One of the design 'features' of DotMM is that there are multiple avenues for adventure which are not detailed and, specifically, a lot of them are essentially just doors to nowhere so that they can be doors to anywhere. I'm guessing this is one of those doors.
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"Most people are other people. Their thoughts are someone else's opinions, their lives a mimicry, their passions a quotation."
You can have it take them down another level or back up to Sargauth (level 3). That's the most likely options. I have Skullport as being a side area and part of level 3 since it's not very clearly defined at all how you get to and from it in the official book.
I found this entree from the old AD&D Skullport Module:
Whisperhaunt Pass (Passage)This narrow, winding pass has wind-smoothed walls. It slopes downward toward the Upper Trade Lanes of Skullport, where it opens out into the southern wall about 20 feet above the level of most of the buildings. The walls of the passage echo with a per-sistent droning sound like distant whispering. A mighty blast of wind issues forth from the pass once every so often (every 1d10rounds), the force of which is easily capable of taking a grown human male off his feet or sending a halfling or gnome spinning into the air. The blast of air persists for 1d4 rounds, after which it reverts to a steady gust capable of extinguishing candles or un-protected lantern flames if they are held at its entrance. Those who have investigated the tunnel have returned beaten up and flustered and refused to speak of what they encountered
The air current stems from a permanent one-way gate to the Elemental Plane of Air at the end of the tunnel 270 feet away.(The portal is one of the ones that supply fresh air to Skullport discussed in the Necessities of Life section of the Overview of Skullport chapter.) To reach the portal requires excellent timingand climbing gear; flying is fruitless without some method of negating the extremely strong winds further up the pass.The force of the blast increases as one delves deeper into thetunnel, and after 100 feet of travel even the loudest voices are drowned out by the wind. Those wishing to venture into the in-terior must pass a series of progressively more difficult Strengthrolls. The first Strength check is made after 45 feet. For every 45feet further down the tunnel an adventurer progresses, a cumula-tive -2 penalty is imposed on the Strength check. When rollingto keep their footing, large creatures may add 1 to their respec-tive Strength scores, while those of small size must subtract an additional 1. Those that succeed at a roll may move forward;those that fail are blown back 1d6x10 feet, and sustain 1d4points of damage per 10 feet of distance they are blown. Charac-ters with the mountaineering nonweapon proficiency may take a+1 bonus to their scores for the roll, and characters with the climbing ability may take an additional +1 bonus.Should someone manage to make the trip to the portal, they will be sorely disappointed at the lack of anything of note aside from wind. The portal only opens into Skullport, not from Skull-port into the Elemental Plane of Air. Merciful DMs may wish to have a few items of treasure snagged on climbing spikes left by previous curious adventurers (DMís choice as to what items).
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My players are trapped on the 3rd floor of Skullport under Waterdeep in the Dungeon of the Mad mage.
It looks like a tunnel called the Whisperhaunt Pass is their only escape.
My emergency question. If they go from 3rd floor of Skullport's side of Whisperhaunt Pass, where does it put them??!?
Help
That is a very good question, considering Whisperhaunt pass is only mentioned in this one chapter.
One of the design 'features' of DotMM is that there are multiple avenues for adventure which are not detailed and, specifically, a lot of them are essentially just doors to nowhere so that they can be doors to anywhere. I'm guessing this is one of those doors.
"Most people are other people. Their thoughts are someone else's opinions, their lives a mimicry, their passions a quotation."
― Oscar Wilde.
Yeah, you can make it go to wherever =) or be a dead end or be an unactivated portal.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
270ft down the pass is a permanent portal to the Plane of Air. This pass is how Skullport gets fresh air.
You can have it take them down another level or back up to Sargauth (level 3). That's the most likely options. I have Skullport as being a side area and part of level 3 since it's not very clearly defined at all how you get to and from it in the official book.
Old map of skullport. Do not know from where: https://i.pinimg.com/originals/35/60/04/3560044f5ef4d3b72bfac2d7c272f72b.jpg
I found this entree from the old AD&D Skullport Module:
Whisperhaunt Pass (Passage)This narrow, winding pass has wind-smoothed walls. It slopes downward toward the Upper Trade Lanes of Skullport, where it opens out into the southern wall about 20 feet above the level of most of the buildings. The walls of the passage echo with a per-sistent droning sound like distant whispering. A mighty blast of wind issues forth from the pass once every so often (every 1d10rounds), the force of which is easily capable of taking a grown human male off his feet or sending a halfling or gnome spinning into the air. The blast of air persists for 1d4 rounds, after which it reverts to a steady gust capable of extinguishing candles or un-protected lantern flames if they are held at its entrance. Those who have investigated the tunnel have returned beaten up and flustered and refused to speak of what they encountered
The air current stems from a permanent one-way gate to the Elemental Plane of Air at the end of the tunnel 270 feet away.(The portal is one of the ones that supply fresh air to Skullport discussed in the Necessities of Life section of the Overview of Skullport chapter.) To reach the portal requires excellent timingand climbing gear; flying is fruitless without some method of negating the extremely strong winds further up the pass.The force of the blast increases as one delves deeper into thetunnel, and after 100 feet of travel even the loudest voices are drowned out by the wind. Those wishing to venture into the in-terior must pass a series of progressively more difficult Strengthrolls. The first Strength check is made after 45 feet. For every 45feet further down the tunnel an adventurer progresses, a cumula-tive -2 penalty is imposed on the Strength check. When rollingto keep their footing, large creatures may add 1 to their respec-tive Strength scores, while those of small size must subtract an additional 1. Those that succeed at a roll may move forward;those that fail are blown back 1d6x10 feet, and sustain 1d4points of damage per 10 feet of distance they are blown. Charac-ters with the mountaineering nonweapon proficiency may take a+1 bonus to their scores for the roll, and characters with the climbing ability may take an additional +1 bonus.Should someone manage to make the trip to the portal, they will be sorely disappointed at the lack of anything of note aside from wind. The portal only opens into Skullport, not from Skull-port into the Elemental Plane of Air. Merciful DMs may wish to have a few items of treasure snagged on climbing spikes left by previous curious adventurers (DMís choice as to what items).