Waterdeep - Dungeon of the Mad Mage

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  1. MIDNA'S LAIR


An apprentice of Halaster's claimed this area as her
own work space centuries ago, using her mastery of the
unseen servant spell to create multiple invisible helpers.
Even after her death, her unseen servants persisted,
waiting for her to return. Midna Tauberth, one of the
Fine Fellows of Daggerford, recently intruded upon this
hall and is using it as a rest area.


llA. HALL OF DEGENERATION
The walls of this passage are painted with images of
wizards succumbing to madness and being transformed
into nothics. One particularly vivid image shows shafts
of eerie green light exploding out of a spellbook and
changing a wizard into a gibbering mouther.


llB. MASTER OF THE UNSEEN
Flickering torchlight created by continual flame spells
spills out of this room into the hall. The 15-foot-high
vaulted chamber contains the following:
Light. Freestanding iron torch sconces in the four
corners of the room have continual flame spells cast
upon them.
Midna. Midna Tauberth (NE female human priest of
Shar) relaxes in one of several overstuffed chairs
in the middle of the room, waited on by nine living
unseen servants (see appendix A). Around her neck,
she wears two holy symbols: one shaped like a gold
coin (the symbol of Waukeen, god of trade), the other a
black disk outlined in purple (the symbol of Shar, god
of darkness and loss).
Furnis h ings. Empty bookshelves and desks line the
walls. Against the south wall stands a long banquet
table bearing fresh foodstuffs on copper platters and
copper flagons filled to the brim with wine. A portrait
of a smiling Halaster hangs above the table.
Each day at dawn, the platters and flagons on the
table are mystically replenished with fresh food and
wine, courtesy of Ha laster's magic. The effect produces
enough food and wine for twelve people. The magic per-
sists as long as the table remains in this room and there
is dishware capable of containing the bounty.
Midna Tauberth. Midna isn't interested in sharing
her newfound lair with others. She advises characters to
leave or face the wrath of her invisible servants. If they
don't leave at once, she orders the servants to beat them
senseless. If the servants seem to be losing the fight, she
calls them off and, in the interest of self-preservation,
apologizes for her boorishness and allows the newcom-
ers to partake of the food and wine on the table.
If Halleth the revenant (see level 1, area 37) is pres-
ent, he tries to kill Midna and reclaim his holy symbol
of Waukeen. Midna stole it from Halleth's corpse and
shrinks away from his revenant while commanding the
living unseen servants to defend her. If Midna is slain
and the holy symbol of Waukeen is returned to Halleth,
the revenant's thirst for vengeance abates, and both it
and the holy symbol turn to dust.
Living Unseen Servants. The unseen servants obey
Midna's commands because she reminds them of their
creator. They follow Midna and can leave the room to

fulfill her wishes. Midna has no way to distinguish one
servant from another, meaning that when she utters a
command, all the servants follow that command. She
can't issue orders to a single servant without the others
performing the same task.
Treasure. Midna's holy symbol of Shar is a smaJI
disk carved from obsidian on a silver chain. The holy
symbol ofWaukeen is a small gold disk stamped with
the god's visage in profile. The holy symbols are worth
25 gpeach.
The smiling portrait of Halaster is 3 feet wide and^5
feet tall. It has no magical properties, but is worth^25 gp,
though it's awkward to transport.


  1. DWARVEN TOOL S
    These hallways are lined with crumbling stone tables
    and shelves upon which rest sturdy dwarven anvils,
    whetstones, tongs, hammers, chisels, and other tools.


ARCH GATE TO LEVEL 5
Embedded in the wall at the end of the westward hall-
way is an arch gate (see "Gates," page 12). Close in-
spection reveals the image of a dead tree carved into its
keystone. The rules of this gate are as follows:
Touching the arch with a dead twig or branch causes
the gate to open for 1 minute.


  • Characters must be 8th level or higher to pass through
    this gate (see "jhesiyra Kestellharp," page 10). The
    first creature to pass through the gate triggers an el-
    der rune (see "Elder Runes," page 12).

  • A creature that passes through the gate appears in
    area 3b on level 5, in the closest unoccupied space
    next to the identical gate located there.



  1. MUTATED APPRENTICES
    Once a dwarven mithral mine, this section of the dun-
    geon is home to apprentices whose attempts to unlock
    the secrets of the Weave transformed them into gibber-
    ing mouthers and nothics.


13A. DUMATHOIN'S ALTAR
Gibbering Mouther. A gibbering mouther wanders the
hall to the east, attacking other creatures on sight.
Equip ment. Overturned mine carts and discarded min-
ing equipment lay scattered across the floor.
Altar. A red stone altar covered with small, dirty hand-
prints stands in the northern alcove.
The altar is a 3-foot-tall, 500-pound tapered block
of dark red stone engraved with Dwarvish prayers to
Dumathoin, the Keeper of Secrets under the Mountain.
Greasy goblin handprints cover the altar, which any
dwarf would consider a desecration. Any character who
takes the time to clean the altar gains the following
magical boon: all secret doors are plainly visible to that
character for the next 24 hours. A character who will-
fully desecrates the altar and then cleans it doesn't gain
this boon. (Dwarven gods are not very forgiving.)
Treasure. Beneath one of the overturned mine carts
are four chunks of mithral ore, each worth 25 gp and
weighing^10 pounds.

LEVEL 2 I ARCANE CHAMBERS
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