Waterdeep - Dungeon of the Mad Mage

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  1. OLD BEHIR LAIR
    A mated pair of behirs once occupied this corner of the
    dungeon, but the Stonecloaks killed them.


12A. BONES AND STONES
Uneven Surfaces. The cavern's roof and floor are jag-
ged and uneven, with the distance between them rang-
ing from 10 to 30 feet.
Scorched Walls. The walls are covered with scorch
marks (from the behirs' lightning).
Skeletons. The skeletons of two enormous, multilegged
reptiles (behirs) lie in the middle of the cavern, sur-
rounded by glimmering blue scales.
Shattered Statue. Rubble from what looks like a large
statue are spread around the skeletons.
The behirs were smashed to a pulp by Halaster's stone
golems, but their skulls and bones are mostly intact.
One of Halaster's stone golems was destroyed in the
battle that took place here. Among its s hattered limbs
and various unrecognizable fragments, characters can
find the right half of the golem's shattered head. A detect
magic spell reveals an aura of illusion magic around
the partial head. The first time a character approaches
within 10 feet of the head, the source of the aura be-
comes apparent as a magic mouth spell cast on it says,
in Ezzat's voice and in Common:
Down and down and down once more
Awaits the mad one's doom;
Between there and here, heaven's tears.
Evil knocking on the Far Realm's door.

12B. TREASURE CAVE
This cave contains a hoard left behind by the behirs.
Treasure. The behirs' unguarded hoard consists
of 12,000 cp, 5,450 sp, 1,825 gp, four garnets (100 gp
each), a dwarven burial circlet fashioned from mithral
and set with four aquamarines (2,500 gp), and a chime
of opening.

12c. COLUMN O F EYES
A natural column of rock stands in the entrance to this
cave. A detect magic spell reveals an aura of conjuration
magic surrounding the column. Whenever a creature
comes within 10 feet of the column, dozens of eyes open
on its surface, staring in all directions. The eyes follow
creatures that move past the column, but they are only
harmless magical effects created by Halaster. Casting
dispel magic on the column removes the eyes from it
permanently.
The cave once served as a larder for the behirs. It is
strewn with the bones of past victims: unlucky adventur-
ers, duergar, drow, quaggoths, cloakers, darkmantles,
hook horrors, and umber hulks. Nothing of value can be
found among the bones.



  1. RUNESTONE CAVERNS
    An immense central cavern (area 13a) has several
    smaller caverns extending off it (areas 13b through 13f).
    A howling wind echoes throughout this area, and its
    source can be traced to a broad chasm (area 13g).


LEVEL 20 I RUNESTONE CAVERNS

13A. MAIN CAVERN
Characters see a bright blue-white light ahead as they
approach this cavern. The cave's features are as follows:
Runestone. The cavern is lit by a 10-foot-diameter circu-
lar lozenge of crystal (the Runestone) embedded at the
peak of a 120-foot-tall stalagmite.
Stalactites. The cavern walls taper inward as they rise,
becoming a curved, 200-foot-high ceiling dotted with
stalactites 10 to 15 feet long. A 60-foot-long stalactite
hangs directly above the stalagmite tower, its tip 10
feet above the brightly glowing Runestone.
Sta lagmites. The cavern floor is level and dotted with
stalagmites 10 to 15 feet high.
Each time the characters visit this area, there is a 25
percent chance that Halaster links to the Runestone and
uses it to spy on the main cavern. If he sees the char-
acters and has any reason to want them dead, Halaster
casts spells with a suitably long range at them through
the Runestone, including Bigby's hand, chain lightning,
firebafJ, and meteor swarm, as the opportunity presents
itself. See area 14 for information on the Runestone.

13B. GLARING G A RGOYLES
This side cavern has an uneven floor and ceiling 50 feet
high and is adorned with a scattering of stalagmites
and stalactites. Three gargoyle s perch atop 10-foot-high
stalagmites. These servants of Halaster watch and listen
to the Runestone, waiting for new commands from their
lord and master. The gargoyles attack any group of crea-
tures they outnumber, but they avoid the Stonecloaks.

1 3c. MOLDY CAVE
Water drips from the ceiling onto a floor carpeted in
thick gray mold. The mold is edible but not nutritious.

13D. ROTTING XORN CARCASS
Rats and vermin nibble away at the rotting carcass of a
xorn that lies at the back of this cave. Seven days ago,
the xorn ran afoul of the golem in area 2 and was mor-
tally wounded. It retreated to this cavern and died here.
Treasure. Cutting open the xorn's carcass reveals an
undigested ring of x-ray vision and a lumpy, half-digested
topaz (50 gp).

13E. OLD CAMPSITE
A ring of fire-scarred stones near the north wall of this
10-foot-high cave marks a long-abandoned campsite.
Someone has used a knife to scratch the following
warning, in Dwarvish, into the east wall: "The Mad
Mage watches us. The Runestone is his eye!"

13F. HALASTER

1
S HEAD
Lying on the floor of this otherwise empty 10-foot-high
cave is an oversized stone head resembling the head
of Halaster Blackcloak. The stone head once belonged
to a Stonecloak that was cannibalized by the renegade
golem in area 2.

13G. GUSTING CHASM
A howling, 60-mile-per-hour wind blows up and out of
this 300-foot-deep chasm. A magical effect created by
Halaster, the wind is strong enough in the immediate
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