Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1

., ..


Casting a speak with dead spell on the skeleton re-
veals that the tiefling, Savir, was a monk who fell prey to
a cloaker. Savir's spirit doesn't know what became of his
adventuring companions or the cloaker. If questioned
about Undermountain, Savir's spirit reveals that there's
an elven tomb nearby with a secret door in the north
wall that neither he nor his companions could open.
(The spirit is referring to area 26a but doesn't remember
how to get there.)

25.CREAT URESTORAGE ~~~~~~~~
Halaster uses these chambers as a storage facility for
creatures that he has captured a nd petrified. He re-
stores them to flesh using the elven magic in area 25a.

25A. CARYATIDS OF RESTORATION
Caryatids. Supporting the 20-foot-high ceiling are
four pillars of white marble, each shaped in the
likeness of a stoic female elf in flowing robes with a
flowering branch clutched to her chest. The caryatids
face inward.
Modron. Circling the caryatids counterclockwise is a
quadrone with its bow at the ready. It makes clicking
and clacking noises as it walks.
Bas-R eliefs. The walls are carved with bas-reliefs of
unicorns and bare-branched trees.
A detect magic spell reveals an aura of abjuration
magic a round the pillars. Touching a pillar while speak-
ing the proper command phrase ("Elf magic!") causes
a pale light to fill the area between the four pillars, end-
ing the following conditions on a creature in that area:
blinded, deafened, petrified, poisoned, and stunned.
This magical effect can be activated four times, once for
each pillar touched. The pillars regain their magic at the
next dawn.
T he caryatids lose their magic if even one is destroyed
or toppled. A caryatid has AC 17,^90 hit points, and im-
munity to poison and psychic damage. It can be toppled
with a successful DC 30 Strength (Athletics) check.
Quadrone. Halaster found this rogue modron, de-
cided to adopt it, and gave it a name: Halastron. The
modron considers Halaster its friend and follows his
orders to the best of its ability. Its orders are as follows:

Remember its name.


  • Defend itself.

  • Attack anything that tries to damage or topple the
    caryatids.
    Walk in a counterclockwise circle around the
    caryatids when not defending itself or the pillars.
    The quadrone speaks and understands the Modron
    language only. It knows that the caryatids can restore
    petrified creatures to flesh, having seen them in action,
    and it has heard Halaster speak the command phrase
    to activate the caryatids. Its instructions don't prevent it
    from communicating with strangers or sharing informa-
    tion with them. It knows almost nothing about Under-
    mountain and disintegrates if reduced to^0 hit points.


25B-25R. LIFELIKE STATUES
Stored here are creatures that have been turned to stone
by Halaster, as summarized in the Petrified Creatures
table. Each can be restored to flesh with a greater res-
toration spell or similar magic. A restored creature acts
in accordance with its nature. For example, the grick in
area 25b is likely to attack all other creatures out of hun-
ger. When Halaster wants to restore a petrified creature
to flesh, he uses a telekinesis spell to transport it to area
25a, then relies on the magic of the pillars there.
Area 25h. This room is hidden behind a secret door
and contains a lifelike statue of Ha laster. Casting a
greater restoration spell on the statue or subjecting it to
the magic of the caryatids in area 25a triggers a magic
mouth spell cast on the statue that says, "Fools!"
Area 25m. If you expand the dungeon to the south, an
illusory wall behind the petrified mind flayer conceals
a tunnel beyond. The illusory wall has no substance, a l-
lowing creatures to pass right through it.
A rea 25r. The petrified wererat looks like a statue of a
wiry young man grasping a shortsword. This wererat is
not part of Rizzeryl's gang (see area 14) but tries to join
it if given the chance. His name is Zarn Kassifax.

PETRIFIED CREATURES
Area Creature(s) Area Creature(s )
2Sb 4 bullywugs 25k l kenku
2Sc 3 g ricks 251 l lizardfolk
25d 2 drow 2Sm l mind flayer
2Se^4 rust monsters 2Sn l nothic
25f 5 t roglodytes^250 l ore war chief
25g 6 goats 25p l giant badger
25i l boar 25q l quaggoth
25j l constrictor snake 25r l wererat (human form)


  1. ANCIENT E LVEN TOM~~~~ B
    These chambers are much older than the dwarf-hewn
    chambers that surround them, as evidenced by the
    crumbling walls, the slanted floors, and the thin streams
    of dust pouring down through cracks in the sagging ceil-
    ing. Halaster converted this tomb for the elven dead into
    a series of test chambers that now lie abandoned.


l.EVEJ. 2 (ARCANE CHAM BF.RS
Free download pdf