Waterdeep - Dungeon of the Mad Mage

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Unless they were in encountered in area 27a, six liv-
ing unseen servants (see appendix A) staff the kitchen.
They try to gently nudge anyone who wanders into the
kitchen out the nearest door. Intruders that refuse to
leave are attacked. The servants are confined to area 27
and can't leave these chambers of their own volition.

27C. PANTRY
Grains, dried meats, and other foodstuffs line the
shelves here. Thanks to Maddgoth's magic, the food is
perfectly preserved as long as it remains in the castle.

27D. POTENT POTABLES
Jars, decanters, casks, and bottles containing all man-
ner of liquids line the sagging wooden shelves. Bever-
ages from the mundane to the exotic can be retrieved
from the shelves, which are replenished thanks to nu-
merous spells laid upon the room. These liquids quickly
evaporate if removed from the castle.


  1. WELL-APPOINTED HALLS
    The halls on this level join to form a circuit. Their fea-
    tures are as follows:
    Decor. Long purple rugs with gold trim and wood-
    framed portraits of wizards cover the floors. Where
    the halls widen, carved oak chairs padded with red
    velvet are available to weary visitors. At the foot of
    each chair rests an ottoman.
    Windows. Crystal-barred windows face the courtyard
    (area 23).
    Unless the characters have a lready encountered and
    defeated Otto elsewhere, the invisible faerie dragon
    lurks in these halls (see "Otto's Game," page 101).

  2. SOUTHWEST GUEST ROOM
    The door frame has an electrum coin wedged into it (see
    area 19). This room's features are as follows:
    Furnishings. A comfortable bed, a handsome armoire,
    a three-paneled privacy screen, and an empty chest
    with clawed feet decorate the room. Fancy rugs cover
    the floor.
    Arch. Embedded in the middle of the north wall is a
    stone arch.


ARCH GATE TO LEVEL 11
Carved into the arch's keystone is a hand clutching a
lit torch. The arch is one of Halaster's magic gates (see
"Gates," page 12), and its rules are as follows:


  • If a lit torch is brought within 5 feet of the arch, the
    gate opens for 1 minute.

  • Characters must be 11th 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 16 on level 11, in the closest unoccupied space
    next to the identical gate located there.


L.EVEL 7 I MADDGOTH'S CASTLE

30. NORTHWEST GUEST ROOM
The door frame has a silver coin wedged into it (see area
19). This room's features are as follows:
Furnishings. A bed heaped with pillows, a 4-foot-tall
armoire, and an empty sea chest decorate the room.
Rugs woven with wave-like patterns cover the floor.
Ship in a Bottle. Displayed atop the armoire is a large
bottle containing a beautiful model of a longship.
Portrait. Behind the bottle, hanging on the wall, is
a large framed portrait of a wild-haired old man
(Halaster) gazing down at the boat with a mad gleam
in his eyes.
The longship model is 54 inches long by 15 inches
wide, contained in a corked glass bottle 5 feet long and
lY.i feet wide. The bottle rests on its side in a wooden
stand and is portable. A detect magic spell reveals an
aura of transmutation magic around the ship.
An identify spell or similar magic cast on the model
reveals that it's an actual longship magically reduced to
one-twelfth its normal size. The spell also reveals that
the only way to restore the ship to its actual size (54 feet
long by 15 feet wide) is to touch the ship while speaking
the proper command phrase: "Our voyage is at hand!"
Once the ship enlarges to normal size, it becomes an or-
dinary longship (worth 10,000 gp intact) and cannot be
shrunk back down. If it is restored to full size in a space
too small to contain it, such as this chamber, the ship
splinters apart and is destroyed. Creatures nearby might
take damage from flying debris at your discretion. The
ship is unaffected by the size-altering magic of Madd-
goth's castle.


  1. NORTHEAST GUEST ROOM
    Odor. This room smells faintly of charcoal smoke.
    Furnishings. A canopied bed stands against the south
    wall, its black curtains drawn down. Other furnish-
    ings include a coat rack by the door, an empty chest
    with clawed feet, an empty wardrobe with a slender
    mirror on the inside of its door, and a writing desk
    with matching chair.
    The odor of charcoal becomes stronger as one ap-
    proaches the bed. If the characters draw back the
    shroud covering it, they find the charred skeleton of
    a human lying on the bed, clad in burned robes and
    clutching the blackened stub of a wooden wand. The
    bed is undamaged, though its covers are stained with
    ash from the skeletal remains. The skeleton is all that
    remains of Aggorax Darksworn, a wizard snared and
    killed by Maddgoth long ago.

  2. SOUTHEAST GUEST ROOM
    The door frame has a copper coin wedged into it (see
    area 19). All the furniture here is carved from sand-
    stone. The room's features are as follows:
    Furnishings. A brass hookah rests atop a small table
    next to a cushioned divan in the middle of the room.
    Two beds stand against the north wall.
    Chests. At the foot of each bed sits a stone chest with a
    pyramidal lid. (The chests are empty.)

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