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Cover Illustrator: Cynthia Sheppard - - -. Slideshare uses cookies to improve functionality and performance, and to provide you with relevant advertising. If you continue browsing the site, you agree to the use of cookies on this website. See our User Agreement and Privacy Policy. See our Privacy Policy and User Agreement for details. Published on Sep 15,. Published on Feb 24, Hundreds of years ago, long before Waterdeep had been built, Halaster Blackcloak carved a vast dungeon beneath Mount Waterdeep and stocked it with all manner of creatures from across the planes.

Over time Halaster has gone quite insane and the dungeon he carved, now dubbed Undermountain, is a labyrinthine death trap for those bold enough to venture within. Your email address will not be published. Home pdf read the pdf book book pdf how book. By using our website you agree to our use of cookies. O'tamu to procure magic items from Waterdeep. Adventurers who hang around the Yawning Portal often Obaya approaches the adventurers and offers to pay find work delving into Undermountain on the errands for any unwanted magic items they find in Undermoun- of others.

The characters might have their own reasons tain. Obaya has secured her funds in Waterdavian banks for venturing into the Mad Mage's dungeon, but the and can pay handsomely within a matter of hours for adventure hooks described in this section can be used any magic items the characters bring to her.

The amount as further motivation. These hooks are divided into two s he's willing to pay is based on the item's rarity, as categories: starting quests and future quests. Adventur- s hown in the Magic Item Rewards table, and is nonne- ers are under no obligation to accept or complete any gotiable. Characters would be hard-pressed to find any- of these quests, though the promised rewards are often one willing to spend as much for these items as Obaya substantial enough to be tempting.

Any of the Item Rarity O baya's Reward quest givers described below might approach the char- Common 10 pp acters shortly after their arrival at the Yawning Portal. Uncommon SO pp The characters can accept as many or as few starting quests as they want. Based on the needs of your cam- Rare pp paign, you might even introduce some starting quests Very rare 5, pp of your own. S he prices a spellbook based on the might find his ring in the possession of a hobgoblin war- highest-level spell contained in it: 5 pp for 1st level, 25 lord named Azrok see level 3, area 21n and discover pp for 2nd or 3rd level, pp for 4th or 5th level, how Esvele's brother met his untimely end.

Returning pp for 6th or 7th level, and pp for 8th or 9th level. Kressando's ring to Esvele completes the quest and Once she has paid for 7, pp worth of magic items places her in the party's debt.

Injected into the conversation is the fol- Threestrings to his friends, plays a three-stringed lute lowing tale: at the Yawning Portal and is a much more talented This story dates to the fall of Illefarn, an elven king- musician than he pretends to be.

In truth, Mattrim is a dom of the North. An alabaster throne belonging to Harper spy who uses this busking gig to establish rela- Syglaeth Audark, the last coronal of Illefarn, disap- tionships with the Yawning Portal's unique clientele.

It's said that a group of dwarves feared the called the Flagon and the Dragon in Skullport. Cal'al destruction of such a miraculous work of stonecraft provided shelter a nd healing to a wounded Harper and stole the throne right out from under the elves' spy in Skullport and is owed payment for her support. Where the dwarves hid it for so long, Mattrim's pouch contains three moonstones worth who knows?

But should you find it in Undermoun- 50 gp each. Mattrim tells destruction of Aelinthaldaar by Coronal Audark himself, the characters that a dragonborn mage named Felrax who ordered it placed in an underground vault. Despite guards the place. After the fall of lllefarn, A young noblewoman, Esvele Rosznar has been fre- Melairkyn dwarves found the throne and bore it to their quenting the Yawning Portal on busy evenings, keeping halls with the intention of repairing it and returning it to mostly to herself while sipping zzar and listening to the elves.

Her family has a tarnished reputation, having If the characters find the throne see level 3, area 14c once been banished from Waterdeep for slavery and and inform Volo of its location, he s hares this informa- other illegal acts. Although the Rosznar family is trying tion with his elf friends, who express their gratitude by to regain its integrity and standing, several bad apples giving the party a beautifully crafted longbow and an threaten to impede that progress with their sinister elven quiver containing twenty silvered arrows.

The ventures. The characters might mountain and asks them to keep an eye out for Kres- need to enter a nd leave Undermountain several times sando, a year-old man with fair skin and dark curly before they're eligible to receive these quests. News of Kressando Rosznar's death is leaked to the She promises that if the characters can facilitate Kres- publishers of several local broadsheets, along with sando's safe return or deliver proof of his whereabouts the names of the adventurers who retrieved his signet to Esvele, she will owe them a favor, adding that "You ring from Undermountain.

The news inspiresjoroth can trust in House Rosznar. The DMs' Guild dmsguild. Mirt himself delivers the Joroth approaches the characters in plain clothes luck blade once the Runestone fragment is in Laeral's and asks them to keep their eyes open for Falkir's Fist, hands, but looks rather put out at the thought of parting a band of four dwarf adventurers that disappeared with it.

The leader of the mansion? Allowing Mirt band, Falkir Gravelfist, is believed to have stolen a to keep his sword puts the Masked Lord in the charac- famous emerald called the Eye of the Spider from the ters' debt- a fine prize indeed for their efforts. Mirabarran embassy in Waterdeep weeks prior to his The characters can find the Runestone and cast-off disappearance.

Joroth believes Falkir is dead divination fragments of it on level 20 of Undermountain. Prerequisite: Complete the "Throne of the Coronal" or Joroth describes Falkir as a particularly stout dwarf the "Eye of the Spider" quest wearing a helm shaped like a boar's head.

He says the Word reaches Lady Wylynd Moonstar, matriarch of the gemstone is a spherical emerald roughly three inches in Moonstar noble family ofWaterdeep, that a party of diameter, with a small imperfection in its core shaped adventurers has had some success in Undermountain vaguely like a spider.

The gemstone has no magical of late. She learns all she can about these adventurers properties as far as he knows. For more information on the Lords' Alliance and Lady Wylynd is well over a hundred years old and se- its role in Waterdeep, see Waterdeep: Dragon Heist. Vanrak and his small army Master's Guide for returning the Eye of the Spider to of Shar worshipers fled into Undermountain to escape joroth.

Both the gemstone and Falkir's Fist can be found punishment for their many crimes in the city. It's Lady on level The dragon found Vanrak but could not Volothamp Geddarm introduces the characters to a wrest him from the depths of Undermountain. Instead, friend of his: a young captain of the City Watch named the dragon became corrupted by Shar's magic and was Jalester Silvermane.

If the characters played through transformed into a shadow dragon named Umbraxakar. Waterdeep: Dragon Heist, they probably know him al- In this evil form, the dragon fought by Vanrak's side for ready. Jal ester is a secret agent of the Lords' Alliance years, even serving as his mount from time to time.

She asks Helion to meet with the adventurers Laeral's magic has begun to wane. She has researched and convince them to find the shadow dragon in Vanrak- a way to halt the decline, at least temporarily, but she doom, one of the deeper levels of Undermountain, and needs a fragment of a magic crystal called the Rune- break Shar's hold over him. Failing that, they should put stone. The crystal was created by Halaster Blackcloak the dragon out of his misery.

In exchange for their help, and secreted away in the depths of Undermountain. He describes the Runestone van services, and NPC followers as needed. Her abilities a re, however, An ulitharid see appendix A has been using telepathy limited in her current, bodiless form. 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.

In terms of game rules, characters are prevented Word of these telepathic intrus ions has begun to spread from passing through a gate when their experience level throughout the city, gaining traction as more than just fai ls 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 a llow characters who don't meet the level prerequi- conjecture to himself for now.

The Jhesiyra can't stop characters from moving between ulitharid awaits them on level If the party deals with dungeon levels by more conventional means. Whenever the threat, Durnan promises to make s ure the deed is they enter a dungeon level designed for characters of a never forgotten but offers no tangible reward.

You're not prepared for the danger that lies ahead! S he 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 a ny other way, for players when their characters learn reliable information fear of being detected by Halaster.

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.

If the check succeeds, the character learns a secret about Under- For the sake of avoiding repetitive descriptions, com- mounta in, and the player can draw a card from the Se- mon featu res of Undermounta in are summa rized here. 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. These restric- 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 s uch as the etherealness spell, is the exception to this in the Citadel of the Bloody Hand, a dungeon complex rule.

Undermountain is pulled back into the dungeon upon leaving that plane. Jhesiyra escaped her prison when its wards failed 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. Any dungeon itself. Halaster is unaware ofjhesiyra's pres- spells cast within such an extradimensional space such as that created by a Mordenkainen's magnificent man- ence but also wonders over her disappearance following the Spellplague.

To that. For example, an earthquake spell A locked or s tuck door can be forced open with a suc- would not trigger a ceiling collapse or create fissures in cessful DC 20 Strength Athletics check. A creature Undermountain. Doors and furnishings, however, are that fails a check to force open a door can't make not protected in this way. In addition, spells that allow contact with adventure.

Most often, he's a distant observer, watching beings from other planes function normally. Why does he tolerate adventurers in means of sending spells. Any cre ature that tries to con- his home? What's his aim? That's for you to decide.

This sidebar outlines several possible goals for Halaster. His goal can change at any time with- Each time it is contacted in this manner, the nothic re- out explanation; he is the Mad Mage, after all. Other things the nothic night say in Undercommon include Goal 1: Clean House.

Halaster wants adventurers to clear out parts of his dungeon so that he can restock the the following: tunnels with new threats from across the planes. I can't untie it! An irksome lich named Ezzat has Undermountain is made up of a mixture of smooth, taken refuge on level 20, and Halaster wants adventurers worked stone and rough-hewn s tone, with the occa- to destroy the lich and its phylactery.

Halaster has bound sional intruding natural tunnel or cavern. A few levels two genies a dao and a marid to level 19 and uses have exceptional architectural features; for example, them to help adventurers accomplish this goal.

Halaster wants ceilings made of crystal. To that end, his goal CEILINGS is to terrify adventurers and send them screaming back It's helpful to know the height of a ceiling, particularly if to Waterdeep with horror stories that discourage others creatures in the area can climb or fly. The Shadow- room is wide, ofte n higher.

If a room's ceiling height is n't dusks were Waterdavian nobles who descended into specified in the text, assume it's the minimum height. Halaster Tunnels. A tunnel's ceiling is as high as the tunnel is wants to return them to power in the city above and use wide, unless otherwise noted. Most tunnels in Under- them as puppets to rule Waterdeep from below as its mountain are arched and have no visible structural sup- Shadow Lord. Adventurers can thwart Halaster's scheme ports. Exceptions are called out in the text.

Halaster is searching for one thick, sturdy wood fitted with iron hinges and handles, or more new apprentices worthy of his time and tute- lage. He is cultivating talent on level 9, but he's also and protected against moisture by magic. Secret doors paying close attention to other arcane spellcasters who are fashioned of the same material as the surface in enter Undermountain.

Of course, once the novelty of which they're set usually stone and require a success- new apprentices wears off, Halaster will likely do the ful DC 20 Wisdom Perception check to locate, unless same thing he's done with all his previous apprentices: noted otherwise. When they are closed, most doors and teach them ways to mutilate and destroy themselves.

Somewhere in the back of his tions are noted in the text. He A one-way door can be manually opened only from has no clue where Jhesiyra might be, but he can't rest one side the other side has no handle or hinges. A until the mystery of her disappearance is solved and knock spell or similar magic is needed to open a one- she's his prisoner once again. Halaster thinks he can use way door from the "wrong" side.

When confronted by a locked door, a character with. Creatures the map. These tunnels can be ignored if you have no peering through the open gate can see the destination desire to expand the dungeon.

If you choose to expand a beyond as though they are looking through an open level by creating new rooms of your own, you can attach doorway into that location.

Dispel magic has no effect on a gate, but a wish spell can permanently destroy a gate or another attempt on the same door unless it has another force it open for up to 1 hour. A gate cannot be damaged creature or a tool such as a crowbar to assist. If the direction in which a door opens becomes Halaster favors three kinds of gates: important, decide for yourself which area the door opens into. Arch Gate. This gate looks like an archway chiseled into a blank wall.

Most of the gates in Undermountain are arch gates. Elder runes are ancient symbols imbued with magical power. With years of study, any creature that can cast Mirror Gate. This gate consists of a wall-mounted mir- the symbol spell can learn an elder rune and add it to ror, ovoid or rectangular, encased in a carved stone the selection of symbols that can be created with the frame. The mirror is 10 feet tall and 5 feet wide unless spell. Halaster has spent lifetimes studying elder runes, otherwise noted.

All the gates leading to and from inventing new ones, and harnessing their volatile magic. He likes to place them throughout Undermountain Standing Gate. This gate forms between two standing as hazards.

Unless otherwise noted, these col- Appendix B presents several elder runes on paper umns are 15 feet tall and spaced 10 feet apart, with a cards that you can photocopy and cut out to create an stone lintel resting horizontally atop them to form a Elder Runes Deck. When circumstances call for the rectangular opening. Because the gate is freestanding, appearance of an elder rune, a card is drawn from this one can pass through it from either direction. Halaster usu- called the boon effect and the other harmful called ally has the rune target the first creature that passes the bane effect.

The elder rune's creator chooses through the open gate. Every so often, to keep the play- which effect occurs or can randomize it so that a die ers guessing, you can have the rune trigger when the is rolled to determine whether the bane effect odd die second or third creature passes through.

Once an elder roll or the boon effect even die roll is triggered. S ince the creatures that originally carved out Under- A creature doesn't make a saving throw against an mountain had darkvision and Halaster lights his way elder rune's boon effect.

Saving throws made to resist by using magic, a reas of the dungeon are unlit unless the bane effect of Halaster's elder rune have a spell otherwise noted. He can also create gates them and the campaign alive: the characters could awaken that lead into and out of Undermountain, which he uses in an alternate version of the Yawning Portal that is part primarily to restock the dungeon with monsters. His old of a psionically generated simulation ofWaterdeep called gates were destroyed by the Spellplague, but Halaster Alterdeep, created by the ulitharid on level These gates are brought to level 17 of the dungeon by mind flayers or their thralls, and placed in capsules called psipods.

While not s ubject to the restrictions outlined in the "Alter- unconscious and trapped in these psipods, th e characters ations to Magic" section.

Over time, they'll notice inconsistencies that sug- a s pecial key, the casting of a spell, or some other act. A legend lore spell or s imilar magic can also and convince it to set them free. For more information on reveal the proper way to open a gate. Alterdeep and its ulitharid creator, see level Struck by Harria's resemblance to defeat the monsters on this level should gain its creator, the golem has been pressed into service. The Undertakers are aware that bugbears and goblins are spying on them see "Xanathar Guild" below.

A gang of neutral evil human bandits calling themselves They're charged with keeping adventurers from reach- the Undertakers prey on gullible adventurers, demand- ing the lower levels and thereby interfering with guild ing a toll of 10 gp per character for safe passage through business. With the help of several goblins, the bugbears this level of the dungeon. The bandits have taken over have set up guild watch posts in areas 23, 28, and These disguises devourer implanted in their skull, so that Xanathar can are elaborate and convincing including wigs, theatrical take control of the bandit gang.

The bugbears have been clothing, makeup, fake fangs, and fake nails , but adven- spying on the bandits and will shortly begin testing turers can see through the ruse with a successful DC 14 their defenses.

They are frightened by the flesh golem, Wisdom Insight check. The bugbears don't ria Valashtar, were lovers once, but their relationship keep their end of the bargain, but the goblins readily will soured recently. They're fed up with each other, and do so out of self-preservation if all the bugbears and in- each is plotting to eliminate the other and take control tellect devourers are dead. Barria is the likely winner of this conflict,.

A thin layer of sand covers the floor. Hanging Shields. Dented, rusty shields adorn the walls, Monsters wander this level in search of food or trea- which are also covered with graffiti. If your game session needs a jolt, A one-way secret door built into the north wall can't be try using one of the following encounters or an encoun- opened from the south without the aid of a knock spell ter of your own design.

On the north side of the secret Three carrion crawlers, one creeping along the floor door, a human bandit quietly listens at the hole for and two attached to the ceiling, approach the party and sounds of newcomers descending the s haft. Upon hear- attack the first adventurers to come within reach of their ing creatures enter the area, the bandit retreats to warn mucus-coated tentacles.

If a carrion crawler paralyzes its confederates in areas 6, 8, and 9. Characters in the a character with its tentacles, it continues to make bite room can hear the bandit's soft, retreating footfalls with attacks against that character on subsequent rounds as a successful DC 20 Wisdom Perception check. The carrion crawlers are too stupid and hungry to flee in the face of certain death.

Roll percentile dice skulls to claim as trophies. Their constant bickering and consult the Trinkets table in chapter 5 of the Play- can be heard up to 60 feet away, and they flee when er's Handbook to determine the trinket.

If one or both goblins are captured, they can lead adventurers to the nearest Xana- SHIELDS thar Guild watch post as well as describe its defenses, Sixty old shields hang on the walls; they break apart since they have observed the comings and goings of the if disturbed in any way. Written in blood on the wall, guild's goblinoids for some time.

The guardian returned to this level after 2. A rune on the shield guardian's head matches Similar staircases descend into the room from foot- a rune inscribed on the back of its amulet. When the shield guardian sees the characters, it wastes its actions on feeble gesticulations that suggest 2A.

It reverts to Bas-Reliefs. Every foot section of wall has a 9-foot- making normal attacks only if one or more characters high, 4-foot-wide, 3-inch-deep door-shaped recess enter its reach and make melee attacks against it. If the containing a bas-relief carving of a demon. Each relief characters keep their distance and avoid harming the depicts a different kind of demon see below. A kenku skeleton lies on the floor, one of its and wanders off, looking for other denizens to terrorize.

Characters who descend into the dungeon from The carvings on the north wall of area 2a depict from the Yawning Portal land in area 1 and can proceed east to west a balor, a barlgura, a chasme, a dretch, from there. The carvings on the south wall depict from west to east a marilith, a 1.

The recessed wall that contains the nalfesh- foot-square room with the following features: nee carving has a secret door leading to area 3. The recessed wall that contains the dretch carving has Exits. The only exit appears to be a tunnel that leads another secret door, which leads to area 4.

The dretch south before bending west. There's also a one-way carving has half-inch spy-holes for eyes. These holes are secret door to the north. Two bugbears hide behind pillars. Each before being scared off by the gray ooze. Unscrewing bugbear is host to an intellect devourer in its and removing the head exposes a hidden, charred skull cavity. The compartment Snake Skeleton. The skeleton of a giant constrictor contains melted wax from candles that were used to illu- snake coils up the top half of the northernmost pillar.

The snake skeleton is harmless and falls apart if dis- WATER turbed, clattering loudly as it hits the floor. The water seeps through cracks in the ceiling of the Warning. The words "Certain death this way! The water is tepid, and not The bugbears detect the approach of adventurers with fit for drinking unless a purify food and drink spell is the aid of the intellect devourers' Detect Sentience trait cast on it.

As intruders approach their location, the bugbears withdraw down the south- 4. An unadorned wooden armor stand rests area 23 of intruders. The bugbears know the perils of in the middle of the room, with a faintly glowing long- the western tunnel area 21 and avoid it.

Characters sword stabbed into it. At the base of the stand lie the whose passive Wisdom Perception scores equal or ex- skeletal remains of a hand, amid stains of dried blood. Echoes of distant voices occasionally hiding or fleeing bugbears. Secret Door. A secret door leading south is obvious Secret Compartment. Inspection of the southern- from this side no ability check required. It has two most pillar reveals a loose stone in its base.

Behind the eye-holes bored into it at a height of 5 feet, allowing a stone is an empty compartment, its contents discovered creature to peer into area 2a beyond. The longsword is easy to remove from the armor 3.

A detect magic spell reveals that the sword is magical. It sheds dim light in A secret door opens to reveal an empty foot-square a foot radius.

It also carries a curse that prevents cubicle with a 5-foot-wide tunnel of rough-hewn stone its wielder from dropping it. If the blade is pried from leading away from it. The tunnel descends slightly until its wielder's grasp, it instantly teleports back into the it reaches a room that smells like a sewer. The room wielder's hand. The curse can be ended by casting a re- contains the following features: move curse spell or using similar magic on the sword's Flood.

The floor of the room tilts- its west end is 6 feet wielder, or by chopping off the hand that holds the lower than its east end. Foul sewer water covers the weapon. The skeletal hand on the floor belonged to the floor, barely reaching the east wall but deepening by 1 ore who last held the sword. A wide alcove in the north wall contains a life.

ECHOES size statue of a sahuagin, submerged up to its chest in Vent shafts in the ceiling connect to shop cellars in the sewer water. The statue emits a dim purple radiance, city above. These passages carry voices from Water- its head is completely turned around, and one of its deep, but the sound is distorted so badly that words at arms has broken off and is nowhere to be seen. A psychic gray ooze lurks beneath the murky If the grills that cover the vent shafts are pried loose, a water, north of the statue.

It's invisible while Tiny or gaseous creature could crawl through a shaft to underwater. The floors of the alcoves are littered The purple aura around the sahuagin statue is harm- with the gnawed bones of past meals mostly goblins less, and casting dispel magic on the statue removes and gricks. The statue's arm broke off long ago and rests now The deep alcoves and black pillars provide cover for against the west wall, concealed beneath the dark water.

As the characters move into the room, they The statue's head is hollow, with holes for eyes and a can spot one or both grells by succeeding on a Wisdom larger hole for its fanged mouth.

Further inspection re- Perception check contested by the monsters' Dexterity veals that the head has screw threads and is removable. Stealth checks. The grells are hungry and eagerly pur- sue fleeing prey. They have no treasure. If the ba ndit keeping an eye on key slotted into a cavity that hides its teeth. The key area 1 through the secret door retreats here with news is easily removed from the fresco and unlocks the of the adventurers' arrival, add that individual to the stone box in area 14b.

The bandits are unaware of the forces arrayed here one bandit capta in, six bandits , key's presence. Once alerted, these forces Uktarl keeps his bedroll inside the stone tub, along gather in area 6a and wait for the adventurers to arrive with a set of thieves' tools and enough stolen gear to so they can extort money from them.

On the table are stacks of coins totaling 6A. Standing atop stone plinths in the middle of engraved with dwarven symbols commonly associated the room, facing east, are three 6-foot-tall statues with fertility and sexual potency.

Lying at the base of the cen- Furnish ings. Eight bedrolls are spread out on the floor. Carved into the stone base of each statue is a name: Bandits. Unless they're encountered elsewhere, four hu- Elyndraun south statue , Ruathyndar central statue , man band its sleep in their bedrolls. A doppelganger and Onthalass north statue. These names have been sits on another bedroll, keeping watch.

Each bandit carries ld6 gp in a pouch. The been added in Goblin: Smelly Bottom, Stupid Skull, and doppelganger has no interest in treasure and carries Born Toothless, respectively. A detect magic spell reveals the faintest, lingering trace of magic within both fragments of the staff.

The 7. The first These chambers once served as a true vampire's lair. Crimi- The Undertakers use the crypt to hide from the dungeon nal! If the wailing occurs denizens they can't rob or kill. This hole allowed the ancient Piled up against the west side of this secret door, un- vampire to enter and leave its lair in mist form.

This hall has the following features: Bandits. Unless they have been encountered elsewhere, four members of the Undertakers s it around a decrepit Bedrolls. A dozen empty bedrolls lie on the dusty floor. They play cards using a marked deck that 7 B. CRYPT Uktarl carries around, and each has a stack of coins This area contains a cobweb-draped wooden coffin on the table.

The coffin Fresco. The entire northern wall is one large stone is intact and has an obvious! The coffin's lid is unlocked. A thin layer of grave dirt inside the coffin has been Behind the mountain, carved rays of brilliant sunlight flattened down, suggesting that a creature once slept fan out to the edges of the wall.

A vial of holy water rests atop the dirt. The coffin is Tub. Beneath the mountain fresco, carved into the floor, otherwise empty. Side chambers areas 8b and 8 c serve as a base for mem- others for his failings as a leader. If he takes damage or bers of the Undertakers, who investigate loud noises in sees any of his underlings slaughtered, cowardice com- the throne hall. The others flee to area 8 and team up with any bandits remaining there. Jn the middle of the room lie the bones, try to extort money from passing adventurers.

If that skull, rotted leather wing flaps, and stinger of a doesn't work, they attack until it becomes clear they're wyvern, intermingled with shards of clear crystal.

At the south end of this foot-high vaulted reinforcements. The a large, high-backed throne made of interwoven, doppelganger has a similar pouch, plus a tiger eye gem- bleached bones. Each of the throne's bone armrests stone 10 gp tucked into its boot. Empty torch brackets made of fluted, This corner of the dungeon sees little traffic, though discolored bronze protrude from the walls. Halaster trapped the wyvern in a floating crystal 9 A. The wyvern's Pillars. Six pillars pockmarked with tiny indentations remains lie alongside the fragments of its crystal- stretch the length of the hall.

The indentations held line prison. Bone Throne. The throne is impervious to a ll dam- Alcove. An alcove in the northwest corner contains a age. Its velvet seat cushion serves as the hinged lid of an rusty pile of armor the remains of a suit of animated empty hidden compartment. Whatever treasure the com- armor that was destroyed years ago by adventurers. During a battle to rid area 12 of giant spiders, the Un- Any creature bitten by a snake must make a DC 13 Con- dertakers lost one of their own.

They left his body here stitution saving throw, taking 24 7d6 poison damage to rot. A successful DC 10 Wisdom Medicine check on a failed save, or half as much damage on a successful reveals that the bandit died from spider bites and the one.

After each snake makes one attack, the armrests ensuing poison. The bandit's leather armor is punched revert to their inanimate state until triggered again. The money 8B. Bandit Captain. Unless awakened by loud noises, Har- She Skulls tumble into the hall when the door to this foot- is disguised as a vampire but doesn't wear her fangs square room is pulled open.

The entire room is filled to while sleeping. A fles h gole m under Harria's control stands humanoids who crossed Halaster. Thousands of skulls guard in the middle of the room. Other furnishings include a lit lantern, bre. The cubicle contains nothing else. The trunk is unlocked and contains Helm. A green copper helm with a protective visor lies a disguise kit, as well as a small selection of theater on the floor, draped in cobwebs.

Against the back wall, atop a marble riser, Harria is a greedy, treacherous, and vindictive young stands a slender throne also made of green copper woman who considers herself the world's most under- and covered with cobwebs. She isn't able to control the Treas ure. There is nothing remarkable about the golem once it goes berserk, and she retreats to area 7 if copper throne or helm, and neither object detects as things turn bleak.

But if a character wears the helm while sitting on the throne, a tube-shaped compartment in the ceiling 8 c. Sitting in chairs a round a long stone table are character's head which the helm conveniently protects. S tatues. Life-size granite statues of human warriors, Lante rns. Two glowing oil lanterns hang from chains facing inward, stand atop two rows of pedestals that above the table. On the table are three disguise kits and three Web-Covere d Ceiling.

The ceiling of this long hall is 20 backpacks. Each backpack is stuffed with 11 days feet high, arched, and lightly obscured by thick webs. Three giant spiders lie dead at various The box's interior is lined with thin sheets of lead to points in the hallway, riddled with crossbow bolts. Inside the box is the dry, withered heart of a tiefling wizard see area 24b. A detect magic The hall holds thirty-eight s tatues, nineteen in each s pell reveals an aura of necromancy magic around the row.

Their nameplates have been severely chipped or hea rt, while an identify spell or similar magic reveals defaced, as have many of the statues' features. When it does so, the withered heart switches places with the attuned creature's living heart, page 12 on the double door leading to area 16, set to trigger when the doors a re opened. Draw from the El- which has the effect of killing the creature instantly. The creature's living heart then withers a nd dies, and it der Runes Deck to determ ine which rune appears.

The elder rune targets a random creature in this hall and gains the same properties as the tiefling's heart, a llow- within 60 feet of the doors. At the end of this hall is a door leading to an empty foot-square room.

A regional effect could manifest in this room or in the hall outs ide, at your discretion see Cobwebs enshroud rows of old weapon racks, many of which have collapsed under their own weight. A door in the south wall has a handaxe em- bedded in it. Halaster has placed some nasty surprises in this corner of the dungeon. Although its presence might be mistaken for a warn- ing, the handaxe is ordinary and signifies nothing. It can 14A. This room is empty. The north tunnel gradually slopes down 20 fe.

The room's domed ceiling is 15 feet high at the ening wheel set into the floor. Precious few have returned from Halaster's home, and frequently they're not who they were when they started out. One thing is certain however. Wealth unimaginable exists within the halls of Undermountain. Zambrano June 3, Young Will is passionately in love with her life in Zimbabwe, South Africa and with her father. Her joy cartwheels across the page in vibrant escapades with best friend, Simon.

Then the unthinkable occurs and wildcat Will is sent to a gray English boarding school filled with a pack of girls worse than hyenas.



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