Waterdeep - Dungeon of the Mad Mage

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102



  1. STONE HALLWAYS
    There is a 50 percent chance that Maddgoth's homun-
    culus is stalking these halls. The last thing it wants are
    more invaders in its master's abode, so it attacks. When
    killed, it melts away and re-forms in area 25.

  2. SOUTHWEST STOREROOM
    A tiny copper coin has been wedged into the door frame
    and can be spotted with a DC 15 Wisdom (Perception)
    check. Otto places coins in door frames to keep track of
    where the homunculus has been. If the door is opened,
    the coin falls to the floor with a little clatter.
    The room is stuffed from floor to ceiling with junk.
    Most of it is worthless, but characters who spend 1 hour


sifting through the junk can acquire up to (^10) gp worth of
mundane equipment from the Adventuring Gear table in
the Player's Handbook.



  1. NORTHWEST STOREROOM
    The door frame has a silver coin wedged into it (see area
    19). The room inside is clean and bare, providing a safe
    resting space.

  2. NORTHEAST STOREROOM
    The door frame has a gold coin wedged into it (see area
    19). Empty bookshelves line the walls of the room.


22. SOUTHEAST STOREROOM
The door frame has an electrum coin wedged into it (see
area 19). The room's features are as follows:
Containers. Hundreds of empty chests and trunks in a
variety of sizes form neat stacks with narrow aisles
winding between them.
Arch. Embedded in the north wall, hidden behind the
chests and trunks, is a stone arch. Inscribed on the
wall inside the arch is a riddle in Common.

ARCH GATE TO LEVEL 9
The arch is one of Ha laster's magic gates (see "Gates,"
page 12). Inscribed on its wall is the following riddle
in Common: "What appears once in an hour, twice in a
blue moon, and never in sunshine?" The answer is "The
letter O." The rules of this gate are as follows:


  • If the riddle is answered aloud and correctly by
    someone within 30 feet of the arch, the gate opens
    for 1 minute.

  • Characters must be 10th level or higher to pass
    through this gate (see "jhesiyra Kestellharp," page
    10). The first creature to pass through the gate trig-
    gers an elder rune (see "Elder Runes," page 12 ).

  • A creature that passes through the gate appears in
    area 42 on level 9, in the closest unoccupied space
    next to the identical gate located there.



  1. COURTYARD
    S tatu e. In the center of this open-air courtyard, sur-
    rounded by gardens of glittering, pebble-sized crys-
    tals, stands a 9-foot-tall statue of a plump human wiz-
    ard wearing a helmet with blade-like fins and reading


LEVEL 7 I MAODGOTH'S CASTLE

from a spellbook. The statue faces southwest, and the
pedestal on which it rests is engraved with the word
"MADDGOTH."
Doors. Paths radiating from the statue end in front of
four magically locked stone doors (see below).
Windows. Crystal-barred windows look down on the
courtyard from the two floors above.
Pulling the correct lever in area 37 unlocks all the
doors leading to the courtyard. A knock spell or similar
magic can also unlock a door. Each time such a spell is
cast in the courtyard, a blade of force like that created
by the Mordenkainen's sword spell materializes next to
the statue. Each sword acts on initiative count 17. On
its turn, the sword flies up to 20 feet toward the nearest
creature and makes a melee spell attack against it (+8 to
hit), dealing 3d10 force damage on a hit. A sword lasts
for 1 minute or until successfully dispelled (DC 17), and
it can pursue creatures beyond the courtyard's confines.
The statue's eyes betray a hint of madness, and the
wizard's helm is a representation of Maddgoth's magic
helmet (found in area 25b). Like the castle, the statue
can't be damaged or altered in any way. Carved into the
pages of its open spellbook is the Mordenkainen's sword
spell. A wizard can take a rubbing of the spell and copy
it into a spellbook.

24. PRIVY AND BATH ~~~~~~~~~~-
Va oi t y. Against the north wall stands a vanity with a
built-in mirror, on which are arrayed vials of perfume,
combs, brushes, and powder puffs.
Potty. On the west wall sits a fancy wooden chair
with a golden chamber pot tucked below it. Four
thin books rest on a side table next to the chair (see
"Books" below).
Tub. Against the south wall is a marble bathtub with
clawed feet. Towels hang on hooks above it.

BOOKS
One book has worn wooden covers and is filled with
humorous anecdotes. Another appears to be a diary
with a gold-stitched cover of burgundy-dyed leather, its
scented pages chronicling the love affairs of a long-dead
noblewoman. T he third book, which is missing its cover,
contains Elvish translations of common Ore phrases
and idioms. The last book is bound in stirge hide and
contains recipes for pie. These books aren't valuable.

TREASURE
The characters can plunder ten vials of perfumes (5 gp
each), a silver comb set with turquoise (25 gp), a match-
ing hairbrush (25 gp), and a gold chamber pot (125 gp).


  1. MADDGOTH'S STUDY
    Frustrated by the absence of its master, Maddgoth's
    oversized homunculus has ravaged these chambers.


25A. HOMUNCULUS LAIR
Once opulent and full of exotic hardwood cabinets
packed with leather-bound tomes, this room now lies in
shambles. Ankle-deep rubbish covers the floor, the re-
mains of the room's former furnishings. The homuncu-
lus (see "Maddgoth's Homunculus," page 96) stands
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