Waterdeep - Dungeon of the Mad Mage

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of the door's stained glass panes. When triggered, the
glyph erupts with magica l energy in a 20-foot-radius
sphere centered on it. Each creature in the area must

make a DC (^19) Dexterity saving throw, taking 45 (10d8)
thunder damage on a failed save, or half as much dam-
age on a successful one. The glyph has the secondary
effect of blowing out all the glass in the door.
The room is empty.



  1. CONSOLE
    The door frame has a platinum coin wedged into it (see
    area 19). Bolted to the floor in the middle of the room is
    an iron console that resembles a pedestal with a slanted
    top. Protruding from the console are three brass levers
    arranged side by side, with the outer levers in the up po-
    sition a nd the middle lever in the down position. To the
    right of the levers are five brass buttons situated at the
    points of a gold pentagram. An inscription appears next
    to each lever and each button.
    A creature can use an action to adjust up to th ree
    levers and buttons, in any combination. T he console
    serves several functions:
    Leftmost Lever. The inscription under this lever reads
    "COURTYARD." Lowering the lever unlocks the four
    doors that lead into area 23. Raising the lever locks
    them again.
    Middle Lever. The inscription under this lever reads
    "LIGHT." Raising the lever turns on the castle's inte-
    rior lights. Lowering the lever turns them off again.
    (While the interior lights are on, creatures in the sur-
    rounding cavern can see the castle.)
    R ightmost Lever. The inscription under this lever
    reads "HEAT." Lowering the lever s huts off the heat,
    reducing the interior temperature by 10 degrees each
    hour until it drops to 30 degrees Fahre nheit (the tem-
    perature of the surrounding cavern). Raising the lever
    causes the temperature to rise 10 degrees each hour
    until it reaches 70 degrees Fahrenheit.
    Button 1. The inscription next to this button reads
    "MUSIC." Pushing the button fills the castle with
    ambient orchestral music occasionally pu nctuated
    with a singing chorus. Pressing the button again ends
    the music.
    Button 2. The inscription next to this button reads
    "ROOF." Pushing the button teleports all creatures
    in the room to the castle rooftop (area 43), along with
    whatever items they're wearing and carrying.
    Button 3. The inscription under this button reads
    "FOG." Pushing the button fills the castle hallways
    (areas 18 , 28 , and 38) and the stairways connecting
    them with fog, making these areas heavily obscured.
    T he fog lasts for 1 hour or until a wind of moderate or
    greater speed (at least 10 miles per hour) disperses it.
    Button 4. The inscription next to this button reads
    "LOCKDOWN." Pushing the button causes every
    door in the castle (including the rooftop trapdoor) to
    lock, as if sealed by an arcane lock spell. This effect
    lasts for 1 hour. While locked in this way, the interior
    doors- most of which are as much iron as glass-also
    become electrified. Such a door deals 5 (ldlO) light-
    ning damage to any creature that touches it.


LEVEL (^7) I MADDCOTH'S CASTLE
Button 5. The inscription next to this button reads "DO
NOT PRESS!" Pushing the button causes bolts of
lightning to erupt from the console. Every creature in
the room must make a DC 20 Dexterity saving throw,
taking 44 (8d10) lightning damage on a failed save, or
half as much damage on a successful one. A creature
in metal armor has disadvantage on the saving throw.



  1. GLITTERING HALL
    The halls on this level join to form a circuit, with crys-
    tal-barred windows looking down on the central court-
    yard (area 23).
    The floor is made of tiny bits of colored glass and
    crushed gems, polished to a lustrous sheen. Four living
    unseen servants (see appendix A), each carrying a mop
    and a bucket of soapy water, stand outside the doors to
    areas 39 through 42, ready to clean up any spills in the
    hall. The servants defend themselves with their mops
    (treat as clubs) if attacked but are otherwise harmless.


STAIRS T O THE ROOF
The northernmost staircase climbs 20 feet before end-
ing at an 8 -foot-square stone trapdoor. When a creature
starts to climb the stairs, the trapdoor opens outward,
allowing access to the roof (area 47). The trapdoor
closes on its own 1 minute later.


  1. SOUTHWEST CHAMBER
    The walls, floor, and ceiling of this room are scorched.
    S trewn about are blackened pieces of furniture, shards
    of smoky gl ass, and charred splinters of wood and bone.
    A character who examines the room thoroughly and
    succeeds on a DC 14 Intelligence (I nvestigation) check
    concludes that four separate fiery eruptions caused the
    destruction. A successful DC 19 Intelligence {Arcana)
    check reveals that the damage was likely the result of a
    meteor swarm spell cast in the room.

  2. NORTHWEST CHAMBE R
    The door frame has a copper coin wedged into it (see
    area 19), and the door has a sta ined glass wolf's head
    worked into its design. The room is dusty a nd empty but
    for a few cobwebs in the corners.

  3. NORTH EAST CHAMBER
    The door frame has a silver coin wedged into it (see area
    19). The room contains the following:
    Mirror. Embedded in the middle of the south wall is a
    rectangular mirror in a stone fra me.
    Statue. Standing in front of the mirror is an unfinished
    8-foot-tall statue of a merfolk blowing a conch s hell, its
    lower body replaced by a misshapen block of chiseled
    granite. (This statue is a shapechanged roper.)
    Tr idents. Four tridents hang on the north and east
    walls between the arrow slits. They fly off the walls
    and attack if certain conditions are met.
    The tridents animate and attack if any of them are
    disturbed or if the roper dies. They have the statistics of
    flying swords but deal piercing damage instead of slash-
    ing damage on a hit.

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