Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1
36c. UPSIDE-DOWN THRONE
Sleeping Grick. A grick alpha is coiled up in the south-
ernmost section of the room and appears to be asleep.
The creature recently gorged itself on goblins and is
not hungry. If the characters stay at least 10 feet away
from it and cause it no harm, it ignores them.
Reverse Gravity. Directly above the grick, on the
20-foot-high ceiling, is an upside-down stone throne,
seated upon which is a mummified minotaur with
gems embedded in its eyes (see "Treasure" below). A
greataxe lies at the foot of the throne.
Debris. Stone debris is strewn across the floor
and ceiling.
Secret Door. This secret door is hidden in the east cor-
ner of th e north wall. The gricks can't open it.
The top half of the room is under the effect of a per-
manent reverse gravity spell. The effect takes hold of
any creature or object more than^10 feet off the floor.
A successful dispel magic (DC 18) ends the effect,
causing creatures and objects on the ceiling to fall if
there's nothing to counteract the effect of normal grav-
ity on them.
Treasure. The mummy is inanimate, and its great-
axe is nothing special. One of the gemstones in the
mummy's eyes is a banded agate (10 gp), the other a
zircon (SO gp).


  1. MAP ROOM
    Four members of an adventuring party called the Fine
    Fellows of Daggerford rested here several days ago. An
    argument between them turned violent, leading three
    members to kill and dis pose of the fourth. The room has
    the following features:
    Map. A 30 - foot-wide, floor-to-ceiling map is carved into
    the west wall (see "Fresco" below).
    Open Pit. In the middle of the room is a 10-foot-square
    open pit. A r evenant is trapped in the pit and can be
    heard moving around inside it.
    Secret Door. A secret door is hidden in the south wall.
    It opens into a curved tunnel (area 38).


MAP CARVING
This elaborate image is a cross-section map of Un-
dermountain, with what is clearly Mount Waterdeep
and the City of Splendors at the top, and twenty-three
hollowed-out dungeon levels stacked below it. Each dun-
geon level has its own stylistic side view, but no names
or details are included to suggest what a level is called
or what it contains. Three features stand out:


  • Next to the third level is a bas-relief of a flaming skull.

    • Next to the sixteenth level is a bas-relief of a comet.

    • Next to the twenty-third (lowest) level is a bas-relief of
      a tower with a tiny rune engraved above it.
      Close ins pection reveals that the flaming skull, the
      comet, and the tower are buttons that can be pressed.
      Flaming Skull. This carving represents Skullport. Each
      time this button is pressed, a magical, disembodied
      male voice fills the room and says in Common, "Gate
      access to S kullport disabled."




Comet. This carving represents Stardock, the asteroid
orbiting Toril that is connected by a gate to level 16.
Each time this button is pressed, a magical, disem-
bodied male voice fills the room and says in Common,
"Gate access to Stardock from level 16 only."
Tower. This carving represents Halaster's extradimen-
sional tower, and the tiny glyph above it is Halaster's
rune. If this button is pressed, a magical, disembodied
male voice fills the room and says in Common, "Gate
access to Halaster's Tower from level 23 only."

PIT
The open pit used to be^30 feet deep, but now the bot-
tom 10 feet of the hole are filled with stone rubble. Its
sides are smooth and can't be ascended or descended
without magic or climbing gear.

REVEN ANT
When a half-elf cleric of Waukeen named Halleth Garke
accused his adventuring companions of withholding
treasure from him, the other members of the Fine Fel-
lows of Daggerford (not including Kelim in area 36b,
who had already wande red off) beat Halleth to death
and threw his body into the pit. Halleth "awoke" the next
day as a revenant, compelled to find and kill the three
who murdered him. Unfortunately for him, he is unable
to climb out of the pit without assistance and has been
pacing down there for days.
If the characters pull him up, Halleth points to the
secret door in the south wall and offers to join the party
until he locates his "friends," a shield dwarf named
Copper Stormforge and two humans named Midna
Tauberth and Rex the Hammer. Halleth no longer has
access to his cleric spells, and his companions stole his
gear (including his holy symbol), along with a wholly in-
correct map of the Sargauth Level (level 3). He is willing
to let the characters keep the map once they help him
confront his killers and retrieve it. He believes the map
is authentic and accurate. When the three Fine Fellows
die, Halleth becomes a corpse again; if the characters
helped him, award them XP as though they had defeated
the revenant in combat. See level 2 for more information
on Halleth's killers.


  1. SECRET TuNNEL
    This curved corridor is hidden behind secret doors and
    connects areas 37 and 39. Humanoid footprints in the
    dust suggest that a lot of traffic passes through here.


39. BIG EARS WATCH POST


These chambers house the level's main Xanathar Guild
watch post, called "Big Ears" by the bugbears that com-
mand it. Instead of posting lookouts, the watch post's
defenders (three bugbears, nineteen goblins, and two
ettins) rely on a shrieker to warn them of intruders.

39A. HALL OF THE "TWO-HEADED KING
Characters will most likely enter this hall through the
secret door in the west wall. This 30-foot-high room has
the following features:
Statue. A deformed granite statue stands on the east
side of a large stone column, facing eastward.

LEVEL I I DUNGEON LEVEL
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