Page 109 - Waterdeep - Dungeon of the Mad Mage_Neat
P. 109

Scroll. On the north wall, east of the door, hangs a   HIDDEN ThAPDOOR
             framed scroll pressed flat behind a sheet of glass.   An 8-foot-square trapdoor near the northern battlement
             Bolted to the wooden frame is a tiny metal plaque that   hides a stone staircase that leads down to area 38. This
             reads, "Break glass in case of emergency."       is the route by which Otto the faerie dragon comes and
             Maddgoth's idea of an armory is a pair of well-paid   goes from the castle.
           nycaloths named Yzig and Gorzog. They can't leave the   The trapdoor blends in with the surrounding stone-
           room until they're restored to their true form, and they   work, and detecting it requires a successful DC 15
           won't leave the castle before Maddgoth returns. Their   Wisdom (Perception) check. Tiny letters scratched
           orders are to slay castle invaders. The nycaloths rec-  into the trapdoor spell the words "KNOCK KNOCK"
           ognize Maddgoth's homunculus and won't harm it; all   in Draconic.
           other creatures are attacked on sight.              Knocking twice on the trapdoor causes it to swing
            Without its master around, the homunculus doesn't   open on its own, then close 1 minute later. Otherwise,
           trust the nycaloths and thus hasn't tried to free them.   the trapdoor must be pried open with a crowbar or sim-
                                                             ilar tool. Prying the trapdoor open requires a successful
           ThEASURE                                          DC 18 Strength (Athletics) check.
           The framed scroll is a spell scroll of cloudkill.
                                                             AFTERMATH
           45. ALCHEMIST'S LABORATORY
                                                             What happens in the miniature castle has little impact
           Otto removed anything it considered valuable from this   on the stone giants, and vice versa. Killing all the gi-
           chamber but periodically returns to see if it missed any-  ants saddens Otto the faerie dragon, but its goals don't
           thing. If the faerie dragon hasn't been encountered and   change. If the characters help the giants by dealing with
           defeated elsewhere, there is a 25 percent chance that it's   the faerie dragon, all is forgotten in a few hours when
           here when the characters arrive, in which case the door   the giants' memories fade away.
           to the room is open. If Otto is not present, the door is   If the slaad in area 33 succeeds in slaying or driving
           closed and has a silver coin lodged in its frame (see area   off the characters, it makes its home in the castle, hop-
           19). The room's features are as follows:          ing that Maddgoth will one day return with the slaad's
           Tables. Tables stand haphazardly about the room, their   control gem. In a struggle between the faerie dragon
            surfaces cluttered with alchemical equipment.    and the slaad for control of the castle, the slaad can win
           Cabinets. Corner cabinets are brimming with skuJ!s,   either by killing Otto or forcing the dragon into hiding.
            jars of powdered substances, and leather-bound jour-  Characters who leave the level and later return dis-
            nals filled with Maddgoth's mad scribblings.     cover that the giants don't recognize them or remember
           Refuse. The floor is strewn with bits of broken glass,   having met them previously. If one or more giants were
            scraps of parchment, and other refuse.           killed, the surviving ones retain no memory of how
                                                             their fallen kin died. If all the giants die, Halaster might
          ThEASURE                                           freeze the caverns and fill them with a tribe of yetis
          The room contains three full sets of alchemist's sup-  led by a mated pair of abominable yetis, or provide the
           plies, all of which can fit in one backpack.      space to a clan of degenerate fomorians.
            A potion of invisibility in a stoppered glass vial has   After the characters depart, Maddgoth might return
           rolled underneath the northwest corner cabinet and is   to check on things. He's either a neutral evil archmage
          lodged in the back corner. A detect magic spell reveals   who has exceeded his natural life span with potions
          its presence.                                      of longevity, or he's a lich. Choose whichever form you
                                                             prefer. In either case, Maddgoth tries to put his house in
          46. MADDGOTH'S THRONE                              order, which could take weeks if the characters made a
                                                             mess of things. Maddgoth might be accompanied by a
          The door frame has an electrum coin wedged into it
                                                             mage he has invited to stay with him on some false pre-
          (see area 19).
                                                             tense. In truth, Maddgoth plans to torture and murder
            A tall throne made of iron and stained glass stands
          in the southern alcove, facing the door. The throne's   his house guest, as he has done with so many others.
          clawed armrests and feet give it a monstrous appear-  Maddgoth wears a horned ring (a very rare magic
                                                             item) that allows a wearer attuned to it to ignore Un-
          ance, but there's nothing dangerous about it. Laid before
          the throne is a IS-foot-diameter circular rug with a   dermountain's magical restrictions (see "Alterations to
          pattern resembling a large gaping mouth. The rug, too,   Magic," page 10). He also carries the control gem for
          is harmless.                                       the slaad in area 33. If the party didn't claim his helm
                                                             (see area 25b), he dons it for the duration of his stay in
          47.  ROOF  AND  BATTLEMENTS                        the castle. If the nycaloths are still around (see area 44),
                                                             Maddgoth retains their services as bodyguards. If the
          The roof offers little in the way of a view, since the sur-  characters prove too great a challenge for him, Madd-
          rounding cavern is all but lost in darkness. The echoes   goth teleports away and returns the next day with eight
          that a single shout can create are astonishing, though.   mezzoloths to help him clean house.
          Four-foot-high crenellated battlements enclose the roof.





          LEVEL 7  I MADDGOTH'S CASTLE
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