Waterdeep - Dungeon of the Mad Mage

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POLYMORPH TRAPS
Throughout Arcturiadoom lie magic traps designed to
polymorph humanoids. (Creatures that aren't humanoids
are unaffected.) These traps are marked Pon map 14. The
hobgoblins are aware of these traps and do their best to
avoid them.
A polymorph trap is marked by a nearly invisible glyph
inscribed on a l 0-foot-square section of floor. A character
searching the area for traps can detect the glyph with a
successful DC 20 Wisdom (Perception) check. The first
humanoid to pass over the lO·foot-square area triggers the
glyph and must succeed on a DC 20 Wisdom saving throw
or be transformed into a monster with average hit points.
All items worn or carried by the creature are absorbed into
its new form. The new form is hostile toward all other crea-
tures and must attack any other creatures it can see.
Roll a dlO to determine the creature's new form:
l. Carrion crawler


  1. Chimera

  2. Fire elemental

  3. Gelatinous cube

  4. Gorgon
    6. Hook horror
    7. Manticore
    8. Otyugh
    9. Owlbear
    10. Wyvern
    When the polymorphed creature drops to 0 hit points, it
    reverts to its original form and is stable at 0 hit points.
    Once a glyph is triggered, it disappears, rendering its
    space safe to pass through until Arcturia sees fit to replace
    it. A successful dispel magic spell (DC 17) cast on a glyph
    removes it.


are hobgoblin patrols. A typical patrol consists of four
hobgoblins. Their marching footsteps and clanking
armor can be heard well in advance of their arrival, and
characters can't be surprised by them. Combat with a
patrol is sure to alert other creatures in the vicinity.
If any hobgoblins are defeated while on patrol, sub·
tract their numbers from the guards in area 32a.

HOUSE FRETH
Three drow mages have infiltrated Arcturiadoom in the
hope of securing powerful magic to conquer other levels
of Undermountain. These drow belong to House Freth
(see level 12). They avoid violent confrontations with
adventurers and instead try to turn them against the fire
giants and the hobgoblins.

Exploring This Level

All location descriptions for this level are keyed
to map 14.


  1. ENTRANCE TO ARCTURIADOOM
    These caverns lie at the end of the worm-bored tunnel
    leading down from level 13.


lA. WORM TuNNEL
The bore worm on leve l 13 wanders down here occa-
sionally, looping around a central column of rock before
traveling back up. This column supports the cavern's
30-foot-high roof. The cavern also has these features:
Double Door. A double door is framed with carvings of
worm-ridden skulls. Carved into the lintel above the

LEVEL 14 I ARCTURIAOOOM

double door is a sconce sculpted to resemble a skele-
tal hand, with a continual flame spell cast in its palm.
Monsters. A pair of stalagmites flank the double door.
Hiding behind each s talagmite is an invisible drow
mage and an invisible quasit.
Rock Formations. Around the edges of the cavern are
more stalagmites and stalactites. More of these forma-
tions fill a s maller cavern to the southeast (area lb).
The two drow mages are males named Hulziin and
Yrrprek. Each wears a cloak pin bearing the insignia
of House Freth. They arrived here shortly before the
adventurers and have greater invisibility spells cast on
them. The drow and their two quasit companions try to
remain hidden, allowing adventurers to move into Arctu-
riadoom ahead of them. Once the path is clear, they pass
through areas 3 and 35 on their way to area 38.
One of their kin, Vanar, arrived early to scout and has
already slipped inside. The characters might encounter
him and his s hadow demon in area 29.

lB. STALACTITES AND STALAGMITES
This damp, dripping cave contains a veritable forest of
stalagmites and stalactites.

le. CLAW-SHAPED CAVE
The drow have hidden supplies in the deepest arm of
this otherwise empty cave. A search reveals three back-
packs made of woven s piderwebs. Each pack contains
a mess kit, 10 days of rations (dried mushrooms, moss,
and boiled cockatrice eggs), 50 feet of spider silk rope,
and a full water s kin made from a lizard's bladder.


  1. NATURAL CAVES
    This small network of caves lies outside the dungeon
    proper and serves as home to one of Arcturia's mon-
    strous experiments.


2 A. DEFORMED DUERGA R
Characters who enter this cave are soon attacked by a
hideously deformed duergar. The creature has enlarged
itself to a height of 9 feet.
This creature used to be two separate duergar, a male
named Blork and a female named Muatha. Arcturia
fused them together into a single creature by using
magic that only a wish spell can undo. Both skulls
merged into one bulbous head that has three ears, three
eyes, two noses, and two mouths. It has a third arm on
the right side of its body, and its left leg splits into two at
the knee, giving it three feet. The transformation drove
the poor creature insane, and it regards all other crea-
tures as threats that mus t be destroyed.
The creature is a duerga r, with these changes:


  • The creature has 40 hit points.

  • It has advantage on Wis dom ( Perception) checks and
    on saving throws agains t being charmed, frightened,
    stunned , or knocked unconscious.

  • As a bonus action, it can make an attack with
    its javelin.


2B. DuERGAR' s CRIB
The deformed creature in area 2a sleeps here on a bed
of spongy black mold that grows at the back of the cave.
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