Page 103 - Waterdeep - Dungeon of the Mad Mage_Neat
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18. STONE HALLWAYS from a spellbook. The statue faces southwest, and the
pedestal on which it rests is engraved with the word
There is a 50 percent chance that Maddgoth's homun-
"MADDGOTH."
culus is stalking these halls. The last thing it wants are
Doors. Paths radiating from the statue end in front of
more invaders in its master's abode, so it attacks. When
four magically locked stone doors (see below).
killed, it melts away and re-forms in area 25.
Windows. Crystal-barred windows look down on the
courtyard from the two floors above.
19. SOUTHWEST STOREROOM
Pulling the correct lever in area 37 unlocks all the
A tiny copper coin has been wedged into the door frame
doors leading to the courtyard. A knock spell or similar
and can be spotted with a DC 15 Wisdom (Perception)
magic can also unlock a door. Each time such a spell is
check. Otto places coins in door frames to keep track of
cast in the courtyard, a blade of force like that created
where the homunculus has been. If the door is opened,
by the Mordenkainen's sword spell materializes next to
the coin falls to the floor with a little clatter.
the statue. Each sword acts on initiative count 17. On
The room is stuffed from floor to ceiling with junk.
its turn, the sword flies up to 20 feet toward the nearest
Most of it is worthless, but characters who spend 1 hour
creature and makes a melee spell attack against it (+8 to
sifting through the junk can acquire up to 10 gp worth of
hit), dealing 3d10 force damage on a hit. A sword lasts
mundane equipment from the Adventuring Gear table in
for 1 minute or until successfully dispelled (DC 17), and
the Player's Handbook.
it can pursue creatures beyond the courtyard's confines.
The statue's eyes betray a hint of madness, and the
20. NORTHWEST STOREROOM
wizard's helm is a representation of Maddgoth's magic
The door frame has a silver coin wedged into it (see area helmet (found in area 25b). Like the castle, the statue
19). The room inside is clean and bare, providing a safe can't be damaged or altered in any way. Carved into the
resting space. pages of its open spellbook is the Mordenkainen's sword
spell. A wizard can take a rubbing of the spell and copy
21. NORTHEAST STOREROOM it into a spellbook.
The door frame has a gold coin wedged into it (see area
19). Empty bookshelves line the walls of the room. 24. PRIVY AND BATH
~~~~~~~~~~-
Va oi t y. Against the north wall stands a vanity with a
22. SOUTHEAST STOREROOM built-in mirror, on which are arrayed vials of perfume,
The door frame has an electrum coin wedged into it (see combs, brushes, and powder puffs.
area 19). The room's features are as follows: Potty. On the west wall sits a fancy wooden chair
with a golden chamber pot tucked below it. Four
Containers. Hundreds of empty chests and trunks in a
thin books rest on a side table next to the chair (see
variety of sizes form neat stacks with narrow aisles
"Books" below).
winding between them.
Tub. Against the south wall is a marble bathtub with
Arch. Embedded in the north wall, hidden behind the
clawed feet. Towels hang on hooks above it.
chests and trunks, is a stone arch. Inscribed on the
wall inside the arch is a riddle in Common. BOOKS
One book has worn wooden covers and is filled with
ARCH GATE TO LEVEL 9
humorous anecdotes. Another appears to be a diary
The arch is one of Ha laster's magic gates (see "Gates,"
with a gold-stitched cover of burgundy-dyed leather, its
page 12). Inscribed on its wall is the following riddle
scented pages chronicling the love affairs of a long-dead
in Common: "What appears once in an hour, twice in a
noblewoman. The third book, which is missing its cover,
blue moon, and never in sunshine?" The answer is "The
contains Elvish translations of common Ore phrases
letter O." The rules of this gate are as follows:
and idioms. The last book is bound in stirge hide and
• If the riddle is answered aloud and correctly by contains recipes for pie. These books aren't valuable.
someone within 30 feet of the arch, the gate opens
for 1 minute. TREASURE
• Characters must be 10th level or higher to pass The characters can plunder ten vials of perfumes (5 gp
through this gate (see "jhesiyra Kestellharp," page each), a silver comb set with turquoise (25 gp), a match-
10). The first creature to pass through the gate trig- ing hairbrush (25 gp), and a gold chamber pot (125 gp).
gers an elder rune (see "Elder Runes," page 12).
• A creature that passes through the gate appears in 25. MADDGOTH'S STUDY
area 42 on level 9, in the closest unoccupied space Frustrated by the absence of its master, Maddgoth's
next to the identical gate located there. oversized homunculus has ravaged these chambers.
23. COURTYARD 25A. HOMUNCULUS LAIR
Once opulent and full of exotic hardwood cabinets
Statue. In the center of this open-air courtyard, sur-
packed with leather-bound tomes, this room now lies in
rounded by gardens of glittering, pebble-sized crys-
tals, stands a 9-foot-tall statue of a plump human wiz- shambles. Ankle-deep rubbish covers the floor, the re-
mains of the room's former furnishings. The homuncu-
ard wearing a helmet with blade-like fins and reading
lus (see "Maddgoth's Homunculus," page 96) stands
LEVEL 7 I MAODGOTH'S CASTLE
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