keyhole is different that the others we have run into thus far. Does it require a special key? Level 3 - Lower Sewer Level (p. 18) The stench of sewer gas makes our heads spin. Our guide, Bennet, has informed us that this is perfect environment for the kuo-toa. We will have to keep our guard up. 2. We are having a horrible time breathing here. The sewer gas steals our breathe and clouds our vision. We have been wandering this hallway for hours. We can't seem to get our bearings straight. 4. The same stench overcomes us again. If we could just get our bearings, we could make it down the hallway. 12 - 14. There are three tarnished silver locks here. Our guide is sniffing at the center lock, but it is an important part of the scientific method to try each lock, one at a time. 25 - 31. There is a forest of pits and pressure plates in this room. Perhaps if we trigger the pressure plates one at a time, we can explore the whole room. However, I do wonder what is down the pits. Perhaps we could throw Bennet down there and have him take a look. 40. Here we found the remains of a fighter. I wish we glad the facilities or the time to have her resurrected. 46. The sewer gas is so strong here that we passed out. When we came to, we found ourselves in the southeast corner and facing the opposite direction. 48. Bennet translated the rune on the wall here. It reads, "Museum". Imagine, a museum down here. How nice. I just love museums. 56. We had to use up all four of the gems we found to open the passageway. What a waste. 57 - 58. These are broken down teleporters. If you step in these areas they will teleport you to another part of the sewer system. S - Z. What curious statues. They are very lifelike. Level 4 - Upper Level Dwarven Ruins (p. 19) Just as we thought our adventure was coming to an end, we found a stairway leading down to another level. The stone work on this level look nothing like the sewers above. Could these stairs lead to the fabled dwarven ruins? Our hopes are high. 3. The pressure plate through the open door to the south makes Bennet nervous. I think that he is still rattled by the effects of the poison he was hit by in the battle with the giant spider. 12. A new type of key! I think it is of dwarven manufacture. 34. There is an interesting dwarven statue on the far wall. It is in the shape of a gargoyle with one arm raised. Our guide pulled the gargoyle's arm and nothing seemed to happen. Those dwarves are such jokers. 40. There is another gargoyle statue. Bennet, our guide, pulled its arm and a pit closed. I wonder if a pit closed when we pulled the last gargoyle's arm. 59. We have found a strange stone construction with a number of symbols on either side. One symbol seems to be missing. 66. Another gargoyle statue. After a thorough examination, I pulled the arm, but nothing happened. Our guide began getting nervous again, even though there are no spiders in sight. I fear that the multiple spider bites are beginning to effect him. 70. We had a hard time opening this door. Maybe, it requires a special key. 82. As I pulled the chain, our guide's sensitive ears picked up the faint sound of a wall moving. 85. There is a dwarven rune that reads "Emergency Exit". I have no idea what this means. 89. We continue going south. Some of the landmarks are starting to look familiar. I take this as a good sign. However, I don't know how many more spider bites our guide can take. Level 5 - Dwarven Ruins and Camp (p. 20) It is amazing! After years of research and hard work. I, Wently Kelso, have discovered the fabled dwarven ruins beneath Waterdeep. We are now prepared to enter the second level. I wonder what treasure we will find. 2 - 3. Our guide has informed us that the rune on the wall reads, "Safe passage". We decided to see how safe it was by pushing our guide into the wall. Amazingly, he passed right through. 14. I am convinced that the door in the west wall of this room will not open from this side. Bennet keeps sniffing around the walls as if he were looking for something. 24. We have found another of those strange stone constructions. This one is missing a different symbol than the one on the level above. 27. There are dwarves down here! One dwarf named Armun, claimed that this area was his lost kingdom. He asked us to help them find Keirgar, a prince, that had been captured by the dwarves' enemies. I told them that we would do what we could to help them with their little quest. 30. We found a very nice dwarf here that tended to a cut I received on my finger. Our guide, Bennet, asked the dwarf to look at a large gash on his head. It is just so hard to find good help these days. 48. There is a strange keyhole here. Perhaps it requires a special key. 72 - 83. We were told by the dwarves to be careful of this area. It was used centuries ago to teleport materials to the surface. Now, the teleporters seem to be interconnected. Level 6 - Bottom Level of Dwarven Ruins (p. 21) This level is infested with nasty creatures called the kenku. We have been collecting their eggs for their scientific value. Our guide wanted to crack one open and fry it for breakfast. Somehow, the thought of eating a kenku egg turned my stomach. 3. This area was used for diplomatic meetings. The dwarves would stand on one side of the pressure plate and their enemy would stand on the other side. Both parties would lay down their weapons, and the talks would begin. 10. We met a dark-robed person. He was very unfriendly and would not give us so much as his name. He just stood there glaring at us. I would have challenged him, if we were not in such a hurry. 19. I thing that we found an example of the classic dwarven "dart trap". In such a trap, you step on a pressure plate and darts fly out of the holes. To test my theory I had our brave guide, Bennet, stand in front of the holes, while I step on the plate. 22. Bennet's sensitive nose lead us to this dark pit. Before we could stop him, Bennet scrambled over the edge and into the darkness. We had no choice but to follow him. 33. There is some kind of message on the east wall. Before I can translate the message, Bennet emits his 'I'm hungry' whine. I toss him a packet of rations to keep him quiet. Bennet uses a dart like a make-shift fork and stabs his rations. I turn away in disgust and resume my translation. Level 7 - Upper Reaches of the Drow (p. 22) We have found the drow here. These evil dark elves can only be up to no good, but what are they doing down here? It is up to us to unravel this mystery. 1. We were stopped by drow and not allowed to pass. Bennet reluctantly gave his next breakfast to the drow and then we were allowed to go on. 4. When we stepped on this pressure plate we heard a whooshing sound. Luckily, we all ducked begind our guide Bennet, just before the explosion. 15. As we moved forward we heard the whooshing sound again. Again, everyone ducked but Bennet. He doesn't look much the worse for wear, however. 20. When I stepped on this pressure plate, skeletal lords came out of their dens. I raised my hand and ordered the foul beasts to return to their master. This did not seem to have any effect on them. 37. I removed a dart from our guide's chest and placed it on the shelf, but nothing happened. Our guide, Bennet, skulked away and is now sniffing at something over on the north wall. 38. Another pit. I hate pits, but Bennet seems to show no fear at this location. 44 - 57. After a scholarly examination, I believe that these ten 'cells' are cross linked somehow. 63. This looks like the same kind of stone construction we have been running into from time to time. They resemble portals of some kind. All we have to do is determine which item around the portal is missing. 73 - 81. I have found three inscriptions and three levers. I believe that first I will pull the lever which represents the item I want the most.