Sample 1
Sample 1
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Undermountain Adventures
by Ed Greenwood
Table of Contents
Starters:
Adventures That Take Adventurers Into Undermountain
The Ghost Knight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
The Eye And The Hand . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
Frying Pans & Fires:
Adventures That Leave Undermountain
Coils In The Dark . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
The Killing Tree. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Down In The Dungeon:
Adventures Chiefly Concerned With Undermountain
The Black Viper Strikes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Gathgaers Iron Maiden . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
The God of the Dry Depths . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Adventure Hooks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Monster Guide. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
file
Skullport . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29
The Rat Hills. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30
Maps & Charts of Undermountain. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32
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General Note
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The adventures in this book involve several noble families of Waterdeep. If any of the
activities or character descriptions herein conflict with versions of the families existing
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in a DMs own campaign, feel free to change the names given here to those of other no-
ble families. In any campaign set in Waterdeep, it is recommended that a DM establish
an aloof list of 25 or so of the 76 noble families that are not involved in daily play or PC
interactions, so that they can be used in later adventures (such as those in this book).
Credits
then hastily pulls it closed again. You another grab iron, climbing being, or
hear his fading voice as the door bone-white glow, in the shape of a ring other handhold on the way down. This
closes: You hear? The Ghost Knights about three feet across. After it is seen, will result in half damage and a slower
the glow will fade rapidly, and all will be
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PCs questioning anyone will learn fall is actually arrested, and only 1d6 to-
that a ghostly white figure of an ar- tal damage is suffered. (Climbing char-
If the PCs elect to do nothing about acters struck by another falling
mored noble, sword drawn, is seen the Ghost Knight, they will soon be un-
running down this street on certain character suffer 1d4 impact damage,
able to sleepwhenever they close and must make a successful Strength
moonlit nights. Seeing the fey Ghost their eyes, they will see his angry-
Knight brings ill luck. check or be themselves forced instantly
faced, shining image striding toward into a fall.)
The partys informant will scream them, sword drawn.
then, and runfor, from behind, the Halfway (forty feet) down the shaft,
This vision continues regardless of three apparently normal grab irons are
Ghost Knight has come! spells, magical barriers or cures, pla-
PCs see the glowing, translucent actually part of a waiting common
nar travel, and so on, until the sleep- mimic.
white figure of a tall man in ornate full less, exhausted PCs lay the Ghost
plate armor running toward them. The The mimic has been down here, and
Knight to rest by revisiting the alley- hungry, for a very long time, and has
phantom is silent, cannot be turned, way in which he disappeared. The ring
and does no physical harm (PCs must dwindled away to its present weakened
will glow again even if it is broad day- state. Choosing a location where grab
save vs. spells at -2 or panic and run light. If it is dark, the Ghost Knight will
away as if affected by a fear spell). He irons had rusted away, the monster
appear, exactly as before, leading them shaped itself into the semblance of the
waves a naked long sword in his right again to the spot before falling into the
hand, and, on his left arm, he wears a rough stone blocks that line the well,
ring and vanishing. and the missing grab irons, and went
shield on which gleams a crescent
moon (at the top left, horns pointing into a long sleep. It will be awakened by
downward diagonally) and a diagonal
The Shaft any contact or passage of a climbing
line of four stars (descending from the character, and will peel partly off the
PCs who dig at the dirt of the alley- wall to envelop the head of anyone
crescent to the lower right curve of the
way where the glowing ring appeared climbing just beneath it.
shield). Waterdhavians will recognize
will uncoverunder only a few inches Attacked characters who are sur-
the arms of the Moonstar noble family.
of earththree old, massive boards, prised are automatically enveloped,
The Ghost Knight will charge right at
side by side. and must make a successful Dexterity
(and through!) PCs, running as though
in angry pursuit of someone or some- check or fall down the remainder of the
shaft. Unsurprised characters will still
thing unseen, and brandishing his
2
be enveloped if the monsters attack roll night many winters ago, he was lured
succeeds. All characters who are climb- tly toward the ditch on both sides. At to his doom by Janiloth Dhree, who is
ing (i.e. unable to levitate or fly) suffer a the far end of the room is a dark, trapped within the sanctum.)
-2 penalty to their attack rolls and AC square grating in the floor, and The trapdoor leads upward into an-
during any combat while partway above it in the ceiling, a hatch or other area, from which a faint green ra-
down the shaft. trap-door. There is a very faint, un- diance comes.
pleasant smell of decay in the room,
If the mimic falls with an enveloped but no sound or air currents. The Sanctum
character, it will neutralize its glue and
roll free, flattening out to slow its fall, The chamber is 20 wide and 60 long, PCs lifting the trapdoor will see the
and will take only 2d6 falling damage. its ceiling 7 feet high. Cut out of solid following:
At the bottom, it will envelop any un- rock, its walls have been covered with a
moving fallen character, and fight any smooth-worked stucco, so that there
who that approach. Otherwise, the glue You are near one wall of a circular
are no fissures, ledges, marks or seams. room, perhaps eighty feet across.
holds fast until 5 rounds after the mim- The floor slopes down five feet or so
ics death (alcohol frees a victim in 3 The other side of the room contains
from the bottom of the shaft to the a waist-high circular stone plinth,
rounds), but a successful open doors rooms far (eastern) end.
roll will allow a trapped character to which is the source of the glow, and
The grating there is old and rusting, a motionless figure.
tear free. but is of massive construction, and still The figure is a human woman. She
sturdy. It is five feet across, and covers
file is facing you, one hand outstretched
Also in the shaft is a fist-sized hole in a square cesspool, an evil-smelling
the wall, from which comes a faint, as if in supplication. That hand
water-filled shaft that drops another wears a gleaming metal gauntlet. She
steady stream of ill-smelling, cool damp 20 before reaching ancient drains. The is very beautiful, with dark, glisten-
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air. Its an old overflow pipe connected DM may expand the adventure here
to nearby sewers. It has brought only ing eyes and long dark hair. She does
with additional monsters and areas; not appear to see you, or anything,
air, not effluent, to the shaft for a long otherwise the shaft appears empty.
time. but is as still as a statue.
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Just beneath the grating is an invisi- She wears a long, flowing gown,
The shaft opens into a large chamber ble double-crossbow, mounted on an
at its bottom. The skeleton of a man in not armor, and has no second gaunt-
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arm of the grating to fire up between its let to match the first. Her bare left
rusty plate armor sprawls by the last bars. The heavy crossbow cannot be re-
grab iron. All about is silent darkness. hand clutches a slim, foot-long rod of
moved from the shaft intact, but can be bronze, with small horned globe or-
Mimic Common (1): Int Average; AL re-loaded in its present position by naments at each end. There is a
N; AC 7; MV 3; HD 7; hp 31; THAC0 someone familiar with the weapon; it black ribbon around her neck, and
13; #AT 1; Dmg 3-12 (smash); SA has its own cocking windlass. the front of her gown is some sort of
Glue; SD camouflage, immune to The trap will be activated by anyone stiff material, ornamented with fine
acid; SZ L; ML 15; XP 975. lifting the trapdoor, which is a feature- wire and abalone and ivory inlays.
less, thin stone slab three feet square. Her expression is serious, perhaps
The slab is heavy; a person of average
A Curious Chamber strength can shove it aside, but pushing
angry, as she stares unseeing into the
darkness. The chamber is still and si-
The skeleton has no sword, but still at it with one hand, or with staves, lent.
bears a battered, twisted shield on one weapons, or the like will not work. As Looking more closely, you see a cir-
shattered arm. Through the pitted rust, soon as this trapdoor is moved, a magic cle drawn atop the plinth, circum-
mouth will speak. scribing seven large blue gems!
PCs can clearly see the crescent moon
and row of stars: here lie the mortal re-
mains of the Ghost Knight. The skeleton Death! Death awaits anyone who Any adventurers who move closer to
bears no treasure, and has no weapons seeks to free her, whether it be Erel- the woman or the plinth than five feet
except a broken dagger, hidden be- lar Moonstar or another! Beware, in- beyond the trapdoor must make a sav-
neath it. The armor is shattered, rid- truder: danger is very near! ing throw vs. spells. (This room is al-
dled with rust, and unusable. most entirely filled with a stasis field
The chamber where the skeleton lies created by the Phezults Sleep of Ages
As these words are heard, the cross-
is dark. PCs will need a light source to spell detailed in the Spells chapter in
bow will fire, loosing two heavy quar-
examine it further. the Campaign Guide to Under-
rels at the back of anyone lifting the
trap. They do 2-5 damage each. (Note: mountain). Consult the spell entry for
The room is long, low-ceilinged, and Erellar Moonstar is the Ghost Knight. A modifiers to the saving throw. Any be-
narrow. It has a drainage ditch in the young son of the noble house of Moon- ing who fails will freeze instantly in
center of the floor, which slopes gen- star who vanished mysteriously one place, not breathing or aware of
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anythingutterly helpless, in fact. (This chapter of the Campaign Guide to darkness 15 radius, detect invisibility,
stasis field was created by a 28th level Undermountain. ESP, invisibility, web; dispel magic, fly,
wizard, Onthalus, see below). haste, hold person; charm monster, di-
Creatures failing their saves fall into Note: Jhaniloth was lured to this mension door, polymorph other, poly-
suspended animation. Affected beings place by false clues of a magical trea- morph self; feeblemind, hold monster,
do not age as the years pass, but are un- sure of great power set by the mages passwall, wall of force; anti-magic shell,
aware of their surroundings, unable to Flamsterd and Onthalus of the repulsion; monster summoning V
avoid danger or attack. Shadows. She was trapped while in the (which will bring two owlbears or simi-
Undead creatures and mechanical au- process of maneuvering the love-struck lar monsters of the DM's choice). She
tomatons are unaffected by this stasis, Erellar Moonstar into a marriage, her currently has an infravision spell active
but enchanted creatures (including first step in taking control of that noble that will last for another 10 hours.
those native to planes other than the family. Erellar died searching for her Jhaniloth bears three magical items
Prime Material), magically animated and remains a restless spirit until she is of interest: the gauntlet, which is a
creatures, and all living things can be released or they are reunited. glim-gauntlet, the wand-like rod in her
affected. A creature saving against this If released from stasis, Jhaniloth will hand (a blast scepter), and a green-
field need not save again unless it leaves challenge the PCs, demanding to know stone amulet, which is set into the
the field and then re-enters. their names and reasons for being here. stomacher, of her gown, and largely
The stasis field will last some four She knows what has happened to her, concealed by its ornamentaion. All Of
hundred years more with its present and will be eager to quickly gather as these items are detailed in the Magi-
fuel. The field is powered by the gem- much magical power as she can--
file cal Items chapter in the Campaign
stones, which it slowly consumes. preferably by seizing items from adven- Guide to Undermountain.
There are seven sapphires in the circle turers. If the party seems strong, she Under the plinth is a square, 6 deep
atop the plinth. Three are 4000 gp value will use the gate (see below) to try to stone-lined storage pit, containing a
stones, two are of 3,600 gp value, one is split up the PCs, and then attack. canvas sack of 600 gold pieces. The gold
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worth 3,000 gp, and the seventh, much Jhaniloth attacks without hesitation, is bait placed by Flamsterd, long ago.
smaller, is worth 1,200 gp. seeking to disable all spell casters first, Jhaniloth does not know that it is there,
Erasing or smudging a gap in the cir- and then striking down those who offer but does know of the pit, and that it
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cle will end the stasis instantly, as will a physical threat before returning to contains a gate, one of the secret ways
removing any gemstone. Adding gem- leisurely questioning (and taking any into Undermountain.
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stones of any sort will add fuel to the spell books or magical items from) the Any living creature entering the pit
spell, enabling it to continue longer. surviving spell casters. or reaching into it with a weapon, hook,
The only other way to free creatures If fought to a standstill, or over- or other reaching aid will vanish
in stasis is to apply a temporal reinstate- powered, she will claim to have fought transported instantly to the center of
ment or Phezults Awakening spell. A in self-defense, thinking the PCs hired The Helmwatch Room #45 on Unde-
dispel magic will awaken beings taken killers sent by her rivals. She will ap- rmountains Level Two. Jhaniloth will
out of the field, but has no effect on pear bewildered by the changes time try to get one or more sword-wielding
those still within it. has wrought, and offer to aid or even PCs through it before attacking PC spell
The only things that can block the accompany the PCs, awaiting a chance casters. It beset, or if most PCs escape,
fields effects are a closed cube- or to betray them for gain later. she will take what she can from the
sphere-shaped wall of force (within Jhaniloth is armed with three throw- party, and use the gate herself to avoid
which one rapidly runs out of breath- ing daggers. All are hidden within the PC ambushes or pursuit.
able air), an anti-magic shell, or a pris- ornate stomacher of her gown, a rigid It is suggested that Jhaniloth become
matic sphere. Forming these around armor-plate of filigreed and inlaid metal a long-term PC foe, raiding stores they
creatures already in stasis does not that covers her torso. Various orna- leave in the city when they go down
break their sleep. ments upon it are actually the hilts of into Undermountain (especially spell
The green radiance is a harmless her daggers, whose sheaths are built books and magical items). She will use
dweomer. Nothing is visible in the field into the garment. Jhaniloth is ex- summoned monsters and creatures
except the plinth and the woman, who tremely adept at throwing these dag- such as darkenbeasts (detailed in Vol-
is in stasis. If PCs leave without disturb- gers (gaining a +1 bonus on all attacks). ume Three of the Monstrous Compen-
ing the field, she will not even know From a black ribbon choker at Jhani- dium) that wizards can create, animate,
they have been there, and will take no loths throat, a waxed silken cord hangs or command.
action (for several hundred years, at down into the front of her gown. Con- Jhaniloth Dhree hf W14: AC 6; MV
least). If awakened, however, she will cealed beneath the stomacher are coins 12; hp 39; THAC0 16; #AT 1; Dmg by
regard any intruders as hostile, and will threaded onto the cord: 1 pp, 6 gp, 4 sp, weapon type or spell; AL NE; D 18, C
act accordingly. The beautiful woman is and 3 cp. 16, I 18, W 16, Ch 16. Spells: see
Jhaniloth Dhree. She is a cruel, manipu- Jhaniloth has no spell books with her. above.
lative, snake-quick courtesan, detailed Her present spells are: charm person,
in the Relevant NPCs of Waterdeep hold portal, jump, magic missile (×2);
4
that walk the city, they are careful, bush related below will occur there.
The Eye and the skilled, and well-equipped. Avaereene is If the PC declines, Avaereene will
Hand detailed fully in her own entry in the
Relevant NPCs of Waterdeep chap-
pout, and then smile, and say, Perhaps
another time . . .? I am Avaereene, and
ter, in the Campaign Guide to Under- you can find me here, some nights: The
Terrain: (Starting) City of Waterdeep, ambush will occur at any later night the
mountain. All of the band encountered
mean streets, at night; (Main encoun- PC comes looking for her; the Hands
in Waterdeep in this adventure wear
ter) Level Three of Undermountain, are patient and skilled.
greenstone amulets (detailed in the
The Eyes Lair Magical Items chapter of the Cam- If the saving throw is failed, the PC is
Party Levels: 120 (8 characters of 15th affected by the potent sleep-venom on
paign Guide to Undermountain).
level average) Avaereene's ring. Tell the player:
All members of the band also have en-
venomed their weapons with night
DMs Note sleep, a special paralyzing poison. The beauty smiles into your eyes.
This scenario is for powerful par- The main band is accompanied (and Her eyes are very dark, almost black,
ties who have grown tired of wading watched for any signs of treachery) by and are merry and friendly. She
through the upper levels of Under- an agent of the Eye, a priest of Bane whispers, I am Avaereene. . . you
mountain. This adventure plunges (now a worshipper of Cyric, but serving wont forget me, as a rising feeling
them straight into the depths, and the Eye first) named Colstan Rhuul. of warmth, soothing relaxation, and
gives them a fighting chance to get
slumber takes you gently away into
back up to those boring upper levels, A Meeting By darkness. . .
file
to have some hope of escape to see
the sunlight again! Moonlight
If a DM is introducing established, Avaereene carries the following
high-level PCs to Undermountain, One tall, statuesque beauty in a dark, spells: magic missile (×2), spider climb,
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note that the easy upper levels of full-length cloak will approach the Tensers floating disc; blindness, invisi-
the dungeon can prove a challenging party, offering an adventure for a mo- bilitly, web; dispel magic, fireball, light-
endurance test for a party low on hit ment of your time now-and perhaps. . ning bolt; polymorph other, wall of fire.
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points, spells, healing potions, and . more later. She will approach the Avaereene has a wand of
the likewhen they cant find a way handsomest or most eager male party paralyzation, which has 11 charges left.
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out, and have to wander and fight off member and block his way, staring into She will use it against PCs if encounter
monsters for quite a while, as they his eyes and reaching out toward him. ing difficulty in escaping off the street.
search for an exit. Have you time for a girl who needs She also carries three potions of extra-
help?, she purrs. Besides her outer healing.
cloak and nondescript garments, she
wears boots, a ring, and earrings, but
Setup seems otherwise unarmed and unen-
If the PC fails his save, any compan-
ions will see the girl embracing and
cumbered by accoutrements of any whispering to him, and then his col-
PCs walking the streets of Waterdeep kind.
by night (anywhere south of the Castle lapse atop her.
Interested in a private venture?, she Avaereene will appear to stagger un-
and The City of the Dead) will notice asks.
beggars, idlers, and ladies of the night, der the PCs weight (she is actually very
Whatever the reply, she steps for- strong), and then bear him gently to the
lounging in doorways or plying their ward, bringing the cloak around the PC
trade. Several will approach the party ground, looking around worriedly, as if
and pressing against him. No one must for aid, and saying urgently, Gentle sir!
of PC adventurers. If any PCs seem in- see this, she whispers, moving closer to
terested, the adventure begins. Gentle sir! Waken, by the gods aid!. . .
him and slowly opening her right hand. Oh, Tymora aid him; call the Watch,
At the back of the PCs neck, she someone!
Note: The party members are actually pricks him with the ring on her left
being set up for a kidnapping by a Approaching PCs will see that Avae-
hand. Ask the player to roll a d20, but reene is worriedly waving a hand above
snatch band of 14 Hands, the enforc- do not reveal that it is a saving throw
ers (and hands) of the Eye (a slaver op- the PCs face, not robbing him. (She is
against poison. Secretly adjust the re- actually drawing a venom-coated
e r at i ng i n U n de r m o u n t a i n a n d sult by -2.
Waterdeep). This snatch band is led by needle-daggertreat as a knife: 1d3
If the saving throw is successful, the damage-from one boot, under cover
the female mage Avaereene and the girlone Avaereenewill show him a
two fighters, Bardel and Duthsteen. of her robe, as she crouches by the
glimpse of folded parchment, ask him if fallen PC.)
Four other fighters, the Backs, wait hes decided, and take him up on his of-
nearby as a rear guard. Well aware of All the PCs present at this time, ex-
fer if he says yes. She will lead him to an cept the stricken one, will be the target
the powerful forces of law and order upstairs room above a rickety net-and-
and formidable private individuals! of a silent volley of 14 envenomed
hooks shop in the docks, and the am- crossbow-darts from the other mem-
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