Waterdeep - Dungeon of the Mad Mage

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MADNESS OF B APHOMET
dl OO Flaw (lasts until cured)
01-20 "My anger consumes me. I can't be reasoned with
when my rage has been stoked."
21 -40 "I degenerate into beastly behavior, seeming more
like a wild animal than a thinking being."
41-60 "The world is my hunting ground. Others are my
prey."
61 - 80 "Hate comes easily to me and explodes into rage."
81 - 00 "I see those who oppose me not as people, but as
beasts meant to be preyed upon."

6. SPECIAL EFFECTS


These areas contain some of the Mad Mage's harmless
regional effects (see "Halaster's Lair," page 311). The
earthen floor throughout is covered by a 2-foot-thick
layer of fog.

6A. " HELP ME!"
The first time a character reaches this intersection, a
faint call for help is heard coming from the tunnel open-
ing to the north, which ends at a cave-in. The cry for
help is an illusion, and characters who dig through the
rubble find nothing in it.

6B. R ATTLING CHAINS
This 10-foot-high tunnel slopes up gradually to the
north, so that its floor rises above the fog. Characters
who pass this point hear rattling chains when they get to
the fork in the tunnel. The sound clearly comes from the
left passage. Further investigation reveals no source; the
sound is one ofHalaster's illusory regional effects. The
passage to the right contains nothing of interest.
Mirror Gate to Level 10. At the end of the west tun-
nel, a tall oval mirror framed in stone hangs on the
rocky wall. The mirror's frame is carved with vines that
twist through eleven actual humanoid skulls mounted
to the frame. Carved into the bottom of the frame are
the following words in Celestial: "The dead know
the secret."
The mirror is one of Halaster's gates (see "Gates,"
page 12). Its rules are as follows:


  • Speaking the proper command word while standing
    in front of the mirror opens the gate 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 lle on level 10 , in the closest unoccupied space
    next to the identical gate located there.
    Casting speak with dead on one of the skulls forces it
    to reveal the gate's command word ("Axallian"), which
    Halaster changes every few days. The skulls are other-
    wise hostile and refuse to answer questions put to them.


6c. GIGGLES
The earthen floor of this 20 -foot-high cave is slightly
concave, causing the fog to pool to a depth of 4 feet.

LEVEL 12 I MAZE LEVEL

Whenever two or more creatures are inside the cave,
the sound of an old man giggling can be heard every-
where in the area. No one outside the cave can hear the
giggling, which ends as soon as the cave is no longer .,
occupied by two or more creatures.


  1. MINOTAUR CAVES
    These caves form the main living area for the minotaurs
    of the Maze Level. A 2-foot-thick layer of fog covers the
    floor throughout.


7A. SOUTHER N C AVE
Ceiling. The ceiling ranges in height from 20 to 30 feet
and is covered with stalactites.
Minotaurs. Stalagmites and floor-to-ceiling columns
of rock are scattered across the area, the fog flowing
slowly around them. Seven minotaurs lurk behind the
stalagmites and rock columns.
The minotaurs are stationed throughout the cavern,
guarding against a drow attack. They are famished, hav-
ing been forced to sacrifice their food for Maku's ritual
(see area 8a). They spring out when they see or hear any
creatures in this area, charging intruders and ignoring
any attempts to parley. The minotaurs fight to the death
and loudly devour their kills if they are victorious. Any
sound of combat in this area brings the five minotaurs
in area 7b as reinforcements.

7B. NORTHERN CAVE
This cave has the same features as area 7a. Five mino-
taurs stand watch in this area and attack in response
to any intrusion. The sound of combat here brings the
seven m inotaurs from area 7a as reinforcements.

7C. MINOTAUR GRAVEYARD
The minotaurs place their dead in this wedge-shaped
cave, which has the following features:
Bones. The fog that covers the floor wraps around six
large piles of minotaur bones.
Skulls. Dozens of minotaur skulls in various states
of decay are jammed into niches and crevices in
the walls.

8. SHRINE OF THE HORNED KING
Maku, a minotaur shaman, has been busily collecting
the remains of slaughtered drow, fallen troglodytes and
quaggoths, and unfortunate adventurers in this area.
He plans to use these remains in a ritual to summon
the demon lord Baphomet. If the characters fought any
minotaurs in area 7b, Maku and his followers cannot be
surprised here.

8 A. KEEP C ALM AN D CARRION
The stench of death that permeates the dungeon is
strongest here. As the characters approach this 50-foot-
high cave, they hear minotaurs chanting and stomping.
This area contains the following:
Minotaurs. The fog swirls through this cavern, agitated
by the dancing of eleven chanting minotaurs.
Offal Pile. Low stone barriers constrain a massive pile
of rotting, dismembered body parts.
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