door, army is
going to take over the entire area.
they can surprise this chamber's inhabitants.
Such an exchange would provide solid background
The blood trail s end in this ar ea. Zarr's forces took
information and leave the character s understand -
their prisoners to Area 6 and Area 12, respectively. ing
that while diplomacy did not work in this case, it
might
later in the adventure.
E NC OU N
TER AR EA S I 4 . Sta9in8 A rea
Two statues , one of a goblin and the other of a kobold , Assuming the
characters enter this area before a
flank Are a 4 's southern doors, which lead into this general alarm has
been sounded, read:
room. On the doors, written in both Draconic and The plain
square room is fille d with crudely crafted tables
Goblin, are the words "Do Not Enter. Let Groog and and chairs. Ear
thenware plate s, bowls, and cups are laid on
Jibble Be Your Warning. " A bar in Area 4 secures th e the tables. You
hear sounds of movement coming f rom the
doors and is easily removed. passaseway
connected to the room 's western wall.
Beyond the doors is a 20 -foot-wid e unlit corridor
that leads to a room. The corridor skirts around both Creatures:
Two hobgoblin spear soldiers (Monster
sides of a featureless wall that blocks easy view into Vault, page
157), two kobold quickblades (Monster
the chamb er . Vault, page
180), and two noncombatant cooks-an
elderly goblin
and a young kobold-are in the western
When the characters reach this room, read: passageway.
Countless statues in unusual pose s fill the chamber. Six When they
realize the characters are in the area,
enormous sculptures, each carved from marble and repre- they retreat to
Area 6B, where the fighters prepare
sentinB a deity, reside in alcoves in the western and eastern a defense with a
pair oflesser water elementals
walls. The other statues in the room are made ofless valu- (Monster Vault,
page 109) they have befriended.
able stone, possibly sranite . Many are sportin9 snaw Meanwhile , the
head cook and his young assistant
marks. Most of the lesser stone fisures depict kobo Ids or hide behind a
couple large cauldrons in the room's
soblinoids, but some look like humans, elves, dwarves, half- southeastern
corner.
linss, drakes, carrion crawlers, and other duns eon dwellers. Area 6A: This
room contains food-preparation
At the back of the chamber, a larse lizard with several tools. An
unconscious male elf named Aovyneth (use
pairs oflegs moves among the statuary. the statistics
for the elf scout; Monster Vault, page
112) lies in a
sack on the floor. He was taken during
Creatures: The lizard is a basilisk (Monster Vault, the ambush the
characters heard from the Yawning
page 23), which can turn creatures to stone with a Portal and is
eager to head back to the surface.
glance . It is very powerful in comparison to the char- Area 6B: This
area contaions a 10-foot-deep
acters (it's a level 12 monster) , but since it is alone, portion of a
slow-moving stream that Halaster
a lucky or particularly skilled group of adventurers permanently
linked to this chamber using teleporta-
could defeat it. The b asilisk doesn't pursue characters tion magic.
Zarr's army draws fresh water from the
beyond the confines ofits lair, allowing overwhelmed stream, catches
fish in it, and dumps waste into it,
adventurers to retreat safely. which is
instantly carried away.
Features: The six larger statues represent the With a DC 15
Nature check, characters who study
deities Bhaal, Chronos , Gond, Leira, Mystra, and Mur- the stream's
fish realize they are more robust than
dane. With a DC 15 Religion check, a character knows normal fish of
their kind. Any adventurer who eats
the gods' identities and that all but Gond are dead. some of these
fish during an extended rest in this
room regains an
additional 5 hit points the first time
Plot he or she uses a
healing surge after that rest and can
make a saving
throw against a condition a save can
The characters should find it odd that almost all
end. A character
gains this effect only if he or she eats
the deities represented here are dead, yet a DC 13 and rests here.
Roleplay checks
would be useful in tweaking either group to
take action
against the other.
The goblin cook is a curmudgeon named Zookah who
is too old to fight, so Zarr found a use for him. After the
l.I.J
kobolds complained bitterly that goblins didn't know Plot
....J
o:l
how to cook for kobold palates, Zarr ordered a young Gharnell
knows very little about Zarr's complex,
u
female kobold named Meeni to be Zookah's assistant. since he is
kept blindfolded when they move him z
Zookah resents having an assistant, and Meeni around. He
can confirm, however, that the ambush- >
resents being a goblin's assistant. Thus, the two bicker ers' leader
is a half-elf named Zarr. Gharnell is ill and z
endlessly. Assuming the heroes do not slaughter them emaciated.
Thus, he's eager to return to the surface
Vl
despite their noncombatant natures, Zookah and and wants
to avoid participating in any fighting. a::
Meeni spin outlandish tales in an effort to convince Just how
much assistance the adventurers can get a::
the characters to kill the other one . If successful, the out of
either the goblinoids or the kobolds is up you . If <(
N
survivor eventually attempts to escape or leads the the two
sides turn on each other, the survivors likely
adventurers into a trap. soon focus
on escaping the area rather than joining
If forced into combat, Zookah and Meeni each the heroes
for an extended time .
have 1 hit point, defenses 10, and no effective attacks.
8. Training
Grounds
7. Language Lessons Combat
Encounter Levell (100 XP)
Combat Encounter Level 2 (650 XP)
This area
is normally filled with soldiers, but the only
When characters enter the passage to the north occupant
here right now is an old goblin weapons-
of this chamber, read: master who
acts as the troops' training instructor.
A chorus of words erupts from a nearby chamber. In rouah The room's
circumference is lined with targets and
Common, soblinoid and kobold voices say in unison, "Zarr training
dummies for melee and ranged practice .
is our leader. {Pause.} Take the passaee on the riaht. {Pause.}
Creatures: Yiggug, a scarred, old goblin cutthroat
Please pass the elf stew." The next moment, a cacophony of (Monster
Vault, page 154), is repairing weapons in the
yellinB in two different lanauages reaches you. center of
the room. He is mostly deaf, so the adven-
turers can
sneak up on him without much difficulty.
Characters who speak Goblin or Draconic can deci-
pher the shouting. Between curses, the goblin voices Roleplay
are saying (in Goblin) they would rather have their
Yiggug
understands he cannot beat the adventurers
eyes gouged out than learn to speak Common and
by himself.
Wily and spry, the old goblin tries trick-
talk to pathetic kobolds. Between equally colorful
ery or
quick feet to attempt an escape . He acts like a
curses , the kobold voices are saying (in Draconic)
doddering
fool, telling the adventurers whatever he
that goblins have drake droppings where their brains
thinks they
want to hear . If he cannot find a way to
are supposed to be . Then a voice, sounding possibly
escape, he
leads the heroes to Area 6, where he just
human, begs in both Goblin and Draconic for every
sent a
handful of troops.
one to calm down and concentrate on learning.
Creatures: A half-elfbard named Gharnell was
captured while entering Undermountain a couple 9.
Barracks
weeks ago. The rest of his party was killed. Since Combat
Encounter Level 2 (700 XP)
Gharnell could speak both Goblin and Draconic, Zarr
spared his life and put the half-elf to work teaching The rooms
that comprise this area contain little
the army's dimmer and more hostile soldiers how to more than
sleeping mats and a few makeshift tables
communicate with each other in Common. Gharnell's and chairs.
Generally, no more than two of the four
pupils include one goblin cutthroat (Monster Vault, chambers
are occupied at one time . Because of the
page 154), two bugbear thugs (Monster Vault, page losses the
army has recently sustained and the large
159), and two kobold slingers (Monster Vault, page number of
exploratory patrols Zarr has ordered, only
180). Gharnell himselfis not a threat. one room in
the area contains any creatures.
weighing
down the creature enough to slow it. A crea-
ture
adjacent to a chest can make a D C 20 Arcana or
Thievery
check (as a standard action) to suppress the
...J
A creature falling off the walkway or ledge plum- "Only
the most wise and brave can receive the a!ft qf vision. co
mets 50 feet into ice-cold standing water, which is Select
two others to take the test with you. Remember, you u
10 feet deep. The water negates falling damage, but place
your life and theirs in dan9er." Z
a creature starting its turn in the water takes 1d10
>
cold damage. Swimming in the water requires a After
the character chooses two others to take Z
DC 10 Athletics check, but increase the DC by 5 for the
test, read: V\
each chest magically attached to the character. The The
spectral fitJwe sneers at you and says, "Beyond the veil, cc:
walls have numerous handholds and holes, and can the
power ofvtsions awaits. Only by grasplna this staff can ~
be climbed with a DC 10 Athletics check, but add you
pass throueh the veil." N
5 to the DC for each chest magically attached to the A
wooden staff suddenly appears itt its hands, each end
character. capped
in an iron handle. The spirit continues, "Only two
Treasure: Each chest contains one treasure: a
creatures canarasp the staff at one time, cmd a.t least one
golden chalice worth 50 gp, a+ 1 flaminBlonBsword,
creature must carry the staff across the veil. But there is
and a sack containing 400 sp. more."
"To pass the test, all three of you and all three of us must
Exploration Encounter
sta11
d toaether on the veil's other side. However, no more
than
two can pass throush at one time, and the staff must
When the characters enter the room, read:
be
nraspedfor any to cross the vetl. It cannot be thrown. Jf
This chamber's most noteworthy features are its frescoes.
at any
tirne, we spirits outnumber you three mortals on one
Painted on each lOfoot-square wall pane l is a mme depict-
side
or the otlun, you will per!sh. Now ... how can we all
ina members of a specific race perforrnina rituals. In one,
pass
safe ly?"
dwarves weartna rObes cast runestones onto an altar. In
another, humans wearins heads ear tha.t bears mystical
If
necessary, the speaker repeats the riddle, growing
symbols aa.ze into crystal balls. Another shows drow, cer-
+ One
spirit remains on the far side, and the other
When one or more characters move adjacent to
spirit (or the character) returns with the staff, put-
the mist, read:
ting two spirits and three characters in the main
A s hostly form of a wild-eyed human with a11 unkempt
chamber.
beard and hauehty sneer emerees f rom the mist. Its voice + Two
spirits pass through the mist, putting three
d.ripptna with sarcasm and contempt, it says, "Are you
spirits in the west chamber and leaving three char-
worthy of receivinB the blessina of vision? Do you dare
acters in the main chamber.
attempt it?" + One
spirit returns, leaving two spirits in the west
chamber and putting one spirit and three charac-
Until the characters answer either yes or no , the
ENCOUNTER
AREAS I 12. Vision Chamber
elsewhere.
Painted frescoes on the walls depict a 9oddess passinB
the Bift of ma9ic to creatures. Powerful creatures such as
an&els, dra9ons, and demons &ather near the top of the 13.
Prisoners
walls, while weaker creatures &ather near the base. A lar9e Combat
Encounter Level 2 (625 XP)
stone throne rests a9ainst the fa r west wall.
An
unlocked door opens to reveal a steep stairway
If the characters solved the spirit's riddle, add: leading
down to a makeshift prison.
The spirit of the wild-eyed man stands next to the throne.
SweepinB its arm toward it, the form tells the one who Once the
characters descend the stairs, read:
accepted the challentJe, "You have earned the ri&ht to sit in Torches
in sconces li&ht this spacious room . In its corners,
the Seat ofVisions. What you see mi&ht not please you , but statues
depictinB robed humans of stern countenance
it will not hurt you ." nearly
reach the chamber's 15foot-hi&h ceilin9. Dozens of
manacles
are set into the room's walls. As you enter, a bua-
bear is
chaininB an unconscious human to one waH while
SOLVING THE RIDDLE five
other chained pri soners look on.
The riddle in Area 12 might be frustrating for a group
of players who don't like puzzles. In lieu of making
Creatures: A bugbear thug (Monster Vault, page
the players solve the riddle on their own, you can 159)
Plot
mountain to search for possible mining locations .
~
After Argust was captured, Zarr plucked out the The
DM can use the prisoners for a variety of pur- ~
dwarf's eyes for giving him an insolent look. Argust ,
poses , including to provide plot hooks for further I.I.J
terrified and distraught, is unwilling to move unless
adventures. Feel free to assign statistics and levels to 0::
someone leads him.
them as you see fit. If you'd rather they didn't accom-
U
Steploe Nestletoe: This halfling member of the
pany the characters, you could have Lady Stellaphosa, z
Cellarers & Plumbers' Guild, remains the eternal
Steploe, and Xerick leads Argust back to the surface. >
optimist. He assumes he will escape and be all the
z
better for the experience. His crew was on duty in
14. None Shall Pass Vl
the sewers when their lights suddenly went dark and
Combat Encounter Levell (400 XP) 0::
he was struck on the head. He doesn't know how he
0::
<t:
ended up in this room.
This room's doors are barred from the outside . The N
Lady Steiiephosa: This female human paladin
bars are meant to contain a threat that Zarr's army
ofKelemvor was investigating rumors of undead has
not yet dealt with. The bars are easily lifted.
creatures lurking in Undermountain when she was
captured. Zarr's forces are looking forward to a gladi-
When the characters enter the room , read:
atorial fight between her and Smurgle.
Fl'esh kobold and aoblinoid C01'pses litter the floor amid
GraspinB Zombie: This undead male human is
broken and intact stat ues, rocky debris, and s1eeletal
chained next to the paladin and both disgusts and
remains. Much of the rocky debris comes f1 om the 2 0foot-
angers her. The zombie's only remaining parts
htah vaulted ceilina, which has not weathered the passaae
include a head , torso , and arms. A patrol captured of
time well. As you aaze about, loose bricks and mortar
it near Dayan's laboratory (page 54). The zombie's
break away from the ceilina and add to the detritus cover
unwillingness to die amused its captors , so they ina
the floor.
chained it down here to disturb the prisoners, par-
A nanow, 15foot-hiah ledae d inas to the walls. Dozens
ticularly the paladin. A mark shaped like a skull and of
places.
the encounter, any creature that ends its turn in the area takes
1
The same magic that regularly reforms and
d1 0 damage from falling debris.
Special : This trap can be triggered only once.
destroys the room also ensures that some statues turn
COUNTERMEASURES
into gargoyles once every ten hours. So if the char-
+ Detect: Dungeoneering DC 1 0 (free action). Requirement: The
acters leave a door to this chamber open, they could
character must be within 10 feet of the weakened column .
unleash havoc on the complex.
Success: The character realizes the column has been weak-
ENCOUNTER
AREAS I 14. None Shall Pass
Roleplaying Encounter
Trap/Hazard Encounter Level 1 (225 XP)
northern por tion. A lona the west wall, two anael statues
useful later, such as a rope or lantern.
flank
a rickety shelf atop which sit three books about mili-
tary
history. Below the shelf are a desk and chair. A book
Roleplay with a
leather cover lays op en on the desk. Given its rela-
Grand Grelpin is the ultimate pragmatist. He knows tively
fres h-lookinB ink, the book miaht be a journal.
he doesn't stand a chance against the characters, and
he suspects the heroes might be able to take out Zarr
Features: Zarr spends most ofhis time here read-
and the goblin hex hurler that acts as the half-elf's ing
about military tactics and writing his memoir, The
advisor. Life
and Wisdom ofZarr the Invincible. Since his mega-
Grand Grelpin tells the adventurers he is hiding
lomania curbs sleep, the half-elf trapped his bed.
here because he knows too much and, as a priest, Hidden
oil flasks provide the fuel, so the trap can be
cannot abandon his tribe. The wyrmpriest then tries
disarmed by safely disconnecting these flasks.
to convince the characters they need him to over-
throw Zarr and end the kobold-goblin alliance. Fire-
Spewing Bed Levell Trap
Object
XP 125
Detect
Perception DC 20 Initiative -
Plot HP15
Grand Grelpin would be happy to assist the char- AC
10, Fortitude 5, Reflex 5, Will-
acters in defeating Zarr, as long as they spare any Immune
necrotic, poison, psychic, radiant, forced movement, all
kobolds they encounter in the complex and allow him
conditions, ongoing damage
CouNTERMEASURES
+
Disable: Thievery DC 20 (standard action). Success: The trap
Plot 1 7. Laboratories
GJ Acidic Fire (acid, fire): ld8 fire damage, and area. Chosen for
their bravery and skill in battle, a
ongoing 5 acid damage (save ends). hobgoblin
warmonger (Monster Vault, page 122) and
[Z] Loud Explosion (thunder): 1d10 thunder a kobold
dragonshield (Monster Vault, page 181) stand
damage, and the target falls prone . in front of a
door leading into the War Room (Area
20). If the
characters somehow bypass this area and
~Viscid Glue: The target is restrained (save ends).
reach Zarr, these
guards rush to their master 's side if
[8] Enhanced Armor: The target gains a + 1 bonus to they hear sounds
ofbattle beyond the doors.
AC until it takes an extended rest. Features: A
pit, 20 feet square and 10 feet deep,
Roleplay Plot
Hapdash is terrified of the characters at first and IfZarr's army
captures the characters, the heroes
begins indiscriminately mixing and throwing vials. might be given
the chance to recover before being
If the adventurers can calm him, they can learn the goaded into a
pit fight. Once they are released from
alchemist has lost his love of serving Zarr. Now his manacles, shoved
into the pit , and tossed weap-
only passion is mixing odd chemicals to see what ons , the
adventurers might be able to orchestrate
happens. an escape.
If the characters can convince Hapdash they mean
him no harm and would like to help him continue
in his new profession, award them XP as if they'd
defeated the kobold in combat. In addition, Hapdash
spills all he knows about the half-elf's plans. How-
ever, he refuses to take up arms against anyone in
Zarr's army.
If a character messes with his chemicals, Hapdash
goes ballistic and attacks.
HP 85;
Bloodied 42 Initiative+
11
Roleplay AC 24,
Fortitude 20, Reflex 22, Will 21 Perception +9
Speed 6
Emotionally brittle , these guards might be persuaded TRAITS
TRIGGERED AcTIONS
What lurks to the south is up to you. It is likely one or f
Advantageous jab (weapon)+ At-Will
more powerful and evil creatures. Of course, since it
TriBBer: An enemy marked by Zarr makes an attack that doesn't
has slain only members ofZarr's army (as far as the
include him as a target.
characters know), it might be a good-aligned creature ,
Attack (Immediate Interrupt): Melee 1 (triggering enemy); + 13
one that can offer the characters something of value
vs.AC
in return for a favor. Hit:
1d8 + 7 damage . Effect: The target takes a -2 penalty to
Detect- Initiative -
Immune attacks Dayan
IJ.
TRIGGERED ACTIONS
~ Effect(tel~portat~on) +At-Will This
adventure sees the heroes infiltrating a domain 0
Tri99er: The goblin hex hurler takes a minor action to activate controlled
by the vampire Dayan and his undead
the rune.
servants.
Dayan is using the power and knowledge
Effect (Immediate Reaction): Close burst 10 (one creature in the
burst); 1 d8 damage, and the target is teleported to a space gained from
a secret laboratory left behind by a long-
inside the rune and immobilized until the end of its next turn. dead
necromancer whose identity is lost in the fog
COUNTERMEASURES of time.
This area ofUndermountain also contains
+Analyze: Arcana DC 20 (standard action). Success: The char- long-
forgotten tombs that provide Dayan with an
acter ascertains the power of the rune. abundant
supply of corpses to fuel his ambitions.
+Control: Arcana DC 20 (standard action; trained only). Suc-
cess: The character can trigger the rune's attack power as a
minor action once per round. BACKGROUND
TOMBS
OF DAYAN I Backaround
Read:
Afemale
human of middle y ears dressed in red robes
Give the
players a moment to answer before Varriel
continues.
Then
read:
"I fear
a weat threat is wowinB in the 3rand dun3eon's
darkest
corners. I have heard rumors of a laboratory that
contains
a wealth of necromantic knowled3e and power.
I sent
another adventurer, an elf named Aizel, to investi-
&ate. Not
only has she not returned, but I have lately heard
rumors of
undead creatures in Undermountain bear in&
a unique
mark-a skull over a da33er blade-associated
with the
laboratory. I fear someone-perhaps even Aizel-is
usin3 the
laboratory for necromantic experiments.
"I
want you to find the lab and stop the necromancer. As
proof of
your success, brin3 me any books or scrolls about
service ."
If the
characters have talked to Lady Lestra Urm-
brusk
(page 18), they have probably heard the name
Aizel
mentioned as one of Rutherford's adventuring
Lanceboard Room.
Lanceboard Rules
Area 21B contains a 10-foot-long, 6-foot-wide
stone table with a locked iron coffer resting on it. A This game
can accommodate up to nine knights and
DC 10 Arcana check reveals a magical aura around a
champion on each side. If more than six players
the coffer, and a DC 15 Thievery check is sufficient are at
the table, the game's magic randomly switches
to open the lock, which causes the coffer to immedi-
characters in and out of the game. Therefore, players
ately spring open. A puff of green powder explodes in must be
ready at all times, even when they are not on
the opener's face , momentarily choking him or her. the
board. If fewer than six players are at your table ,
The powder sheds a dim green glow and resists any put the
same number ofblack pieces on the board as
attempts at removal for a day. However, this trap is there are
players.
nothing more than one ofHalaster's jokes and has no
Lanceboard Layout: The chamber floor forms a
harmful effect.
chessboard pattern ofblack and white 5-foot squares.
Treasure: The coffer contains a coin of good luck. The board
fills the room and is 10 squares wide by 14
squares
long.
0
movement, which are discussed below. Beyond that, stand, as normal.
No running, charging, or crawling u..
combat is handled normally. is allowed.
0
Movement: On its turn, a piece can move 1 square Attacks:
Characters and monsters use their own Vi
as a move action. (A piece that takes two move actions powers, attacks,
and defenses despite their altered ro
2
on its turn can move a total of 2 squares.) A knight appearance. A
champion deals double damage on all
0
starting its turn on a white square can move only attacks .
1-
to white squares, and a knight starting its turn on a Summoned
Creatures and Companions:
black square can move only to black squares (like Mounts, animal
companions, spirit companions, and
bishops in chess). A champion has no such limitations familiars
disappears for the duration of the battle. A
and can move into squares of either color. No piece summoned creature
fails to appear, and the power
can leave the board until the game is concluded. used to summon it
is spent.
If a knight or champion enters an ally's square, 0 Hit Points:
When a character drops to 0 hit
it can move through that square for free; however, points or fewer,
he or she disappears from the board.
it cannot end its movement there. Moving through Once the game is
over, the character reappears in the
allied squares allows a knight or champion to cover hallway, restored
to his or her original form, with 1
more ground than is normally allowed. hit point.
A knight or champion cannot enter or pass Monsters that
drop to 0 hit points die and vanish.
through a square occupied by an enemy knight or Endgame: If the
characters win the game, all
champion. restrictions the
game imposed on them disappear,
Teleportation powers and forced movement func- they take their
own shapes, and they can move about
tion normally, with the caveat that no knight or the room freely.
If the monsters win , the characters
champion can move or be teleported off the board. A appear back in the
hallway. If they enter the room
piece can be forced to move into squares it normally again, they must
play. They cannot traverse the room
without winning
the game.
w..
0
Plot
ENCOUNTER AREAS I
24. Enhanced Murnrny
Plot
The characters could come across the restless spirit
of Amari's husband, Julain, in Area 34. If so, he begs
the heroes to help his wife's spirit, which he can sense
is in great turmoil. He asks the characters to help
return it to its proper burial site.
Depending on what the characters have done with
Amari, fulfilling that request might be difficult.
Horned
Ring
27. Grubby Treasure Halaster
made eight iron rings of teleportation, one
for each
ofhis apprentices and one for himself. He
Combat Encounter Levell (500 XP)
imbued
each ring with different powers and immuni
This area contains rot grub swarms under Dayan con ties that
would work only for the person for whom it
trol. They act as both soldiers and an alarm system. was
designed. While a great boon, these rings were
rumored to
allow Halaster to remotely view the wear-
When the characters enter the room, read: er's
location and read his or her thoughts.
This chamber offers a arisly siaht. Numerous corpses
are draped over five larae chests. The carcasses are of all Horned
Ring Level 8 Rare
manner of creatures-a couple humans, a carrion crawler, Of the
multitude of powers imbued in each rins, only one is
dire rats, and even an oare. A small urn near the bodies has
accessible to a casual wearer-a te!eportation power allowinB
ENCOUNTER AREAS I
2 7. Grubby Treasure
1-
CouNTERMEASURES lon.9
before you can see what is happenintJ. Ei.9ht creatures
+Deactivate: Arcana DC 19 (standard action). Success: The are
chained to its walls. Five appear to be lifeless, but three
trap ceases to function for 5 minutes. of
them-a robed female human, a wretched .9oblin, and
a
spittin.9 drake-convulse with pain . Glyphs on the walls
Treasure: One of the kobold corpses has a plati- pulse
bri.9htly with each tortured wail or .9roan. The mana-
num ring worth 50 gp in its hand. cles
also bear various arcane .9lyphs.
A
ban.9in.9 noise issues from somewhere north of this room.
30 . Soul-Stealing Swim
Combat Encounter Level 6 (1,300 XP)
Creatures: Every prisoner here, living and dead,
has be
en branded with the skull-and-dagger symbol
seen
elsewhere in the dungeon. Only three of the
As the characters move through the hallway in Area
30 , they h ear splashes coming from Area 30D. Mean- eight
are still alive. Among the dead are two kobolds,
while, the sounds of clanging and the chipping of a
grimy beardless dwarf, a goblin, and a skulk. The
rock issue from Area 30B.
survivors are briefly described below :
+
Palonya, a female human dressed in gray robes, is
When the characters open the door to Area 30D,
nearly unconscious (she h as 1 hit point remaining).
read:
With a DC 15 Religion check, a character knows
Four pools occupy the corners of this chamber. The two
she is dressed as a priest o[Jergal, a deity dedicated
pools nearest the north wall contain red liquid, and above to
proper burials and the guarding of tombs.
each floats a wraith-like form . The two pools nearest the
south wall contain purple liquid.
A zomb ie holds a stru&&lintJ .9oblin in its hands and
plun.9es the screamin.9 .9oblin into the southeastern pool.
Instantly, the .9oblin stops strUtJtJlinB and the pool turns red.
A wraith emer.9es from the .9oblin's body.
ENCOUNTER
AREAS J 31. Pain and Fear
..,
The
rest of the room looks like what would happen if
Plot a tornado
and fire ripped throuah a library. Larae tomes
The priest ofJergal in Area 32 can explain Palonya's have been
torn to shreds and burned. Smashed ink pots
presence here. She was on her way to relieve him of have left
dark stains and pottery fraaments scattered
duty when she was captured. around the
area. Burned chunks of small casks that once
held water
or ale litter the chamber as well.
Wroot is gracious to his rescuers but claims he
needs to get back to his army. If the characters have
already defeated Zarr's forces (page 20), Wroot shows
Creatures: Dayan has ordered four decrepit skel-
a mixture of sadness and relie He might volunteer etons
(Monster Vault, page 255), a hulking zombie
(Monster
Vault, page 294) , and two flesh-crazed zom-
join the characters, offering to fight with them or
to
carry their equipment until they come to an exit. If bies
(Monster Vault, page 295) to slay the pesky priest.
All three
creatures are bloodied (with hit points
they treat him kindly, he could turn into a henchman.
The spitting drake does not follow orders or take equal to
their bloodied values) . They pound away at
commands. However, if the characters release and the door in
unrelenting fury, but the shrine's radiant
feed it, it might follow them through the dungeon. energy
hurts them with each blow.
I.J..
in the
areas west of the tombs. When accessing the
Roleplay tombs ,
the priest would go south into Area 35 , west
As is befitting a priest ofJergal, Barthelby is a rather along
the corridor attached to Area 35, and then north
morose fellow. His attitude can be summed up with along
the passageway connecting to Area 34. A com-
the statement, "I knew I was going to die horribly and rade
told him to avoid Area 33 altogether, because the
before my time, but I just didn't think it would be this place
was cursed, but the other priest gave no details
soon or this horribly." about
what he meant by "cursed."
ENCOUNTER
AREAS I 33. Wei9htless
34 .
Tombs
The characters are pulled into random spaces near
the middle of the room. Combat
Encounter Levell (600 XP)
2 squares
17 or higher 3 squares
Creatures: Three ghouls (Monster Vault, page 126)
are
searching Areas 34B, 34D, and 34F for intact
Creatures in the room cannot shift and cannot
skeletons that Dayan can animate. As soon as the
increase their speed by flying or by climbing along
characters encounter one ghoul, the other two are
the walls , ceiling, or floor. warned
and rush to aid the first, arriving in subse-
A creature can leave the room when it has enough quent
rounds.
movement to touch the glyph inscribed on either
Features : The 10-foot-square magic symbol
etched
into the floor of each room floods the cham-
door, at which point the creature is teleported into
the nearest adjoining hall. A DC 14 Arcana check ber with
necrotic energy. Any undead creature
reveals that these are teleportation glyphs and that
standing on the symbol at the start of its turn gains
the doors themselves cannot be opened from inside 5
temporary hit points and resist 10 radiant until
the room. the
start ofits next turn. A character standing on the
The glyphs on the floor and ceiling cause the symbol
and praying to a deity that abhors undeath
weightless effect , but they are impervious to damage can,
with a DC 15 Religion check, suppress the
and cannot be deactivated. However, their magic
symbol's power for 1 hour. With a DC 22 Religion
has begun to malfunction, creating an unintended check,
a character can suppress the symbols' power
hazard whenever there are five or more creatures in for an
entire day. The symbols can be defaced and
the room .
destroyed, but not in the midst of combat ; it takes
about
an hour per symbol.
ENCOUNT E R AR E AS I 34 . Tombs
Plot
If the
characters have already found Amori in Area
26 and
she is with them, adjust the previous read-
aloud
text as needed. She immediately regains her
memories
upon seeing her husband's ghost, but she
retains
her kobold and rage drake mannerisms.
If
brought here alive, she begs the adventurers to
use the
apparatus in Area 26 to raise her husband
from
death. If they refuse, she asks the characters to
Velvet Crown kill her
so she can be with her husband again. Julain
The wizard Thingarlus, master of the Thieves' Guild recoils
at the thought of her dying again and begs
of Airspur some five centuries ago, allegedly devised Amori to
use her second chance at life to return to
these rare , highly prized items. They appear as cloth
Waterdeep and check on their descendants.
circlets or garters of dark velvet. When a velvet crown The
characters can weigh in on either side, using
is simply carried on one's person, it does not function
Diplomacy checks or roleplaying to sway the conver-
sation.
With a DC 15 Streetwise or History check,
magically and barely exhibits any dweomer. When
worn about the head of an intelligent being, however, an
adventurer recalls that the De'Spri family is still
it gives its wearer great powers of stealth. Elminster thriving
in Waterdeep, which might help convince
Amori to
remain alive. This could open up later con-
the Sage is known to have possessed one.
nections
between the characters and the citizens of
Velvet Crown Level 8 Rare
Waterdeep .
This velvet band miaht be worn about the lea as a aarter, but 35.
Smithy
its powers of stealth and alacrity only come into play when the
crown is worn about the head. Combat
Encounter Levell (125 XP)
37.
Noble's Bedroom
Combat
Encounter Levell (575 XP)
This
room was the burial bedchamber of the long- w..
dead
noble described in Area 36. 0
Vl
ro
When the
characters enter this room, read: 2
This
area was once a fine bedchamber. The remains ,of a 0
I-
massive
bed frame rest agains the north wall. A dusty and
Plot
Quarrel of Biting Level 5 + Uncommon
The
chambers to the south of this room (not detailed
Once common throuahout eastern and southern Faerun, this in this
adventure) could contain more burial cham-
missile takes fliaht as a winaed, venomous snake.
bers for
this noble. Who he was and how his legacy
Lvl 5 + 1 50 gp Lvl 20 +4 5,000 gp
might
affect the characters are left to your imagi-
Lvl10 +2 200 gp Lvl25 +5 25,000 gp
Lvl15 +3 1,000 gp Lvl 30 +6 125,000 gp nation.
Perhaps his descendants would appreciate
Ammunition an
heirloom that remains in one such chamber,
Enhancement Bonus: Attack rolls and damage rolls or maybe
a particular object points to a larger and
Property (Poison) darker
conspiracy in which the noble was involved .
When you hit an enemy with a bow or crossbow attack using
this ammunition, that enemy also takes ongoing 5 poison 38.
Observatory
damage (save ends).
Aftereffect: 5 poison damage.
Exploration Encounter
Leve/15 or 20: Ongoing 10 poison damage. Affereffect: 10
poison damage. The
noble once interred in this section of Under-
Leve/25 or 30: Ongoing 15 poison damage. Aftereffect: 15
mountain
took a great interest in the movement of
poison damage.
celestial bodies. This room was to serve as his obser-
vatory
in the afterlife.
Development
The creatures in Area 3 7 hear the sounds combat in When the
characters enter this area, read:
this room and investigate. The hulking zombie is an This
room's ceiling has a broad circle in its center that rises
equally viable target for the gelatinous cube, which into a
great dome 40 feet hiah. Glowing crystals set in the
does not care where its meals come from. dome
look like stars in a niaht sky, shedding dim liaht over
the
room.
ENCOUNTER
AREAS I 38. Observatory
~
Nec;n;antl~ -S"'rge (necrotic:}+ Recharge when first ~loodieg
39. Garden of Death
Att~c-k;- (1~~~ blast 5 (enemies in the blast); + 6 vs. Fortitude
Hit:
2d6 + 4 necrotic damage, and target is dazed (save ends).
Combat Encounter Levell (125 XP)
If the
characters approach this area from the
north,
read:
The
hallway stretches a sood distance before bendin9 to
the
south, ending at a pair of stone doors that are partially
0
If the characters are able to peer into the west- page 11). The
corpse carries nothing of value. i-
ernmost room (with the black pools), read: Creatures:
Dayan, the vampire necromancer, is
A pale-skinned man dressed in noble finery from a byaone performing a
Speak with Dead ritual on a dwarven
era stands before a table strewn with alchemical equip- skull in the
western part of the room. Dayan thinks
ment, bits of parchment, and detritus retrieved from all the skull once
belonged to a Melairkyn dwarf whose
corners ofUndermountain. He is performina a ritual and spirit might
know the location of hidden tombs that
has a dwarven skull clutched in one hand. can be pillaged
for remains and ritual components.
Two circular pools of black water fill the northwest and IfDayan was
alerted to the presence of intruders
southwest corners of the room. Between them is an alcove by one of the
rot grub swarms in Area 2 7, the swarm
containina a pile of dirt resemblina a arave. A familiar (page 96)
occupies a space adjacent to Dayan. The
skull-and-daaaer symbol is painted on the floor in front of vampire 's
laboratory is also guarded by ten crawling
a wide archway filled with roilina purple mist. claws (page 93)
and two burning skeletons (Monster
Vault, page
255). The crawling claws hide amid the
If the characters enter this area via the eastern furnishings in
the eastern chamber (the room with
doors , read: the blue
pools), while the burning skeletons lurk in
This chamber is thick with the smell of chemicals and the middle
chamber with the red pools.
fiaure slumps aaainst the lip of a lOfoot- When the
characters show up, Dayan stops per-
rottinaflesh. A
d.iameter pool to the south . Dim blue liaht emanates from forming his
ritual and confronts the intruders, giving
this pool and its twin to the north, near which stand a them the
benefits of his unholy strenath aura and nec-
table and shelves. These are strewn with books, vials, and romantic surae
power. Soon after Dayan is bloodied,
alchemical equipment. he assumes mist
form, passes through cracks in the
(Area 35, page 51). This ritual might also give the
Effect: Undead allies in the blast gain 10 temporary hit points.
~;iidAM#*+i'l!.lM
~
Scaly Doo111
0
0
This adventure finds the heroes investigating the
0
disappearance of indigents and criminals in the
~
southwestern section of the first level ofUndermoun-
<(
tain. As the characters begin their investigation, they
u
V1
also hear rumors that a band of unscrupulous trea-
sure seekers could be working in the area. While the
evidence appears to point at first to a gang of thieves
being behind the disappearances, the truth turns out
to be something a bit more unsettling.
BACKGROUND
SCALY DOOM
[ StartinB the Adventure
information:
"Thank you for listenina to my plea. I am Schonert, humble
acolyte ofllmater. I understand your interest and experi- +
Downshadow is the name given to an area in the
ence includes forays into the dreaded dunaeon beneath the
southcentral section ofUndermountain's top level.
city. I am interested in the place as well. Some Waterdeep There ,
criminals, Spellplague victims , the poor,
folk who hope to escape their sufferina - and sometimes the
monstrous humanoids, and others have cobbled
law-live in a large Undermountain cave known as Down-
together a community of the unwanted.
shadow. I send down food and supplies to help them . + Over the
years, Downshadow's population and
"Within the past Jew weeks, I have heard rumors of physical
size have grown and shrunk, depending
Downshadow people disappearing . I was not surprised; the on what
threats spring up in the area. Currently,
p eople still must contend with Undermountain's danaers. folk
are living only in a large cavern at the dun-
However, the number of recent disappearances is alarmina. geon's
southern end.
even for such a plac e-more than a dozen in the past week. + The
sewer entrance into Undermountain is known
I fear someone or somethina is prey ina on the unfortunates as the
Grim Passage. It leads to the Grim Statue,
there. I would like to hire you to investigate. I can offer each which is
said to be magical. The statue was created
of you only 25 pieces of gold and the assurance your aid ages
ago to guard its chamber. But when the Spell-
could greatly relieve much sufferina . plague
warped magic, the statue changed. (You
''A contact has provided me with the location of a can
decide how much information to give about
secret passaae into Undermountain- one that comes out those
changes and whether to give true, false, or
quite near where the disappearan ces are rumored to have
contradictory information.)
occurred.
+ Rumor
spreading through the Yawning Portal tells
D o y ou think you can be of service to those who are
of
another statue not too far from the Grim Statue.
suffering?"
This
other statue supposedly has two rubies for
eyes-
gems as big as a halfling's head.
If Corporal Knag (page 11) is in earshot (either in
the Yawning Portal or perhaps while patrolling
the street), he takes an interest in the adventurers'
conversation with Schonert, trying-quite unsuc-
cessfully-to eavesdrop. If the heroes speak to him,
Corporal Knag harrumphs about another mystery to
solve and explains about the two that have been puz-
zling him.
Gritchet,
and a half-elf market green grifter (page 94)
When the characters reach the secret entrance
named
Tindel. While they are not endlessly eyeball-
above the Grim Statue, read:
ing the
trapdoor, they are vigilant enough to notice
The trapdoor leadinB into Undermountain is already the
characters descending from the ceiling. Even if
open. A cool breeze wafts up from it, smellinB va9uely of a the heroes
are stealthy, the light they likely bring and
summer storm.
the
lightning from the statue provide an effective
PeerinB throu9h, you realize you are in the ceilinB of a warning
system.
massive chamber. It's impossible to tell how lar8e it is since
ENCOUNTER AREAS
I 41. Grim Statue
TRIGGERED AcTIONS
CouNTERMEASUREs
+ He
came to Waterdeep from Amn a few weeks
Roleplay
ago, hoping to find work, but he was unable to
The two human lowtown kneebreakers and the half-
find anything permanent. A halfling named Enda
elf market green grifter do not want to deal with
approached him. She said she had a lucrative
prisoners or any other complications that might come
opportunity for a skilled halfling who was willing
from sparing an adventurer's life. However, the hal-
to work hard and not ask questions.
fling trickster, Gritchet , is squeamish about killing, +
Enda brought him to a meeting with a couple
and during the combat, he pleads with his peers to
dozen other members ofher "gang." Most of those
spare the heroes.
gathered seemed morally questionable but not
Along the same vein, if the characters take pris-
terribly violent-grifters, thugs, cutpurses, cat bur-
oners to question, only Gritchet is willing to help, as
glars, and the like. The gang discussed an enticing
long as the adventurers agree to let him leave. The
treasure in Undermountain, one that might be
other miscreants either lie or refuse to talk.
easy to grab and run off with before any monsters 42. Base
Camp ~
0
or traps made too much trouble.
<
entered Undermountain, using the secret sewer
u
passage above the Grim Statue. They lost one When the
characters enter, read: ill
member when the statue attacked him and he fell This area
is clearly your attackers' camp. Ut1furlecl bed-
to his death. (If the characters ask how the thugs rolls,
dirty travel packs, and open supply sacks are scattered
intended to leave without the statue shocking about the
room . And a couple small bundles of wood rest
them, Gritchet looks surprised. He hadn't thought near the
remains of an old camP.(lre.
about it.)
ENCOUNTER
AREAS I 42. Base Camp
killed into that chamber. But they quickly closed the Radiant
Floor Level 2 Elite Trap
door afterward . Area
XP 300
Detect
Arcana or Dungeoneering DC 21 Initiative-
43. Pedestal Battle Immune
attacks
TRIGGERED ACTIONS
Requirement: One of the trapped items in the room must have '
been disturbed.
Enda's scoundrels have r efused to enter this room.
0
of lost Netheril. She
can truthfully tell the characters her fellow 0
lvl 7 +1 2,600 gp lvl12 + 5 325,000 gp guards
ignored Enda's warning not to go exploring,
lvl11 +3 13,000 gp lvl27 +6 1,625,000 gp and
they entered the room to the east (Area 45), ~
lvl17 +4 65,000 gp taking
with them their Downshadow captive. Within j
Implement: Rod or wand minutes
of them leaving, Viv heard a few muffled Vl
Enhancement Bonus: Attack rolls and damage rolls
shouts.
That was an hour ago (about the same time
Critical: +1d8 force damage per plus
Property the
characters entered the Grim Statue room). Since
While holding this implement, you have resist 10 fire and resist then,
the halfling has heard nothing from the room,
10 lightning. and she
won't open the door, fearing she'll let some-
+Attack Power+ Daily (Standard Action) thing
terrible out.
Attack: Melee 1 (one creature); Intelligence, Constitution, or
Charisma+ the scepter's enhancement bonus vs. Fortitude 45.
Evil Amusement
Hit: The target is stunned (save ends).
o(-+ Attack Power (Thunder)+ At-Will (Standard Action) Combat
Encounter Level 2 (625 XP)
Attack: Close blast 3 (creatures in the blast); Intelligence, Con-
stitution, or Charisma+ the scepter's enhancement bonus Despite
Enda's warning to her associates that they
vs. Reflex
should
focus on the task at hand and avoid taking
Hit: 5 thunder damage, and you push the target up to 3
squares.
unnecessary risks, a handful of them decided to go on
Level12 or 17:10 thunder damage. a
treasure hunt anyway. They brought along a captive,
Level 22 or 27: 15 thunder damage. a
Downshadow unfortunate who wandered too close.
Rather
than kill the half-elf, as they did her peers,
44. Guilty Guard these
scoundrels captured her so they could use her
as a
trap tester.
Roleplaying Encounter
When
the adventurers enter the room, read:
This room is an offshoot ofEnda's gang's base camp
An area
of darkness in the room's northeastern corner
(see Area 42). The guards who use this room take
hums
loudly, drownin9 out almost all other sounds in the
turns keeping watch with the other group. Tired of
darkness.
ling panics. She knocks on the door leading to Area
The
half-elf screams loud enouah to be heard over the
45, where her fellow guards went. No one answers.
When the characters are victorious in Area 41's
buzzin9. When she snatches her hand back from the dark -
battle, Viv hides in her bedroll. ness,
her finaers are missina. Almost immediately.jinaers
appear
by the ceilina in the middle of the room and fall to
the
floor . The humans auffaw hearti1y, as if at a ma&ician's
When the characters enter this room, read:
parlor
trick.
This chamber contains a Jew bedrolls and other evidence of
On
the other side of the room, two female elves in armor
a
camp. A door to the east is closed.
root
through piles ~f smashed crates, boxes, and casks.
ENCOUNTER AREAS
I 45. Evil Amusement
4 7. Solace
and Savagery
Adventurers who approach this room encounter more
ofEnda's crew and also face a greater threat. The first Combat
Encounter Level 2 (675 XP)
"Attack!"
ENCOUNTER
AREAS I 50. Shell Garne
TRIGGERED A c TIONS
TRIGGERED AcTIONs
Second Chance + Encounter
determine whether any heroes spot them.
Tri99er: An enemy hits End a with an attack .
Features: The pool is 10 feet deep, and it is murky
Effect (Immediate Interrup t): The triggering enemy must reroll enough
that creatures fully submerged in it cannot
the attack and use the new result. see
anything outside the square they occupy. It takes
Skills Acrobatics+ 11 , Bluff +8, Stealth+ 11 , Streetwise +8, Thiev- a D C
10 Athletics check to swim in the water.
ery + 11
Treasure: The murky pool contains an old corpse -
Str 10 (+1) Dex 20(+6} Wis 12 (+2) from
times past , and its rotted belt pouch and travel
Con 14 (+3) lnt 12 (+2) Cha 14 (+3)
pack
contain 145 sp and 72 gp.
Alignment unaligned Languages Common, Elven
Equipment leather armor, 10 daggers
Roleplay
Roleplay
Although the darktentacles is evil, it is also intel-
Enda takes a no-nonsense approach to dealing with ligent
and capable of communicating. It was caught
the characters. She freely states she is the leader of up in
a portal that brought it and part of its home
the group that came into Undermountain to snatch swamp
h ere. Despite being extremely angry, the
the fabled statue's gems. If confronted about the low
darktentacles is willing to talk to anyone who offers it
moral fiber of some of her crew, she acknowledges
something it wants , such as a way to get home.
that some of them are not nice folk, but she also says Of
course, this creature is neither honest nor
she did not order them to kill anyone , just to keep
remotely compassionate. The moment it sees a m eans
people away. of
returning to the Vast Swamp , it happily grabs a
If asked about Rutherford Urmbrusk, Enda admits
character as a snack for the road.
<
V1
ENCOUNT E R
AREAS I 56. Deep Swamp
When the
portal closes, all swamp features in
Features of the Area lizardfolk-
touched Undermountain areas disappear,
A miniatures-scale map of this area appears on one of including the
water flooding the corridor on the dun-
the battle maps included with this book. Feel free to geon side of
the portal.
use it to help run this encounter. Any
creature that passes through the portal finds
in the
middle of the Vast Swamp. What dangers
itself
Flooded Corridor: The corridor housing the
portal is filled top-to-bottom with water. Creatures characters
might face in this region are beyond the
must swim to reach the magic gate, and air-breathing scope of
this adventure, although there are no imme-
creatures must hold their breath while doing so. See diate
threats lurking on the far side of the portal.
SCALY DOOM
I Rutherford Wrap-Up
THE HALLS OF
UNDERMOUNTAIN
LEVEL 1
----------------------- Page 77-----------------------
COUNTERMEASURES
to attack rolls and damage rolls for the next ranged attack
nated, the ooze heads toward the light's source and
made with the item.
drips down upon creatures in its glow.
Treasure: An adventurer's remains are wedged 60.
Hall of Mirrors
awkwardly between angled rocks at the chasm's floor
south of Area 58. The only items still of any value on
Exploration Encounter
the desiccated corpse are in its belt pouch. It contains
15 cp, 3 sp, and two eyes of accuracy. When
the characters enter, read:
Eight
niches have been carved into each of the north and
Eye of Accuracy south
walls of this long hall. Within the niches hangfull-
lensth
mirrors in ornate f rames.
This flat, coin-sized piece of polished bone is shaped
like a staring eye. Its back bears a single word This
room has changed over the years, based on
inscription, a command word (typically "Larth"). By
Halaster 's whims. When he died shortly before the
touching the bone to a ranged weapon or missile and
Spellplague warped magic throughout the world, this
saying the command word, the eye of accuracy grants hall
took on the features it has today.
the weapon or missile the power to strike true when
Features: The mirrors house magic that creates
thrown or fired. While archers greatly prize this
illusory doubles of any creatures reflected in them.
magic item, those not ignorant of the grisly means of These
figments step out of the mirrors and attack,
its creation often think twice before using one.
stabbing or pulling at the characters. The only harm
The eye of accuracy vanishes after it is used once. the
illusory doubles do is psychological; they deal no
If the trap
is triggered , two cube-shaped blocks of
In "Zarr's Invincible Army," the characters receive a
solid stone
drop from the ceiling, filling the 10-foot-
clue (see Area 20, page 35) about the whereabouts of
square corner
to the west where the hallway bends
Rutherford Urmbrusk that uses this area as a refer-
south and the
10-foot-square area in the intersection
ence point.
to the east.
The blocks seal off the 30-foot-long sec
tion of
corridor between them. The blocks lift of their
When the characters approach the area, read:
own accord
after 5 minutes, returning to their holes
The lOfoo t-hiBh p assa9e ahead of yo u is carpeted in bones.
in the ceiling
when the trap resets itsel The blocks
You don't see a way to cross throu9h it without steppinB on
are not as
heavy as they look, thanks to magic placed
them or kickinB them out of the way.
' upon them. A
character not pinned by a block can
hoist it back
into its ceiling niche with a DC 22 Ath -
Inspecting the bones reveals that some are crushed,
letics check.
TRIGGERED ACTIONS
TRIGGERED AcnoNs
Attack + Encounter
+Attack (teleportation) +At-Will
TriBBer: A living creature enters the 1 0-foot-square midpoint of
TriBBer: A creature starts its turn adjacent to the well.
the SO-foot-long passage .
Attack (No Action): Melee 1 (triggering creature); +6 vs. Reflex
Effect (Immediate Reaction): Two blocks of stone drop from the
Hit: The target must attempt a saving throw. On a save, the
ceiling to seal off both ends of the passage . The falling blocks
target falls prone. On a failure, the target is pulled 1 square
attack creatures in those squares.
into the well's space, takes 2d1 0 damage from the fall, and
Attack : + 8 vs. Reflex
lands prone. The target is then teleported back to the square
Hit: 2d8 + 4 damage, and the target is pinned underneath the
it left.
block (escape DC 22). Until it escapes or the block is lifted, the
target is prone, restrained, and takes ongoing 5 damage. If the
target escapes, it moves into a space of its choice adjacent to
Development
the block as a free action . If
one of the characters is pulled into the well and
Miss: The target moves into a space of its choice adjacent to the
falls, he or she shifts the garbage enough to put the
block as a free action.
Exploration Encounter
the
secret door, read:
Creatures: A gelatinous cube (Monster Vault, page
A
halforc corpse is sprawled on the floor. The body's right
222) is stuck in the well below much of the detritus
eye
is covered with a patch, and a long, braided beard trails
that fills the hole. Its position in the well left it outside
f rom
its chin.
the teleportation magic's range (see "Features" below) ,
<
Squam, is up to you . After the bloody disagreement, A purple
Blow liBhts the huae chamber stretchin9 before w
0::
some of the party turned and walked away. you.
Golden li9ht occasionally flickers in the room as well, <
If a character says the pass phrase "Show me sanc- appearin9
at random from one of the twenty-six undam- Vi
tuary" in Elven, a lock and the outline of a doorway a8ed
stone thrones lininB the hall's eastern and western :::>
appear on the eastern wall with the spiral mark. No walls.
Where one throne should have been sits a pile of 0
:;E
traps are detectable , and the lock can be picked with rubble.
<
a DC 15 Thievery check. As the lock is being picked , One
of the intact thrones is not flickerinB; instead, it L.l..
z
a glowing mouth appears around the keyhole and a lows
continually. A ha!felf dressed in adventurin9 a ear is
drawls , "Never be loud. Always be still, for whisper- seated
upon it. His form is perfectly still.
ing cloud obeys wizard's will." The characters may
"Doom!" a vo ice thunders. In a quickly dwindlinB
then enter. volume,
it continues, "Doom takes us all." In moments, the
voice
repeats its messa9e. And then a9ain and a9ain.
When the adventurers enter, read:
This plain room contains the barest of furnishinas-a pair
Creatures: The form on the throne is Dartwell, a
of tables, a few chairs, a cot, and a couple larae bookshelves, half elf
market green grifter (page 94). He came into
which are mostly empty. Aareen mist obscures much of the this
chamber while exploring Undermountain and
chamber's ceilina as it wafts Bently about. suddenly
felt weary. He sat down moments ago (he
believes)
, and now he feels fully rested. Before sitting,
Once a place where Halaster would come to study h e heard
the chamber's message . But after a few loud
arcane tomes and spellbooks, this room was even-
pronouncements, it grew quiet, and Dartwell consid-
tually found and emptied of all its valuables. For a ered it
safe to rest.
couple seasons, a different mage claimed the cham-
Although seemingly affable, Dartwell is not
ber as a work site b efore dying elsewhere, leaving his a
trustworthy chap. He takes advantage of the
possessions b ehind.
characters whenever possible. He came into Under-
Features: The magic mouth's message refers to mountain
to hide from the authorities ofWaterdeep
the green mist. The first time a creature speaks in the after h e
swindled some merchants. What Dartwell
room, the mist congeals a bit and hangs menacingly doesn't
know is that he's been in this hall for thr ee
over the speaker's h ead. If the speaker talks a second years!
He's smart enough not to pick a fight with a
time while in the chamber, the mist swoops down group of
creatures that could easily overpower him.
to cover the creature's head and strikes the speaker
Features: The throne s' magic functions only on
mute while in the room. If the creature leaves the rare
occasion. But when it does , it is potent. A living
room and returns b efore an hour has passed , his or creature
sitting on a throne when the magic flares
h er muteness returns. If the speaker is an adventurer, instantly
falls unconscious. Once a creature is under
the character also loses hi s or her highest-level daily a throne
's influence , the magic feeds off the victim
power until he or she takes an extend ed rest. to stay
active. The magic encases the seated creature,
A trapdoor is hidden in the floor of this cham- n egating
the vic tim's need for food or water.
b er; it can be found with a DC 17 Perception check. The
creature gets a saving throw to awaken on
When opened , the characters see an opaque field the
following round , then an hour later , then a day
of red, crackling energy-a portal of t eleportation. later,
then a month later, then a year later, and then a
Where it leads and what the heroes find on its other decade
later. If all those saving throws fail , the crea-
side is up to you . See "Rutherford Wrap-Up" on page ture-who
isn't aging-remains unconscious in the
73 for suggestions. throne
indefinitely or until damaged or pulled off the
Treasure: The few books on the shelves focu s on throne.
arcane learning and might fetch 50 gp from the right
buyer. Plot
64. Hall of Sleeping Kings Areas
like the Hall of Sleeping Kings are excellent
places
for wandering monsters or thieves to set up
Roleplaying Encounter
ambushes . Here, the aggressors can hide in the cor-
ridors
outside the room or lurk behind a throne near
This infamous chamber houses enchanted thrones the far
end of the h all. Then when a creature falls
that once held a host of human nobles in stasis. In prey to a
throne's magic, the monsters can attack
t ime, the Hall of Sleeping Kings' magic faded, and the most
effectively or the thieves can steal goods without
seats became the resting places of moldering corpses. waking
their victim.
On occasion, remnants of the thrones ' power flare up
and trap an unwary creature.
ENCOUNTER A RE AS I 64.
Hall of Sieepinn Kinns
<(
66. Hall of Three Lords 68. Dead
Man 's Throne 1.1..
z
Exploration Encounter
Exploration Encounter
When the characters enter the hall, read: When the
characters enter the area, read:
Three statues depictina males of noble bearina clad in fan - A
tremendous throne carved from a sinale block of stone
cily decorated plate armor adorn the middle of the room. sits
aaainst the eastern wall. An ever-movinajumble of
The statues, and the plinths on which they stand, face east. bones,
includinB a skull,floats over the throne's seat. A pair
Carved into the stone base of each is a name: Elyndraun, ofbony
feet rest on the floor - exactly where they would be if
Ruathyndar, and Onthalass. The names have been crossed the
skeleton were seated on the throne. LeB bones up to the
out with chalk. Beneath them, words written in Goblin knees are
still attached to the feet.
have been added.
At the base of the central statue lies a broken staff as
well as a decayina hobaoblin skeleton.
By Nimraith's bones
Ye shall be pleased.
When crushed, this chalky stone provides its holder with power-
ful defensive ma&ic- at least for a little while. Beneath
that, written with charcoal in Elven, are the
Consumable 200 gp following
words:
Utility Power+ Consumable (Minor Action)
Effect: You crush the stone and gain a +6 enhancement bonus
Far underwound.
0:::
symbol
on the shield as b eing the one Bane 's most <t
If there is a secret door here, honor ed
champions use. Indeed, Bane has blessed his V'l
I can't find the ruddy thing. champion
here with a deadly protection from grave :l
robbers.
0
70. Prisoners and
Treasure: The corpse in the coffin rests upon a ~
<
throwing
shield (or another level 6 uncommon magic 1.1.
Portcullises item of
your choice), and it wears a gorget of gold and z
Exploration Encounter
contains a round, 5-0foot-diameter table made of dark
wood. The table is smothered beneath a thick layer of dust.
This
stairway was once enchanted to collapse in a
A human skull rests in the corner of the room, also Bather-
mass of
stone when living creatures approached,
inB dust.
making it
seem impassible . However, an hour later,
Suddenly, you hear, "Hello? Hello! Thank 9oodness
the
collapsed stone would magically return to its
someone is here." The voice is cominBfrom the skull.
original
position , allowing passage. The magic has
"Could you 9ive an old fellow a lift? Some un9rateful hob -
changed
slightly.
Boblin knocked me off the table, and I rolled over here. I
would so appreciate it if you would put me back in place .
When the
characters approach the stairs, read:
Mura9h ofLathander, at your service!"
A lon9
stairway ascends steeply into dark.ness . Suddenly,
the wound
be9ins to tremble! A creakin9 and woaninB on
Muragh Brilstagg was a bossy, pretentious, and criti-
the
stairway erupts above you. As dust slides toward you,
cal person in life. A wizard whom Muragh berated
the
creakinB turns into a deafeninB rumble.
and lectured overly much eventually cursed him.
Roleplay
Features: Thirty feet south of where the hallway
bends east
toward Area 75D is a trap, specifically
Muragh pleads with the heroes to take him along on
a 10-
foot-square section of floor with a magical
their adventures, if only so he can see some other effect on
it. When a creature steps into that area, the
room. He'd like nothing better than to go to the sur-
10-foot-
square section of floor suddenly vanishes,
face and see the sun shine again.
dropping
the creature and anything else in that
However, Muragh is an irascible and fussy
space into
another hallway 10 feet below (Area 75A).
companion. He makes for a good guard when the
Within
seconds, the floor soundlessly reappears,
adventurers rest; otherwise, he's quick to sarcastically
Vl
becoming the ceiling of the lower hallway. This lower 75C.
Twisting Passage ~
hallway leads west to Area 75B.
When
the characters reach the easternmost sec- CC:
tion of
this twisting passage, read: <r:
Vanishing Floor Level 2 Trap
Area XP 125 Aaranite
statue depictina a stern, armored dwarf stands ~
Detect Arcana or Thievery DC 20 Initiative - aaainst
the west wall at the southernmost end of this hall- 0
Immune attacks way.
The dwarfh~fts a Ia rae axe andalares at the eastern ~
TRIGGERED AcnoNs wall
directly across from him. ~
Effect + At: Will
z
Triaaer: A creature steps on the 1 0-foot-square trapped section When
one or more characters move adjacent to
offloor. the
statue, read:
Effect (Immediate Reaction): The trapped section of floor disap-
The
statue's lips suddenly move, and a voice says in
pears. Any creature or object on the floor falls 10 feet, taking
1 Common,
"Disturb not the rest of those who served Be rea
d1 0 damage and falling prone in Area 75A. The vanishing
floor immediately rematerializes .
Whitehelm, or the axes of the dwarves will seek you out
CouNTERMEASURES and
fall upon you."
+Disable: Arcana or Thievery DC 20 (standard action). Require-
ment: The character must be adjacent to the trapped section
Features: The eastern wall across from the statue
of floor. Success: The trap is disabled for 10 minutes. holds a
secret door that can be found with a DC 15
cophagus is empty.
ENCOUNTER AREAS I
75. Whitehelm's Tomb
Plot
The meaning of the cryptic message is up to you. Plot
Whitehelm could be a hero from a faraway land The characters
might find solace among Downshadow
who was buried here thanks to a portal in the mirror. residents, or they
might encounter dangers. If they seek
The threat he helped avert could be anything, and a way out
ofUndermountain, the rope lift up to the
the threat could be something that is about to rear its Knight 'n' Shadow,
albeit unreliable, could provide it.
head again. The half-ore who
runs the lift pulls up the rope at the
Whitehelm might have been part of a secret orga- first sign of
trouble, and the Knight 'n' Shadow workers
nization that monitored a terrible threat, hoping to bar the tunnel
after he comes up to warn them.
keep it forever contained. If the characters bring the If the
adventurers spend any significant time talk-
mirror or tapestry out ofUndermountain, the object's ing to Downshadow
residents, they hear about folk
appearance could signal trouble to this secret group, disappearing from
the larger cavern and of a malady
and the watchers might mistakenly assume the char- of madness
befalling some people oflate. When
acters are part of that brewing threat. an individual
shows signs of madness, he or she is
banished to the
larger cavern and left to the wilds
76. Downshadow ofUndermountain.
If the heroes look into either of
these hooks, they
can follow signs of struggle and an
Exploration Encounter
old trail of blood
to Area 77.
These caverns were once the lair of a dragon, but it 77. Ghaunadaur
Gone
fled Undermountain and has not returned. Since
then, this vast cave complex has come to be known Combat Encounter
Level Varies (3,650 XP total)
as Down shadow. Here the dregs of society live and
mingle. A cult of
Ghaunadaur (god of oozes, outcasts, and
If you have no money, if you're hiding from the law, rebels) inhabited
these chambers long ago. The cult-
if you face persecution for your beliefs or your appear- ists sought to
overthrow the Lords ofWaterdeep,
ance, or if you suffer from a disease others fear, you but their dreams
ended in an orgy of offerings to
can find a home in this cave with others as unfortu- Ghaunadaur. The
cult had split into two factions,
nate as yourself. Despite (or perhaps because of) the each seeking to
outdo the other by offering opposing
shared miseries of the individuals in Downshadow, it members as
sacrifices to oozes.
is a lawless and frightening place to live. The strong Although that
cult is long gone, oozes still occupy
often prey on the weak. Thievery is commonplace, the area, and a
new threat has arisen. Crazed dwarf
murder is all too common, and other vile acts are worshipers of the
Elder Elemental Eye-a demonic
performed with impunity. While not everyone in power of the
elements intent on destruction-have
Downshadow is ruthless and selfish, enough are so discovered a
portal to this area and have begun set-
that everyone is suspicious of one another. ting up a base of
operations. The dwarves plans to
The population of this Waterdeep "neighbor- spread terror and
destruction by using the Abyssal
hood" fluctuates. Given Downshadow's rash of plague (page 96)
to turn every creature they can
disappearances and the fear that has engendered, catch into a
demon.
the community's population is at its lowest in years. Creatures: Area
77's three large conjoined cham-
While everyone knows monsters sometimes prey bers (which lead
to Areas 77A, 77B, and 77D) serve
on individuals in the cave and solo travelers who go as lairs for
twelve plague demon chaos footsoldiers
into Undermountain passages do so at their own risk, (page 96),
deformed humanoids that have blade-like
lately even large groups have vanished. crystalline
protrusions rising from their backs. These
Creatures: Virtually any creature might come creatures were
once people ofDownshadow, but they
to live in the large cavern now that Downshadow's are now beings of
madness and carnage. To prevent
population has diminished so severely. Of course, the demons from
attacking each other, the dwarves
some residents might be monsters, too-either crea- have put them in
sturdy wooden crates with padlocks
tures in disguise, such as doppelgangers, or members on them (Thievery
DC 16 to unlock). If the dwarves
of the more-or-less civilized races, such as orcs. What in Area 77 A hear
sounds of battle, they head out to
threats they present is up to you. release the demons
from their crates, and the mon-
Features: A rope lift in the most southwestern sters converge on
the fighting.
cavern of the large cave leads up to the Knight 'n' Features:
Characters following the trail of old
Shadow tavern (page 8) in Waterdeep. Most current blood from Area 76
can track it east, all the way to
the
dwarves have not yet found. It is a suit of +2 chain-
If they peer into the pit, add:
mail of
acid resistance (Adventurer's Vault, page 41).
The pi t is 20 fe et deep and filled with y ellowish strands of
sticky sl ime. Some of the strands begin to move.
77E.
Ooze Home?
Ghaunadaur cultists used to hurl sacrifices into the The
dwarves hurry their captives thr ough this area,
pit. Offerings of any organic matter sufficed, but pushing
them ahead or pulling them along from the
living, thinking, and screaming beings were best. middle of
the group.
Creatures: Three ochre jellies (Monster Vault,
page 220) cling to the inside walls of the pit. The
oozes were drawn here from elsewhere in the dun- LINK
TO D&D ENCOUNTERS
geon when the dwarves lit the torches in the room. If you
a re runn ing this adventure as an adj unct to The
The dwarves have learned to propitiate the jellies Elder
Elemental Eye season of D&D ENCOUNTERS, you
with offerings of food each time they pass through can
link the po rtal in Area 7 7C d irectly t o a portal
the chamber. If the adventurers enter and leave this in the
Sunset Shrine (where t he D&D ENcouNTE RS
chamber without tossing something organic in the
adventure t akes p lace). Without some clue or assis-
pit, the ochre jellies emerge and follow, intent on t ance,
t he heroes are unlikely to guess the proper
making the heroes their meal.
sequence nee ded to open t he porta l from this side .
Features: Behind the altar is a secret door leading They
might be able to coerce or trick a dwarf cultist
to Area 77C. It can be detected with a DC 15 Percep- into
reveali ng th e correct sequence or open ing the
tion check. The altar itself is unremarkable . portal
on t he ir behalf. The craze d dwarves will not
give
up this secret w ill ingly, though, and none has
77C . Secret Corridor a re
ason to ret urn t o t he other te m p le right away.
At
your discretion, the porta l might be keyed
A secret door (DC 15 Per ception check to spot) hides
to
other locati ons in Unde rmounta in o r beyo nd .
this hallway from casual discovery.
ENCOUNTER AREAS I
77. Ghaunadaur Gone
Development
If freed, the prisoners want nothing more than to
take the swiftest route out ofUndermountain. How-
ever, unless somehow cured, they continue to suffer
from the disease and will eventually die or become
plague demons.
Exploration Encounter
z
Monsters of RANDOM
~
Under111ountain
ENCOUNTERS z
::l
RANDOM
ENCOUNTERS
AUTHOR' S N OTE
d20
Encounter
I've run adventu res in Undermountai n many ti mes, ~ 1 1
gree'!.._slim~J&t\'~;211} -=m- =---=J
and many of the most mem ora bl e moments have
2 1
ochre jelly (MV 220)
bee n improvised. 3- 1
gelatinous <:ube {JyiV -222)
Once when the characters were resting, they
1
carrion crawler scuttler (MV 32)
heard a knock on the door. (I kno cked on the under-
159)
characters quickly shut the door at this creepy sight.
(page 94)
DARKTENTACLES
Servants of Aberrant Masters: Darktentacles
have been wandering Faen1n for centuries, but they
This many-tentacled horror slithers throu8h swamps and
have their origins in the Far Realm. For reasons
dark places seekinB prey it can control and devour.
understood only to aberrant beings, darktentacles are
TRAITS
'
~JI:A~oul}d Vision
darktentacles.
Aquatic
creatures.
Ooze
STANDARD ACTIONS
(i)Tentacle[)rag + At~Will
~ ~~}- ~qua~~-s.
; ~
Flailing Tel}tacle~ + At:~ill
Draconic
Helmed
Horror Goard tevell Soldier
HELMED HORROR Medium
nattll'al animate (.:onstruct) XP 125
HP 41;
Bloodied 20 Initiative +2
GUARD AC
18, Fortitude 15, Reflex 11 , Will14 Perception +8
Speed
6, fly 6 (hover) Darkvision
A sinsle -minded automaton, a helmed horror auard Immune
charm, disease, fear, poison, sleep
looks like a plate-armor -clad warrior. In reality, thoush, TRAITS
StANDARD ACTIONS -
appeal is in its purity of purpose . It exists solely to L.<D
Greatsword (fire, weapon);t At\11(111
serve the wishes of the wiz ard who created it . Long
Attack: Melee 1 (one creature); +7 vs. AC
after the death of its creator, a helme d h orror guard
Hit: 1 d1 0 + 5 damage. The horror can choose to deal fire
continues to follow its orders , sometimes stretching
damage instead of untyped damage. z
the int erpretation of thos e com mands so it can con- ~
~XS'~~J:ls>Wl'!Y1J POn) +At-Will
tinue to act on its master 's b eh al
Attack: Ranged 15/ 30 (one creature); +7 vs. AC
TRIGGERED ACTIONS
a mage crafts a helmed horror guard , he or she can
[ Enchanted Strike (fire, teleportation) + Recharge when first
infuse the construct with an immun ity to a handful
bloodied
of spells. When used against the automaton , those
Triaaer: An enemy is hit by the horror 's attack.
arcane attacks empower it inste ad . H alaster created
Effect (Free Action): The triggering enemy takes 2d6 fire damage,
the first helmed horror guards to t est h is apprentices.
and the horror teleports itself and the triggering enemy up to
The Mad Mage chose to make t h e constructs immune
10 squares. The triggering enemy ends this movement adja-
SCALADAR
for certain materials or creatures to bring to a par-
Ring of Trobriand
This old, heavy iron band is free of rust. It bears a tiny etchina
Properties
(save ends).
attacks of constructs.
Hit: The target is dominated until the end of your next turn. If
Speed 6 Darkvision
Immune charm, disease, force, lightning, poison; Resist 10 acid, 5
cold, 5 fire
TRAITS
STANDARD ACTIONS
if not thousands, of the things. If tavern talk can be
~
G) !-;laVIf .~A!:~iiL ____ ,
believed, an entire level ofUndermountain is teeming
Hit: 1d6 + 4 damage, and the scaladar grabs the target (escape
in their cups-assure listeners that the metal crea-
DC14).
tures are creating more of themselves without any aid
f~Jil'!g(lighJning)-+At~\\li~~-~--~---~~-
from their master, whom they say is surely long dead.
Attack: Melee 1 (one creature); +9 vs. AC
Metal Master: Trobriand possessed a great
Hit: 1 d6 + 4 damage, and ongoing 5 lightning damage (save
ends.
mastery of metals, often surpassing the skills of the
Str 19 (+6) D;x l2 (+3)
long-dead archwizards of Myth Drannor. Obsessed
Con 15 (+4) lnt 1 (:3)
with constructs and spells that could manipulate
Dr
ow \/)
APPENDIX:
u
\1)
MONSTER STATISTICS
Medium fey humanoid, drow XP 350
\/)
but don't app ear in Jfonsrer \aulr are collected here
Speed 6 Darkvision
0::
for ease of reference .
STANDARD AcTIONS
WJ
\1)
Bat
Attack: Melee 1 (one creature); + 13 vs . AC z
Hit: 2d8 + 7 lightning damage, and the drow pushes the target 0
Shadowhunter Bat Level 3 Lurker
up to 2 squares.
Medium shadow beast XP 150
@ Dark Bolt (implement, lightning, necrotic + At"'"-W=--il'-"''1 __ _
~
horizontal!}'~";~~~
end of the drow's next turn. The zone blocks line of sight for all
creatures except the drow. While entirely within the zone, any
Dwarf
Half-Elf
TRAITS
TRAITS
Aimed Shot
River Rat Tactics
The bolter gains a +1 bonus to attack rolls and deals 1d6
extra The grifter has combat advantage against any enemy that is
encounter.
~i;Uiti;liiMt
CitWarhammer (weapon)+ At-Will
Effect: The grifter falls prone. Until the start of its next turn, it
Attack: Melee 1 (one creature); + 9 vs. AC
gains a + 5 power bonus to all defenses against close attacks
Hit: 1d10 + 4 damage .
and area attacks, and enemie s think it is dead . An enemy
0,2 Crossbow (weapon)+ At-Will
cannot make a melee attack or a ranged attack against the
Attack: Ranged 30 (one creature); + 10 vs. AC
grifter unless that enemy succeeds on a DC 20 Insight check as
Hit: 2d8 + 3 damage.
a minor action.
St;T4(+4) Dex 16 (+5) Wis 11 (+3)
~-rBack from the Dead+ Recharge when the grifter us;~-pl~y
Con 16 (+5) Jnt 11 (+2) Cha 10 (+2)
dead
Alignment unaligned Languages Common , Dwarven
Requirement : The grifter must be prone.
Equipment chainmail, warhammer, crossbow, 10 bolts
Effect: The grifter stands up , shifts up to 3 squares , and uses
TRIGGERED AcTIONS
HP 64; Bloodied 32
Initiative +4 The Jig Is Up -t Encounter
AC 13, Fortitude 18, Reflex 15, Will17 Perception
+4 Triaaer: The grifter drops to 0 hit points .
Speed 5 Low-light
vision Effect (Immediate Interrupt) : The grifter instead has 1 hit
point .
TRAITS
If the grifter is prone , it stands up. In addition , the grifter can
r stand the Ground
shift up to 3 squares.
The hammerer can move 1 square fewer than the effect speci-
Skiii~ Bluff + 9, Diplomacy +9, Insight +"6, Stealth +8,
fies when subjected to a pull , push, or slide.
5treetwise +9
Steady-Footed
Str12(+2) Dex 14(+3) Wis 10(+1)
The hammerer can make a saving throw to avoid falling prone
Con 10 (+ 1) Jnt 13 (+2) Cha 17 (+4)
when an attack would knock it prone.
Alignment unaligned Languages Common
STANDARD ACTIONS
Equipment leather armor, short sword
CD Warhammer (weapon)+ At-Will
Attack : Melee 1 (one creature); + 10 vs. AC
Hit: 2d10 + 3 damage.
::r~IIJrowing Hammer (weapon)+ At-Will
Attack: Ranged 5/10 (on e creature); + 10 vs. AC
Hit: 2d6 + 5 damage.
MINOR ACTIONS
TRIGGERED AcTIONS
+stubborn+ At-Will
Triaaer: An enemy tries to push the hammerer or knock it prone.
Effect (Immediate Interrupt): The hammerer makes a melee basic
attack against the triggering enemy.
-st~i7 (+5) Dex 10 (+2) Wis 14(+4)
Con 16 (+5) lnt 11 (+2) Cha 11 (+3)
Alignment unaligned Languages Common, Dwarven
Equipment plate armor, heavy shield, warhammer,
3 throwing hammers
'
Human
Lizardfolk
\I)
u
Lowtown Kneebreaker Level 3 Brute
Lizardfolk Fen Spy Level 4 Lurker
1--
\1)
Medium natural humanoid, human XP 150
Medium natural humanoid (reptile) XP 175
HP 56; Bloodied 28 Initiative + 1
HP 41; Bloodied 20 Initiative +9
AC 15, Fortitude 16, Reflex 14, Will15 Perception +2
AC 18, Fortitude 14, Reflex 16, Will 15 Perception +9
~
\1)
Speed 6
Speed 6 (swamp walk)
0:
TRAITS
STANDARD AcTioNs
I.IJ
rR~ver Rat Tactics
CD Thorn Dagger (poison, weapon)+ At-Will
1--
Vl
The kneebreaker has combat advantage against any enemy that
Attack: Melee 1 (one creature); +9 vs. AC z
0..
Hit: 3d6 + 10 damage, and the target is slowed (save ends).
Miss: Half damage , and the target is blinded until the end of its 0..
Kobold
Medium natural humanoid (reptile) XP 200
STANDARD ACTIONS
HP 36 ; Bloodied 18 Initiative +4
Hit : 1 d6 + 5 damage.
TRAITS
Reflex
::Y~Energy Orb (acid) + At-WiD
(save ends).
Hit : 2d6 + 4 acid damage.
Miss: Half damage.
~ Dragon Breath (acid + Encounter
TRIGGERED ACTIONS
Attack: Close bla st 3 creamres in the blast); +6 vs. Fortitud e
APPEND IX :
MONSTER STATISTI CS I Lizardfolk
Lycanthrope
Abyssal Plague Level 8 Disease
1 or 2 .
Hit: 2d6 + 5 damage .
~ Gaze of Sleep (sleep) + Recharge (3] [j]
11 or Lower: The stage of the disease increases by 1.
12-15: No change.
Attack : Ranged 5 (one creature); +7 vs. Will
12-23: No change.
Effect: The deceiver alters its physical form to appear as a
24 or Higher: The target transforms into a plague demon
Medium jackal or a human until it us es change shape aga in or
chaos beast.
until it drops to 0 hit points. The creature retains its statistics
in its new form. Its clothing, armor, and other possessions
do not change. To assume a specific individual's form, the
dece iver must have seen that individual. Other creatures can
Rot Grub
make a DC 26 Insight check t o di scern that either form is a
Speed 5 Darkvision
Alignment evil languages Common
Swarm
HP 1; a missed attack never damaged a minion . Initiative +6
ture, and an enemy can enter its space, which is difficult terrain .
Speed 6 Darkvision
EXPLORE
A DUNGEON
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