Waterdeep - Dungeon of the Mad Mage

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amid the wreckage. (If the characters have already
encountered and destroyed the homunculus, it has magi-
cally re-formed in this room.)
The ar rival of adventurers prompts the homunculus
to begin rooting through the detritus on the floor. After
a minute of searching, it finds a torn page on which is
drawn a smiling dragon with butterfly wings. The ho-
munculus shows it to the characters, tears the page into
tiny pieces, throws the scraps into the air like confetti,
and gives the party a long stare. If the characters offer
to kill the faerie dragon, the homunculus leads them to
area 25b, reaches into the mirror there, pulls out Madd-
goth's helm, and gives it to the nearest character.


25B. MADDGOTH'S STUDY
The stained glass panes of this door have been shat-
tered, creating holes through which characters can see
into the room.
Trophies. Embedded in the plaster-covered walls are
dozens of wands, staffs, rods, and orbs.
Mirror. Affixed to the east wall is a 5-foot-tall oval mir-
ror with a stone frame, the top of which is carved in
the likeness of a yawning homunculus (see "Magic
Mirror" below).
Furniture. A desk and a chair formed out of lac-
quer-covered books s tand near the north wall.
Trunk. An iron trunk measuring 2 feet on a side rests
atop a dusty circular rug in the middle of the room.
An iron key is inserted in the trunk's lid, which is
open. (Maddgoth emptied the trunk before leaving
the castle.)
The wands, staffs, rods, and orbs embedded in the
walls are trophies taken by Maddgoth from wizards
he has killed. They can be pried from the walls easily
enough, and each is usable as an arcane focus.
Maddgoth took the spellbooks from scores of dead
wizards and used them to construct the desk a nd chair
for himself. Any character who examines the furniture
can quickly ascertain that the spellbooks belonged to
many different wizards. Some look much older than oth-
ers. A coating of th ick lacquer gives these furnishings
a glass-like sheen and prevents the books from being
opened. Characters who smash the desk and chair can
salvage twelve intact spellbooks, nine from the wreck-
age of the desk and three from the wreckage of the
chair. The remaining books are too damaged to be sal-
vaged or read.
To determine a particular spellbook's contents, roll a
d6. The book contains four wizard spells of each level
up to and including the number rolled on the die. For
example, on a roll of 3, a spell book contains four spells
of each level from 1st through 3rd. Pick spells from the
wizard spell list.
Magic Mirror. A detect magic spell reveals an aura of
transmutation magic around the mirror, which is stuck
to the wall with sovereign glue and can't be pried loose
without breaking it. An identify spell or similar magic
reveals that it's a magic storage device and that contact
with an arcane focus activates it.
The mirror's reflective surface turns to liquid for^1
minute when touched by either a construct or an object

serving as an arcane focus. A creature can reach into
the liquid and remove a helm from inside it. The helm
belongs to Maddgoth. Fashioned from mithral, it has
blade-like fins. If the mirror is smashed while the helm
is inside it, the helm is lost forever.
Treasure. Maddgoth's helm is a very rare magic item
to which any humanoid can attune. A creature attuned
to the helm and wearing it has immunity to a11 damage
while inside Maddgoth's castle, on its roof, or in its
courtyard. If the helm is taken from the castle, it turns
to dust and is destroyed.

2 6. CLAYWORKS
The scent of dry clay pervades these rooms.

26A. BUILDING BLOCKS
This room contains piles of tiny interlocking clay bricks
that radiate auras of transmutation magic under the
scrutiny of a detect magic spell. The bricks can be
assembled into a single Large object, two Medium ob-
jects, or four Small objects. A sculpture animates at its
creator's command, as though affected by an animate
objects spell, and remains animate and under its cre-
ator's control for 1 hour. The sculpture is destroyed and
turns to clay dust when it drops to 0 hit points, when it's
s uccessfully targeted by a dispel magic s pell (DC 15), or
when the effect ends.

26B. OLD CLAY
Oven. A stone oven is built into the south wall.
Blocks and Molds. Dozens of 5-pound blocks of dried
clay and several stone molds are stacked on shelves in
the middle of the room.
A detect magic spell reveals an aura of transmutation
magic around the oven, which is used for baking tiny
clay bricks like the ones in area 26a. The clay on the
shelves is too old and brittle to be of use.

27. DINING ROOM AND KITCHEN
T he outer doors to these rooms have copper coins
wedged into their frames (see area 19).

27A. DINING ROOM
Ringing B ell. A magic bell rings when one or more hu-
manoids enter the room.
Dining Set. A green marble dining table surrounded by
twelve high-backed oak chairs stands in the middle
of the room.
Moments after the bell rings, the six living unseen
servants from area 27b enter through the north door
and begin setting the table for a feast. Once the table is
set, they pull out chairs for guests and begin pouring
wine into goblets before serving dinner and dessert.

27B. KITCHEN
This room contains tables, stoves, cauldrons, cooking
utensils, and food in various states of preparation. All
the food is magically created and appears fresh. Packed
in cupboards are enameled bowls, plates, goblets, and
mugs, as well as silver eating utensils and candlesticks.

t.F:vl':I. 7 MADDGOTH'S Cl\STU 103
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