Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1

160


apprenticeship under the Mad Mage. They have secretly
informed him of Halaster's interest and of Halaster's of-
fer to help him perfect the ritual that will bind a goristro
to House Freth's service. They now wait for Drivvin's
decision, while doing everything they can to ensure that
he makes the right choice.

MINOTAURS
Twenty-three minotaurs inhabit the southern half of the
Maze Level. They spend most of their time fighting the
drow. Their leader is a priest of Baphomet named Maku,
a devout follower of the Horned King who has tried to
summon the demon lord on numerous occasions. The
minotaur priest believes that his ritual will be success-
ful if he can amass a large enough pile of mutilated
corpses for the demon lord to feast on.

BAPHOMET THE HORNED KING
Baphomet is wors hiped by those who strive to break
the confines of civility and unleash their inner bestial
nature. All minotaurs on the Maze Level seek to emulate
him through their blood lust and savagery. He appears
as a great, black-furred minotaur with iron horns, burn-
ing red fire in his eyes, and a massive bloodstained
glaive. Fervent human cultists of Baphomet are some-
times transformed into minotaurs as a reward for their
devotion and sacrifice.

Exploring This Level

All location descriptions for this level are keyed
to map 12.
A 2-foot-thick layer of fog covers the floor in many of
the Maze Level's tunnels and caves; the area within the
fog is heavily obscured. The fog can be cleared away by
a gust of wind spell or similar magic. Fog that is cleared
away returns in 1 minute.
The stench of death pervades the entire level, growing
stronger as the characters get closer to area 8a.

I. I NTO THE MAZE
These caves have 20-foot-high ceilings. Their floors are
covered by a 2-foot-thick layer of fog.

lA. RUSTY HEAD
The rusted, severed head of a shield guardian lies on its
side in the middle of the cave, under the fog. The mino-
taurs destroyed the construct and carried off its body for
use in fashioning weapons, leaving its head behind.

ls. FOGGY ALCOVE
The fog obscures the skeleton of a duergar lying on the
floor near the back wall of this alcove. The duergar was
impaled through the back with a broken-off stalactite by
one of his kin and the body hidden here. The stalactite
is still lodged in the duergar's skeleton, which has been
picked clean by vermin.


  1. L IGHT OF THE DEAD
    The earthen floors of these caves are covered by a
    2-foot-thick layer of fog.


LEVEL 12 I MAZE LEVEL

2A. WILL-0'-WISP
Two columns of rock support the roof of this^15 -foot-
high cave, the walls of which are spattered with blood
from recent battles between drow and minotaurs.
An invisible will-o'-wis p dwells here, the dark es-
sence of a female drow priestess named Z'reska, who
was butchered by minotaurs. As the characters move
through the cave, the will-o'-wisp flies into the tunnel
that leads northwest out of this area and illuminates it-
self. It whispers, "Follow me!" in Elvish, trying to stay at
least SO feet ahead of characters who do so. It attempts
to lure creatures into area^7 and provoke a battle with
the minotaurs. If the characters refuse to follow the will-
o'-wisp, it turns invisible and trails them instead, waiting
until one or more characters are near death before at-
tacking them in an attempt to finish them off.

2B. BROK E N LUTE
Hidden under the fog in this 10-foot-high alcove is a lute
carved of pale wood. T he instrument has been smashed
beyond repair. A silver-inlaid Elvish inscription on its
broken neck reads "Korynn."

3. DEAD EN D
The earthen floor of this tunnel is covered by a 2-foot-
thick layer of fog. A twisting side tunnel with a rocky
floor opens up to the northwest, rising out of the fog be-
fore coming to a dead end.

4. F A CES IN THE FOG
The floor of this 15-foot-high side cave is covered by a
2-foot-thick layer of fog. Ghostly visages periodically
take shape in the fog and then disappear-all of them
adventurers who have perished in Undermountain.


  1. DEMON'S TRIANG~~-L E
    Floor. The earthen floor of this cavern is covered by a
    2-foot-thick layer of fog.
    P illars. Three natural pillars of rock support the
    25-foot-high ceiling. The fog takes on a red tinge in
    the area between the pillars, each of which is painted
    with the fearsome image of a 20-foot-tall minotaur
    painted in blood.
    Any character who succeeds on a DC 15 Intelligence
    (Religion) check recognizes that the paintings on the
    rock pillars represent Baphomet the Horned King.


MADNESS OF BAPHOMET
Any humanoid that enters the area between the pillars
or starts its turn there must succeed on a DC 18 Wis-
dom saving throw or manifest a character flaw that lasts
until the victim is subjected to a remove curse spell,
a greater restoration spell, or similar magic. The flaw
supersedes any conflicting flaw and is determined by
rolling on the Madness of Baphomet table. A creature
that succeeds on the saving throw can't be affected by
the pillars again for^24 hours.
Free download pdf