Page 26 - Waterdeep - Dungeon of the Mad Mage_Neat
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36c. UPSIDE-DOWN THRONE Comet. This carving represents Stardock, the asteroid
orbiting Toril that is connected by a gate to level 16.
Sleeping Grick. A grick alpha is coiled up in the south-
ernmost section of the room and appears to be asleep. Each time this button is pressed, a magical, disem-
The creature recently gorged itself on goblins and is bodied male voice fills the room and says in Common,
not hungry. If the characters stay at least 10 feet away "Gate access to Stardock from level 16 only."
from it and cause it no harm, it ignores them. Tower. This carving represents Halaster's extradimen-
sional tower, and the tiny glyph above it is Halaster's
Reverse Gravity. Directly above the grick, on the
20-foot-high ceiling, is an upside-down stone throne, rune. If this button is pressed, a magical, disembodied
seated upon which is a mummified minotaur with male voice fills the room and says in Common, "Gate
gems embedded in its eyes (see "Treasure" below). A access to Halaster's Tower from level 23 only."
greataxe lies at the foot of the throne.
PIT
Debris. Stone debris is strewn across the floor The open pit used to be 30 feet deep, but now the bot-
and ceiling. tom 10 feet of the hole are filled with stone rubble. Its
Secret Door. This secret door is hidden in the east cor- sides are smooth and can't be ascended or descended
ner of the north wall. The gricks can't open it.
without magic or climbing gear.
The top half of the room is under the effect of a per-
manent reverse gravity spell. The effect takes hold of REVEN ANT
any creature or object more than 10 feet off the floor. When a half-elf cleric of Waukeen named Halleth Garke
A successful dispel magic (DC 18) ends the effect, accused his adventuring companions of withholding
causing creatures and objects on the ceiling to fall if treasure from him, the other members of the Fine Fel-
there's nothing to counteract the effect of normal grav- lows of Daggerford (not including Kelim in area 36b,
ity on them. who had already wandered off) beat Halleth to death
Treasure. The mummy is inanimate, and its great- and threw his body into the pit. Halleth "awoke" the next
axe is nothing special. One of the gemstones in the day as a revenant, compelled to find and kill the three
mummy's eyes is a banded agate (10 gp), the other a who murdered him. Unfortunately for him, he is unable
zircon (SO gp). to climb out of the pit without assistance and has been
pacing down there for days.
37. MAP ROOM If the characters pull him up, Halleth points to the
secret door in the south wall and offers to join the party
Four members of an adventuring party called the Fine until he locates his "friends," a shield dwarf named
Fellows of Daggerford rested here several days ago. An Copper Stormforge and two humans named Midna
argument between them turned violent, leading three Tauberth and Rex the Hammer. Halleth no longer has
members to kill and dispose of the fourth. The room has
access to his cleric spells, and his companions stole his
the following features:
gear (including his holy symbol), along with a wholly in-
Map. A 30-foot-wide, floor-to-ceiling map is carved into correct map of the Sargauth Level (level 3). He is willing
the west wall (see "Fresco" below). to let the characters keep the map once they help him
Open Pit. In the middle of the room is a 10-foot-square confront his killers and retrieve it. He believes the map
open pit. A revenant is trapped in the pit and can be is authentic and accurate. When the three Fine Fellows
heard moving around inside it. die, Halleth becomes a corpse again; if the characters
Secret Door. A secret door is hidden in the south wall. helped him, award them XP as though they had defeated
It opens into a curved tunnel (area 38). the revenant in combat. See level 2 for more information
on Halleth's killers.
MAP CARVING
This elaborate image is a cross-section map of Un- 38. SECRET TuNNEL
dermountain, with what is clearly Mount Waterdeep
and the City of Splendors at the top, and twenty-three This curved corridor is hidden behind secret doors and
connects areas 37 and 39. Humanoid footprints in the
hollowed-out dungeon levels stacked below it. Each dun-
geon level has its own stylistic side view, but no names dust suggest that a lot of traffic passes through here.
or details are included to suggest what a level is called 39. BIG EARS WATCH POST
or what it contains. Three features stand out:
These chambers house the level's main Xanathar Guild
• Next to the third level is a bas-relief of a flaming skull. watch post, called "Big Ears" by the bugbears that com-
• Next to the sixteenth level is a bas-relief of a comet. mand it. Instead of posting lookouts, the watch post's
• Next to the twenty-third (lowest) level is a bas-relief of
defenders (three bugbears, nineteen goblins, and two
a tower with a tiny rune engraved above it.
ettins) rely on a shrieker to warn them of intruders.
Close inspection reveals that the flaming skull, the
comet, and the tower are buttons that can be pressed. 39A. HALL OF THE "TWO-HEADED KING
Characters will most likely enter this hall through the
Flaming Skull. This carving represents Skullport. Each
secret door in the west wall. This 30-foot-high room has
time this button is pressed, a magical, disembodied the following features:
male voice fills the room and says in Common, "Gate
access to Skullport disabled." Statue. A deformed granite statue stands on the east
side of a large stone column, facing eastward.
LEVEL I I DUNGEON LEVEL

