TEXT: MESSAGES 
  IN A BOTTLE
  UNDERMOUNTAIN
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
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  ©2018 Wizards of the Coast LLC, PO Box 707, 
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  This work contains material that is copyright Wizards 
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  permission under the Community Content Agreement for 
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  All other original material in this work is copyright 
  2018 by Troy E. Taylor and published under the Community 
  Content Agreement for Dungeon Masters Guild.
  A supplement designed for Dungeon Masters, a tool that helps them provide 
  adventurers with enticing entries about lies deeper in Undermontain 
  Requires: Waterdeep: Dungeon of the Mad Mage
  References 
  Perkins, Christopher and James J. 
  Haeck, James Introcaso, Adam Lee and 
  Matt Sernett, Waterdeep Dragon Heist, 
  2018 
  Writing and design 
  Troy E. Taylor 
  Editing 
  Motorcycle Riding Librarian 
  Cover photograph 
  Simone Viani, Unsplash 
  Interior illustrations 
  Dungeon Master’s Guild Art Resources 
  Interior photographs Unsplash 
  Riccardo Pelati, Guilherme Stecanella
  MESSAGES 
  IN A BOTTLE
  UNDERMOUNTAIN
  
  MESSAGES IN A BOTTLE | Page 3
  Always 
  delving 
  deeper
  t’s a long way from the Yawning Portal to the Mad 
  Wizard’s Lair. Counting the entries for Skullport, there 
  are 24 levels of Undermountain in Waterdeep: 
  Dungeon of the Mad Mage. 
  That’s more than 700 numbered encounter areas, 
  many of which are again subdivided.   
  Maintaining player interest in a dungeon crawl this vast 
  and deep is a challenge for any dungeon master.  
  The adventure does an excellent job of encouraging 
  continued exploration, using quests, secrets, Halaster’s 
  goals, and the objectives of the dungeon’s various 
  inhabitants to move the story along.  
  The deck of secrets is one of the adventure designers’ 
  most effective methods of “salting” the dungeon with 
  additional hooks, giving the adventurers irresistible bits of 
  lore. 
  I
  
  MESSAGES IN A BOTTLE | Page 4
  Mystery in a bottle 
  Messages In A Bottle presents a secondary 
  method of providing additional enticements: It is 
  a tool DMs can use to clue the PCs in on what lies 
  ahead, but especially story elements that might 
  increase their interest.  
  It’s a tool that helps a DM perform a 
  randomized survey of the adventure. The DM can 
  sample entries from each level. That information, 
  in a variety of forms, is dropped back into the 
  adventure. The PCs can then discover the 
  information, which appears at locations either 
  selected by the DM or determined randomly.  
  In this, they are like messages in a bottle 
  tossed into the sea.  
  Someone’s story — a plea to be  rescued, a 
  dying wish, a desperate hope, a clue for 
  compatriots, a signal to strangers — is contained 
  in that floating, stoppered glass. No one knows 
  where it will end up.  
  But anyone who has come upon a message in 
  a bottle washed up on the beach or fished from 
  the surf is immediately intrigued at its prospects 
  and by the mystery it represents. What does it 
  say? Who sent it? Can we do anything? Should we 
  do anything? Can we avoid the same fate?   
  In the moment, it gives the PCs something to 
  puzzle out. Some messages might be encoded or 
  encrypted, a secret to be shared among members 
  of the same faction. Others are improvised; for 
  lack of a writing materials maybe they were 
  etched, stamped, or scrawled onto the only 
  available thing.  A few are magical in nature; 
  delvers are, by and large, practitioners of magic 
  and their messages should be too. 
    
  Layers of story 
  The emphasis on enhancing the story is 
  important. By always introducing or emphasizing 
  existing components, the DM is providing a 
  means of combating the rigor of a crawl through a 
  mega-dungeon.  Without story, there can be a 
  sameness to clearing out room after room.  
  The authors of Undermountain products over 
  the years and in various editions have always 
  understood that complication. They have tried to 
  present the dungeon’s lore in compelling ways. 
  And Waterdeep: Dungeon of the Mad Mage 
  works especially hard to address it. 
  Messages In The Bottle doesn’t try to 
  introduce additional story elements. In this, it is 
  different than other supplements that add new 
  NPCs and new encounter areas to the adventure.  
  Rather, it seeks to amplify the story elements 
  that already exist. By turning up the volume on 
  the existing story components, it only seeks to 
  heighten player interest in the existing material — 
  to keep them delving and discovering the richness 
  of each subsequent level.
  
  MESSAGES IN A BOTTLE | Page 5
  he Yawning Portal is filled with a 
  staggering array of curios and 
  trophies, each one retrieved 
  from Undermountain. (See 
  Tales of the Yawning Portal for 
  one such list of items). 
  One curious item that is almost 
  lost among the bar’s copious 
  assortment of liquor and wine bottles is 
  the corked bottle resting horizontally in 
  its own wood stand. Usually, it is 
  overlooked because its dark glass lets it 
  blend in. 
  Occasionally, the bottle turns 
  clear and a message appears inside 
  upon a piece of rolled parchment. Anyone 
  who is standing near the bottle when this 
  transformation takes place sometimes catches the 
  scent of the open sea, hears the sound of surf and 
  then, as if on a faint wind, that of a pirate singing 
  “Yo, ho, and a bottle o’ rum!” 
  The message in the bottle always appears in 
  dwarvish script, the language of the Melairkyn 
  clan that designed the Underhalls.    
  Most often the message is a plea for divine 
  intervention, a last desperate gasp, a call to one of 
  the powers of Faerun.  It’s as if someone in their 
  final moments cried out, and the dungeon itself 
  intercepted the message and placed it in the bottle 
  instead of letting it be heard on their patron deity’s 
  plane of existence.   
  After a day, the bottle again turns dark, unless 
  another message appears in its place. There’s no 
  What 
  news 
  from 
  below?
  T
  
  MESSAGES IN A BOTTLE | Page 6
  telling how often a message will appear, though, it 
  averages about two for every tenday. 
  Durnan, The Yawning Portal’s proprietor, has 
  no difficulty in translating the message. He 
  dutifully copies it down and posts the translation 
  into the common tongue on the inn’s notice board.   
  Two things then happen. Delvers about to 
  brave Undermountain or those folk always curious 
  about the goings-on in the great dungeon take 
  note. They pass it among their fellows, hoping to 
  glean some information, some clue as to the origin 
  of the message and what it portends. Someone 
  probably died a violent death; but where and how?  
  Another macabre ritual takes place. Durnan is 
  always running a betting pool on the message from 
  the bottle. The payout goes to those who’ve laid 
  coin down on the god whose name or moniker is 
  invoked in the message.  
  As expected, a widely worshipped god such as 
  Lathander gets mentioned often, and there’s only a 
  modest amount of money that goes out for that. A 
  few well-known gods see a lot of betting action, 
  however, so their pots grow quickly, even though 
  they payout often. More obscure gods haven’t been 
  named for years, and the accumulated pot on those 
  is several hundred gold. The gods that monstrous 
  beings pray to are also common occurrences. (Koa-
  toa are an exception. There is a standing bet on the 
  piscine creatures, who invent new gods all the 
  time. If Durnan doesn’t recognize the name of the 
  god being named, he assumes it is a new kuo-toa 
  god and distributes the pool as such). 
  For convenience, here are the next 20 
  messages from the bottle and their payouts. They 
  can be determined by a random d20 roll or taken 
  in order.
  No.
  Message
  Betting 
  pool
  1
  Pity us Maglubiyet!
  5 sp
  2
  Durmathoin, take me to the gem 
  mines of paradise.
  40 gp
  3
  It is ecstacy, Keptolo!
  82 gp
  4
  All is darkness, Merrshaulk.
  30 gp
  5
  By Maglubiyet’s choppers!
  3 sp
  6
  Ah Spitswallows! I’m yours 
  Maglubiyet!
  1 sp
  7
  We starve, oh great and mighty 
  Laogzed! Feed us the ﬂesh we 
  require!
  4 gp
  8
  By Thrym! This is the glorious end!
  97 gp
  9
  All is bleak and the void. I see that 
  now, Panzuriel.
  1,001 gp
  10
  Save us, Oghma. Give us the 
  wisdom to escape this foul trap!
  43 gp
  11
  Beshaba’s got us for sure, tossed 
  against a rocky shore!
  73 gp
  12
  Am I not faithful, Malar?
  6 gp
  13
  Hahahahahahahaha! All is a joke, 
  Ladguer!
  4 gp
  14
  Pricked by a poison needle. That 
  beats all, Mask!
  29 gp
  15
  What despair! The end is near and I 
  have not even a pen and ink to 
  scratch out my ﬁnal plea, Deneir!
  338 gp
  16
  Bane, it was fun while it lasted!
  10 gp
  17
  Lolth, your caress is sweet, your 
  bite, .... agh!
  3 gp
  18
  I don’t fear death! I don’t fear you, 
  Hruggek!
  4 gp
  19
  Well, by Moradin’s beard, I never 
  expected that!
  26 gp
  20
  What a pity, Talos, to die in the dark, 
  never to see your mighty bolts race 
  across the sky.
  286 gp
  
  MESSAGES IN A BOTTLE | Page 7
  Creating 
  a message 
  matrix
  Step 1 
  Use the worksheet on the following page.
  Step 2 
  For each level 
  of Under-
  mountain, 
  select or 
  randomly 
  determine a 
  room location 
  that the 
  message will 
  be about. 
  Step 4 
  Randomly determine the type of message 
  using the d20 chart on this page. Some 
  types have subcategories that also must be 
  determined. These can be found in the 
  descriptions following the chart.
  Step 3 
  Read the entry from 
  the published 
  adventure, then 
  compose a message 
  related to it. Be 
  mindful of spoilers. 
  Yet, this should be a 
  clue with utility (even if 
  sometimes, it is a 
  misleading one).
  Step 5 
  After doing that 
  for each level, 
  randomly 
  determine 
  which level 
  above the 
  current one the 
  message will be 
  placed in. (For 
  the first level, 
  place it in the 
  Yawning 
  Portal.)
  Step 6 
  Randomly determine 
  the numbered 
  encounter area on 
  that level that the 
  message will be found 
  in. Record the entry.
  Step 7 
  During play, reveal 
  the message at the 
  appropriate time.
  d20
  Type of messages
  1
  Animated Objects
  2
  Arcane
  3
  Container
  4
  Directional signs
  5
  Elemental
  6
  Etchings
  7
  Faction cyphers
  8
  Graﬃti
  9
  Nested container
  10
  Paper bird
  11
  Pressed nib
  12
  Puzzle box
  13
  Stamped leather
  14
  Talking animal
  15
  Vocational jargon
  16-20
  Written languages
  *See descriptions for above entires on 
  pages 9-10.
  
  Level
  # of 
  entries
  Room
  The Message
  Type of Message
  Where to place 
  message 
  Level          Room
  1
  41
  2
  26
  3
  23
  4
  24
  5
  24
  6
  48
  7
  47
  8
  24
  9
  49
  10
  30
  11
  17
  12
  19
  13
  12
  14
  41
  15
  40
  16
  32
  17
  20
  18
  33
  19
  16
  20
  23
  21
  24
  22
  41
  23
  36
  Skull-
  port
  36
  MESSAGES IN A BOTTLE | Page 8
  
  MESSAGES IN A BOTTLE | Page 9
  These are descriptions for the types of 
  messages that can be found in Undermountain 
  and shared with adventurers who discover them. 
  Animated objects 
  Although animated objects such as animated 
  armor, a flying sword, or a rug of smothering do 
  not speak, they can be instructed to carry 
  messages or make motions in an attempt to 
  communicate. In the case of the latter, deciphering 
  an animated object’s intentions is a DC 15 
  Wisdom/Insight check. The check can be made at 
  advantage if the creature that originally instructed 
  the object has an Intelligence of 15 or greater. 
  Arcane 
  While they cannot convey an exact message, a 
  glyph of warding spell or a programmed illusion 
  spell are examples of magic that can be used as a 
  signal for others. More often, an arcane message is 
  delivered by an sentient magic item. 
  Container 
  This represents messages placed in bottles, 
  jugs, or boxes. Often requires destroying the 
  container to get to the message, as the neck or slot 
  is too small to retrieve the paper otherwise. While 
  less secure than other things, it can be overlooked 
  in a casual investigation.  
    
  Directional signs 
  The proverbial breadcrumbs. These can be 
  chalk lines or arrangements of stones on the floor, 
  usually temporary and easily manipulated by 
  others with malicious intent. Can be effective in 
  some situations, especially if they include another 
  symbol that conveys information or message. 
  Elemental reveals 
  Objects can be magically encoded to reveal 
  messages based on the element used to embed 
  them. Examples include: 
  1 Fire: An inscription on a ring revealed only 
  when placed in a flame. 
  2 Air:  An auditory or visible message on the 
  wind revealed by breath or a breeze. 
  3 Water: An auditory message that can only 
  be heard when a pearl or shell and the listener are 
  submerged.  
  4 Earth: A chiseled message that can only be 
  read when covered in dust or the object is placed 
  in the earth.  
  Etching 
  For want of writing materials, sometimes 
  messages are etched upon the flat blade of a metal 
  weapon, such as a sword or an axe, then left for 
  others to find and decipher.  
  Faction Cypher 
  These are usually small, tightly wound 
  parchments left in an index-finger sized cylinder. 
  A PC member of the same faction can read the 
  coded message without difficulty. Anyone else 
  must make a DC 15 Intelligence check to identify 
  the faction and a DC 20 Intelligence/Investigation 
  check to decipher the message. A PC with the 
  Linguist feat can make all the checks at advantage. 
  Faction cyphers found in Undermountain are: 
  1 Bregan D’Aerthe 
  2 Emerald Enclave 
  3 Force Grey 
  4 Harpers 
  5 Lords’ Alliance 
  6 Order of the Gauntlet 
  7 Xanathar Guild 
  8 Zhentarim 
  
  MESSAGES IN A BOTTLE | Page 10
  Graffiti 
  Oftimes the last resort of clever adventurers 
  — or the first option for inexperienced ones — 
  nothing beats writing on the walls or the floors to 
  send a message to those behind you. Notes 
  written on other materials and posted on the wall 
  — such as a notice board, also fall in this category. 
    
  Nested container 
  The box within a box, or nesting dolls, can be 
  a unique way of securing a message from casual 
  investigations. Written pages tucked into a book 
  fall in this category. 
  Paper Bird 
  A paper bird with a message (a wondrous 
  item described in Waterdeep: Dragon Heist). 
  Sometimes it can be left behind (without it 
  turning to ash) for others to find.  
  Pressed nib 
  A copper coin can be pressed flat to form an 
  irregular plate that can be engraved with a sharp 
  edge. 
  Puzzle box 
  An object that looks like an ordinary object, 
  such as a treasure chest, but has a false lid. Only 
  by taking apart the interlocking pieces of the 
  object can the message held inside be found. 
  Stamped leather 
  Some part of leather attire, such as a belt or 
  vest, can be stamped with characters or symbols 
  to convey a message. Ofttimes this is incorporated 
  with a class-specific language or a faction cypher. 
  Talking animal 
  Spellcasters, especially druids, can use 
  animals to send messages. Sometimes, the animal 
  is actually another creature polymorphed into 
  that form. A few birds, such as ravens, are 
  intelligent and can repeat phrases. 
  Vocational jargon 
  Classes have specific means of 
  communicating with others of their same 
  vocation. These are: 
  1 Barbarian totems 
  2 Bardic notes 
  3 Clerical divine allegories 
  4 Druidic 
  5 Battlefield Codices (fighters, monks, 
  paladins) 
  6 Primeval awareness (rangers) 
  7 Thieves’ cant 
  8 Eldritch notations (sorcerers, warlocks, 
  wizards)  
  Written languages 
  These messages are usually written on 
  parchment or vellum in the standard languages 
  and left for others to find.  
  Roll d20: 1-15 Standard languages, 16-20 
  Exoctic languages 
  Standard languages in Undermountain are: 
  1 Common 
  2 Dwarvish 
  3 Elvish 
  4 Giant 
  5 Gnomish 
  6 Goblin 
  7 Halfling 
  8 Orc   
  Exotic languages found in Undermountain 
  are: 
  1 Abyssal 
  2 Celestial 
  3 Draconic 
  4 Deep speech 
  5 Infernal 
  6 Primordial 
  7 Sylvan 
  8 Undercommon
  
  MESSAGES IN A BOTTLE | Page 11
  The following are two examples of the types of 
  messages that might be created using the above 
  system. Feel free to use them in your game of 
  Waterdeep: Dungeon of the Mad Mage, altering 
  any aspect of the message as best fits. 
  Each entry inclues where the message is to be 
  found, the type of message it is, the message itself, 
  and for the DM’s reference, the location the 
  message refers to. 
  They are arranged by their found location 
  from highest level to deepest. 
  MESSAGE SET A 
  Message 1 
  Where: Yawning Portal 
  Type: Arcane message 
  “In the hallway of heraldry, the mad mage 
  watches!” 
  DM’s reference: Level 1, Room 29 
  Message 2 
  Where: Level 1, Room 2 Hall of Many Pillars 
  Type: Graffiti 
  “(obscured section) is the Black Network’s 
  friend and ally.” 
  DM’s reference: Level 2, Room 14 
  Message 3  
  Where: Level 1, Room 15 Armory 
  Type: Etching 
  “The untouched painting of the dwarf 
  wedding was too beautiful to swipe.” 
  DM’s reference: Level 6, Room 5 
  Message 4 
  Where: Level 1, Room 18 Troll’s Den 
  Type: Stamped on leather 
  “The deep gnome of the zurkhwoods is a true 
  and faithful friend.” 
  DM’s reference: Level 4, Room 13 
  Message 5 
  Where: Level 1, Room 26 Clean Tunnels 
  Type: Written (draconic) 
  “The last time I saw my partner she had all 
  our gear and was headed toward the river.” 
  DM’s reference: Level 3, Room 9 
  Message 6 
  Where: Level 2, Room 7 Shocking 
  Discoveries 
  Type: Container 
  “ If you see a halfling answering to Haddon, 
  send word to YP.” 
  DM’s reference: Level 5, Room 3 
  Message 7 
  Where: Level 2, Room 9 Spider Eyes Watch 
  Post 
  Type: Written (goblin) 
  “Mage pictures scary!” 
  DM’s Reference: Level 9, Room 19 
  Message 8 
  Where: Level 3, Room 8, Wailing Tunnels 
  Type: Faction cypher (Bregan D’Aerthe) 
  “Yes, my lord! I hear Undermountain’s call!” 
  DM’s Reference: Level 18, Room 8 
  Sample 
  message 
  matrixes
  
  MESSAGES IN A BOTTLE | Page 12
  Message 9 
  Where: Level 3, Room 15 Way to 
  Willowwood 
  Type: Paper bird 
  “The drow are employing demons to fight 
  their civil war.” 
  DM’s Reference: Level 11, Room 12  
  Message 10 
  Where: Level 4, Room 23 Hook Horror 
  Larder 
  Type: Pressed nib 
  “In the echoing cave, give a shout. I dare 
  you.” 
  DM’s reference: Level 7, Room 5 
  Message 11 
  Where: Level 4, Room 24 Troglodyte 
  Takeover 
  Type: Arcane 
  “They say drow are allied with yuan-ti in the 
  swamp, but I don’t believe it.” 
  DM’s Reference: Level 8, Room 11 
  Message 12 
  Where: Level 5, Room 3 Guardhouses 
  Type: Faction cypher (Xanathar Guild) 
  “Dare not stand in the shadow of Trobriand’s 
  marvel.” 
  DM’s Reference: Level 13, Room 4 
  Message 13 
  Where: Level 5, Room 21, Abandoned 
  Barracks 
  Type: Faction cypher (Emerald Enclave) 
  “The blind eye of Ghaunadaur will stop your 
  heart.” 
  DM’s Reference: Level 19, Room 12 
  Message 14 
  Where: Level 7, Room 21, Northeast 
  Storeroom 
  Type: Vocational jargon (Barbarian totems) 
  “I kneeled before the toothy maw, afraid to 
  enter.” 
  DM’s Reference: Level 20, Room 22 
  Message 15 
  Where: Level 8, Room 2 Bullywug Sentries 
  Type: Written (elvish) 
  “I must be going mad! The voice of Lolth 
  echoed through the halls.” 
  DM’s Reference: Level 10, Room 4 
  Message 16 
  Where: Level 8, Room 21 Lord of Fetid 
  Obliteration 
  Type: Container 
  “Good fortune graces the one who passes the 
  rusted head.” 
  DM’s Reference: Level 12, Room 1 
  Message 17 
  Where: Level Level 10, Room 1 
  Type: Puzzle box 
   “Trust not doors that close of their own 
  accord.” 
  DM’s Reference: Level 17, Room 11 
  Message 18 
  Where: Level 10, Room 15 Screaming Skulls 
  Type: Written (halfling) 
  “I have seen creatures materialize out of 
  midair.” 
  DM’s Reference: Level 14, Room 5 
  
  MESSAGES IN A BOTTLE | Page 13
  Message 19 
  Where: Level 11, Room 4 Loathsome Limbs 
  Type: Animated object 
  “A wonder! The woman encased in crystal!” 
  DM’s Reference: Level 16, Room 6 
  Message 20 
  Where: Level 13, Room 1, Tunnels and 
  Trenches 
  Type: Written (Deep Speech) 
  “Drifting lights are the sign of the enemy.” 
  DM’s Reference: Level 22, Room 9 
  Message 21 
  Where: Level 13, Room 4 Pretty Big Hate 
  Machine 
  Type: Directional signs 
  “Harden your heart against the sound of 
  children playing.” 
  DM’s Reference: Level 15, Room 20 
  Message 22 
  Where: Level 14, Room 10, Dwarves’ Den 
  Type: Puzzle box 
  “The Gargoyle Towers are well named.” 
  DM’s Reference: Skullport, Room 8 
  Message 23 
  Where: Level 19, Room 4, The Weeping Eye 
  Type: Animated object 
  “Like magic, the poisonous air of the dwarven 
  mine was made clear.” 
  DM’s Reference: Level 21, Room 22 
  Message 24 
  Where: Level 19, Room 16, Tunnel to Level 
  20 
  Type: Container 
  A spirit of truth resides within the 
  countenance of a devil. 
  DM’s Reference: Level 23, Room 9 
  MESSAGE SET B 
  Message 1 
  Where: Yawning Portal 
  Type: Pressed nib 
   “The throne of bone is treacherous.” 
  DM’s Reference: Level 1, Room 8 
  Message 2 
  Where: Level 1, Room 2, Hall of Many Pillars  
  Type: Faction cypher (Zhentarim) 
  “The answer lies cloaked in death.” 
  DM’s Reference: Level 2, Room 24 
  Message 3 
  Where: Level 1, Room 13, Empty Room 
   Type: Puzzle box 
  “I fled in dread at sight of the skull with the 
  ebony sapphire eyes.” 
  DM’s Reference: Level 20, Room 15 
  Message 4 
  Where: Level 1, Room 17, Stone Temple 
  Pileup 
  Type: Animated object 
  “Fishbone Jim nearly frightened me to death.” 
  DM’s Reference: Level 3, Room 12 
  Message 5 
  Where: Level 1, Room 18, Troll’s Den 
  Type: Puzzle box 
  “Reaching the end of my resolve, I sheltered 
  in a miner’s privy and wept.” 
  DM’s Reference: Level 21, Room 12 
  Message 6 
  Where: Level 2, Room 5, Arch Gate 
  Type: Pressed nib 
  “Beyond the great organ, the floors are 
  untrustworthy.” 
  DM’s Reference: Level 6, Room 42 
  
  MESSAGES IN A BOTTLE | Page 14
  Message 7 
  Where: Level 2, Room 14, Base de Resistance 
  Type: Etchings 
  “Traverse cavern of dagger rocks at own risk.” 
  DM’s Reference: Level 11, Room 6 
  Message 8 
  Where: Level 2, Room 20, Dead Eyes Watch 
  Post 
  Type: Vocational jargon (Clerical divine 
  allegories) 
  “There is a lost adventurer wandering the 
  academy halls. I called to her but she did not 
  answer.” 
  DM’s Reference: Level 9, Room 10 
  Message 9 
  Where: Level 2, Room 23, Ruined Dwarven 
  Temple 
  Type: Written (Halfling) 
  “Beware the drow with the scarab” 
  DM’s Reference: Level 4, Room 11 
  Message 10 
  Where: Level 3, Room 21, Azrock’s Hold 
  Type: Paper bird 
  “Obsidia and Rhodos are kind to small folk.” 
  DM’s Reference: Level 7, Room 13 
  Message 11 
  Where: Level 4, Room 1, Fungus Forest 
  Type: Faction cypher (Lord’s Alliance) 
  “I have seen pools that reflect only souls of 
  iron.” 
  DM’s Reference: Level 13, Room 9 
  Message 12 
  Where: Level 4, Room 22, Hook Horror 
  Homestead 
  Type: Nested container 
  “Don’t trust signs written in goblin.” 
  DM’s Reference: Level 5, Room 1 
  Message 13 
  Where: Level 4, Room 23, Hook Horror 
  Larder 
   Type: Paper bird 
  “What treasure can satisfy the greed of the 
  dark oracles?” 
  DM’s Reference: Level 22, Room 24 
  Message 14 
  Where: Level 5, Room 11, We All Float Down 
  Here 
  Type: Written (Elvish) 
  “I saw a magnificent statue of a winged 
  serpent while a captive of the yuan-ti.” 
  DM’s Reference: Level 8, Room 19 
  Message 15 
  Where: Level 5, Room 13, Dining Cave 
  Type: Written (Primordial) 
  “Cast not your eyes upon the obscenities of 
  drow and their demon consorts!” 
  DM’s Reference: Level 15, Room 17 
  Message 16 
  Where: Level 5, Room 21, Abandoned 
  Barracks 
  Type: Pressed nib 
  “No one leaves the nexus.” 
  DM’s Reference: Level 17, Room 15 
  
  MESSAGES IN A BOTTLE | Page 15
  Message 17 
  Where: Level 6, Room 27, Arch Gate 
  Type: Nested container 
  “I was unworthy. I could not read the 
  inscription of the bronze dragon.” 
  DM’s Reference: Level 18, Room 18 
  Message 18 
  Where: Level 6, Room 35, Black Cloak 
  Type: Nested container 
  “Outworlder kitchens run day and night.” 
  DM’s Reference: Level 16, Room 26 
  Message 19 
  Where: Level 7, Room 25, Xorta’s Flute 
  Type: Written (Goblin) 
  “Skulls scream in sleep pictures!” 
  DM’s Reference: Level 10, Room 15 
  Message 20 
  Where: Level 9, Room 20, Lecture Hall 
  Type: Faction cypher (Harper) 
  Need porters for the journey? Olive’ll dig 
  some up. 
  DM’s Reference: Skullport 
  Message 21 
  Where: Level 10, Room 5, Dilapidated 
  Rooms 
  Type: Faction cypher (Order of the Gauntlet) 
  “The eyes of Halaster’s statues are as mad as 
  he is.” 
  DM’s Reference: Level 14, Room 7 
  Message 22 
  Where: Level 11, Room 16, Arch Gate 
  Type: Directional signs 
  “In the realm of the horned king, there is only 
  the stench of death.” 
  DM’s Reference: Level 12, Room 8 
  Message 23 
  Where: Level 16, Room 19, Warehouse 
  Type: Etchings 
  “A great ship without rudder or sails!” 
  DM’s Reference: Level 19, Room 6 
  Message 24 
  Where: Level 19, Room 4, The Weeping Eye 
  Type: Elemental (Water) 
  “Trobriand is shattered. Long live Trobriand.” 
  DM’s Reference: Level 23, Room 13 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/DM's Guild/Undermountain_ Messages in a Bottle/8254-Messages_bottle_v3.pdf