Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1
13B. WALL OF RUST AND BONES
Bisecting this room is an 8-foot-high, 2-foot-thick wall
of hobgoblin skeletons and rusty armor, with a 2-foot
gap between the top of the wall and the ceiling. A Tiny
creature can pass through narrow openings in the wall.
Climbing over the wall requires a successful DC 12
Strength (Athletics) check. The wall can be easily bro-
ken apart or pushed down, but doing so creates a lot of
clatter and summons the nothics from area 13e.

l3c-l3D. VACANTWASHROOMS
Inside each of these rooms is a rusted water pump (in-
operable), basins, and stone toilets separated by thin
slate dividers.

l3E. "NOTHIC TO SEE HERE!"
An arcane lock spell has beer:i. cast on the western door.
Rizzeryl the drow mage (see area 14) can pass through
the portal. Other creatures must force the door open
with a successful DC 25 Strength (Athletics) check.
Nothics. Four nothics lurk here (see below).
Equipment. Low-lying stone shelves along the walls are
stuffed with crumbling pairs of dwarven boots. Rusty
dwarven helmets and dusty goggles with tattered
leather straps hang on pegs above them.
The nothics are insane and attack most creatures
they encounter. They are easily and quickly cowed by
displays of magic, however. Once they realize they're
in the presence of one or more spellcasters, the noth-
ics become slightly more cooperative. They know that
several bipedal rat creatures are holed up on the other
side of the western door, and that their master is a "pur-
ple-skinned elf wizard with red eyes and white hair."

13F. GIBBERING MINE
The walls in this partially collapsed section of the dun-
geon are streaked with veins of copper. Three gibbering
mouthers have gathered here and begin to jabber as
other creatures approach. They fight until killed.


  1. STRIKE IT RICH
    The characters hear sounds of battle as they traverse
    the hall leading to this 10 -foot-high room, which has
    partially collapsed and contains the following:


Light. The room is lit by a single lantern resting in the
middle of the floor.
Equipment. Mine carts about the room contain glitter-
ing heaps of copper ore.
Battle. A wounded warrior named Rex the Hammer (LE
male llluskan human champion with 22 hit points
remaining; see appendix A) has been backed into the
southeast corner by a vicious mezzoloth and two
nothics. Three dead nothics (killed by Rex) lie on the
floor near them.


The mezzoloth was summoned and bound to Under-
mountain by Halaster. Its task is to prevent intruders
from looting the dungeon. It uses telepathy to command
the nothics, which serve it out of fear.
Rex the Hammer. Rex was the founder and leader of
the evil adventuring party known as the Fine Fellows of
Daggerford. Despite hearing rumors about the dangers


LEVEL 2 I ARCANE CHAMBERS


of Undermountain, Rex assumed (based on the success
of Durnan and other capable explorers) that the Fine
Fellows would run roughshod over the monsters dwell-
ing within. Boy, was he wrong. Like most villainous
groups, the Fine Fellows lacked cohesion. Fed up with
his companions' bickering, Rex struck off on his own.
He was searching this room for loot when the mezzo-
loth and the nothics came in behind him, cutting off
his escape.
If the characters come to his rescue, Rex expresses
his gratitude before quaffing the healing potion in his
backpack (see "Treasure" below). On the surface, he
seems to be amiable, confident, and eager to discover
Undermountain's secrets. He's happy to join the party
for an equal share of any loot found. Once he's back at
full health (or close to it), though, Rex sheds his civil
veneer and tries to bully the characters into following
his orders, berating and threatening anyone who defies
him. The bullying gets worse until Rex is forcibly ousted
or the party dissolves.
Treasure. Rex's backpack lies next to one of the mine
carts. It contains a silvered shortsword, a 30-foot-long
coil of hempen rope, 2 days of rations, a flask of oil, a
pouch containing 13 gp, and a potion of healing. The oil
lantern in the middle of the room belongs to Rex as well.
The mine carts contain over a thousand chunks of
copper ore, each weighing 10 pounds and worth 1 gp.
The carts are so old that their axles are bent and rusted,
rendering them inoperable.


  1. BASE DE RESISTANCE
    These two chambers have been claimed by a drow mage
    named Rizzeryl, his summoned quasit minion, and eight
    wererats. At least for now, Rizzeryl and the wererats are
    staunch allies.
    Rizzeryl works for two groups: House Auvryndar, a
    low-ranking drow house from Menzoberranzan that is
    slowly and secretly consolidating its power in Under-
    mountain, and the Zhentarim, which is trying to drive
    the Xanathar Guild out of Skullport. His ties to the
    Black Network make Rizzeryl an enemy of the Xanathar
    Guild, which currently controls Skullport and is trying
    to secure the uppermost levels of Undermountain.
    Rizzeryl has begun haranguing the Xanathar Guild
    forces on this level with the help of the wererat gang,
    which hails from Skullport. The drow wizard and the
    wererats have no quarrel with adventurers who leave
    them alone.


14A. RIZZERYL'S HIDEOUT
The door to this room has a mural painted on the out-
side depicting a darkmantle descending on an unsus-
pecting dwarf who is admiring a gleaming gemstone.
An arcane lock spell has been cast on the door. Rizzeryl
the drow mage and his wererat gang can pass through
the door, while other creatures must force it open with
magic or a successful DC 25 Strength (Athletics) check.
The room contains the following:
Dr ow. Rizzeryl the drow mage sits on a chair in the
southwest corner while resting in a trance. If he hears
someone coming through the eastern door, he casts
greater invisibility on himself.
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