Page 11 - Waterdeep - Dungeon of the Mad Mage_Neat
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UNCOVER THE 'TELEPATHIC SPY                        end, she does everything in her power to keep adventur-
           Prerequisite: 9th level or higher                  ers in Undermountain alive. Her abilities are, however,
           An ulitharid (see appendix A) has been using telepathy   limited in her current, bodiless form.
           to contact random people in the city and learn all it can   Jhesiyra can exert control over Halaster's magic gates,
           about Waterdeep. Those the creature has contacted   keeping adventurers from passing through them if  she
           know nothing of the ulitharid's true nature, only that an   thinks they lack the might needed to defeat the perils be-
           alien intellect has reached out to them for information.   yond. In terms of  game rules, characters are prevented
           Word of these telepathic intrusions has begun to spread   from passing through a gate when their experience level
           throughout the city, gaining traction as more than just   fails to meet a prerequisite (the recommended character
           a mad rumor. Several of Durnan's regular patrons have   level for which the dungeon level is designed). Any char-
           spoken at length about it, and Durnan believes the   acter who doesn't qualify is pushed back without being
           source might be somewhere in Undermountain. In fact,   harmed when trying to step through the open gate. Only
           he thinks a horrific, psionic monster called an elder   a wish spell can allow a character to pass through. As
           brain might be lurking in the dungeon. Not wanting to   the Dungeon Master, you can suspend this restriction
           alarm anyone with rumors of mind flayers, he keeps this   and allow characters who don't meet the level prerequi-
           conjecture to himself  for now.                    site to pass through a gate, particularly if  you think they
             Durnan urges adventurers to find the source of the   have the resources to survive and overcome that dan-
           telepathic contact, learn its intentions, and put a quick   gers that await them.
           and decisive end to it if those intentions are hostile. (The   Jhesiyra can't stop characters from moving between
           ulitharid awaits them on level 17.) If  the party deals with   dungeon levels by more conventional means. Whenever
           the threat, Durnan promises to make sure the deed is   they enter a dungeon level designed for characters of a
           never forgotten but offers no tangible reward.     higher experience level,Jhesiyra sends them the follow-
                                                              ing telepathic warning in Common: "Turn back! You're
                                                              not prepared for the danger that lies ahead!" Characters
           UNDERMOUNTAIN SECRETS                             are free to ignore her warning. She can't and won't elab-
           Appendix C of this book contains the Secrets Deck-  orate on the nature of the danger that awaits the adven-
           paper cards for you to photocopy and hand out to the   turers or communicate with them in any other way, for
           players when their characters learn reliable information   fear of being detected by Halaster.
           about Halaster and Undermountain.                   Powerful divination magic can revealjhesiyra's dis-
            Any character who spends at least four hours in the   embodied presence throughout Undermountain. But
           Yawning Portal is likely to overhear tall tales about the   not even a wish spell or divine intervention will allow
           Mad Mage and his dungeon. Not all rumors are to be   direct, two-way communication with Halaster's former
           believed, however, and characters need keen ears and   apprentice.
           sharp insight to determine which stories have weight.
           Have each character make a DC 20 Intelligence (Inves-  DUNGEON FEATURES
           tigation) check or Wisdom (Insight) check. If  the check
           succeeds, the character learns a secret about Under-  For the sake of  avoiding repetitive descriptions, com-
           mountain, and the player can draw a card from the Se-  mon features of Undermountain are summarized here.
           crets Deck.                                       ALTERATIONS TO  MAGIC
            Players can hold onto these cards for later reference.
           When the characters meet an NPC in Undermountain   Halaster doesn't make it easy for creatures to enter or
          who knows a fact, have one of the players draw another   leave his dungeon. No spell other than wish can be used
          card from the Secrets Deck to determine what that NPC   to enter Undermountain, leave it, or transport oneself
           knows about Halaster and his dungeon.             from one level to another. Astral projection, teleport,
                                                             plane shift, word  of  recall, and similar spells cast for
          jHESIYRA  KESTELLHARP                              these reasons simply fail, as do effects that banish a
                                                             creature to another plane of existence. These restric-
          Among the greatest of Undermountain's secrets is the
          story of  jhesiyra Kestellharp, who was one of Halaster's   tions apply to magic items and artifacts that have prop-
          most gifted apprentices until it became clear to her that   erties that transport or banish creatures to other planes
          Halaster was irrevocably insane. She fled, but Halaster   as well. Magic that allows transit to the Border Ethereal,
          dragged her back to Undermountain and trapped her   such as the etherealness spell, is the exception to this
          in the Citadel of the Bloody Hand, a dungeon complex   rule. A creature that enters the Border Ethereal from
          under Mount Waterdeep connected to Undermountain.   Undermountain is pulled back into the dungeon upon
          Jhesiyra escaped her prison when its wards failed   leaving that plane.
          during the Spellplague. To hide from Halaster, she mag-  Magic that summons creatures or objects from other
          ically confined herself in the stones of  Undermountain.   planes functions normally in Undermountain, as does
          She now exists in a bodiless state, inhabiting the very   magic that involves an extradimensional space. Any
          dungeon itself. Halaster is unaware ofjhesiyra's pres-  spells cast within such an extradimensional space (such
          ence but also wonders over her disappearance following   as that created by a Mordenkainen's magnificent man-
          the Spellplague.                                   sion spell) are subject to the same restrictions as magic
                                                             cast in Undermountain.
            jhesiyra's plan is to use adventurers to defeat Halaster
          so that she can seize control of Undermountain. To that


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