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.
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 If you find trouble near The Falling Stair, remember the rhyme.
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.
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.
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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.
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:
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.
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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 |
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Always, 3-18 ounces | 1gp/oz. |
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Always, 1/4 bushel | 1gp/handful |
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Seasonal | 6gp/handful |
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Frequently, 6-24 ounces | 1gp/oz. |
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Frequently, 4-24 ounces | 1gp/oz. |
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Frequently, 3-18 ounces | 1gp/oz. |
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Always, 6-36 ounces | 1ep/oz. |
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Frequently, 8-24 ounces | 2gp/oz. |
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Sometimes, 3-18 ounces | 10-20gp/oz. |
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Frequently, 2-10 doses | 25gp/dose |
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Sometimes, 2-8 doses | 35gp/dose |
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Sometimes, 2-8 doses | 75gp/dose |
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Rarely, 1-6 doses | 110gp/dose |
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Always, 2-8 doses | 40gp/dose |
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Always, 2-6 doses | 60gp/dose |
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Frequently, 2-6 doses | 150gp/dose |
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Sometimes, 1-4 doses | 400gp/dose |
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Frequently, 12-24 bottles | 1ep/bottle |
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Frequently, 2-8 | 100gp |
Cure Paralysis Potion | Sometimes, 1-2 | 250gp |
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Sometimes, 1-4 | 200gp |
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:
Door, seals, and archway are all covered in runes (not all shown).
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:
On Tarsakh 20, the party raided the lair of some smoke powder smugglers. On the wall of one room were three maps: