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Sample file Undermountain Adventures by

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 Gathgaer’s Iron Maiden ...... 17 The God of the Dry Depths ...... 18

Adventure Hooks ...... 19 Monster Guide...... 21 Skullport ...... 29 The Rat Hills...... 30 Maps & Charts of Undermountain...... 32

General Note 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 in a DM’s 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 Sample76 noble families thatfile 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

Design: Ed Greenwood Cartography: David Sutherland Editing: Jon Pickens and Steven E. Schend Graphic Design: Dee Barnett Cover Art: Jeff Easley Production: Sarah Feggestad Interior Art: Karl Waller Typography: Gaye O’Keefe

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1060 ISBN 1-56076-061-3 ghostly blade. No matter how fast PCs The Ghost move, he will run faster, getting ahead Beneath the boards is a three-foot di- Knight of them—as citizens scream and flee, ameter hole, opening down into ut- scrambling aside, and slamming shut- ter darkness. Its bottom seems far ters and doors. below, and the air in the hole is dry, Terrain: (Starting) City of Waterdeep, The Ghost Knight is unaffected by stale, and motionless mean streets, at night; Party Levels: 64 (8 characters of 8th magic or attacks of any sort. He will turn suddenly down an unpaved side level average) Anyone venturing down into the alley, just ahead of the party. shaft will discover it is constructed like The alley is a dead-end. The foremost Setup a stone-lined circular well, but has a lad- PC(s) will see the image of the knight in der of old, rust-red “grab irons” down armor running toward the rubble- The adventure begins one moonlit one side. The shaft drops eighty feet strewn stone rear wall of the cul-de-sac. straight down. Its walls are damp and night when PCs are walking in the more The Ghost Knight suddenly appears to southerly wards of the city. slippery, the grab irons badly corroded fall, the blade spinning from his hand to and crumbling: any character climbing hang, alone and gleaming in the air, as down without a rope must make a suc- The Darker The Knight, The More the Knight topples into the ground and Ghosts Will Walk. . . cessful Dexterity check every round vanishes. (two checks if avoiding the grab irons) The ghostly blade will slowly fade or fall (determine damage by distance You hear a gasp from a window into nothingness. As long as it is visible, fallen; fragile items must make saving nearby: “The Ghost Knight!” A shut- it will hang four feet or so off the throws vs. fall). ter slams. Nearby, a man opens a ground, point downward. A falling character may be allowed an door to step out onto the street, and The dirt beneath the image of the additional Dexterity check to grab at then hastily pulls it closed again. You sword will glow with the same eerie, 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 Knight’s about three feet across. After it is seen, will result in half damage and a slower out tonight! Ill luck, indeed. . .” the glow will fade rapidly, and all will be fall if made. If an accompanying quiet and normal in the moonlight Strength check is also successful, the again. 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 PCsSample elect to do nothing file 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 sleep—whenever 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 party’s informant will scream them, sword drawn. then, and run—for, 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 rough stone blocks that line the well, hand, and, on his left arm, he wears a ring and vanishing. shield on which gleams a crescent and the missing grab irons, and went moon (at the top left, horns pointing into a long sleep. It will be awakened by The Shaft any contact or passage of a climbing downward diagonally) and a diagonal line of four stars (descending from the character, and will peel partly off the PCs who dig at the dirt of the alley- crescent to the lower right curve of the wall to envelop the head of anyone way where the glowing ring appeared climbing just beneath it. shield). Waterdhavians will recognize will uncover—under only a few inches Attacked characters who are sur- the arms of the Moonstar noble family. of earth—three 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 monster’s 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 You are near one wall of a circular who that approach. Otherwise, the glue are no fissures, ledges, marks or seams. holds fast until 5 rounds after the mim- room, perhaps eighty feet across. The floor slopes down five feet or so The other side of the room contains ic’s death (alcohol frees a victim in 3 from the bottom of the shaft to the rounds), but a successful open doors a waist-high circular stone plinth, room’s far (eastern) end. which is the source of the glow, and roll will allow a trapped character to The grating there is old and rusting, tear free. a motionless figure. but is of massive construction, and still The figure is a human woman. She sturdy. It is five feet across, and covers Also in the shaft is a fist-sized hole in is facing you, one hand outstretched a square cesspool, an evil-smelling as if in supplication. That hand the wall, from which comes a faint, water-filled shaft that drops another steady stream of ill-smelling, cool damp wears a gleaming metal gauntlet. She 20’ before reaching ancient drains. The is very beautiful, with dark, glisten- air. It’s 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. 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- 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 fromSample the shaft intact, file 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 A Curious Chamber The slab is heavy; a person of average angry, as she stares unseeing into the strength can shove it aside, but pushing 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. PCs can clearly see the crescent moon scribing seven large blue gems! 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 As these words are heard, the cross- created by the Phezult’s Sleep of Ages is dark. PCs will need a light source to bow will fire, loosing two heavy quar- spell detailed in the Spells chapter in examine it further. rels at the back of anyone lifting the the Campaign Guide to Under- 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 3 anything—utterly 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-- 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 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 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. 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 spellSample casters. file 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 Phezult’s 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- rmountain’s 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, field’s 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 loth’s 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 pout, and then smile, and say, “Perhaps Relevant NPCs of Waterdeep chap- 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, mountain. All of the band encountered ambush will occur at any later night the mean streets, at night; (Main encoun- in Waterdeep in this adventure wear PC comes looking for her; the Hands ter) Level Three of Undermountain, greenstone amulets (detailed in the are patient and skilled. The Eye’s Lair Magical Items chapter of the Cam- If the saving throw is failed, the PC is Party Levels: 120 (8 characters of 15th paign Guide to Undermountain). affected by the potent sleep-venom on level average) All members of the band also have en- Avaereene's ring. Tell the player: venomed their weapons with night DM’s 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 won’t 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. . . 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, note that the ‘easy’ upper levels of full-length cloak will approach the ’s 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. points, spells, healing potions, and . more later.” She will approach the Avaereene has a wand of the like—when they can’t find a way handsomest or most eager male party paralyzation, which has 11 charges left. 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 andSample reaching out towardfile 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 Setup wears boots, a ring, and earrings, but If the PC fails his save, any compan- seems otherwise unarmed and unen- 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 PC’s 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 PC’s neck, she Note: The party members are actually someone!” pricks him with the ring on her left Approaching PCs will see that Avae- being set up for a kidnapping by a hand. Ask the player to roll a d20, but ‘snatch band’ of 14 “Hands,” the enforc- reene is worriedly waving a hand above do not reveal that it is a saving throw the PC’s face, not robbing him. (She is ers (and ‘hands’) of the Eye (a slaver op- against poison. Secretly adjust the re- erating in Undermountain and actually drawing a venom-coated sult by -2. needle-dagger—treat as a knife: 1d3 Waterdeep). This ‘snatch band’ is led by If the saving throw is successful, the the female mage Avaereene and the damage-from one boot, under cover girl—one Avaereene—will show him a of her robe, as she crouches by the two fighters, Bardel and Duthsteen. glimpse of folded parchment, ask him if Four other fighters, “the Backs,” wait fallen PC.) he’s decided, and take him up on his of- All the PCs present at this time, ex- nearby as a rear guard. Well aware of fer if he says yes. She will lead him to an the powerful forces of law and order— cept the stricken one, will be the target upstairs room above a rickety net-and- of a silent volley of 14 envenomed and formidable private individuals! — hooks shop in the docks, and the am- crossbow-darts from the other mem- 5