Dungeon Level
Contents
Known Rumors & Tales
Core Rooms
Common Knowledge. The most commonly explored tunnels in all of Undermountain, these are the chambers that lie directly beneath the Yawning Portal. It is also the easiest to find maps for and information on.
The South Chambers
Uncommon Knowledge. Perhaps the best-known of the Dungeon Level outside of the Core Rooms, the South Chambers have a reputation as being rather defensible. As such, intelligent monsters often lair here or attempt to lay claim to sections of it as their own territory. Well-known for the Hall of Keeping Kings and the Hall of a Hundred Candles.
The North Chambers
Uncommon Knowledge. Considered more perilous than the South Chambers, the North Chambers are difficult to classify. There are rarely quite as many monsters as in the South Chambers, but traps and strange waiting magical effects are more common. Extremely well-known for its near-apocryphal Long Dark Stair, which supposedly rises all the way to one of the streets in Waterdeep.
Horrorhalls
Rare Knowledge. On the other side of a well-marked door from the Core Rooms is the Horrorhalls, old dwarven constructions that are positively run amuck with monsters. No one seems to know where these creatures come from, save that they are predatory (as much on one another as on hapless adventurers). It is rare that folk venture in here, and even rarer that they should return.
The Eastcaves
Rare Knowledge. A section of natural cavern, complete with subterranean ecosystem, these caverns have a number of creatures from the Underdark, including a purple worm and similar creatures. It is home to no intelligent, social creatures.
The Crownways
Rare Knowledge. So-called for its many rooms of thrones, statues and kingly tombs, the Crownways bear all manner of threats.
Dunmyr's Folly
Rare Knowledge. A few know the name of these halls, and fewer still know its history. Perhaps a hundred years ago or so, an adventurer named Dunmyr attempted to seize this section of the Dungeon Level as his own keep from which to base his operations. Though he and his company worked hard to not only establish safety and security in these halls, but to lay claim to the gate in this area that is said to open somewhere on the streets of Waterdeep, their preparations were for naught when the horrors of Undermountain came calling. One day when he returned home, he discovered beasts lying in wait. Exactly what it is that slew him is the subject of many pieces of Undermountain lore. Many agree that they were automatons of some kind, as it is not uncommon to find such magically animated terrors in these halls.
The Labyrinth
Uncommon Knowledge. With a near-dearth of actual rooms, and plenty of strange traps, windfalls and wandering creatures, most adventurers know that they'll need all their wits about them to thread their way through the Labyrinth, whose walls are covered in all manner of chalk, ink and other marks, from when canny adventurers attempted to find their way through my marking the walls. Those who know of the Labyrinth know the futility of such - every mark that is made is replicated a thousand-fold throughout the winding passages here.
The Crumble Halls
Uncommon Knowledge. So-called for the number of features in this series of tunnels that seem to be in ruin or general disrepair, the Crumble Halls are known for the strange rooms that have been established among its dark ways: a library, a well-room, several tombs and the like. Many of the dangers here are hazards and traps, magical and mundane, rather than (necessarily) the monsters.
The Echoes
Rare Knowledge. Sometimes called "the Last Stand of the Melairkyn," these tunnels are almost wholly devoid of living creatures entirely. Instead, they are the site of a dozen or more scenes of spectral slaughter, as the ghosts of Melairkyn dwarves flee from assailants unseen, torn apart and dying screaming over and over. So frustrated are these restless spirits that after their death scenes, they sometimes attack the living after their gruesome deaths.
The Gameshalls
Uncommon Knowledge. These halls are so named for two of its rooms: the Lanceboard and a strange chamber of doors. Aside from the dangers such "games" pose, these halls are quite similar to the neighboring North Chambers, in terms of threat.