Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1

UNDERMOUNTAIN OVERVIEW


NOERMOUNTAIN IS THE LARGEST, DEEPEST

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dungeon in the Forgotten Realms. This
book aims to touch on every major level of
that vast, dangerous place.
Waterdeep: Dungeon of the Mad Mage is
designed for characters of 5th through 20th
level. You can run it as a stand-alone adven-
ture or use it in conjunction with its precursor, Water-
deep: Dragon Heist, which is an adventure that takes
characters from 1st level to 5th level.

RUNNING THE ADVENTURE


To run this adventure, you need the D&D fifth edition
core rulebooks: Player's Handbook, Dungeon Master's
Guide, and Monster Manual.
The Monster Manual contains stat blocks for most
of the creatures found in this adventure. All other nec-
essary stat blocks are included in appendix A. When
a creature's name appears in bold type, that's a visual
cue pointing you to its stat block in appendix A or in the
Monster Manual. If a stat block appears in appendix A of
this book, th e text tells you so.
Spells and equipment mentioned in the adventure are
described in the Player's Handbook. Magic items are
described in the Dungeon Master's Guide or, in the case
of new items, the encounters in which they are found.

AREA DESCRIPTIONS
Undermountain is a series of interconnected dungeon
levels, each one deeper than the last. Every dungeon
level has its own encounter locations keyed to a map.
The adventure text often presents the most important
features of a location in the form of a list with boldface
headings for ease of reference. These key features are
arranged in order of prominence or in the order in
which characters are likely to notice them. These sum-
maries are designed to help you process the information
at a glance. If a listed feature requires further explana-
tion, you'll find additional information about that feature
after the summary.

ABBREVIATIONS
The following abbreviations are used in this product:

hp = hit points
AC = Armor Class
DC = Difficulty Class
XP = experience points
pp= platinum piece(s)
gp = gold piece(s)
ep = electrum piece(s)
sp =silver piece(s)
cp =copper piece(s)
NPC = nonplayer character

LG - lawful good
CG - chaotic good
NG - neutral good
LN - lawful neutral
N =neutral
CN - chaotic neutral
LE -lawful evil
CE= chaotic evil
NE .. neutral evil
DM - Dungeon Master

CHARACTER ADVANCEMENT ----
The Levels of Undermountain table lists the dungeon's
levels and the character levels for which they're de-
signed. It's okay for characters to enter a dungeon level
that's designed for a higher-level party; the encounters
there will be more dangerous and taxing, but characters
can retreat if things get too rough. Characters can also
leave Undermountain, adventure elsewhere, and return
to the dungeon once they're higher in level.

LEVELS OF UNDERMOUNTAIN
Level Name Character Level
1 Dungeon Level 5th
2 Arcane Chambers 6th
3 Sargauth Level 7th
Skullport 7th
4 Twisted Caverns 8th
s Wyllowwood 8th
6 Lost Level 9th
7 Maddgoth's Castle 9th
8 Slitherswamp 10th
9 Dweomercore^10 th
10 Muiral's Gauntlet 11th
11 Troglodyte Warrens 11th
12 Maze Level 12th
13 Trobriand's Graveyard 12th
14 Arcturiadoom 13th
15 Obstacle Course 13th
16 Crystal Labyrinth 14th
17 Seadeeps 14th
18 Vanrakdoom 15th
19 Caverns of Ooze 15th
20 Runestone Caverns 16th
21 Terminus Level 16th
22 Shadowdusk Hold 17th
23 Mad Wizard's Lair 17th-20th

Each dungeon level contains enough monster XP
to ensure that characters who clear out the level can
advance to the point where they're ready to take on the
challenges of the next level down. You can also award
XP for overcoming traps and for exceptional roleplaying
with key NPCs. The Bonus XP Awards table provides
recommended XP awards for such interactions.

BONUS XP A WARDS
Character Level
1st- 4th
5th- 10th
11th-16th
17th- 20th

XP Award
so
250
1,
2,

UND.ERMOUNTAI N OVERVIEW'
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