Undermountain

Undermountain is the legendary dungeon beneath the City of Waterdeep, said to be as vast and complex as the city itself, and considerably older. A good summarry of what Darius learned growing up in Waterdeep and talking to ex-adventurers like his father and brother, as well as from his own personal experience more recently, can be found at this site, so we won't repeat it here. Keep in mind that some of it is almost certainly not true.

A.F.A.L. have now entered Undermountain many times. The first time was on Eleint 19th, when they found a gate to there from Nesme to the second level and worked their way up to Waterdeep. The second time was on Marpenoth 12th, when they went exploring. They were interested in discovering what Dexter's vision was all about, in finding the area described on Darill's Map, and in picking up some medicine.

Recently, they managed to capture a hedge ogre from level 2 alive and interogated him about the dungeon. This is the map and information he said he was able to call up from memory.



Darill's Map

Go south from The Falling Stair and follow your right hand until it touches a door. Go through the door and south again (Ware the pit!) until you reach The Grim Door, Pass through it and the darkened room beyond and the door on it's far side. Then follow your right hand until ye pass two doors on your right, and your right until ye pass a third. 35 paces more and your right hand finds the secret door. Your nose will find the privy and the catch. Through the door, right, then left takes you up the stairs and into The Cooking Room. (Remember which pattern is which!) Turn right, then left after The Cooking Room, then take your second left into The Menagerie. The third basilisk on the left shows you the hidden door. Beyond the hidden door simply advance until you find the double doors. It was beyond them that the image of Mask, Our Lord of Shadows, did enchant our blades for a few serpentines. Sorry we took all the eyes.

2 2 2 1 4 4 3
2 1 4 4 2 2

If you find trouble near The Falling Stair, remember the rhyme.

- Bunderlig Fairfoot  

Darius,

     As I told U, I never been to the falling stare meself, but the best info I got puts it 550 fete west and 100 fete south of the Yawrning Portal. Truble is, the most direct root is flooded. When U gets to the flooded corridor, yer best bet is to work yer way around to the south, but Im told its a long way.

     We fownd this poem fare to nere the map and we figures it might be the rhyme Fairfoot mentioned but we dont no what it menes.

    Watch for tail by falling stair
    Follow it to empty air.
    Around nothing once and then turn back west towards tail again.
    All side ways spurn turn right (to air) again.
    If of life ye are fond.
    Ye will win the way beyond.
    Sinister wrong, dexter right,
    Follow on, to the light.
  - Darill



The Cooking Room

On Nightal 22nd the party followed the map of Bunderlig Fairfoot (above) to the Cooking Room. The corridors on either side of this 50' by 50' room entered from 30' above the surface of some brown liquid (which turned out to be hot oil) and the room was filled with 5' diameter columns that ended level with the corridor floor (except for a 5' square platform in the center of the room which only came up 4 inches above the oil). The oil was 3 feet in depth and just below boiling temperature.

Party Map of the Cooking Room

An intensive period of experimentation followed. The party learned that magic only worked in the parts of the room that were directly above pillars. More significantly, they learned that each time someone jumped onto one of the pillars, this would trigger a teleport that moved them to a different pillar or the square platform in the center of the room. The platform was discovered to sink 1 inch per minute when holding weight and raise 1 inch per ten minutes when empty. The party also eventually learned that the platform would teleport anything left on its surface for three minutes back to the column by the eastern stairway entrance. After several hours they were able to map out the pattern of teleports:

The Cooking Room Teleports

Jumping to the pillar in the southwest corner of the room causes the jumper to be gated out of the dungeon to a spot on the beach of Deepwater Isle, on the eastern side, outside of the wall. Deepwater Isle is part of the border of Waterdeep harbor and is controlled by the City Guards. The party learned that the City Guard were aware of the one-way gate and that there was a fine of 5gp per head plus a night in jail for first offenders.

Based on what they had learned about the teleports, Jan proposed the theory that the number sequences on Fairfoot's map were meant to be paths through the Cooking Room, with 1=South, 2=W, 3=N, 4=E. This worked if you assumed that Bunderlig was not perfect about directions, which had already been demonstrated on the way to the Cooking Room.

The Way Across
Path to Cross
2 2 2 1 4 4 3
Hopping along this route got you across the room from east to west. The blue path reflects what Fairfoot seemed to be indicating and it is an effective path. The party found a shortcut to this path by hopping west from B1, indicated by the purple arrow. If Jan was correct, the last 4 in the sequence should be a 2.
 
The Way Out
Path to Escape
2 1 4 4 2 2
Hopping across this route got you to the gate out of the dungeon. If we assume that Jan's guess about the numbers is correct, we have to consider the two 4s in this sequence to be mistakes (or deliberate deception?) that should have been 3s.



A Passing Shop

On the morning of Marpenoth 12th, the party met Xylianthaxarlin - a seller of rare spices and liquids who sets up shop just north of the Yawning Portal entrance to Undermountain for 8 hours every 10 days. Darius questioned him in detail about his schedule and worked out what he hopes is an accurate schedule for his appearances going forward:

Darius also made note of the directions to get there from the Shield Room (the room below the Yawning Portal): Take the only corridor to the column room. In the column room take a right. Go to the end of that passage and take a left. Go diagonally across a square room and go to the end of the passage there.

We also managed to get a copy of Xylianthaxarlin's lovely color brochure, from which we've copied some of the product information that's likely of interest to the party:

Item Description Availability Price
Dungwort
An Underdark spice. A dried "sunless plant" with a rich savory flavor, frequently found growing in rothe dung.
Always, 3-18 ounces 1gp/oz.
Bluevein, Dried
An Underdark spice. A tiny white toadstool with blue veins resembling lightning bolts, frequently found growing in purple worm offal. Cap has a strong pungent aroma and salty flavor.
Always, 1/4 bushel 1gp/handful
Bluevein, Fresh
Much more flavorful and somewhat sweeter than dried Bluevein. Keeps for about a fortnight.
Seasonal 6gp/handful
Red Shale
An edible mineral with a chocolaty aroma and hot spicy flavor. Note: Many gnomes have allergic reactions to red shale, rarely fatal.
Frequently, 6-24 ounces 1gp/oz.
Glowweed
A mildly tangy spice made from a posphorescent lichen. Talented chefs can prepare glowweed dishes that retain a faint glow when served.
Frequently, 4-24 ounces 1gp/oz.
Flaming Glowweed
A brighter variety of glowweed that emparts a stronger, orange glow on a skillfully prepared dish. Extremely hot.
Frequently, 3-18 ounces 1gp/oz.
Sparnak
A brown coral mushroom which is dried and ground into powder. Sweet with undertones of dill.
Always, 6-36 ounces 1ep/oz.
Dwarfsbane
A powdered flavoring created by chemically treating the web gland of a cave fisher. Has a strong sweet and tart flaver and is very popular in drow and illithid cuisine. 2 in 3 dwarves and 1 in 3 gnomes have an allergic reaction to it which causes severe diarhea for 12-24 hours.
Frequently, 8-24 ounces 2gp/oz.
Golden Salt
Neither gold nor salt, this yellow crystaline powder is actually the dried urine of a particular variety of huge spider that has been fed a special diet. Highly prized among drow gormets, this richly flavored powder has no aboveworld equivalent.
Sometimes, 3-18 ounces 10-20gp/oz.
Kobolds Teeth
A brand of classic Type A poison. Injected, 10-30min. onset, 15HP/0HP damage. Smells bad, good for up to 36 hours on a blade.
Frequently, 2-10 doses 25gp/dose
Urds Teeth
A variant on Kobolds Teeth. Injected, 2-8min. onset, 3-12HP/0HP damage.
Sometimes, 2-8 doses 35gp/dose
Black Edge
A strong injected poison. 2-16 min. onset, 6-24HP/2-5HP damage. Dark and thick but virtually odorless. Will last on a blade for up to 3 days.
Sometimes, 2-8 doses 75gp/dose
Ghast Venom
A paralyzing poison. Injected, 1-30 min. onset, paralysis/no effect. Clear but with a terrible odor. Lasts 2-4 hours on a blade.
Rarely, 1-6 doses 110gp/dose
Mother-in-Law
A sour tasting poison which robs the victim of his voice in addition to doing damage. Ingested, 2-12 hour onset, 6-24HP damage and 2-8 hours loss of voice/2-12HP damage and 30-120 minutes loss of voice. Dark brownish color.
Always, 2-8 doses 40gp/dose
Red Snake
A mildly sweet poison. Ingested, 1-6 hour onset, 3-18HP/2-8HP damage. Reddish powder that disolves easilly.
Always, 2-6 doses 60gp/dose
Harsh Mistress
An odorless poison with only the faintest taste of lemon. Ingested, 2-8 min. onset, 5-40HP/3-12HP damage. Transparent yellowish liquid.
Frequently, 2-6 doses 150gp/dose
Final Word
A mildly sour smelling poison with a slightly salty taste. Ingested, 1-6 minute onset, death/6-24HP damage. A greenish powder that must be mixed with liquid. Effective from 5 minutes after mixing to 3 hours after mixing.
Sometimes, 1-4 doses 400gp/dose
Scrump
No one is really sure what goes into this beverage, which is rumored to be produced by an extraplanar agency. It's flavor is unusual to say the least and most people find it unapealing (not to mention a little disturbing, in flavor, color (bright violet) and in the fact that it faintly radiates necromantic magic). However it does have a small contingent of devoted followers who claim a multitude of beneficial properties on it's behalf. Most people think they just drink it to disturb their friends though. Extremely hot.
Frequently, 12-24 bottles 1ep/bottle
Minor Healing Potion
Cures 1-4HP damage.
Frequently, 2-8 100gp
Cure Paralysis Potion Sometimes, 1-2 250gp
Regeneration Potion
Lasts for 3-6 hours. Every ten minutes, imbiber has a 1 in 3 chance of regenerating one hit point. Damage from burns cannot be recovered in this manner.
Sometimes, 1-4 200gp



An Interesting Door

On Marpenoth 28, the party reached the end of a mysterious trail that Dexter's vision originally led them to. At the end of it was this mysterious sealed door:

Mysterious Sealed Door - Ooooh!

Door, seals, and archway are all covered in runes (not all shown).



An Old Map

On Hammer 9, the party found a secret room off of a spiral stairway below the famous Grim Statue of Undermountain. Inside were a strange little blue man and a chest. From the chest, the party took some cash, 2 magical daggers, 3 potions, 2 nice cloaks, a magic necklace, and this map:

ugly old map



Three Maps

On Tarsakh 20, the party raided the lair of some smoke powder smugglers. On the wall of one room were three maps:

Smuggler Map #1 Smuggler Map #2 Smuggler Map #3

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