Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1

Exploring This Level


All location descriptions for the Lost Level are
keyed to map 6.
Many of the stone doors on this level have been demol-
ished by the umber hulks. Creatures can move through
the debris without penalty.
Quartz pillars found throughout the Lost Level shed
bright light in a 20-foot radius and dim light for an ad-
ditional 20 feet. Casting a successful dispel magic spell
on a pillar (DC 12) extinguishes its magical light forever,
as does destroying the pillar. A quartz pillar is a Huge
object with AC 11, 50 hit points, and immunity to poison
and psychic damage. The quartz pillars aren't load-bear-
ing, and their destruction won't trigger a roof collapse.
Characters who have the Stonecunning trait can discern
this fact by examining the pillars (no check required).


  1. UMBER HULK TUNNEL
    This 8-foot-high tunnel was dug by the umber hulk in
    area 26 and is strewn with debris. The tunnel splits into
    two branches before breaking into a dark dungeon corri-
    dor on this level.


2. ACOLYTES' VESTRY
Claw Marks. The walls are gouged with claw marks left
by an umber hulk.
Wreckage. Three large wooden wardrobes have been
pulled over and smashed on the floor.
Broken Door. The south door is smashed to bits.

TREASURE
A character who searches the wrecked wardrobes finds
a hematite pendant in the shape of a mountain, inset
with a blue eye agate (25 gp). The pendant is a holy sym-
bol of Dumathoin.



  1. CLEANSING CHAMBER
    Basins. Three dry stone basins are evenly spaced
    across the east wall.
    Cabinet. The doors of a stone cabinet in the southwest
    corner hang open.
    The cabinet's former contents have been cast onto
    the floor: crumbling bars of soap, steel-bristled wooden
    brushes, and washcloths so old they disintegrate
    when handled.




  2. RANSACKED ROOM
    Duergar ransacked this chamber and left the door ajar.
    Ceremonial relics that once rested atop stone tables
    and sat in wall niches lie smashed and worthless on the
    floor. These include iron censers, stone candlesticks,
    polished crystal orbs, and black funeral helms.




SYMBOL OF 0UMATHOIN
Many areas of this level feature the symbol of Dumathoin,
a mountain peak with a gemstone at it s heart. The symbol
is recognized by any character who succeeds on a DC 1 S
Intelligence (Religion) check. Dwarves succeed on the
check automatically.

LEVEL 6 I LOST U'Vb L



  1. LOOTED RELIQUARY
    This room once held ritual art and religious statuary.
    Shelves and curios once lined the north and south walls
    but now lie s hatte red and spread across the floor.


TREASURE
The duergar who looted this room failed to appreciate
the value of the a rt here. Characters who search the
room find a chipped, 10-inch-tall lapis lazuli statuette
of a dwarf king (75 gp), a funeral shroud with shards of
blue quartz sewn into it (125 gp), and a 1-foot-tall, 3-foot-
long alabaster triptych depicting a dwarven wedding
(250 gp). The triptych weighs 25 pounds.

6. WORKSHOP
Wor k Areas. Four work areas line the east wall, each
consisting of a stout desk and a swiveling stool.
Lanterns. Above each stool, a lantern hangs by a chain
anchored to the ceiling.
Metal Shop. A s pace dedicated to metalworking is
housed in the southwest corner.
A search of the work areas yields one set of jeweler's
tools and one set of tinker's tools. The lanterns above
the work areas need oi l but are otherwise functional.
The metalworking s pace contains an adjustable
wooden worktable, a conical iron furnace, and a cracked
water barrel that now sits empty and dry. Tools, chain
mail aprons, and leather gloves hang from hooks along
the walls.


  1. LIBRARY AND SCRIPTORIUM
    Dwarves only rarely commit words to paper, making
    this dwarven library a rare find. Characters who make
    no effort to conceal their approach a re detected by the
    creatures in this room, which has a 20-foot-high vaulted
    ceiling. The room contains the following:
    Shelves. Scrolls bound in copper wire line stone
    shelves embedded in the east and west walls.
    Monsters. Four duergar are rooting through the col-
    lected works, and a single cloa ker lurks in the shad-
    ows of the vaulted ceiling.
    Ladders. Sliding iron ladders on rails a llow access to
    the tallest shelves, which top out at 15 feet high.
    Desks. Two rows of stone desks and chairs face the
    entrance. The tops of the desks are angled slightly and
    have inkwells carved into them.
    Caught off guard by the arrival of visitors, the duerga r
    instinctively enlarge themselves and attack. If two duer-
    gar fall in battle, the s urvivors turn invisible and flee to
    area 12 while the cloaker covers their escape.
    The holy texts and scrolls in this room are brittle
    and fall apart easily. Most of the manuscripts describe
    the day-to-day religious observations of the priests of
    Dumathoin. A character who spends at least 1 hour
    poring over the archives can, with a s uccessful DC 15
    Intelligence check, discern the location of the temple of
    Dumathoin (area 15). The character also gains advan-
    tage on ability checks to find secret doors on this level.

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