Waterdeep - Dungeon of the Mad Mage

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collapses, causing any creature standing on the pit to
fall in and take 7 (2d6) bludgeoning damage.
In addition, a glyph of warding spell cast on the floor
of the pit detonates when a creature falls in. When
triggered, the glyph erupts with magical energy, and
each creature in the pit must make a DC 22 Dexterity
saving throw, taking 36 (8d8) fire damage on a failed
save, or half as much damage on a successful one.



  1. UMBER HULK TuNNELS


These 8-foot-high tunnels were created by the umber
hulks in area 34. The three tunnels converge into one
that descends as it travels southeast, eventually reach-
ing level 7. All the tunnels are strewn with debris.



  1. ACOLYTES' QUARTERS


This circular room has a domed ceiling 30 feet high and
contains the following features:


Furnishings. Six stone beds rest with their headboards
against the walls. A shallow niche stands empty above
each bed. At the foot of each bed is a stone chest that
has been smashed open.
Smashed Statuary. Alabaster statuettes of dwarf kings
lie smashed on the floor. (The statuettes once stood
in the wall niches. The duergar destroyed them, then
broke into the chests and looted them.)



  1. ACOLYTES' QUARTERS


This room has the same features as area 44.



  1. BLASTED CHAMBER


The walls and floor of this 30-foot-high domed chamber
have been blackened by fire, and the room's furnishings
appear to have been incinerated. Charred bits of wood
and stone lie strewn about the floor.
Any character who examines the room and succeeds
on a DC 20 Intelligence (Investigation) check realizes
that some sort of magical conflagration caused the dam-
age, and that it started in the middle of the room. There
is nothing to indicate what triggered the devastation.



  1. HALLS OF THE FAITHFUL


Devotees of Dumathoin once walked these halls to
get from their quarters to the temple. Now, Halaster's
guardians and magic haunt these areas.


47A. ARCH GATES TO LEVELS 13 AND 18


Corpses. The corpses of two duergar (one male, one fe-
male) lie sprawled in the center of the room.
Arch Gates. Two stone arches are embedded in the
walls, one to the north and the other to the south.
Stalkers. Halaster placed two invisible stalkers here.
They attack any creature that approaches within 10
feet of either gate or that emerges from a gate.
The male duergar was killed first by the invisible
stalkers. His companion came looking for him minutes
later and met the same fate. Both duergar wear dull gray
scale armor. Their iron shields, war picks, and javelins
lie nearby. They have no treasure.


LEVEL 6 I LOST LEVEL

North Arch Gate. The north arch is one of Ha laster's
magic gates (see "Gates," page 12). It is decorated
with inlaid images of dancing goblins. The letter D is
carved into the arch's keystone. Its rules are as follows:


  • The gate opens for 1 minute if a creature stands
    within 5 feet of the arch and either sings a D note or
    plays a D note on a musical instrument.

  • Characters must be 12th level or higher to pass
    through this gate (see "Jhesiyra Kestellharp," page
    10). The first creature to pass through the gate trig-
    gers an elder rune (see "Elder Runes," page 12).

  • A creature that passes through the gate appears in
    area 7b on level 13, in the closest unoccupied space
    next to the identical gate located there.
    South Arch Gate. This arch is another of Halaster's
    gates, its sides carved in the form of scantily clad elves
    (one male and one female) holding fingers to their lips in
    a gesture of silence. Its rules are as follows:

  • If a silence spell is cast so that the arch is in the spell's
    area, the gate opens for 1 minute.

  • Characters must be 15th level or higher to pass
    through this gate (see "Jhesiyra Kestellharp," page
    10). The first creature to pass through the gate trig-
    gers an elder rune (see "Elder Runes," page 12).

  • A creature that passes through the gate appears in
    area 6 on level 18, in the closest unoccupied space
    next to the identical gate located there.


47B. GIGGLES
This hall forms a loop that contains one of Halaster's re-
gional effects (see "Halaster's Lair," page 311). As the
characters make their way around one side of the loop,
they hear footfalls and giggling coming from around
the next corner. The sounds stay ahead of them as they
circle the loop, but stop if the characters come at them
from two directions at once. This effect is the work of a
harmless minor illusion cantrip.


  1. HIGH PRIEST'S QUARTERS
    Alcoves. Seven empty alcoves stand along the walls.
    Marble Bed. A white marble bed stands in the middle
    of the room, its corner posts carved to resemble dwarf
    warriors standing at attention.
    Dead Duergar. At the foot of the bed is a stone trunk, its
    lid thrown open. The legs of a dead duergar stick out
    of the chest. Her war pick lies on the floor nearby.
    The duergar opened the chest without noticing its trap
    and was shot to death by spring-loaded darts. Her com-
    panions carefully looted most of the chest's contents,
    leaving her dart-riddled corpse hanging half out of it.


Aftermath


If the duergar are permitted to continue looting the
level, they might find the lost tomb of King Melair, plun-
der its treasures, and venture back into the Underdark
with them.
If the demons trapped in area 29 are released, they
become the dominant threat on this level, aggres-
sively hunting down and destroying would-be trea-
sure seekers.
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